|
|
Four Eyes Lab Open House March 15, 2006, 2-5pm Location: Four Eyes Lab, Trailer 935 (Directly east of Phelps Hall, the middle of three trailers) |
Click on map |
At the "Four Eyes" Lab, directed by Matthew Turk and Tobias Höllerer, we pursue research in the four I's of Imaging, Interaction, and Innovative Interfaces. During the open house, we will be describing and demonstrating several ongoing research projects. Feel free to drop by any time from 2:00pm to 5:00pm and have a look at any projects that might interest you, talk to the lab's faculty, students, and visitors, and partake of some refreshments.
List of Presented Projects and
Presenters:
![]() |
Mobile Augmented Reality - Towards "Anywhere Augmentation" Jason Wither The goal of this project is to allow users working in augmented reality to interact with and augment a real world outdoor scene that has not already been modeled. We strive to accomplish this using affordable commercial GPS and orientation trackers, as well as computer vision, and simple and intuitive user input. We also present an1d evaluate different depth cue aids to help users in annotation, and different input controls for annotation. |
![]() |
Continuous Multimodal Authentication Using Dynamic Bayesian Networks Justin Muncaster We present an approach to fuse contextual information with weak biometric measurements from multiple modalities in order to classify an individual's identity over time. |
![]() |
Interactive Stereoscopic FogScreen: Towards a 3D Walkthrough Display Stephen DiVerdi, Cha Lee We are working towards a 3D walk-through display based on the FogScreen, an "immaterial" indoor 2D projection screen. We extend the basic 2D FogScreen setup with head tracking to provide correct perspective rendering for a single user. Second, we add support for multiple types of stereoscopic imagery. Third, we present the front and back views of a graphics scene on the two sides of the FogScreen, so that one can cross the screen to see the content from the back. |
![]() |
Hand Gesture Recognition Haiying Guan Hand gestures provide abundant degrees of freedom (DOF) and are nature and intuitive for communication. Such advantages make hand gestures a potential input modality for 3D (or even higher) free-form input interfaces. We present an appearance-based 3D hand posture estimation method that determines a ranked set of possible hand posture candidates from a 2D unmarked hand image. We formulate the hand posture estimation problem as a many to many, nonlinear mapping problem in a high dimension space. A general algorithm called ISOSOM is proposed for nonlinear dimension reduction, and applied to 3D hand pose reconstruction to establish the mapping relationships between the hand poses and the image features. |
![]() |
Tangible Space Initiative Sehyung Park, Chris Coffin In collaboration with the Korea Institute for Science and Technology (KIST), we are working towards tangible interfaces for telecommunication. We present InViTe, the Interactive Video Teleconferencing system, which tackles integration of real and virtual imagery in a video-based augmented reality approach. Our goal is to provide a highly interactive tangible experience with augmented videos. We also present the first steps towards using haptic interfaces for easy graph manipulation. |
![]() |
Multi-Flash Stereopsis Rogerio Feris, Longbin Chen We describe a novel method for acquiring high quality depth maps from real-world scenes. Our approach is based on a compact stereo camera with small baseline multi-flash illumination, which allows discontinuity preserving correspondence maps from scenes that are extremely challenging for conventional stereo methods. |
![]() |
Facial Expression Analysis Ya Chang In order to automatically recognize and analyze human facial expression, we are working on probabilistic video-to-video facial expression recognition based on "manifold of facial expression." The manifold of facial expression is embedded in high dimensional image space. In the embedded space, images with different expressions can be clustered and classified by the probabilistic model learned on the manifold of expression. |
![]() |
Hand Tracking with Flocks of Features and Gesture based Game Interface Jae-Sik Chang HandVu realizes a hand gesture interface for interaction with an augmented reality world. A camera detects the hand in a standard posture, then tracks it and recognizes key postures, all in real-time. While this methods works without modeling gestures involving hand motion, in another approach, we describe user gestures defined by hand and head motion using HMMs. And this gesture analysis system is used as a game interface for QUAKE II . |
![]() |
Interactive Perspective Cut-away Views for General 3D Scenes
Chris Coffin
We present a technique that allows a user to look beyond occluding objects
in arbitrary 3D graphics scenes. In order to control this form of virtual
x-ray vision, the user interactively cuts holes into the occluding geometry.
The user can rapidly define a cutout shape or choose a standard shape and
sweep it over the occluding wall segments to reveal what lies behind them. |
![]() |
Image-space correction of AR registration
errors using graphics hardware
Steve DiVerdi We present a
hardware-accelerated image-based post-processing technique that adjusts
rendering of virtual geometry to better match edges present in images of a
physical scene, reducing the visual effect of registration errors from both
inaccurate tracking and oversimplified modeling. |
|
|
3D Models from a Single View Image
Taehee Lee, Brynjar Gretarsson We
implemented a method of reconstructing a 3D scene from a single perspective
view image. The image may be an arbitrary scene of outdoor that contains the
ground plane and some urban structures like buildings and walls. In order to
get the 3D geometry, users interactively set a reference unit square on the
ground plane, a vertical vanishing point, and a reference height. We are
working towards acquiring rough 3D geometry from live video feeds in real
time. |