Supporting different 3D interaction techniques (ITs) plays an important role for the run-time fle... more Supporting different 3D interaction techniques (ITs) plays an important role for the run-time flexibility of a Virtual Environment (VE) application. While many VE systems provide means for exchanging interaction devices that provide rather similar input data, exchanging fairly different interaction devices and thus exchanging rather different ITs has previously received little attention. This position paper deals with the term exchangeability of 3D ITs. A brief definition for exchangeability is given. A case study highlights the requirements and challenges for a flexible exchange of 3D ITs.
A Conceptual Model and Specification Language for Mixed Reality Interface Components Pablo Figuer... more A Conceptual Model and Specification Language for Mixed Reality Interface Components Pablo Figueroa∗ Universidad de los Andes. Colombia Raimund Dachselt Dresden University of Technology. Germany Irma Lindt Fraunhofer FIT, St. Augustin. Germany ABSTRACT ...
A Uniform Specification of Mixed Reality Interface Components
IEEE Virtual Reality Conference (VR 2006)
Page 1. A Uniform Specification of Mixed Reality Interface Components Pablo Figueroa ∗ Universida... more Page 1. A Uniform Specification of Mixed Reality Interface Components Pablo Figueroa ∗ Universidad de los Andes. Colombia ... ACM Press, New York. [7] Pablo Figueroa, Mark Green, and H. James Hoover. InTml: a descrip-tion language for vr applications. ...
Challenges and Opportunities in the area of Collaborative Augmented Reality Games Irma Lindt, Leo... more Challenges and Opportunities in the area of Collaborative Augmented Reality Games Irma Lindt, Leonie Schäfer 1 Fraunhofer Institute FIT, Schloss Birlinghoven, D-53754 Sankt Augustin, Germany [name. surname]@ fit. fraunhofer. de Abstract. In this paper we describe our ...
IEEE Transactions on Visualization and Computer Graphics, Nov 1, 2005
Augmented Reality (AR) technologies are rapidly expanding into new application areas. However, th... more Augmented Reality (AR) technologies are rapidly expanding into new application areas. However, the development of AR user interfaces and appropriate interaction techniques remains a complex and time-consuming task. Starting from scratch is more common than building upon existing solutions. Furthermore, adaptation is difficult, often resulting in poor quality and limited flexibility regarding user requirements. In order to overcome these problems, we introduce an infrastructure for supporting the development of specific AR interaction techniques and their adaptation to individual user needs. Our approach is threefold: a flexible AR framework providing independence from particular input devices and rendering platforms, an interaction prototyping mechanism allowing for fast prototyping of new interaction techniques, and a high-level user interface description, extending user interface descriptions into the domain of AR. The general usability and applicability of the approach is demonstrated by means of three example AR projects.
Abstract A Framework for Realizing Multi-Modal VR and AR User Interfaces
prone task. While 2D desktop applications have very clear standards regarding user interfaces and... more prone task. While 2D desktop applications have very clear standards regarding user interfaces and a very limited set of common input devices, no standards for VR/AR applications yet exist. Additionally a wide range of different 3D input devices exists. In this paper we will present our framework for realizing multi-modal VR and AR user interfaces. This framework does not rely on a single mechanism, but provides a set of three individual mechanisms complementing each other. We use an interface markup language for defining cross-platform user interfaces, object behaviors for rapid VR/AR interaction prototyping, and object-oriented scene graphs for realizing complex application scenarios. 1
Mixed Reality games are becoming more and more popular these days and offer unique experiences to... more Mixed Reality games are becoming more and more popular these days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard hardware The Magic Lens Box enables game designers with little technological background to create their own Mixed Reality games in a simple yet powerful fashion. We further outline the development process of the magic Lens Box, describe the conceptual model behind it and discuss three games that have been developed with our system. Evaluation of these games shows the viability of our approach, enabling the creation of a variety of rather different Mixed reality games while keeping the development process simple.
Method for reactivation of franking memo of shipping customer, after expiration of validity, involves marking franking memo in valid manner using identifier, and utilizing data bank for verification of validity of franking memo
Pervasive games are rapidly maturing -from early research experiments with locative games we now ... more Pervasive games are rapidly maturing -from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to 'modding' for pervasive games. We present the design process, the enabling tools and two sample games provided in boxes to end users. Finally we discuss how our findings inform the design of 'modding' tools for a pervasive game community of the future.
While software developers for desktop applications can rely on mouse and keyboard as standard inp... more While software developers for desktop applications can rely on mouse and keyboard as standard input devices, developers of virtual reality (VR) and augmented reality (AR) applications usually have to deal with a large variety of individual interaction devices. Existing device abstraction layers provide a solution to this problem, but are usually limited to a specific set or type of input devices. In this paper we introduce DEVAL -an approach to a device abstraction layer for VR and AR applications. DEVAL is based on a device hierarchy that is not limited to input devices, but naturally extends to output devices.
CHI '07 extended abstracts on Human factors in computing systems - CHI '07, 2007
Augmented video streams display information within the context of the physical environment. In co... more Augmented video streams display information within the context of the physical environment. In contrast to Augmented Reality, they do not require special equipment, they can support many users and are location-independent. In this paper we are exploring the potentials of augmented video streams for remote participation. We present our design considerations for remote participation user interfaces, briefly describe their development and explain the design of three different application scenarios: watching a pervasive game, observing the quality of a production process and exploring interactive science exhibits. The paper also discusses how to develop high quality augmented video streams along with which information and control options are required in order to obtain a viable remote participation interface.
CHI '06 Extended Abstracts on Human Factors in Computing Systems, 2006
This paper presents the multiple gaming interfaces of the crossmedia game Epidemic Menace, includ... more This paper presents the multiple gaming interfaces of the crossmedia game Epidemic Menace, including a game board station, a mobile assistant and a mobile Augmented Reality (AR) system. Each gaming interface offers different functionality within the game play. We explain the interfaces and describe early results of an ethnographic observation showing how the different gaming interfaces were used by the players to observe, collaborate and interact within the game.
Proceedings of the ACM symposium on Virtual reality software and technology, 2004
The availability of a suitable framework is of vital importance for the development of Augmented ... more The availability of a suitable framework is of vital importance for the development of Augmented Reality (AR) and Virtual Reality (VR) projects. While features such as scalability, platform independence, support of multiple users, distribution of components, and an efficient and sophisticated rendering are the key requirements of current and future applications, existing frameworks often address these issues only partially. In our paper we present MORGAN -an extensible component-based AR/VR framework, enabling sophisticated dynamic multi-user AR and VR projects. Core components include the MORGAN API, providing developers access to various input devices, including common tracking devices, as well as a modular render engine concept, allowing us to provide native support for individual scene graph concepts. The MORGAN framework has already been successfully deployed in several national and international research and development projects.
This paper introduces-the Mixed Reality Stage-an interactive Mixed Reality environment for collab... more This paper introduces-the Mixed Reality Stage-an interactive Mixed Reality environment for collaborative planning of stage shows and events. The Mixed Reality Stage combines the presence of reality with the flexibility of virtuality to form an intuitive and efficient planning tool. The planning environment is based on a physical miniature stage enriched with computergenerated props and characters. Users may load virtual models from a Virtual Menu, arrange those using Tangible Units or employ more sophisticated functionality in the form of special Tools. A major feature of the Mixed Reality stage is the planning of choreographies for virtual characters. Animation paths may be recorded and walking styles may be defined in a straightforward way. The planning results are recorded and may be played back at any time. User tests have been conducted that demonstrate the viability of the Mixed Reality Stage.
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, 2008
Mixed Reality games are becoming more and more popular these days and offer unique experiences to... more Mixed Reality games are becoming more and more popular these days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard hardware The Magic Lens Box enables game designers with little technological background to create their own Mixed Reality games in a simple yet powerful fashion. We further outline the development process of the magic Lens Box, describe the conceptual model behind it and discuss three games that have been developed with our system. Evaluation of these games shows the viability of our approach, enabling the creation of a variety of rather different Mixed reality games while keeping the development process simple.
Even with today's highly sophisticated 3D modeling programs, creating, as sembling and adapti... more Even with today's highly sophisticated 3D modeling programs, creating, as sembling and adapting 3D models is still a big challenge for inexperienced users. In this paper we present ou r approach of an intuitive table-top 3D modeling tool in Augmented Reality. It allows the author to view 3D virtual objec ts within his natural working environment, to manipulate them and
The development of Virtual Reality (VR) and Augmented Reality (AR) applications still is a cumber... more The development of Virtual Reality (VR) and Augmented Reality (AR) applications still is a cumbersome and error prone task. While 2D desktop applications have very clear standards regarding user interfaces and a very limited set of common input devices, no standards for VR/AR applications yet exist. Additionally a wide range of different 3D input devices exists. In this paper we will present our framework for realizing multi-modal VR and AR user interfaces. This framework does not rely on a single mechanism, but provides a set of three individual mechanisms complementing each other. We use an interface markup language for defining cross-platform user interfaces, object behaviors for rapid VR/AR interaction prototyping, and object-oriented scene graphs for realizing complex application scenarios. In this paper we will not provide a general solution to overcome this problem, but present our approach to provide device independent and flexible user interface descriptions, and to deal wi...
This paper presents two fictional stories describing an augmented reality system that helps users... more This paper presents two fictional stories describing an augmented reality system that helps users learn history in an entertaining way. A complete impression of the surrounding environment is achieved by virtual human agents with sophisticated AI and thorough interaction with other users.
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Papers by Irma Lindt