Four Eyes Lab Open House

January 12, 2005, 2-5pm

Location: Four Eyes Lab, Trailer 935

(Directly east of Phelps Hall, the middle of three trailers)

http://ilab.cs.ucsb.edu

Click on map
for location

 

 

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 during from 2:00pm to 5:00pm and check out 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:

Evaluating Control for Interaction at a Distance

Jason Wither

This project presents techniques designed to facilitate interaction at a distance in mobile augmented reality and evaluates different input controls for them. The goal of the techniques is to quickly and accurately annotate distant physical objects not yet represented in the computer's model of the scene.


ARWin - Realistic Rendering for Augmented Reality

Stephen DiVerdi

ARWin is a framework for conducting research in augmented reality. Within ARWin, we are developing techniques to automatically acquire information abut the physical environment, and then use that information to more realistically render virtual objects.


pStruct: The Social Life of Information

Stephen DiVerdi

Traditional web forums impose strict organization on data, which often leads to confusing and difficult content querying. pStruct is a system which allows data to self-organize, based on content and usage patterns, to evolve in a life-like manner. The resulting unstructured data network is visualized both as a web forum interface, and as an aesthetic graph of colored clusters.


Hand Gesture Recognition

Haiying Guan

As a potential next generation input device, hand gesture is natural, intuitive and efficient. It is essential and promising for the interactions with wearable device, 3D volumetric displays, very large scale displays in 3D environments and so on. We describe frameworks for hand posture estimation and gesture recognition with vision-based methods. Two preliminary works, skin color detection and gesture recognition with HMM, are presented.


Realistic Real-time Simulation of Plants and Trees

Nicola Candussi

Realistic rendering of trees is not easy to achieve, especially in real-time. The geometry complexity is intrinsically high. Trees can have hundreds of branches, and thousands of leaves. The standard technique using triangle lists cannot work. The goal of this project is to find an alternative rendering technique to achieve an acceptable performance for rendering a forest full of trees. The trees will swing in the wind.


Pointwise Evaluation of Wavelet Compressed Data on the GPU

Nicola Candussi

The amount of memory present on graphic cards is never enough. To achieve more and more realistic results, it is necessary to store huge amounts of data (textures, BRDFs, volume data, etc.) on the local memory of the video cards. Wavelets are a powerful tool to achieve compression of N-dimensional data. We present and algorithm to random-access wavelet compressed data on the fly inside the pixel shader.


Bypassing Geometry Acquisition: Depth Edges for Image Analysis, Rendering, and Interaction

Rogerio Feris, Longbin Chen

We describe a framework for capturing depth discontinuities (aka depth edges) in real-world scenes, based on the variation of imaging parameters, and demonstrate the usefulness of our methods in image analysis, rendering, and interactive applications.


Visualizing and Interacting with Biomolecules in Support of RNA

Helly Kwee

Understanding how molecules interact  leads to our ability to predict 3D structure and structural interactions. Such  knowledge has applications in fields such as drug design and  self-assembly of biosensors and nano-devices. Our goal is to provide a simulation  environment for molecular assembly using TGS/Mercury's Amira visualization system. We aim to emulate haptic feedback using visualization  constraints, allowing users to interact with molecules that conform to user  specifications while obeying physical and chemical constraints.


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.


HandVu

Mathias Kölsch

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. Now you can use your hand to manipulate "untouchable" virtual objects.

 


X-ray Vision with Augmented Reality

Chris Coffin

A section of the interior of a building corresponding to the line of sight of the user is displayed in front of the real world exterior of the building. The user is then able to adjust the depth of the focus of the computer to see inside of rooms either closer or farther away, effectively giving the user x-ray vision.


Robust Face Recognition Using ICA

June-Ho Yi

The performance of face recognition methods using subspace projection is directly related to the characteristics of their basis images. In order for a subspace projection method to be robust to local distortion and partial occlusion, the basis images generated by the method should exhibit a part-based local representation. This method only employs locally salient information from important facial parts in order to maximize the benefit of applying the idea of "recognition by parts."


Interactive FogScreen

Ismo Rakkolainen

FogScreen is a novel immaterial projection display. The image floats in thin air. Touching it feels like nothing. Images and videos of the basic FogScreen: http://www.fogscreen.com. The FogScreen can also be made interactive, which starts the real fun! At UCSB, we will soon start work on new interaction technologies for the FogScreen, and will also use it for novel applications anything from engineering to arts. Any cooperation ideas are welcome.