VLDB 2026 Research / reviewers in the wild / expert
Eyal Ofek
dblp:08/6576
· DBLP profile ↗
76ranked-venue papers
2as first author
17since 2021 · last 2026
0000-0003-4750-1569ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 52 · 2 first-author · 14 since 2021Graphics, computer vision, multimedia, augmented reality and games · 28 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 10 · 1 since 2021Databases, data management, data science and information retrieval · 4Applied, interdisciplinary, general and emerging computing · 4Security and privacy · 2Software engineering, systems software and programming languages · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Belt and whistles - adding lower body collision awareness for MR experiencesabstractUsers of Virtual Reality (VR) primarily sense their environment through audiovisual cues. The lack of haptic feedback on their body can make them unaware of virtual obstacles outside their field of view. This lack of sensing can cause the user to unknowingly penetrate virtual objects, breaking the scene’s plausibility and disrupting the experience of other users in the same virtual space. We propose a haptic belt that increases the user’s scene awareness by rendering signals of collisions and proximity to virtual objects around the user. Diar Abdlkarim, Devika Mukherjee, Daniele Giunchi, Massimiliano Di Luca, Eyal Ofek |
CHI | 5 |
| 2026 | Tuning Immersion and Performance with Adaptive Generative Music in VRabstractMusic in virtual environments has long been treated as a temporal evolving element, enhancing atmosphere and game pace but rarely considered as a performance adaptive element. Recent advances in artificial intelligence (AI) and procedural audio make it possible to generate music that adapts in real time to player actions and system state. Yet, despite its potential, the behavioural impact of such adaptive generative soundtracks in head-mounted display-based virtual reality (VR) remains largely unexplored. To address this gap, we introduce a VR archery system that integrates Google MusicFXDJ with Ubiq-Genie to deliver continuous AI-generated adaptive music driven by gameplay events. In a within-subjects experiment (N = 22), participants completed trials with either a stylistically-matched fixed soundtrack or an adaptive soundtrack that escalated tension across four phases as arrows depleted. Measures combined self-reported ratings of presence, focus, stress, and emotional impact, with performance metrics of accuracy and aiming time. Results reveal that adaptive generative music not only heightens immersion and emotional salience but also modulates motor precision in an arousal-dependent inverted-U pattern: moderate musical tension improved accuracy and speed, whereas excessive tension impaired them. These findings establish AI-generated music as a powerful behavioural feedback modality in VR, opening pathways for training, rehabilitation, and next-generation immersive entertainment. Jiayuan Wen, Daniele Giunchi, Pasquale Cascarano, Riccardo Bovo, Eyal Ofek, Anthony Steed |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | ReachVox: Clutter-Free Reachability Visualization for Robot Motion Planning in Virtual RealityabstractHuman-Robot-Collaboration can enhance workflows by leveraging the mutual strengths of human operators and robots. Planning and understanding robot movements remain major challenges in this domain. This problem is prevalent in dynamic environments that might need constant robot motion path adaptation. In this paper, we investigate whether a minimalistic encoding of the reachability of a point near an object of interest, which we call ReachVox, can aid the collaboration between a remote operator and a robotic arm in VR. Through a user study ($\mathrm{n}=20$), we indicate the strength of the visualization relative to a point-based reachability check-up. Steffen Hauck, Diar Abdlkarim, John J. Dudley, Per Ola Kristensson, Eyal Ofek, Jens Grubert |
ISMAR | 5 |
| 2024 | Big or Small, It's All in Your Head: Visuo-Haptic Illusion of Size-Change Using Finger-RepositioningabstractHaptic perception of physical sizes increases the realism and immersion in Virtual Reality (VR). Prior work rendered sizes by exerting pressure on the user’s fingertips or employing tangible, shape-changing devices. These interfaces are constrained by the physical shapes they can assume, making it challenging to simulate objects growing larger or smaller than the perceived size of the interface. Motivated by literature on pseudo-haptics describing the strong influence of visuals over haptic perception, this work investigates modulating the perception of size beyond this range. We developed a fixed-sized VR controller leveraging finger-repositioning to create a visuo-haptic illusion of dynamic size-change of handheld virtual objects. Through two user studies, we found that with an accompanying size-changing visual context, users can perceive virtual object sizes up to 44.2% smaller to 160.4% larger than the perceived size of the device. Without the accompanying visuals, a constant size (141.4% of device size) was perceived. Myung Jin Kim 0001, Eyal Ofek, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 2 |
| 2024 | ArmDeformation: Inducing the Sensation of Arm Deformation in Virtual Reality Using Skin-StretchingabstractWith the development of virtual reality (VR) technology, research is being actively conducted on how incorporating multisensory feedback can create the illusion that virtual avatars are perceived as an extension of the body in VR. In line with this research direction, we introduce ArmDeformation, a wearable device employing skin-stretching to enhance virtual forearm ownership during arm deformation illusion. We conducted five user studies with 98 participants. Using a developed tabletop device, we confirmed the optimal number of actuators and the ideal skin-stretching design effectively increases the user’s body ownership. Additionally, we explored the maximum visual threshold for forearm bending and the minimum detectable bending direction angle when using skin-stretching in VR. Finally, our study demonstrates that using ArmDeformation in VR applications enhances user realism and enjoyment compared to relying on visual feedback alone. Yilong Lin, Peng Zhang 0088, Eyal Ofek, Seungwoo Je |
CHI | 3 |
| 2023 | Beyond Audio: Towards a Design Space of Headphones as a Site for Interaction and SensingabstractVia Research through Design (RtD), we explore the potential of headphones as a general-purpose input device for both foreground motion-gestures as well as background sensing of user activity. As a familiar wearable device, headphones offer a compelling site for head-situated interaction and sensing. Using emerging sensing modalities such as inertial motion, capacitive touch sensing, and depth cameras, our implemented prototypes explore sensing and interaction techniques that offer a range of compelling capabilities. Payod Panda, Molly Jane Pearce Nicholas, Eyal Ofek, Michel Pahud, Sean Rintel, Mar González-Franco, Ken Hinckley, Jaron Lanier |
Conference on Designing Interactive Systems | 4 |
| 2023 | AdHocProx: Sensing Mobile, Ad-Hoc Collaborative Device Formations using Dual Ultra-Wideband RadiosabstractWe present AdHocProx, a system that uses device-relative, inside-out sensing to augment co-located collaboration across multiple devices, without recourse to externally-anchored beacons – or even reliance on WiFi connectivity. Richard Li 0002, Teddy Seyed, Nicolai Marquardt, Eyal Ofek, Steve Hodges 0001, Mike Sinclair, Hugo Romat, Michel Pahud, William Buxton, Ken Hinckley, Nathalie Henry Riche |
CHI | 4 |
| 2023 | Embodying Physics-Aware Avatars in Virtual RealityabstractEmbodiment toward an avatar in virtual reality (VR) is generally stronger when there is a high degree of alignment between the user’s and self-avatar’s motion. However, one-to-one mapping between the two is not always ideal when user interacts with the virtual environment. On these occasions, the user input often leads to unnatural behavior without physical realism (e.g., objects penetrating virtual body, body unmoved by hitting stimuli). We investigate how adding physics correction to self-avatar motion impacts embodiment. Physics-aware self-avatar preserves the physical meaning of the movement but introduces discrepancies between the user’s and self-avatar’s motion, whose contingency is a determining factor for embodiment. To understand its impact, we conducted an in-lab study (n = 20) where participants interacted with obstacles on their upper bodies in VR with and without physics correction. Our results showed that, rather than compromising embodiment level, physics-responsive self-avatar improved embodiment compared to no-physics condition in both active and passive interactions. Yujie Tao, Cheng Yao Wang, Andrew D. Wilson, Eyal Ofek, Mar González-Franco |
CHI | 4 |
| 2023 | Exploring Levels of Control for a Navigation Assistant for Blind TravelersabstractOnly a small percentage of blind and low-vision people use traditional mobility aids such as a cane or a guide dog. Various assistive technologies have been proposed to address the limitations of traditional mobility aids. These devices often give either the user or the device majority of the control. In this work, we explore how varying levels of control affect the users' sense of agency, trust in the device, confidence, and successful navigation. We present Glide, a novel mobility aid with two modes for control: Glide-directed and User-directed. We employ Glide in a study (N=9) in which blind or low-vision participants used both modes to navigate through an indoor environment. Overall, participants found that Glide was easy to use and learn. Most participants trusted Glide despite its current limitations, and their confidence and performance increased as they continued to use Glide. Users' control mode preferences varied in different situations; no single mode "won" in all situations. Vinitha Ranganeni, Mike Sinclair, Eyal Ofek, Amos Miller, Jonathan Campbell, Andrey Kolobov, Edward Cutrell |
HRI | 3 |
| 2022 | RemoteLab: A VR Remote Study ToolkitabstractUser studies play a critical role in human subject research, including human-computer interaction. Virtual reality (VR) researchers tend to conduct user studies in-person at their laboratory, where participants experiment with novel equipment to complete tasks in a simulated environment, which is often new to many. However, due to social distancing requirements in recent years, VR research has been disrupted by preventing participants from attending in-person laboratory studies. On the other hand, affordable head-mounted displays are becoming common, enabling access to VR experiences and interactions outside traditional research settings. Recent research has shown that unsupervised remote user studies can yield reliable results, however, the setup of experiment software designed for remote studies can be technically complex and convoluted. We present a novel open-source Unity toolkit, RemoteLab, designed to facilitate the preparation of remote experiments by providing a set of tools that synchronize experiment state across multiple computers, record and collect data from various multimedia sources, and replay the accumulated data for analysis. This toolkit facilitates VR researchers to conduct remote experiments when in-person experiments are not feasible or increase the sampling variety of a target population and reach participants that otherwise would not be able to attend in-person. Jaewook Lee 0005, Raahul Natarrajan, Sebastian S. Rodriguez, Payod Panda, Eyal Ofek |
UIST | 5 |
| 2022 | PoVRPoint: Authoring Presentations in Mobile Virtual RealityabstractVirtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint-a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded shapes or objects. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable. Verena Biener, Travis Gesslein, Daniel Schneider 0006, Felix Kawala, Alexander Otte, Per Ola Kristensson, Michel Pahud, Eyal Ofek, Cuauhtli Campos, Matjaz Kljun, Klen Copic Pucihar, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2022 | Quantifying the Effects of Working in VR for One WeekabstractVirtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding such long-term effects. Specifically, we report on a comparative study $i$, in which participants were working in VR for an entire week-for five days, eight hours each day-as well as in a baseline physical desktop environment. This study aims to quantify the effects of exchanging a desktop-based work environment with a VR-based environment. Hence, during this study, we do not present the participants with the best possible VR system but rather a setup delivering a comparable experience to working in the physical desktop environment. The study reveals that, as expected, VR results in significantly worse ratings across most measures. Among other results, we found concerning levels of simulator sickness, below average usability ratings and two participants dropped out on the first day using VR, due to migraine, nausea and anxiety. Nevertheless, there is some indication that participants gradually overcame negative first impressions and initial discomfort. Overall, this study helps lay the groundwork for subsequent research, by clearly highlighting current shortcomings and identifying opportunities for improving the experience of working in VR. Verena Biener, Snehanjali Kalamkar, Negar Nouri, Eyal Ofek, Michel Pahud, John J. Dudley, Jinghui Hu, Per Ola Kristensson, Maheshya Weerasinghe, Klen Copic Pucihar, Matjaz Kljun, Stephan Streuber, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | A Taxonomy of Sounds in Virtual RealityabstractVirtual reality (VR) leverages human sight, hearing and touch senses to convey virtual experiences. For d/Deaf and hard of hearing (DHH) people, information conveyed through sound may not be accessible. To help with future design of accessible VR sound representations for DHH users, this paper contributes a consistent language and structure for representing sounds in VR. Using two studies, we report on the design and evaluation of a novel taxonomy for VR sounds. Study 1 included interviews with 10 VR sound designers to develop our taxonomy along two dimensions: sound source and intent. To evaluate this taxonomy, we conducted another study (Study 2) where eight HCI researchers used our taxonomy to document sounds in 33 VR apps. We found that our taxonomy was able to successfully categorize nearly all sounds (265/267) in these apps. We also uncovered additional insights for designing accessible visual and haptic-based sound substitutes for DHH users. Dhruv Jain, Sasa Junuzovic, Eyal Ofek, Mike Sinclair, John R. Porter, Chris Yoon, Swetha Machanavajhala, Meredith Ringel Morris |
Conference on Designing Interactive Systems | 3 |
| 2021 | Towards Sound Accessibility in Virtual RealityabstractVirtual reality (VR) leverages sight, hearing, and touch senses to convey virtual experiences. For d/Deaf and hard of hearing (DHH) people, however, information conveyed through sound may not be accessible. While prior work has explored making every day sounds accessible to DHH users, the context of VR is, as yet, unexplored. In this paper, we provide a first comprehensive investigation of sound accessibility in VR. Our primary contributions include a design space for developing visual and haptic substitutes of VR sounds to support DHH users and prototypes illustrating several points within the design space. We also characterize sound accessibility in commonly used VR apps and discuss findings from early evaluations of our prototypes with 11 DHH users and 4 VR developers. Dhruv Jain, Sasa Junuzovic, Eyal Ofek, Mike Sinclair, John R. Porter, Chris Yoon, Swetha Machanavajhala, Meredith Ringel Morris |
ICMI | 3 |
| 2021 | X-Rings: A Hand-mounted 360° Shape Display for Grasping in Virtual RealityabstractX-Rings is a novel hand-mounted 360° shape display for Virtual Reality that renders objects in 3D and responds to user-applied touch and grasping force. Designed as a modular stack of motor-driven expandable rings (5.7-7.7 cm diameter), X-Rings renders radially-symmetric surfaces graspable by the user’s whole hand. The device is strapped to the palm, allowing the fingers to freely make and break contact with the device. Capacitance sensors and motor current sensing provide estimates of finger touch states and gripping force. We present the results of a user study evaluating participants’ ability to associate device-rendered shapes with visually-rendered objects as well as a demo application that allows users to freely interact with a variety of objects in a virtual environment. Eric J. Gonzalez, Eyal Ofek, Mar González-Franco, Mike Sinclair |
UIST | 2 |
| 2021 | AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware ArmaturesabstractAirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley |
UIST | 11 |
| 2021 | HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile RobotsabstractHapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability—these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the user’s hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment. Ryo Suzuki 0001, Eyal Ofek, Mike Sinclair, Daniel Leithinger, Mar González-Franco |
UIST | 2 |
| 2020 | Asymmetry of Grasp in Haptic PerceptionabstractIn this paper we present evidence that human perception of grasp might be most dependent on the information retrieved during the inward latch rather than the release of objects. This research is motivated by a number of haptic simulations and devices and grounded in perception science. We ran a user study (n=12) with two devices one capable of delivering compliant simulations for both grip and release (CLAW), i.e. symmetric device; the other only capable of delivering adaptive grip simulations (CapstanCrunch), i.e. asymmetric device. We fund that both performed similarly well for realism scores in a grasping task with objects of different stiffness. That similar performance was despite CapstanCrunch release was delivered by a constant spring independently of the compliance of the object. Our results show preliminary evidence that when simulating haptic grasp the release might be less important. And we propose a new theory of asymmetry of grasp in haptic perception. Mar González-Franco, Mike Sinclair, Eyal Ofek |
SAP | 3 |
| 2020 | Virtual Reality Without Vision: A Haptic and Auditory White Cane to Navigate Complex Virtual WorldsabstractCurrent Virtual Reality (VR) technologies focus on rendering visuospatial effects, and thus are inaccessible for blind or low vision users. We examine the use of a novel white cane controller that enables navigation without vision of large virtual environments with complex architecture, such as winding paths and occluding walls and doors. The cane controller employs a lightweight three-axis brake mechanism to provide large-scale shape of virtual objects. The multiple degrees-of-freedom enables users to adapt the controller to their preferred techniques and grip. In addition, surface textures are rendered with a voice coil actuator based on contact vibrations; and spatialized audio is determined based on the progression of sound through the geometry around the user. We design a scavenger hunt game that demonstrates how our device enables blind users to navigate a complex virtual environment. Seven out of eight users were able to successfully navigate the virtual room (6x6m) to locate targets while avoiding collisions. We conclude with design consideration on creating immersive non-visual VR experiences based on user preferences for cane techniques, and cane material properties. Alexa F. Siu, Mike Sinclair, Robert Kovacs, Eyal Ofek, Christian Holz 0001, Edward Cutrell |
CHI | 4 |
| 2020 | Pen-based Interaction with Spreadsheets in Mobile Virtual RealityabstractVirtual Reality (VR) can enhance the display and interaction of mobile knowledge work and in particular, spreadsheet applications. While spreadsheets are widely used yet are challenging to interact with, especially on mobile devices, using them in VR has not been explored in depth. A special uniqueness of the domain is the contrast between the immersive and large display space afforded by VR, contrasted by the very limited interaction space that may be afforded for the information worker on the go, such as an airplane seat or a small work-space. To close this gap, we present a tool-set for enhancing spreadsheet interaction on tablets using immersive VR headsets and pen-based input. This combination opens up many possibilities for enhancing the productivity for spreadsheet interaction. We propose to use the space around and in front of the tablet for enhanced visualization of spreadsheet data and meta-data. For example, extending sheet display beyond the bounds of the physical screen, or easier debugging by uncovering hidden dependencies between sheet's cells. Combining the precise on-screen input of a pen with spatial sensing around the tablet, we propose tools for the efficient creation and editing of spreadsheets functions such as off-the-screen layered menus, visualization of sheets dependencies, and gaze-and-touch-based switching between spreadsheet tabs. We study the feasibility of the proposed tool-set using a video-based online survey and an expert-based assessment of indicative human performance potential. Travis Gesslein, Verena Biener, Philipp Gagel, Daniel Schneider 0006, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert |
ISMAR | 6 |
| 2020 | Haptic PIVOT: On-Demand Handhelds in VRabstractWe present PIVOT, a wrist-worn haptic device that renders virtual objects into the user's hand on demand. Its simple design comprises a single actuated joint that pivots a haptic handle into and out of the user's hand, rendering the haptic sensations of grasping, catching, or throwing an object anywhere in space. Unlike existing hand-held haptic devices and haptic gloves, PIVOT leaves the user's palm free when not in use, allowing users to make unencumbered use of their hand. PIVOT also enables rendering forces acting on the held virtual objects, such as gravity, inertia, or air-drag, by actively driving its motor while the user is firmly holding the handle. When wearing a PIVOT device on both hands, they can add haptic feedback to bimanual interaction, such as lifting larger objects. In our user study, participants (n=12) evaluated the realism of grabbing and releasing objects of different shape and size with mean score 5.19 on a scale from 1 to 7, rated the ability to catch and throw balls in different directions with different velocities (mean=5.5), and verified the ability to render the comparative weight of held objects with 87% accuracy for ~100g increments. Robert Kovacs, Eyal Ofek, Mar González-Franco, Alexa F. Siu, Sebastian Marwecki, Christian Holz 0001, Mike Sinclair |
UIST | 2 |
| 2020 | The Self-Avatar Follower Effect in Virtual RealityabstractWhen embodying a virtual avatar in immersive VR applications where body tracking is enabled, users typically are and feel in control the avatar movements. However, there are situations in which the technology could be tweaked to flip this relationship so that an embodied avatar could affect the user’s motor behavior without users noticing it. This has been shown in action retargeting applications and motor contagion experiments. Here we discuss a different way in which an embodied avatar could implicitly drive users movements: the self-avatar follower effect. We review previous evidences and present new experimental results showing how, whenever the virtual body does not overlay with their physical body, users tend to unconsciously follow their avatar, filling the gap if the system allows for it. We discuss this effect in the context of the relevant neuroscientific literature, and propose a theoretical account of the follower effect at the intersection of motor control and inference theories. Mar González-Franco, Brian A. Cohn, Eyal Ofek, Dalila Burin, Antonella Maselli |
VR | 3 |
| 2020 | Measuring System Visual Latency through Cognitive Latency on Video See-Through AR devicesabstractMeasuring Visual Latency in VR and AR devices has become increasingly complicated as many of the components will influence others in multiple loops and ultimately affect the human cognitive and sensory perception. In this paper we present a new method based on the idea that the performance of humans on a rapid motor task will remain constant, and that any added delay will correspond to the system latency. We ask users to perform a task inside different video see-through devices and also in front of a computer. We also calculate the latency of the systems using a hardware instrumentation-based measurement technique for bench-marking. Results show that this new form of latency measurement through human cognitive performance can be reliable and comparable to hardware instrumentation-based measurement. Our method is adaptable to many forms of user interaction. It is particularly suitable for systems, such as AR and VR, where externalizing signals is difficult, or where it is important to measure latency while the system is in use by a user. Robert Gruen, Eyal Ofek, Anthony Steed, Ran Gal, Mike Sinclair, Mar González-Franco |
VR | 2 |
| 2020 | Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge WorkersabstractVirtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications. Verena Biener, Daniel Schneider 0006, Travis Gesslein, Alexander Otte, Bastian Kuth, Per Ola Kristensson, Eyal Ofek, Michel Pahud, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2020 | Using Facial Animation to Increase the Enfacement Illusion and Avatar Self-IdentificationabstractThrough avatar embodiment in Virtual Reality (VR) we can achieve the illusion that an avatar is substituting our body: the avatar moves as we move and we see it from a first person perspective. However, self-identification, the process of identifying a representation as being oneself, poses new challenges because a key determinant is that we see and have agency in our own face. Providing control over the face is hard with current HMD technologies because face tracking is either cumbersome or error prone. However, limited animation is easily achieved based on speaking. We investigate the level of avatar enfacement, that is believing that a picture of a face is one's own face, with three levels of facial animation: (i) one in which the facial expressions of the avatars are static, (ii) one in which we implement lip-sync motion and (iii) one in which the avatar presents lip-sync plus additional facial animations, with blinks, designed by a professional animator. We measure self-identification using a face morphing tool that morphs from the face of the participant to the face of a gender matched avatar. We find that self-identification on avatars can be increased through pre-baked animations even when these are not photorealistic nor look like the participant. Mar González-Franco, Anthony Steed, Steve Hoogendyk, Eyal Ofek |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2019 | I'm a Giant: Walking in Large Virtual Environments at High Speed GainsabstractAdvances in tracking technology and wireless headsets enable walking as a means of locomotion in Virtual Reality. When exploring virtual environments larger than room-scale, it is often desirable to increase users' perceived walking speed, for which we investigate three methods. (1) Ground-Level Scaling increases users' avatar size, allowing them to walk farther. (2) Eye-Level Scaling enables users to walk through a World in Miniature, while maintaining a street-level view. (3) Seven-League Boots amplifies users' movements along their walking path. We conduct a study comparing these methods and find that users feel most embodied using Ground-Level Scaling and consequently increase their stride length. Using Seven-League Boots, unlike the other two methods, diminishes positional accuracy at high gains, and users modify their walking behavior to compensate for the lack of control. We conclude with a discussion on each technique's strength and weaknesses and the types of situation they might be appropriate for. Parastoo Abtahi, Mar González-Franco, Eyal Ofek, Anthony Steed |
CHI | 3 |
| 2019 | RealityCheck: Blending Virtual Environments with Situated Physical RealityabstractToday's virtual reality (VR) systems offer chaperone rendering techniques that prevent the user from colliding with physical objects. Without a detailed geometric model of the physical world, these techniques offer limited possibility for more advanced compositing between the real world and the virtual. We explore this using a realtime 3D reconstruction of the real world that can be combined with a virtual environment. RealityCheck allows users to freely move, manipulate, observe, and communicate with people and objects situated in their physical space without losing the sense of immersion or presence inside their virtual world. We demonstrate RealityCheck with seven existing VR titles, and describe compositing approaches that address the potential conflicts when rendering the real world and a virtual environment together. A study with frequent VR users demonstrate the affordances provided by our system and how it can be used to enhance current VR experiences. Jeremy Hartmann, Christian Holz 0001, Eyal Ofek, Andrew D. Wilson |
CHI | 3 |
| 2019 | TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger InteractionabstractRecent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. Our evaluation showed that using TORC, participants could manipulate virtual objects more precisely (e.g., position and rotate objects in 3D) than when using a conventional VR controller. Jaeyeon Lee 0002, Mike Sinclair, Mar González-Franco, Eyal Ofek, Christian Holz 0001 |
CHI | 4 |
| 2019 | SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low VisionabstractCurrent virtual reality applications do not support people who have low vision, i.e., vision loss that falls short of complete blindness but is not correctable by glasses. We present SeeingVR, a set of 14 tools that enhance a VR application for people with low vision by providing visual and audio augmentations. A user can select, adjust, and combine different tools based on their preferences. Nine of our tools modify an existing VR application post hoc via a plugin without developer effort. The rest require simple inputs from developers using a Unity toolkit we created that allows integrating all 14 of our low vision support tools during development. Our evaluation with 11 participants with low vision showed that SeeingVR enabled users to better enjoy VR and complete tasks more quickly and accurately. Developers also found our Unity toolkit easy and convenient to use. Yuhang Zhao 0001, Edward Cutrell, Christian Holz 0001, Meredith Ringel Morris, Eyal Ofek, Andrew D. Wilson |
CHI | 5 |
| 2019 | Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain SightabstractCreating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find that while gaze data indeed supports obfuscating changes inside the field of view, a change is rendered unnoticeably by using gaze in combination with common masking techniques. Sebastian Marwecki, Andrew D. Wilson, Eyal Ofek, Mar González-Franco, Christian Holz 0001 |
UIST | 3 |
| 2019 | CapstanCrunch: A Haptic VR Controller with User-supplied Force FeedbackabstractWe introduce CapstanCrunch, a force resisting, palm-grounded haptic controller that renders haptic feedback for touching and grasping both rigid and compliant objects in a VR environment. In contrast to previous controllers, Cap-stan¬Crunch renders human-scale forces without the use of large, high force, electrically power consumptive and ex-pensive actuators. Instead, CapstanCrunch¬ integrates a friction-based capstan-plus-cord variable-resistance brake mechanism that is dynamically controlled by a small inter-nal motor. The capstan mechanism magnifies the motor's force by a factor of around 40 as an output resistive force. Compared to active force control devices, it is low cost, low electrical power, robust, safe, fast and quiet, while providing high force control to user interaction. We describe the de-sign and implementation of CapstanCrunch and demon-strate its use in a series of VR scenarios. Finally, we evalu-ate the performance of CapstanCrunch in two user studies and compare our controller with an active haptic controller with the ability to simulate different levels of convincing object rigidity and/or compliance. Mike Sinclair, Eyal Ofek, Mar González-Franco, Christian Holz 0001 |
UIST | 2 |
| 2019 | DreamWalker: Substituting Real-World Walking Experiences with a Virtual RealityabstractWe explore a future in which people spend considerably more time in virtual reality, even during moments when they transition between locations in the real world. In this paper, we present DreamWalker, a VR system that enables such real-world walking while users explore and stay fully immersed inside large virtual environments in a headset. Provided with a real-world destination, DreamWalker finds a similar path in a pre-authored VR environment and guides the user while real-walking the virtual world. To keep the user from colliding with objects and people in the real-world, DreamWalker's tracking system fuses GPS locations, inside-out tracking, and RGBD frames to 1) continuously and accurately position the user in the real world, 2) sense walkable paths and obstacles in real time, and 3) represent paths through a dynamically changing scene in VR to redirect the user towards the chosen destination. We demonstrate DreamWalker's versatility by enabling users to walk three paths across the large Microsoft campus while enjoying pre-authored VR worlds, supplemented with a variety of obstacle avoidance and redirection techniques. In our evaluation, 8 participants walked across campus along a 15-minute route, experiencing a lively virtual Manhattan that was full of animated cars, people, and other objects. Jackie Yang, Christian Holz 0001, Eyal Ofek, Andrew D. Wilson |
UIST | 3 |
| 2019 | VRoamer: Generating On-The-Fly VR Experiences While Walking inside Large, Unknown Real-World Building EnvironmentsabstractProcedural generation in virtual reality (VR) has been used to adapt the virtual world to various indoor environments, fitting different geometries and interiors with virtual environments. However, such applications require that the physical environment be known or pre-scanned prior to use to then generate the corresponding virtual scene, thus restricting the virtual experience to a controlled space. In this paper, we present VRoamer, which enables users to walk unseen physical spaces for which VRoamer procedurally generates a virtual scene on-the-fly. Scaling to the size of office buildings, VRoamer extracts walkable areas and detects physical obstacles in real time, instantiates pre-authored virtual rooms if their sizes fit physically walkable areas or otherwise generates virtual corridors and doors that lead to undiscovered physical areas. The use of these virtual structures allows VRoamer to (1) temporarily block users' passage, thus slowing them down while increasing VRoamer's insight into newly discovered physical areas, (2) prevent users from seeing changes beyond the current virtual scene, and (3) obfuscate the appearance of physical environments. VRoamer animates virtual objects to reflect dynamically discovered changes of the physical environment, such as people walking by or obstacles that become apparent. In our proof-of-concept study, participants were able to walk long distances through a procedurally generated dungeon experience and reported high levels of immersion. Lung-Pan Cheng, Eyal Ofek, Christian Holz 0001, Andrew D. Wilson |
VR | 2 |
| 2019 | ReconViguRation: Reconfiguring Physical Keyboards in Virtual RealityabstractPhysical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area. Daniel Schneider 0006, Alexander Otte, Travis Gesslein, Philipp Gagel, Bastian Kuth, Mohamad Shahm Damlakhi, Oliver Dietz, Eyal Ofek, Michel Pahud, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2018 | CLAW: A Multifunctional Handheld Haptic Controller for Grasping, Touching, and Triggering in Virtual RealityabstractCLAW is a handheld virtual reality controller that augments the typical controller functionality with force feedback and actuated movement to the index finger. Our controller enables three distinct interactions (grasping virtual object, touching virtual surfaces, and triggering) and changes its corresponding haptic rendering by sensing the differences in the user's grasp. A servo motor coupled with a force sensor renders controllable forces to the index finger during grasping and touching. Using position tracking, a voice coil actuator at the index fingertip generates vibrations for various textures synchronized with finger movement. CLAW also supports a haptic force feedback in the trigger mode when the user holds a gun. We describe the design considerations for CLAW and evaluate its performance through two user studies. The first study obtained qualitative user feedback on the naturalness, effectiveness, and comfort when using the device. The second study investigated the ease of the transition between grasping and touching when using our device. Inrak Choi, Eyal Ofek, Hrvoje Benko, Mike Sinclair, Christian Holz 0001 |
CHI | 2 |
| 2018 | Haptic Links: Bimanual Haptics for Virtual Reality Using Variable Stiffness ActuationabstractWe present Haptic Links, electro-mechanically actuated physical connections capable of rendering variable stiffness between two commodity handheld virtual reality (VR) controllers. When attached, Haptic Links can dynamically alter the forces perceived between the user's hands to support the haptic rendering of a variety of two-handed objects and interactions. They can rigidly lock controllers in an arbitrary configuration, constrain specific degrees of freedom or directions of motion, and dynamically set stiffness along a continuous range. We demonstrate and compare three prototype Haptic Links: Chain, Layer-Hinge, and Ratchet-Hinge. We then describe interaction techniques and scenarios leveraging the capabilities of each. Our user evaluation results confirm that users can perceive many two-handed objects or interactions as more realistic with Haptic Links than with typical unlinked VR controllers. Evan Strasnick, Christian Holz 0001, Eyal Ofek, Mike Sinclair, Hrvoje Benko |
CHI | 3 |
| 2018 | Haptic Revolver: Touch, Shear, Texture, and Shape Rendering on a Reconfigurable Virtual Reality ControllerabstractWe present Haptic Revolver, a handheld virtual reality controller that renders fingertip haptics when interacting with virtual surfaces. Haptic Revolver's core haptic element is an actuated wheel that raises and lowers underneath the finger to render contact with a virtual surface. As the user's finger moves along the surface of an object, the controller spins the wheel to render shear forces and motion under the fingertip. The wheel is interchangeable and can contain physical textures, shapes, edges, or active elements to provide different sensations to the user. Because the controller is spatially tracked, these physical features can be spatially registered with the geometry of the virtual environment and rendered on-demand. We evaluated Haptic Revolver in two studies to understand how wheel speed and direction impact perceived realism. We also report qualitative feedback from users who explored three application scenarios with our controller. Eric Whitmire, Hrvoje Benko, Christian Holz 0001, Eyal Ofek, Mike Sinclair |
CHI | 4 |
| 2018 | Effects of Hand Representations for Typing in Virtual RealityabstractAlphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several hand representations have been proposed for typing in VR on standard physical keyboards. However, to date, these hand representations have not been compared regarding their performance and effects on presence for VR text entry. Our work addresses this gap by comparing existing hand representations with minimalistic fingertip visualization. We study the effects of four hand representations (no hand representation, inverse kinematic model, fingertip visualization using spheres and video inlay) on typing in VR using a standard physical keyboard with 24 participants. We found that the fingertip visualization and video inlay both resulted in statistically significant lower text entry error rates compared to no hand or inverse kinematic model representations. We found no statistical differences in text entry speed. Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, Per Ola Kristensson |
VR | 3 |
| 2018 | Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard KeyboardsabstractWe study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual feedback, and examine the efficiency of different strategies of use. We analyze a total of 24 hours of typing data in VR from 24 participants and find that novice users are able to retain about 60% of their typing speed on a desktop keyboard and about 40-45% of their typing speed on a touchscreen keyboard. We also find no significant learning effects, indicating that users can transfer their typing skills fast into VR. Besides investigating baseline performances, we study the position in which keyboards and hands are rendered in space. We find that this does not adversely affect performance for desktop keyboard typing and results in a performance trade-off for touchscreen keyboard typing. Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, Per Ola Kristensson |
VR | 3 |
| 2018 | Three Haptic Shape-Feedback Controllers for Virtual RealityabstractWe present three new novel haptic controllers that render shape force feedback during interaction. 1) CLAW is a multi-purpose controller that renders tactile forces for common hand interactions, such as grasping, touching, and triggering grasped objects. 2) Haptic Revolver is a general-purpose handheld VR controller that renders touch contact with virtual surfaces, motion shear along a surface, textures, and shapes using interchangeable wheels. 3) Haptic Links haptic render shape feedback between two controllers using variable-stiffness locking mechanisms to provide force feedback for grasping and interacting with two-handed objects such as wind instruments, steering wheels, handle bars, or bow and arrow. Mike Sinclair, Eyal Ofek, Christian Holz 0001, Inrak Choi, Eric Whitmire, Evan Strasnick, Hrvoje Benko |
VR | 2 |
| 2017 | Sparse Haptic Proxy: Touch Feedback in Virtual Environments Using a General Passive PropabstractWe propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the virtual environment in physical space, a Sparse Haptic Proxy simulates a scene's detailed geometry by redirecting the user's hand to a matching primitive of the proxy. To bridge the divergence of the scene from the proxy, we augment an existing Haptic Retargeting technique with an on-the-fly target remapping: We predict users' intentions during interaction in the virtual space by analyzing their gaze and hand motions, and consequently redirect their hand to a matching part of the proxy. We conducted three user studies on haptic retargeting technique and implemented a system from three main results: 1) The maximum angle participants found acceptable for retargeting their hand is 40°, with an average rating of 4.6 out of 5. 2) Tracking participants' eye gaze reliably predicts their touch intentions (97.5%), even while simultaneously manipulating the user's hand-eye coordination for retargeting. 3) Participants preferred minimized retargeting distances over better-matching surfaces of our Sparse Haptic Proxy when receiving haptic feedback for single-finger touch input. We demonstrate our system with two virtual scenes: a flight cockpit and a room quest game. While their scene geometries differ substantially, both use the same sparse haptic proxy to provide haptic feedback to the user during task completion. Lung-Pan Cheng, Eyal Ofek, Christian Holz 0001, Hrvoje Benko, Andrew D. Wilson |
CHI | 2 |
| 2016 | Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality ExperiencesabstractManipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We propose a solution that overcomes this limitation by hacking human perception. We have created a framework for repurposing passive haptics, called haptic retargeting, that leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: world manipulation, body manipulation and a hybrid technique which combines both world and body manipulation. Our study results indicate that all our haptic retargeting techniques improve the sense of presence when compared to typical wand-based 3D control of virtual objects. Furthermore, our hybrid haptic retargeting achieved the highest satisfaction and presence scores while limiting the visible side-effects during interaction. Mahdi Azmandian, Mark S. Hancock, Hrvoje Benko, Eyal Ofek, Andrew D. Wilson |
CHI | 4 |
| 2016 | SnapToReality: Aligning Augmented Reality to the Real WorldabstractAugmented Reality (AR) applications may require the precise alignment of virtual objects to the real world. We propose automatic alignment of virtual objects to physical constraints calculated from the real world in real time ("snapping to reality"). We demonstrate SnapToReality alignment techniques that allow users to position, rotate, and scale virtual content to dynamic, real world scenes. Our proof-of-concept prototype extracts 3D edge and planar surface constraints. We furthermore discuss the unique design challenges of snapping in AR, including the user's limited field of view, noise in constraint extraction, issues with changing the view in AR, visualizing constraints, and more. We also report the results of a user study evaluating SnapToReality, confirming that aligning objects to the real world is significantly faster when assisted by snapping to dynamically extracted constraints. Perhaps more importantly, we also found that snapping in AR enables a fresh and expressive form of AR content creation. Benjamin Nuernberger, Eyal Ofek, Hrvoje Benko, Andrew D. Wilson |
CHI | 2 |
| 2016 | Room2Room: Enabling Life-Size Telepresence in a Projected Augmented Reality EnvironmentabstractRoom2Room is a telepresence system that leverages projected augmented reality to enable life-size, co-present interaction between two remote participants. Our solution recreates the experience of a face-to-face conversation by performing 3D capture of the local user with color + depth cameras and projecting their life-size virtual copy into the remote space. This creates an illusion of the remote person's physical presence in the local space, as well as a shared understanding of verbal and non-verbal cues (e.g., gaze, pointing.) In addition to the technical details of two prototype implementations, we contribute strategies for projecting remote participants onto physically plausible locations, such that they form a natural and consistent conversational formation with the local participant. We also present observations and feedback from an evaluation with 7 pairs of participants on the usability of our solution for solving a collaborative, physical task. Tomislav Pejsa, Julian Kantor, Hrvoje Benko, Eyal Ofek, Andrew D. Wilson |
CSCW | 4 |
| 2016 | A Demonstration of Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality ExperiencesabstractManipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body manipulation. This demo has been presented previously at CHI 2016. Mahdi Azmandian, Mark S. Hancock, Hrvoje Benko, Eyal Ofek, Andrew D. Wilson |
ISS | 4 |
| 2016 | GlassHands: Interaction Around Unmodified Mobile Devices Using SunglassesabstractWe present a novel approach for extending the input space around unmodified mobile devices. Using built-in front-facing cameras of unmodified handheld devices, GlassHands estimates hand poses and gestures through reflections in sunglasses, ski goggles or visors. Thereby, GlassHands creates an enlarged input space, rivaling input reach on large touch displays. We introduce the idea along with its technical concept and implementation. We demonstrate the feasibility and potential of our proposed approach in several application scenarios, such as map browsing or drawing using a set of interaction techniques previously possible only with modified mobile devices or on large touch displays. Our research is backed up with a user study. Jens Grubert, Eyal Ofek, Michel Pahud, Matthias Kranz, Dieter Schmalstieg |
ISS | 2 |
| 2016 | NormalTouch and TextureTouch: High-fidelity 3D Haptic Shape Rendering on Handheld Virtual Reality ControllersabstractWe present an investigation of mechanically-actuated hand-held controllers that render the shape of virtual objects through physical shape displacement, enabling users to feel 3D surfaces, textures, and forces that match the visual rendering. We demonstrate two such controllers, NormalTouch and TextureTouch, which are tracked in 3D and produce spatially-registered haptic feedback to a user's finger. NormalTouch haptically renders object surfaces and provides force feedback using a tiltable and extrudable platform. TextureTouch renders the shape of virtual objects including detailed surface structure through a 4×4 matrix of actuated pins. By moving our controllers around while keeping their finger on the actuated platform, users obtain the impression of a much larger 3D shape by cognitively integrating output sensations over time. Our evaluation compares the effectiveness of our controllers with the two de-facto standards in Virtual Reality controllers: device vibration and visual feedback only. We find that haptic feedback significantly increases the accuracy of VR interaction, most effectively by rendering high-fidelity shape output as in the case of our controllers. Hrvoje Benko, Christian Holz 0001, Mike Sinclair, Eyal Ofek |
UIST | 4 |
| 2015 | The Known Stranger: Supporting Conversations between Strangers with Personalized Topic SuggestionsabstractStriking up a good conversation with new acquaintances is often a difficult problem. In this paper we report on the perceptions of wearable device users who were given real-time personalized topic suggestions during a conversation with a person they just met. Suggestions were generated using a ranking recommendation algorithm, and were delivered via Google Glasses. We conducted a study with 38 pairs of strangers, who received such suggestions while conversing for the first time. Participants found the suggestions to be helpful, but only at the right moments, and for certain types of speakers. Our results contribute to the understanding of how communication interventions influence people's experience and behaviors, and enhance interpersonal interactions. Our study also presents design implications for applications on wearable devices to facilitate conversations between strangers. Tien T. Nguyen, Duyen T. Nguyen, Shamsi T. Iqbal, Eyal Ofek |
CHI | 4 |
| 2015 | Peeking Template Matching for Depth ExtensionabstractWe propose a method that extends a given depth image into regions in 3D that are not visible from the point of view of the camera. The algorithm detects repeated 3D structures in the visible scene and suggests a set of 3D extension hypotheses, which are then combined together through a global 3D MRF discrete optimization. The recovered global 3D surface is consistent with both the input depth map and the hypotheses. A key component of this work is a novel 3D template matcher that is used to detect repeated 3D structure in the scene and to suggest the hypotheses. A unique property of this matcher is that it can handle depth uncertainty. This is crucial because the matcher is required to "peek around the corner", as it operates at the boundaries of the visible 3D scene where depth information is missing. The proposed matcher is fast and is guaranteed to find an approximation to the globally optimal solution. We demonstrate on real-world data that our algorithm is capable of completing a full 3D scene from a single depth image and can synthesize a full depth map from a novel viewpoint of the scene. In addition, we report results on an extensive synthetic set of 3D shapes, which allows us to evaluate the method both qualitatively and quantitatively. Simon Korman, Eyal Ofek, Shai Avidan |
ICCV | 2 |
| 2015 | SurroundWeb: Mitigating Privacy Concerns in a 3D Web BrowserabstractImmersive experiences that mix digital and real-world objects are becoming reality, but they raise serious privacy concerns as they require real-time sensor input. These experiences are already present on smartphones and game consoles via Kinect, and will eventually emerge on the web platform. However, browsers do not expose the display interfaces needed to render immersive experiences. Previous security research focuses on controlling application access to sensor input alone, and do not deal with display interfaces. Recent research in human computer interactions has explored a variety of high-level rendering interfaces for immersive experiences, but these interfaces reveal sensitive data to the application. Bringing immersive experiences to the web requires a high-level interface that mitigates privacy concerns. This paper presents Surround Web, the first 3D web browser, which provides the novel functionality of rendering web content onto a room while tackling many of the inherent privacy challenges. Following the principle of least privilege, we propose three abstractions for immersive rendering: 1) the room skeleton lets applications place content in response to the physical dimensions and locations of render able surfaces in a room, 2) the detection sandbox lets applications declaratively place content near recognized objects in the room without revealing if the object is present, and 3) satellite screens let applications display content across devices registered with Surround Web. Through user surveys, we validate that these abstractions limit the amount of revealed information to an acceptable degree. In addition, we show that a wide range of immersive experiences can be implemented with acceptable performance. John Vilk, David Molnar, Benjamin Livshits, Eyal Ofek, Christopher J. Rossbach, Alexander Moshchuk, Helen J. Wang, Ran Gal |
IEEE Symposium on Security and Privacy | 4 |
| 2015 | FoveAR: Combining an Optically See-Through Near-Eye Display with Projector-Based Spatial Augmented RealityabstractOptically see-through (OST) augmented reality glasses can overlay spatially-registered computer-generated content onto the real world. However, current optical designs and weight considerations limit their diagonal field of view to less than 40 degrees, making it difficult to create a sense of immersion or give the viewer an overview of the augmented reality space. We combine OST glasses with a projection-based spatial augmented reality display to achieve a novel display hybrid, called FoveAR, capable of greater than 100 degrees field of view, view dependent graphics, extended brightness and color, as well as interesting combinations of public and personal data display. We contribute details of our prototype implementation and an analysis of the interactive design space that our system enables. We also contribute four prototype experiences showcasing the capabilities of FoveAR as well as preliminary user feedback providing insights for enhancing future FoveAR experiences. Hrvoje Benko, Eyal Ofek, Andrew D. Wilson |
UIST | 2 |
| 2014 | FLARE: Fast layout for augmented reality applicationsabstractCreating a layout for an augmented reality (AR) application which embeds virtual objects in a physical environment is difficult as it must adapt to any physical space. We propose a rule-based framework for generating object layouts for AR applications. Under our framework, the developer of an AR application specifies a set of rules (constraints) which enforce self-consistency (rules regarding the inter-relationships of application components) and scene-consistency (application components are consistent with the physical environment they are placed in). When a user enters a new environment, we create, in real-time, a layout for the application, which is consistent with the defined constraints (as much as possible). We find the optimal configurations for each object by solving a constraint-satisfaction problem. Our stochastic move making algorithm is domain-aware, and allows us to efficiently converge to a solution for most rule-sets. In the paper we demonstrate several augmented reality applications that automatically adapt to different rooms and changing circumstances in each room. Ran Gal, Lior Shapira, Eyal Ofek, Pushmeet Kohli |
ISMAR | 3 |
| 2014 | RoomAlive: magical experiences enabled by scalable, adaptive projector-camera unitsabstractRoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually auto-calibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room. Brett R. Jones, Rajinder Sodhi, Michael Murdock, Ravish Mehra, Hrvoje Benko, Andrew D. Wilson, Eyal Ofek, Blair MacIntyre, Nikunj Raghuvanshi, Lior Shapira |
UIST | 7 |
| 2013 | IllumiRoom: peripheral projected illusions for interactive experiencesabstractIllumiRoom is a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional gaming experiences. We investigate how projected visualizations in the periphery can negate, include, or augment the existing physical environment and complement the content displayed on the television screen. Peripheral projected illusions can change the appearance of the room, induce apparent motion, extend the field of view, and enable entirely new physical gaming experiences. Our system is entirely self-calibrating and is designed to work in any room. We present a detailed exploration of the design space of peripheral projected illusions and we demonstrate ways to trigger and drive such illusions from gaming content. We also contribute specific feedback from two groups of target users (10 gamers and 15 game designers); providing insights for enhancing game experiences through peripheral projected illusions. Brett R. Jones, Hrvoje Benko, Eyal Ofek, Andrew D. Wilson |
CHI | 3 |
| 2013 | Reducing disruption from subtle information delivery during a conversation: mode and bandwidth investigationabstractWith proliferation of mobile devices that provide ubiquitous access to information, the question arises of how distracting processing information in social settings can be, especially during face-to-face conversations. However, relevant information presented at opportune moments may help enhance conversation quality. In this paper, we study how much information users can consume during a conversation and what information delivery mode, via audio or visual aids, helps them effectively conceal the fact that they are receiving information. We observe that users can internalize more information while still disguising this fact the best when information is delivered visually in batches (multiple pieces of information at a time) and perform better on both dimensions if information is delivered while they are not speaking. Interestingly, participants qualitatively did not prefer this mode as being the easiest to use, preferring modes that displayed one piece of information at a time. Eyal Ofek, Shamsi T. Iqbal, Karin Strauss |
CHI | 1 |
| 2013 | Operating System Support for Augmented Reality Applications
Loris D'Antoni, Alan M. Dunn, Suman Jana, Tadayoshi Kohno, Benjamin Livshits, David Molnar, Alexander Moshchuk, Eyal Ofek, Franziska Roesner, T. Scott Saponas, Margus Veanes, Helen J. Wang |
HotOS | 8 |
| 2013 | DCSH - Matching Patches in RGBD ImagesabstractWe extend patch based methods to work on patches in 3D space. We start with Coherency Sensitive Hashing (CSH), which is an algorithm for matching patches between two RGB images, and extend it to work with RGBD images. This is done by warping all 3D patches to a common virtual plane in which CSH is performed. To avoid noise due to warping of patches of various normals and depths, we estimate a group of dominant planes and compute CSH on each plane separately, before merging the matching patches. The result is DCSH - an algorithm that matches world (3D) patches in order to guide the search for image plane matches. An independent contribution is an extension of CSH, which we term Social-CSH. It allows a major speedup of the k nearest neighbor (kNN) version of CSH - its runtime growing linearly, rather than quadratic ally, in k. Social-CSH is used as a subcomponent of DCSH when many NNs are required, as in the case of image denoising. We show the benefits of using depth information to image reconstruction and image denoising, demonstrated on several RGBD images. Yaron Eshet, Simon Korman, Eyal Ofek, Shai Avidan |
ICCV | 3 |
| 2013 | Enabling Fine-Grained Permissions for Augmented Reality Applications with Recognizers
Suman Jana, David Molnar, Alexander Moshchuk, Alan M. Dunn, Benjamin Livshits, Helen J. Wang, Eyal Ofek |
USENIX Security Symposium | 7 |
| 2010 | Detecting text in natural scenes with stroke width transformabstractWe present a novel image operator that seeks to find the value of stroke width for each image pixel, and demonstrate its use on the task of text detection in natural images. The suggested operator is local and data dependent, which makes it fast and robust enough to eliminate the need for multi-scale computation or scanning windows. Extensive testing shows that the suggested scheme outperforms the latest published algorithms. Its simplicity allows the algorithm to detect texts in many fonts and languages. Boris Epshtein, Eyal Ofek, Yonatan Wexler |
CVPR | 2 |
| 2010 | Efficiently locating photographs in many panoramasabstractWe present a method for efficient and reliable geo-positioning of images. It relies on image-based matching of the query images onto a trellis of existing images that provides accurate 5-DOF calibration (camera position and orientation without scale). As such it can handle any image input, including old historical images, matched against a whole city. On such a scale, care needs to be taken with the size of the database. We deviate from previous work by using 360° panoramas to simultaneously reduce the database size and increase the coverage. To reduce the likelihood of false matches, we restrict the range of angles for matched features. Furthermore, we enhance the RANSAC procedure to include two phases. The second phase includes guided feature matching to increase the likelihood of positive matches. Hence, we devise a matching confidence score that separates between true and false matches. We demonstrate the algorithm on a large scale database covering a whole city in order to show its usefulness for a vision-based augmented reality system. Michael Kroepfl, Yonatan Wexler, Eyal Ofek |
GIS | 3 |
| 2010 | Annotating and navigating tourist videosabstractDue to the rapid increase in video capture technology, more and more tourist videos are captured every day, creating a challenge for organization and association with metadata. In this paper, we present a novel system for annotating and navigating tourist videos. Placing annotations in a video is difficult because of the need to track the movement of the camera. Navigation of a regular video is also challenging due to the sequential nature of the media. To overcome these challenges, we introduce a system for registering videos to geo-referenced 3D models and analyzing the video contents. We also introduce a novel scheduling algorithm for showing annotations in video. We show results in automatically annotated videos and in a map-based application for browsing videos. Our user study indicates the system is very useful. Qinlin Li, Hongyang Chao, Billy Chen, Eyal Ofek, Ying-Qing Xu |
GIS | 5 |
| 2010 | Seamless Montage for Texturing ModelsabstractAbstract We present an automatic method to recover high‐resolution texture over an object by mapping detailed photographs onto its surface. Such high‐resolution detail often reveals inaccuracies in geometry and registration, as well as lighting variations and surface reflections. Simple image projection results in visible seams on the surface. We minimize such seams using a global optimization that assigns compatible texture to adjacent triangles. The key idea is to search not only combinatorially over the source images, but also over a set of local image transformations that compensate for geometric misalignment. This broad search space is traversed using a discrete labeling algorithm, aided by a coarse‐to‐fine strategy. Our approach significantly improves resilience to acquisition errors, thereby allowing simple and easy creation of textured models for use in computer graphics. Ran Gal, Yonatan Wexler, Eyal Ofek, Hugues Hoppe, Daniel Cohen-Or |
Comput. Graph. Forum | 3 |
| 2009 | Video-Based Modeling of Dynamic Hair
Tatsuhisa Yamaguchi, Bennett Wilburn, Eyal Ofek |
PSIVT | 3 |
| 2009 | Integrated videos and maps for driving directionsabstractWhile onboard navigation systems are gaining in importance, maps are still the medium of choice for laying out a route to a destination and for way finding. However, even with a map, one is almost always more comfortable navigating a route the second time due to the visual memory of the route. To make the first time navigating a route feel more familiar, we present a system that integrates a map with a video automatically constructed from panoramic imagery captured at close intervals along the route. The routing information is used to create a variable speed video depicting the route. During playback of the video, the frame and field of view are dynamically modulated to highlight salient features along the route and connect them back to the map. A user interface is demonstrated to allow exploration of the combined map, video, and textual driving directions. We discuss the construction of the hybrid map and video interface. Finally, we report the results of a study that provides evidence of the effectiveness of such a system for route following. ACM Classification: H5.2 [Information interfaces and presentation]: User Interfaces.- Graphical user interfaces. General terms: Billy Chen, Boris Neubert, Eyal Ofek, Oliver Deussen, Michael F. Cohen |
UIST | 3 |
| 2009 | Mouse 2.0: multi-touch meets the mouseabstractIn this paper we present novel input devices that combine the standard capabilities of a computer mouse with multi-touch sensing. Our goal is to enrich traditional pointer-based desktop interactions with touch and gestures. To chart the design space, we present five different multi-touch mouse implementations. Each explores a different touch sensing strategy, which leads to differing form-factors and hence interactive possibilities. In addition to the detailed description of hardware and software implementations of our prototypes, we discuss the relative strengths, limitations and affordances of these novel input devices as informed by the results of a preliminary user study. Nicolas Villar, Shahram Izadi, Dan Rosenfeld, Hrvoje Benko, John Helmes, Jonathan Westhues, Steve Hodges 0001, Eyal Ofek, Alex Butler, Billy Chen |
UIST | 8 |
| 2008 | Validation of vector data using oblique imagesabstractOblique images are aerial photographs taken at oblique angles to the earth's surface. Projections of vector and other geospatial data in these images depend on camera parameters, positions of the entities, surface terrain, and visibility. This paper presents a robust and scalable algorithm to detect inconsistencies in vector data using oblique images. The algorithm uses image descriptors to encode the local appearance of a geospatial entity in images. These image descriptors combine color, pixel-intensity gradients, texture, and steerable filter responses. A Support Vector Machine classifier is trained to detect image descriptors that are not consistent with underlying vector data, digital elevation maps, building models, and camera parameters. In this paper, we train the classifier on visible road segments and non-road data. Thereafter, the trained classifier detects inconsistencies in vectors, which include both occluded and misaligned road segments. The consistent road segments validate our vector, DEM, and 3-D model data for those areas while inconsistent segments point out errors. We further show that a search for descriptors that are consistent with visible road segments in the neighborhood of a misaligned road yields the desired road alignment that is consistent with pixels in the image. Pragyana Mishra, Eyal Ofek, Gur Kimchi |
GIS | 2 |
| 2008 | Factoring repeated content within and among imagesabstractWe reduce transmission bandwidth and memory space for images by factoring their repeated content. A transform map and a condensed epitome are created such that all image blocks can be reconstructed from transformed epitome patches. The transforms may include affine deformation and color scaling to account for perspective and tonal variations across the image. The factored representation allows efficient random-access through a simple indirection, and can therefore be used for real-time texture mapping without expansion in memory. Our scheme is orthogonal to traditional image compression, in the sense that the epitome is amenable to further compression such as DXT. Moreover it allows a new mode of progressivity, whereby generic features appear before unique detail. Factoring is also effective across a collection of images, particularly in the context of image-based rendering. Eliminating redundant content lets us include textures that are several times as large in the same memory space. Huamin Wang 0001, Yonatan Wexler, Eyal Ofek, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2008 | Image-based façade modelingabstractWe propose in this paper a semi-automatic image-based approach to façade modeling that uses images captured along streets and relies on structure from motion to recover camera positions and point clouds automatically as the initial stage for modeling. We start by considering a building façade as a flat rectangular plane or a developable surface with an associated texture image composited from the multiple visible images. A façade is then decomposed and structured into a Directed Acyclic Graph of rectilinear elementary patches. The decomposition is carried out top-down by a recursive subdivision, and followed by a bottom-up merging with the detection of the architectural bilateral symmetry and repetitive patterns. Each subdivided patch of the flat façade is augmented with a depth optimized using the 3D points cloud. Our system also allows for an easy user feedback in the 2D image space for the proposed decomposition and augmentation. Finally, our approach is demonstrated on a large number of façades from a variety of street-side images. Jianxiong Xiao, Tian Fang, Eyal Ofek, Long Quan |
ACM Trans. Graph. | 5 |
| 2007 | Hierarchical photo organization using geo-relevanceabstractWe present a novel framework for organizing large collections of images in a hierarchical way, based on scene semantics. Rather than score images directly, we use them to score the scene in order to identify typical views and important locations which we term Geo-Relevance. This is done by relating each image with its viewing frustum which can be readily computed for huge collections of images nowadays. The frustum contains much more information than only camera position that has been used so far. For example, it distinguishes between a photo of the Eiffel Tower and a photo of a garbage bin taken from the exact same place. The proposed framework enables a summarized display of the information and facilitates efficient browsing. Boris Epshtein, Eyal Ofek, Yonatan Wexler, Pusheng Zhang |
GIS | 2 |
| 2006 | Direct pointer: direct manipulation for large-display interaction using handheld camerasabstractThis paper describes the design and evaluation of a technique, Direct Pointer, that enables users to interact intuitively with large displays using cameras equipped on handheld devices, such as mobile phones and personal digital assistant (PDA). In contrast to many existing interaction methods that attempt to address the same problem, ours offers direct manipulation of the pointer position with continuous visual feedback. The primary advantage of this technique is that it only requires equipment that is readily available: an electronic display, a handheld digital camera, and a connection between the two. No special visual markers in the display content are needed, nor are fixed cameras pointing at the display. We evaluated the performance of Direct Pointer as an interaction product, showing that it performs as well as comparable techniques that require more sophisticated equipment. Eyal Ofek, Neema Moraveji, Yuanchun Shi |
CHI | 2 |
| 2006 | Improving the experience of controlling avatars in camera-based games using physical inputabstractThis paper investigates two methods of improving the user experience of camera-based interaction. First, problems that arise when avatars are designed to mimic a user's physical actions are presented. Second, a solution is proposed: adding a layer of separation between user and avatar while retaining intuitive user control. Two methods are proposed for this separation: spatially and temporally. Implementations of these methods are then presented in the context of a simple game and evaluate their effect on performance and satisfaction. Results of a human subject experiment are presented, showing that reducing the amount of user control can maintain, and even improve, user satisfaction if the design of such a reduction is appropriate. This is followed by a discussion of how the findings inform camera-based game design. Neema Moraveji, Hiroaki Kimura, Eyal Ofek |
ACM Multimedia | 4 |
| 2006 | Full-Frame Video Stabilization with Motion InpaintingabstractVideo stabilization is an important video enhancement technology which aims at removing annoying shaky motion from videos. We propose a practical and robust approach of video stabilization that produces full-frame stabilized videos with good visual quality. While most previous methods end up with producing smaller size stabilized videos, our completion method can produce full-frame videos by naturally filling in missing image parts by locally aligning image data of neighboring frames. To achieve this, motion inpainting is proposed to enforce spatial and temporal consistency of the completion in both static and dynamic image areas. In addition, image quality in the stabilized video is enhanced with a new practical deblurring algorithm. Instead of estimating point spread functions, our method transfers and interpolates sharper image pixels of neighboring frames to increase the sharpness of the frame. The proposed video completion and deblurring methods enabled us to develop a complete video stabilizer which can naturally keep the original image quality in the stabilized videos. The effectiveness of our method is confirmed by extensive experiments over a wide variety of videos. Yasuyuki Matsushita, Eyal Ofek, Weina Ge, Xiaoou Tang, Harry Shum |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2005 | Full-Frame Video StabilizationabstractVideo stabilization is an important video enhancement technology which aims at removing annoying shaky motion from videos. We propose a practical and robust approach of video stabilization that produces full-frame stabilized videos with good visual quality. While most previous methods end up with producing low resolution stabilized videos, our completion method can produce full-frame videos by naturally filling in missing image parts by locally aligning image data of neighboring frames. To achieve this, motion inpainting is proposed to enforce spatial and temporal consistency of the completion in both static and dynamic image areas. In addition, image quality in the stabilized video is enhanced with a new practical deblurring algorithm. Instead of estimating point spread functions, our method transfers and interpolates sharper image pixels of neighbouring frames to increase the sharpness of the frame. The proposed video completion and deblurring methods enabled us to develop a complete video stabilizer which can naturally keep the original image quality in the stabilized videos. The effectiveness of our method is confirmed by extensive experiments over a wide variety of videos. Yasuyuki Matsushita, Eyal Ofek, Xiaoou Tang, Harry Shum |
CVPR (1) | 2 |
| 2005 | Interactive deformation of light fieldsabstractWe present a software pipeline that enables an animator to deform light fields. The pipeline can be used to deform complex objects, such as furry toys, while maintaining photo-realistic quality. Our pipeline consists of three stages. First, we split the light field into sub-light fields. To facilitate splitting of complex objects, we employ a novel technique based on projected light patterns. Second, we deform each sub-light field. To do this, we provide the animator with controls similar to volumetric free-form deformation. Third, we recombine and render each sub-light field. Our rendering technique properly handles visibility changes due to occlusion among sub-light fields. To ensure consistent illumination of objects after they have been deformed, our light fields are captured with the light source fixed to the camera, rather than being fixed to the object. We demonstrate our deformation pipeline using synthetic and photographically acquired light fields. Potential applications include animation, interior design, and interactive gaming. Billy Chen, Eyal Ofek, Harry Shum, Marc Levoy |
SI3D | 2 |
| 2005 | Modeling hair from multiple viewsabstractIn this paper, we propose a novel image-based approach to model hair geometry from images taken at multiple viewpoints. Unlike previous hair modeling techniques that require intensive user interactions or rely on special capturing setup under controlled illumination conditions, we use a handheld camera to capture hair images under uncontrolled illumination conditions. Our multi-view approach is natural and flexible for capturing. It also provides inherent strong and accurate geometric constraints to recover hair models.In our approach, the hair fibers are synthesized from local image orientations. Each synthesized fiber segment is validated and optimally triangulated from all visible views. The hair volume and the visibility of synthesized fibers can also be reliably estimated from multiple views. Flexibility of acquisition, little user interaction, and high quality results of recovered complex hair models are the key advantages of our method. Eyal Ofek, Long Quan, Harry Shum |
ACM Trans. Graph. | 2 |
| 1998 | Interactive Reflections on Curved ObjectsabstractGlobal view-dependent illumination phenomena, in particular reflections, greatly enhance the realism of computer-generated imagery.Current interactive rendering methods do not provide satisfactory support for reflections on curved objects.In this paper we present a novel method for interactive computation of reflections on curved objects.We transform potentially reflected scene objects according to reflectors, to generate virtual objects.These are rendered by the graphics system as ordinary objects, creating a reflection image that is blended with the primary image.Virtual objects are created by tessellating scene objects and computing a virtual vertex for each resulting scene vertex.Virtual vertices are computed using a novel space subdivision, the reflection subdivision.For general polygonal mesh reflectors, we present an associated approximate acceleration scheme, the explosion map.For specific types of objects (e.g., linear extrusions of planar curves) the reflection subdivision can be reduced to a 2-D one that is utilized more accurately and efficiently. Eyal Ofek, Ari Rappoport |
SIGGRAPH | 1 |