Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3281505.3281537acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
short-paper

Gaze navigation in the real world by changing visual appearance of objects using projector-camera system

Published: 28 November 2018 Publication History

Abstract

This paper proposes a method for gaze navigation in the real world by projecting an image onto a real object and changing its appearance. In the proposed method, a camera captures an image of objects in the real world. Next all the pixels in the image but those in a specified region are slightly shifted to left and right. Then the obtained image is projected onto the original objects. As a result, the objects not in the specified region looks blurred. We conducted user experiments and showed that the users' gaze were navigated to the specified region.

Supplementary Material

MP4 File (a14-miyamoto.mp4)

References

[1]
T. Amano. 2014. Projection Center Calibration for a Co-located Projector Camera System. In 2014 IEEE Conference on Computer Vision and Pattern Recognition Workshops. 449--454.
[2]
Toshiyuki Amano and Hirokazu Kato. 2010. Appearance control using projection with model predictive control. In Pattern Recognition (ICPR), 2010 20th International Conference on. IEEE, 2832--2835.
[3]
Kayo Azuma and Hideki Koike. 2018. A Study on Gaze Guidance Using Artificial Color Shifts. In Proceedings of the 2018 International Conference on Advanced Visual Interfaces (AVI '18). ACM, New York, NY, USA, Article 47, 5 pages.
[4]
Oliver Bimber and Ramesh Raskar. 2005. Spatial Augmented Reality: Merging Real and Virtual Worlds. A. K. Peters, Ltd., Natick, MA, USA.
[5]
Thomas Booth, Srinivas Sridharan, Ann McNamara, Cindy Grimm, and Reynold Bailey. 2013. Guiding Attention in Controlled Real-world Environments. In Proceedings of the ACM Symposium on Applied Perception (SAP '13). ACM, New York, NY, USA, 75--82.
[6]
Andreas Butz, Michael Schneider, and Mira Spassova. 2004. SearchLight - A Lightweight Search Function for Pervasive Environments. In Pervasive Computing, Alois Ferscha and Friedemann Mattern (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 351--356.
[7]
Aiko Hagiwara, Akihiro Sugimoto, and Kazuhiko Kawamoto. 2011. Saliency-based Image Editing for Guiding Visual Attention. In Proceedings of the 1st International Workshop on Pervasive Eye Tracking & Mobile Eye-based Interaction (PETMEI '11). ACM, New York, NY, USA, 43--48.
[8]
Hajime Hata, Hideki Koike, and Yoichi Sato. 2016. Visual Guidance with Unnoticed Blur Effect. In Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI '16). ACM, New York, NY, USA, 28--35.
[9]
Brett R Jones, Hrvoje Benko, Eyal Ofek, and Andrew D Wilson. 2013. IllumiRoom: peripheral projected illusions for interactive experiences. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 869--878.
[10]
Takahiro Kawabe, Taiki Fukiage, Masataka Sawayama, and Shin'ya Nishida. 2016. Deformation Lamps: A Projection Technique to Make Static Objects Perceptually Dynamic. ACM Trans. Appl. Percept. 13, 2, Article 10 (March 2016), 17 pages.
[11]
Lori McCay-Peet, Mounia Lalmas, and Vidhya Navalpakkam. 2012. On Saliency, Affect and Focused Attention. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 541--550.
[12]
Claudio Pinhanez. 2001. Using a Steerable Projector and a Camera to Transform Surfaces into Interactive Displays. In CHI '01 Extended Abstracts on Human Factors in Computing Systems (CHIEA '01). ACM, New York, NY, USA, 369--370.
[13]
Ramesh Raskar, Greg Welch, Kok-Lim Low, and Deepak Bandyopadhyay. 2001. Shader Lamps: Animating Real Objects With Image-Based Illumination. In Proceedings of the 12th Eurographics Workshop on Rendering Techniques. Springer-Verlag, London, UK, UK, 89--102. http://dl.acm.org/citation.cfm?id=647653.732300
[14]
Isao Shimana, Toshiyuki Amano, and Shun Ushida. 2016. Appearance Manipulation for Whole Circumference by using Projector Camera Systems. Transactions of the Virtual Reality Society of Japan 21, 2 (2016), 363--371.

Cited By

View all
  • (2024)Bridging the Gap Between Augmentation and CognitionImpact of Digital Solutions for Improved Healthcare Delivery10.4018/979-8-3693-5237-3.ch016(409-444)Online publication date: 18-Oct-2024
  • (2024)Projection mapping technologies: A review of current trends and future directionsProceedings of the Japan Academy, Series B10.2183/pjab.100.012100:3(234-251)Online publication date: 11-Mar-2024
  • (2024)Tangible VFX: Physical Objects with Added VFX EffectsProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635321(1-3)Online publication date: 11-Feb-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
November 2018
570 pages
ISBN:9781450360869
DOI:10.1145/3281505
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2018

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. augmented reality
  2. gaze navigation
  3. procam
  4. shift filter

Qualifiers

  • Short-paper

Conference

VRST '18

Acceptance Rates

Overall Acceptance Rate 66 of 254 submissions, 26%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)11
  • Downloads (Last 6 weeks)1
Reflects downloads up to 24 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Bridging the Gap Between Augmentation and CognitionImpact of Digital Solutions for Improved Healthcare Delivery10.4018/979-8-3693-5237-3.ch016(409-444)Online publication date: 18-Oct-2024
  • (2024)Projection mapping technologies: A review of current trends and future directionsProceedings of the Japan Academy, Series B10.2183/pjab.100.012100:3(234-251)Online publication date: 11-Mar-2024
  • (2024)Tangible VFX: Physical Objects with Added VFX EffectsProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635321(1-3)Online publication date: 11-Feb-2024
  • (2022)Look over there! Investigating Saliency Modulation for Visual Guidance with Augmented Reality GlassesProceedings of the 35th Annual ACM Symposium on User Interface Software and Technology10.1145/3526113.3545633(1-15)Online publication date: 29-Oct-2022
  • (2021)ALiS: Entwicklung einer Designtheorie für Augmented Living Spaces zur erweiterten Autonomie älterer und kognitiv eingeschränkter MenschenALiS: Development of a Design Theory for Augmented Living Spaces to Enhance Autonomy of the Elderly and Cognitively ImpairedHMD Praxis der Wirtschaftsinformatik10.1365/s40702-021-00830-z59:1(367-388)Online publication date: 23-Dec-2021
  • (2019)Towards VR Attention Guidance: Environment-dependent Perceptual Threshold for Stereo Inverse Brightness ModulationACM Symposium on Applied Perception 201910.1145/3343036.3343137(1-5)Online publication date: 19-Sep-2019

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media