Alexander Plopski

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42ranked-venue papers
5as first author
17since 2021 · last 2026
0000-0003-1354-0279ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 35 · 5 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 24 · 4 first-author · 7 since 2021Artificial intelligence and machine learning · 2Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 HandLight: Light Estimation from Hand Interaction in Mixed Reality
abstract
Correctly estimating the surrounding illumination is essential for creating visually coherent Mixed Reality (MR) experiences. The most accurate results can be achieved by utilizing a light probe, a dedicated object with known reflectance parameters that is placed into the scene. However, the need for a dedicated object placed in the area where the illumination is estimated presents a severe limitation. Building on the increasing popularity of gestural interaction in MR, we present HandLight, an approach to estimating the illumination from the user's hands during interaction. Contrary to static light probes, HandLight does not require preparation of the environment and generates an atlas of light probes while the user moves in the world, thus reflecting variable illumination. Our system utilizes a neural network that learns the environment lighting from images of the hand. We train the network on a dataset depicting three common gestures (pinch, fist, bloom) under varying light conditions. We show that our approach can provide believable illumination estimations for a variety of illuminations on a dataset of real hand images.
David Mandl, Denis Kalkofen, Peter Mohr, Dieter Schmalstieg, Alexander Plopski
IEEE Trans. Vis. Comput. Graph.5
2025 Long-Term Experiences from Working with Extended Reality in the Wild
abstract
Extended Reality (XR) is increasingly used as a productivity tool and recent commercial XR devices have even been specifically designed as productivity tools, or, at least, are heavily advertised for such purposes, such as the Apple Vision Pro (AVP), which has now been available for more than one year. In spite of what marketing suggests, research still lacks an understanding of the long-term usage of such devices in ecologically valid everyday settings, as most studies are conducted in very controlled environments. Therefore, we conducted interviews with ten AVP users to better understand how experienced users engage with the device, and which limitations persist. Our participants report that XR can increase productivity and that they got used to the device after some time. Yet, a range of limitations persist that might hinder the widespread use of XR as a productivity tool, such as a lack of native applications, difficulties when integrating XR into current workflows, and limited possibilities to adapt and customize the XR experience.
Verena Biener, Florian Jack Winston, Dieter Schmalstieg, Alexander Plopski
ISMAR4
2025 X-Mask: Improving Soft-Edge Occlusion in Optical See-Through Displays with Cross-Shaped Pinholes
abstract
Placing a transparent liquid crystal display (LCD) into the light path is a simple approach to create occlusion-capable optical seethrough head-mounted displays (OST-HMDs) that suffers from defocused (soft-edge) occlusion where the mask leakage partially occludes surrounding content as well. Creating a focused (hard-edge) occlusion that does not suffer from mask leakage requires complicated, bulky optical setups. We present X-Mask, a pinhole-arraybased OST-HMD that creates a sharp occlusion mask without the need for a bulky setup requiring only two transparent LCD layers. By rendering a pinhole array on the layer closer to the user's eye, our system functions as a programmable aperture layer that extends the effective depth of field and improves the sharpness of the occlusion mask rendered on the second LCD layer. Utilizing a conventional circular pinhole would result in non-uniform brightness and contrast. By changing the pinhole shape to a cross enables nearoptimal retinal tiling with reduced overlaps and gaps. To accommodate pupil size variation, focus distance, and gaze direction, our system design allows for gaze-contingent adjustment of both LCD layers. We validate X-Mask in simulations and a physical prototype showing improved occlusion sharpness and visual uniformity.
Xiaodan Hu, Christoph Ebner, Yan Zhang 0101, Kiyoshi Kiyokawa, Alexander Plopski
ISMAR5
2025 RCLL-AR: Augmented Reality Support for Understanding Autonomous Processes in the RoboCup Logistics League
abstract
Autonomous robot operations in the industry are becoming increasingly complex. It is therefore a significant challenge to comprehend the fundamental processes and to gain an understanding of the status of these systems. The RoboCup Logistics League (RCLL) represents a small smart factory environment with several workstations and operating robots. Despite its small scale the processes that occur within the league are very complex. Even with live commentary, observers have difficulties to follow the processes and game progress. This results in low interest in the RCLL and only few of visitors at competitions. To address this, we want to present RCLL-AR, an augmented reality (AR) solution visualizing highly relevant information of the RoboCup Logistics League. By using RCLL-AR, spectators of the game can see the current progress of the game, receive additional information about different workstations and understand future robot movements. To gain insights into the benefits of RCLL-AR for different stakeholders, we conducted expert interviews, a novice user study and an HMD study. Our findings showcase challenges AR faces in complex autonomous systems but also indicate benefits for novices and experts.
Jan-Heliodor Tscherko, Peter Kohout, Philipp Fleck, Matteo Tschesche, Alexander Ferrein, Gerald Steinbauer-Wagner, Alexander Plopski
ISMAR7
2025 Message from the ISMAR 2025 Science and Technology Paper Chairs and TVCG Guest Editors
abstract
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 24th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2025), which will be held between October 8 and 12, 2025, in Daejeon, South Korea. ISMAR continues the over twenty-year-long tradition of IWAR, ISMR, and ISAR, and is the world's premier conference for Mixed and Augmented Reality.
Ulrich Eck, Gun A. Lee, Alexander Plopski, Missie Smith, Qi Sun 0003, Markus Tatzgern
IEEE Trans. Vis. Comput. Graph.3
2025 Perception-Driven Soft-Edge Occlusion for Optical See-Through Head-Mounted Displays
abstract
Systems with occlusion capabilities, such as those used in vision augmentation, image processing, and optical see-through head-mounted display (OST-HMD), have gained popularity. Achieving precise (hard-edge) occlusion in these systems is challenging, often requiring complex optical designs and bulky volumes. On the other hand, utilizing a single transparent liquid crystal display (LCD) is a simple approach to create occlusion masks. However, the generated mask will appear defocused (soft-edge) resulting in insufficient blocking or occlusion leakage. In our work, we delve into the perception of soft-edge occlusion by the human visual system and present a preference-based optimal expansion method that minimizes perceived occlusion leakage. In a user study involving 20 participants, we made a noteworthy observation that the human eye perceives a sharper edge blur of the occlusion mask when individuals see through it and gaze at a far distance, in contrast to the camera system's observation. Moreover, our study revealed significant individual differences in the perception of soft-edge masks in human vision when focusing. These differences may lead to varying degrees of demand for mask size among individuals. Our evaluation demonstrates that our method successfully accounts for individual differences and achieves optimal masking effects at arbitrary distances and pupil sizes.
Xiaodan Hu, Yan Zhang 0101, Alexander Plopski, Yuta Itoh 0001, Monica Perusquía-Hernández, Naoya Isoyama, Hideaki Uchiyama, Kiyoshi Kiyokawa
IEEE Trans. Vis. Comput. Graph.3
2024 Flicker Augmentations: Rapid Brightness Modulation for Real-World Visual Guidance using Augmented Reality
abstract
Providing attention guidance, such as assisting in search tasks, is a prominent use for Augmented Reality. Typically, this is achieved by graphically overlaying geometrical shapes such as arrows. However, providing visual guidance can cause side effects such as attention tunnelling or scene occlusions, and introduce additional visual clutter. Alternatively, visual guidance can adjust saliency but this comes with different challenges such as hardware requirements and environment dependent parameters. In this work we advocate for using flicker as an alternative for real-world guidance using Augmented Reality. We provide evidence for the effectiveness of flicker from two user studies. The first compared flicker against alternative approaches in a highly controlled setting, demonstrating efficacy (N = 28). The second investigated flicker in a practical task, demonstrating feasibility with higher ecological validity (N = 20). Finally, our discussion highlights the opportunities and challenges when using flicker to provide real-world visual guidance using Augmented Reality.
Jonathan Sutton, Tobias Langlotz, Alexander Plopski, Kasper Hornbæk
CHI3
2024 A SharpView Font with Enhanced Out-of-Focus Text Legibility for Augmented Reality Systems
abstract
In an optical see-through augmented reality system, virtual and real information can be viewed at different distances. This requires users to frequently change their eye focus from one distance to another, and only one piece of information is in sharp focus while the other is out of focus. Previous studies have found that due to out-of-focus virtual information, when integrating information between the distances, users suffer fatigue and miss important information. Therefore, this paper introduces a novel font, termed a SharpView font, which looks sharper and more legible than standard fonts when seen out of focus. Our method models out-of-focus blur with Zernike polynomials and coefficients, develops a focus correction algorithm based on constrained total variation optimization, and proposes a novel gradient-based algorithm to quantify the sharpness of textual information. We have evaluated the SharpView font through simulation and optically viewed camera-based measurement. When seen out of focus, our proposed font are significantly sharper than standard fonts, as assessed both visually and quantitatively through simulation (40%-44%), as well as the optics of an augmented reality display (24%-32%).
Mohammed Safayet Arefin, Carlos Montalto, Alexander Plopski, J. Edward Swan II
VR3
2024 Gaze-Contingent Layered Optical See-Through Displays with a Confidence-Driven View Volume
abstract
The vergence-accommodation conflict (VAC) presents a major perceptual challenge for head-mounted displays with a fixed image plane. Varifocal and layered display designs can mitigate the VAC. However, the image quality of varifocal displays is affected by imprecise eye tracking, whereas layered displays suffer from reduced image contrast as the distance between layers increases. Combined designs support a larger workspace and tolerate some eye-tracking error. However, any layered design with a fixed layer spacing restricts the amount of error compensation and limits the in-focus contrast. We extend previous hybrid designs by introducing confidence-driven volume control, which adjusts the size of the view volume at runtime. We use the eye tracker's confidence to control the spacing of display layers and optimize the trade-off between the display's view volume and the amount of eye tracking error the display can compensate. In the case of high-quality focus point estimation, our approach provides high in-focus contrast, whereas low-quality eye tracking increases the view volume to tolerate the error. We describe our design, present its implementation as an optical-see head-mounted display using a multiplicative layer combination, and present an evaluation comparing our design with previous approaches.
Christoph Ebner, Alexander Plopski, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.2
2023 guitARhero: Interactive Augmented Reality Guitar Tutorials
abstract
This paper presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user's ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details.
Lucchas Ribeiro Skreinig, Denis Kalkofen, Ana Stanescu 0003, Peter Mohr, Frank Heyen, Shohei Mori, Michael Sedlmair, Dieter Schmalstieg, Alexander Plopski
IEEE Trans. Vis. Comput. Graph.9
2022 Look over there! Investigating Saliency Modulation for Visual Guidance with Augmented Reality Glasses
abstract
Augmented Reality has traditionally been used to display digital overlays in real environments. Many AR applications such as remote collaboration, picking tasks, or navigation require highlighting physical objects for selection or guidance. These highlights use graphical cues such as outlines and arrows. Whilst effective, they greatly contribute to visual clutter, possibly occlude scene elements, and can be problematic for long-term use. Substituting those overlays, we explore saliency modulation to accentuate objects in the real environment to guide the user’s gaze. Instead of manipulating video streams, like done in perception and cognition research, we investigate saliency modulation of the real world using optical-see-through head-mounted displays. This is a new challenge, since we do not have full control over the view of the real environment. In this work we provide our specific solution to this challenge, including built prototypes and their evaluation.
Jonathan Sutton, Tobias Langlotz, Alexander Plopski, Stefanie Zollmann, Yuta Itoh 0001, Holger Regenbrecht
UIST3
2022 Does overlay field of view in head-mounted displays affect spatial memorization?
abstract
One of the main targets of criticism of head-mounted displays (HMDs) is the field of view (FOV) size, whether in virtual or augmented reality. This limitation is prominent with optical see-through head-mounted displays (OST-HMD), as those with narrow overlay FOV (OFOV) sizes only provide a small window to view virtual objects. We investigated if restricting this OFOV negatively affects a user’s ability to memorize spatial locations in a simulation of a work environment, and consequently, long-term memory transfer to an equivalent scenario in the real world two days later. To find empirical evidence, we conducted a within-subjects experiment with 18 participants performing in three phases with an OST-HMD, simulated on an immersive HMD. For each phase, they viewed the training scenario with a different OFOV size of the augmentable area (30°, 70°, 110° diagonal). Results from recall tests showed that smaller OFOV size did not significantly affect user’s performance on both short-term and transfer tests, but HMD data revealed that users rotated their heads less with a 110° OFOV. We also found that proximity of objects to memorize had an interaction effect with smaller OFOV sizes. Our findings could have implications on the design and HMD choices of augmented training.
Nicko R. Caluya, Alexander Plopski, Christian Sandor, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato 0001
Comput. Graph.2
2022 Seeing Colours: Addressing Colour Vision Deficiency with Vision Augmentations using Computational Glasses
abstract
Colour vision deficiency is a common visual impairment that cannot be compensated for using optical lenses in traditional glasses, and currently remains untreatable. In our work, we report on research on Computational Glasses for compensating colour vision deficiency. While existing research only showed corrected images within the periphery or as an indirect aid, Computational Glasses build on modified standard optical see-through head-mounted displays and directly modulate the user’s vision, consequently adapting their perception of colours. In this work, we present an exhaustive literature review of colour vision deficiency compensation and subsequent findings; several prototypes with varying advantages—from well-controlled bench prototypes to less controlled but higher application portable prototypes; and a series of studies evaluating our approach starting with proving its efficacy, comparing to the state-of-the-art, and extending beyond static lab prototypes looking at real world applicability. Finally, we evaluated directions for future compensation methods for computational glasses.
Jonathan Sutton, Tobias Langlotz, Alexander Plopski
ACM Trans. Comput. Hum. Interact.3
2022 The Effect of Context Switching, Focal Switching Distance, Binocular and Monocular Viewing, and Transient Focal Blur on Human Performance in Optical See-Through Augmented Reality
abstract
In optical see-through augmented reality (AR), information is often distributed between real and virtual contexts, and often appears at different distances from the user. To integrate information, users must repeatedly switch context and change focal distance. If the user's task is conducted under time pressure, they may attempt to integrate information while their eye is still changing focal distance, a phenomenon we term transient focal blur. Previously, Gabbard, Mehra, and Swan (2018) examined these issues, using a text-based visual search task on a one-eye optical see-through AR display. This paper reports an experiment that partially replicates and extends this task on a custom-built AR Haploscope. The experiment examined the effects of context switching, focal switching distance, binocular and monocular viewing, and transient focal blur on task performance and eye fatigue. Context switching increased eye fatigue but did not decrease performance. Increasing focal switching distance increased eye fatigue and decreased performance. Monocular viewing also increased eye fatigue and decreased performance. The transient focal blur effect resulted in additional performance decrements, and is an addition to knowledge about AR user interface design issues.
Mohammed Safayet Arefin, Nate Phillips, Alexander Plopski, Joseph L. Gabbard, J. Edward Swan II
IEEE Trans. Vis. Comput. Graph.3
2022 Surface Remeshing: A Systematic Literature Review of Methods and Research Directions
abstract
Triangle meshes are used in many important shape-related applications including geometric modeling, animation production, system simulation, and visualization. However, these meshes are typically generated in raw form with several defects and poor-quality elements, obstructing them from practical application. Over the past decades, different surface remeshing techniques have been presented to improve these poor-quality meshes prior to the downstream utilization. A typical surface remeshing algorithm converts an input mesh into a higher quality mesh with consideration of given quality requirements as well as an acceptable approximation to the input mesh. In recent years, surface remeshing has gained significant attention from researchers and engineers, and several remeshing algorithms have been proposed. However, there has been no survey article on remeshing methods in general with a defined search strategy and article selection mechanism covering the recent approaches in surface remeshing domain with a good connection to classical approaches. In this article, we present a survey on surface remeshing techniques, classifying all collected articles in different categories and analyzing specific methods with their advantages, disadvantages, and possible future improvements. Following the systematic literature review methodology, we define step-by-step guidelines throughout the review process, including search strategy, literature inclusion/exclusion criteria, article quality assessment, and data extraction. With the aim of literature collection and classification based on data extraction, we summarized collected articles, considering the key remeshing objectives, the way the mesh quality is defined and improved, and the way their techniques are compared with other previous methods. Remeshing objectives are described by angle range control, feature preservation, error control, valence optimization, and remeshing compatibility. The metrics used in the literature for the evaluation of surface remeshing algorithms are discussed. Meshing techniques are compared with other related methods via a comprehensive table with indices of the method name, the remeshing challenge met and solved, the category the method belongs to, and the year of publication. We expect this survey to be a practical reference for surface remeshing in terms of literature classification, method analysis, and future prospects.
Dawar Khan, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Gul Jabeen, Yongjie Jessica Zhang, Xiaopeng Zhang 0001, Hirokazu Kato 0001
IEEE Trans. Vis. Comput. Graph.2
2021 SlidAR+: Gravity-aware 3D object manipulation for handheld augmented reality
abstract
Accurately placing virtual objects in a scene is a challenging tasks in handheld augmented reality (HAR). To add and arrange virtual objects in HAR, users must manipulate 6 degrees of freedom (DoFs) of the virtual object, namely: position (3) and orientation (3). However, it is difficult to manipulate all DoFs with the two-dimensional display of the handheld device. We present SlidAR+, a method for controlling the position and orientation of objects in HAR. SlidAR+ is an extension of SlidAR [1], a technique that allows users to control the position of a virtual object by manipulating only 1 DoF. We use the direction of gravity as a constraint to improve the user’s control and reduce the time it takes to adjust the orientation. Upon comparing it with a state-of-the-art object manipulation method, using SlidAR+, user were able to complete the tasks faster under our expected conditions and were also preferred by most participants.
Varunyu Fuvattanasilp, Yuichiro Fujimoto, Alexander Plopski, Takafumi Taketomi, Christian Sandor, Masayuki Kanbara, Hirokazu Kato 0001
Comput. Graph.3
2021 Robust Reflectance Estimation for Projection-Based Appearance Control in a Dynamic Light Environment
abstract
We present a novel method that robustly estimates the reflectance, even in an environment with dynamically changing light. To control the appearance of an object by using a projector-camera system, an appropriate estimate of the object's reflectance is vital to the creation of an appropriate projection image. Most conventional estimation methods assume static light conditions; however, in practice, the appearance is affected by both the reflectance and environmental light. In an environment with dynamically changing light, conventional reflectance estimation methods require calibration every time the conditions change. In contrast, our method requires no additional calibration because it simultaneously estimates both the reflectance and environmental light. Our method is based on the concept of creating two different light conditions by switching the projection at a rate higher than that perceived by the human eye and captures the images of a target object separately under each condition. The reflectance and environmental light are then simultaneously estimated by using the pair of images acquired under these two conditions. We implemented a projector-camera system that switches the projection on and off at 120 Hz. Experiments confirm the robustness of our method when changing the environmental light. Further, our method can robustly estimate the reflectance under practical indoor lighting conditions.
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Christian Sandor, Hirokazu Kato 0001
IEEE Trans. Vis. Comput. Graph.5
2020 Diminished Reality for Close Quarters Robotic Telemanipulation
abstract
In robot telemanipulation tasks, the robot can sometimes occlude a target object from the user's view. We investigate the potential of diminished reality to address this problem. Our method uses an optical see-through head-mounted display to create a diminished reality illusion that the robot is transparent, allowing users to see occluded areas behind the robot. To investigate benefits and drawbacks of robot transparency, we conducted a user study that examined diminished reality in a simple telemanipulation task involving both occluded and unoccluded targets. We discovered that while these visualizations show promise for reducing user effort, there are drawbacks in terms of task efficiency and user preference. We identified several friction points in user experiences with diminished reality interfaces. Finally, we describe several design trade-offs among different visualization options.
Ada Virginia Taylor, Ayaka Matsumoto, Elizabeth J. Carter, Alexander Plopski, Henny Admoni
IROS4
2020 Augmented Reality interface to verify Robot Learning
abstract
Teaching robots new skills is considered as an important aspect of Human-Robot Collaboration (HRC). One challenge is that robots cannot communicate feedback in the same ways as humans do. This decreases the trust towards robots since it is difficult to judge, before the actual execution, if the robot has learned the task correctly. In this paper, we introduce an Augmented Reality (AR) based visualization tool that allows humans to verify the taught behavior before its execution. Our verification interface displays a virtual simulation embedded into the real environment, timely coupled with a semantic description of the current action. We developed three designs based on different interface/visualization-technology combinations to explore the potential benefits of enhanced simulations using AR over traditional simulation environments like RViz. We conducted a user study with 18 participants to assess the effectiveness of the proposed visualization tools regarding error detection capabilities. One of the advantages of the AR interfaces is that they provide more realistic feedback than traditional simulations with a lower cost of not having to model the entire environment.
Maximilian Diehl, Alexander Plopski, Hirokazu Kato 0001, Karinne Ramírez-Amaro
RO-MAN2
2020 Illusory light: Perceptual appearance control using a projection-induced illusion
abstract
With projection mapping, we can control the appearance of real-world objects by adding illumination. A projector can be used to control light reflected from an object, where the reflected light depends not only on the projection but also on the reflectance and environmental light. Because the resulting colors are affected by the reflectance and environmental light, the presentable color range of a projector is limited. The purpose of this work is to broaden this limited range by focusing on the perceived colors. Although our eyes capture reflected light to perceive the colors of an object, the colors perceived by humans are not always the same as the actual colors, and there are often significant differences between them because of the human visual system. To overcome the limitations of a projector based on human perception, we intentionally generate this difference by inducing a visual illusion, namely, color constancy. In this work, we designed an algorithm to determine the projected colors for presenting the desired colors perceptually by employing a color constancy effect. In addition, we conducted a user study and confirmed that our algorithm can (1) create a misperception regarding the color of illumination, (2) broaden the presentable color range of a projector, and (3) shift the perceptual colors in the desirable direction.
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Christian Sandor, Hirokazu Kato 0001
Comput. Graph.5
2020 OrthoGaze: Gaze-based three-dimensional object manipulation using orthogonal planes
Chang Liu 0081, Alexander Plopski, Jason Orlosky
Comput. Graph.2
2020 Valence optimization and angle improvement for molecular surface remeshing
Dawar Khan, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Zhanglin Cheng, Hirokazu Kato 0001
Vis. Comput.2
2019 Evaluation of Relationship between Stroke Pace and Speech Rate for Touch-Care Robot
abstract
Humanitude is a multimodal communication care method that utilizes seeing, touching, and speaking. Moreover, a touch-care method is well known as an effective care method mainly focus on touch motion. These kinds of care techniques are effective in practical situations, however, it is difficult to provide such care therapy to all patients due to the lack of human resources. To address this problem, researchers try to develop a touch-care robot that can provide touch-care automatically. Conventional research of touch-care robot mainly focuses on the movement of stroke or the speech that only considers the impression of the contents of speech but not prosodic information. Therefore, in this research, we focus on the speech rate in the prosodic information with stroke motion. In this work, we investigate the effects of speech rate on the prosodic information and evaluate the relationship between stroke pace and speech rate to improve human comfort. We conducted a user study with 6 participants around 20 years old males. As a result of the list of the questionnaire suggests a correlation between stroke pace and speech rate that provides comfort.
Suguru Honda, Taishi Sawabe, Shogo Nishimura, Wataru Sato, Yuichiro Fujimoto, Alexander Plopski, Masayuki Kanbara, Hirokazu Kato 0001
HAI6
2019 Perceptual Appearance Control by Projection-Induced Illusion
abstract
Using projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Since a projector can only add illumination to the scene, limited color gamut can be presented through projection mapping. However, actual color and perceived color are not always the same, and there is often large difference between them. We intentionally generate this difference by inducing visual illusion for extending the controllable color gamut of a projector. In particular, we induce color constancy. We demonstrate changing object color with and without inducing color constancy. Audiences perceive the controlled colors with and without illusion as different color nevertheless these colors are physically completely same.
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Christian Sandor, Alexander Plopski, Hirokazu Kato 0001
VR6
2019 Towards large scale high fidelity collaborative augmented reality
Damien Constantine Rompapas, Christian Sandor, Alexander Plopski, Daniel Saakes, Joon Gi Shin, Takafumi Taketomi, Hirokazu Kato 0001
Comput. Graph.3
2018 IntelliPupil: Pupillometric Light Modulation for Optical See-Through Head-Mounted Displays
abstract
In practical use of optical see-through head-mounted displays, users often have to adjust the brightness of virtual content to ensure that it is at the optimal level. Automatic adjustment is still a challenging problem, largely due to the bidirectional nature of the structure of the human eye, complexity of real world lighting, and user perception. Allowing the right amount of light to pass through to the retina requires a constant balance of incoming light from the real world, additional light from the virtual image, pupil contraction, and feedback from the user. While some automatic light adjustment methods exist, none have completely tackled this complex input-output system. As a step towards overcoming this issue, we introduce IntelliPupil, an approach that uses eye tracking to properly modulate augmentation lighting for a variety of lighting conditions and real scenes. We first take the data from a small form factor light sensor and changes in pupil diameter from an eye tracking camera as passive inputs. This data is coupled with user-controlled brightness selections, allowing us to fit a brightness model to user preference using a feed-forward neural network. Using a small amount of training data, both scene luminance and pupil size are used as inputs into the neural network, which can then automatically adjust to a user's personal brightness preferences in real time. Experiments in a high dynamic range AR scenario with varied lighting show that pupil size is just as important as environment light for optimizing brightness and that our system outperforms linear models.
Chang Liu 0081, Alexander Plopski, Kiyoshi Kiyokawa, Photchara Ratsamee, Jason Orlosky
ISMAR2
2018 Multimodal Augmented Reality - Augmenting Auditory-Tactile Feedback to Change the Perception of Thickness
Geert Lugtenberg, Wolfgang Hürst, Nina Rosa, Christian Sandor, Alexander Plopski, Takafumi Taketomi, Hirokazu Kato 0001
MMM (1)5
2018 Situated Game Level Editing in Augmented Reality
abstract
Level editors let end-users create custom levels and content within a given video game. In this paper, we explore the concept and design of Augmented reality game level editors. These new types of editors are not only spatial and embodied, but also situated, as they enable users to tailor games to the unique characteristics and emotional value of their own space.
Gary Ng, Joon Gi Shin, Alexander Plopski, Christian Sandor, Daniel Saakes
TEI3
2018 Light Projection-Induced Illusion for Controlling Object Color
abstract
Using projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Because a projector can only add illumination to the scene, only a limited color gamut can be presented through projection mapping. In this paper we describe how the controllable color gamut can be extended by accounting for human perception and visual illusions. In particular, we induce color constancy to control what color space observers will perceive. In this paper, we explain the concept of our approach, and show first results of our system.
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Christian Sandor, Hirokazu Kato 0001
VR5
2018 Transferability of Spatial Maps: Augmented Versus Virtual Reality Training
abstract
Work space simulations help trainees acquire skills necessary to perform their tasks efficiently without disrupting the workflow, forgetting important steps during a procedure, or the location of important information. This training can be conducted in Augmented and Virtual Reality (AR, VR) to enhance its effectiveness and speed. When the skills are transferred to the actual application, it is referred to as positive training transfer. However, thus far, it is unclear which training, AR or VR, achieves better results in terms of positive training transfer. We compare the effectiveness of AR and VR for spatial memory training in a control-room scenario, where users have to memorize the location of buttons and information displays in their surroundings. We conducted a within-subject study with 16 participants and evaluated the impact the training had on short-term and long-term memory. Results of our study show that VR outperformed AR when tested in the same medium after the training. In a memory transfer test conducted two days later AR outperformed VR. Our findings have implications on the design of future training scenarios and applications.
Nicko R. Caluya, Alexander Plopski, Jayzon Flores Ty, Christian Sandor, Takafumi Taketomi, Hirokazu Kato 0001
VR2
2018 User Preference for SharpView-Enhanced Virtual Text During Non-Fixated Viewing
abstract
For optical see-through head-mounted displays, the mismatch between a display's focal length and the real world scene inadvertently prevents users from simultaneously focusing on the presented virtual content and the scene. It has been shown that it is possible to ameliorate the out-of-focus blur for images with a known focus distance, by applying an algorithm called Sharp View. However, it remains unclear if Sharp View also improves the readability and clarity of text rendered on the display. In this study, we investigate whether users reported increased text clarity when Sharp View was applied to a text label, and how the focal demand of the display, the focal distance to real world content, and gaze condition affect the result. Our results indicate that, in non-fixated viewing, there is a significant user preference for Sharp View-enhanced text strings.
Trey Cook, Nate Phillips, Kristen Massey, Alexander Plopski, Christian Sandor
VR4
2018 Towards Situated Knee Trajectory Visualization for Self Analysis in Cycling
abstract
Inflammation, stiffness, and swelling are frequently reported symptoms of patellar tendinitis among cyclists; making knee pain a consistently observed overuse injury in cycling. In this paper, we investigate the applicability of a knee trajectory visualization to self-analysis for increasing awareness of movement patterns leading to injuries. We briefly explain overuse injuries and patellar instability, describe the experiments we did with cyclists for gathering requirements, and finally illustrate an augmented reality concept. We also show two different types of visualizations with participant opinions; one being conventional and other being a video-based one and discuss how situated visualizations can be utilized for improving self awareness to injury causes.
Oral Kaplan, Goshiro Yamamoto, Takafumi Taketomi, Yasuhide Yoshitake, Alexander Plopski, Christian Sandor
VR5
2018 BrightView: Increasing Perceived Brightness of Optical See-Through Head-Mounted Displays Through Unnoticeable Incident Light Reduction
abstract
Optical See-Through Head-Mounted Displays (OST-HMDs) lose the visibility of virtual contents under bright environment illumination due to their see-through nature. We demonstrate how a liquid crystal (LC) filter attached to an OST-HMD can be used to dynamically increase the perceived brightness of virtual content without impacting the perceived brightness of the real scene. We present a prototype OST-HMD that continuously adjusts the opacity of the LC filter to attenuate the environment light without users becoming aware of the change. Consequently, virtual content appears to be brighter. The proposed approach is evaluated in psychophysical experiments in three scenes, with 16, 31, and 31 participants, respectively. The participants were asked to compare the magnitude of brightness changes of both real and virtual objects, before and after dimming the LC filter over a period of 5, 10, and 20 seconds. The results showed that the participants felt increases in the brightness of virtual objects while they were less conscious of reductions of the real scene luminance. These results provide evidence for the effectiveness of our display design. Our design can be applied to a wide range of OST-HMDs to improve the brightness and hence realism of virtual content in augmented reality applications.
Shohei Mori, Sei Ikeda, Alexander Plopski, Christian Sandor
VR3
2018 Restoring the Awareness in the Occluded Visual Field for Optical See-Through Head-Mounted Displays
abstract
Recent technical advancements support the application of Optical See-Through Head-Mounted Displays (OST-HMDs) in critical situations like navigation and manufacturing. However, while the form-factor of an OST-HMD occupies less of the user's visual field than in the past, it can still result in critical oversights, e.g., missing a pedestrian while driving a car. In this paper, we design and compare two methods to compensate for the loss of awareness due to the occlusion caused by OST-HMDs. Instead of presenting the occluded content to the user, we detect motion that is not visible to the user and highlight its direction either on the edge of the HMD screen, or by activating LEDs placed in the user's peripheral vision. The methods involve an offline stage, where the occluded visual field and location of each indicator and its associated occluded region of interest (OROI) are determined, and an online stage, where an enhanced optical flow algorithm tracks the motion in the occluded visual field. We have implemented both methods on a Microsoft HoloLens and an ODG R-9. Our prototype systems achieved success rates of 100% in an objective evaluation, and 98.90% in a pilot user study. Our methods are able to compensate for the loss of safety-critical information in the occluded visual field for state-of-the-art OST-HMDs and can be extended for their future generations.
Alexander Plopski, Nassir Navab, Peter Kazanzides
IEEE Trans. Vis. Comput. Graph.2
2017 Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation
Oral Kaplan, Goshiro Yamamoto, Takafumi Taketomi, Yasuhide Yoshitake, Alexander Plopski, Christian Sandor, Hirokazu Kato 0001
ACE5
2016 Automated Spatial Calibration of HMD Systems with Unconstrained Eye-cameras
abstract
Properly calibrating an optical see-through head-mounted display (OST-HMD) and maintaining a consistent calibration over time can be a very challenging task. Automated methods need an accurate model of both the OST-HMD screen and the user's constantly changing eye-position to correctly project virtual information. While some automated methods exist, they often have restrictions, including fixed eye-cameras that cannot be adjusted for different users.To address this problem, we have developed a method that automatically determines the position of an adjustable eye-tracking camera and its unconstrained position relative to the display. Unlike methods that require a fixed pose between the HMD and eye camera, our framework allows for automatic calibration even after adjustments of the camera to a particular individual's eye and even after the HMD moves on the user's face. Using two sets of IR-LEDs rigidly attached to the camera and OST-HMD frame, we can calculate the correct projection for different eye positions in real time and changes in HMD position within several frames. To verify the accuracy of our method, we conducted two experiments with a commercial HMD by calibrating a number of different eye and camera positions. Ground truth was measured through markers on both the camera and HMD screens, and we achieve a viewing accuracy of 1.66 degrees for the eyes of 5 different experiment participants.
Alexander Plopski, Jason Orlosky, Yuta Itoh 0001, Christian Nitschke, Kiyoshi Kiyokawa, Gudrun Klinker
ISMAR1
2016 Spatial consistency perception in optical and video see-through head-mounted augmentations
abstract
Correct spatial alignment is an essential requirement for convincing augmented reality experiences. Registration error, caused by a variety of systematic, environmental, and user influences decreases the realism and utility of head mounted display AR applications. Focus is often given to rigorous calibration and prediction methods seeking to entirely remove misalignment error between virtual and real content. Unfortunately, producing perfect registration is often simply not possible. Our goal is to quantify the sensitivity of users to registration error in these systems, and identify acceptability thresholds at which users can no longer distinguish between the spatial positioning of virtual and real objects. We simulate both video see-through and optical see-through environments using a projector system and experimentally measure user perception of virtual content misalignment. Our results indicate that users are less perceptive to rotational errors over all and that translational accuracy is less important in optical see-through systems than in video see-through.
Alexander Plopski, Kenneth R. Moser, Kiyoshi Kiyokawa, J. Edward Swan II, Haruo Takemura
VR1
2015 Corneal-Imaging Calibration for Optical See-Through Head-Mounted Displays
abstract
In recent years optical see-through head-mounted displays (OST-HMDs) have moved from conceptual research to a market of mass-produced devices with new models and applications being released continuously. It remains challenging to deploy augmented reality (AR) applications that require consistent spatial visualization. Examples include maintenance, training and medical tasks, as the view of the attached scene camera is shifted from the user's view. A calibration step can compute the relationship between the HMD-screen and the user's eye to align the digital content. However, this alignment is only viable as long as the display does not move, an assumption that rarely holds for an extended period of time. As a consequence, continuous recalibration is necessary. Manual calibration methods are tedious and rarely support practical applications. Existing automated methods do not account for user-specific parameters and are error prone. We propose the combination of a pre-calibrated display with a per-frame estimation of the user's cornea position to estimate the individual eye center and continuously recalibrate the system. With this, we also obtain the gaze direction, which allows for instantaneous uncalibrated eye gaze tracking, without the need for additional hardware and complex illumination. Contrary to existing methods, we use simple image processing and do not rely on iris tracking, which is typically noisy and can be ambiguous. Evaluation with simulated and real data shows that our approach achieves a more accurate and stable eye pose estimation, which results in an improved and practical calibration with a largely improved distribution of projection error.
Alexander Plopski, Yuta Itoh 0001, Christian Nitschke, Kiyoshi Kiyokawa, Gudrun Klinker, Haruo Takemura
IEEE Trans. Vis. Comput. Graph.1
2014 Corneal imaging in localization and HMD interaction
abstract
The human eyes perceive our surroundings and are one of, if not our most important sensory organs. Contrary to our other senses the eyes not only perceive but also provide information to a keen observer. However, thus far this has been mainly used to detect reflection of infrared light sources to estimate the user's gaze. The reflection of the visible spectrum on the other hand has rarely been utilized. In this dissertation we want to explore how the analysis of the corneal image can improve currently available eye-related solutions, such as calibration of optical see-through head-mounted devices or eye-gaze tracking and point of regard estimation in arbitrary environments. We also aim to study how corneal imaging can become an alternative for established augmented reality tasks such as tracking and localization.
Alexander Plopski, Kiyoshi Kiyokawa, Haruo Takemura, Christian Nitschke
ISMAR1
2014 Reflectance and light source estimation for indoor AR Applications
abstract
We present an approach which enables real-time augmentation of an environment composed of materials with different texture and reflectance properties without the need of application-specific hardware or extensive preparation. Our solution uses a set of RGB images of a reconstructed model to optimize the reflectance parameters and light location. Each image is decomposed into its specular and diffuse components and we estimate the location of multiple light sources from specular highlights. The environment is stored in a voxel grid and we optimize the reflectance properties and colour of each voxel through inverse rendering. We verify our approach with a simulated environment and present results from a corresponding reconstructed environment.
Alexander Plopski, Tomohiro Mashita, Kiyoshi Kiyokawa, Haruo Takemura
VR1
2013 An outdoor ground truth evaluation dataset for sensor-aided visual handheld camera localization
abstract
We introduce the first publicly available test dataset for outdoor handheld camera localization comprising over 45,000 real camera images of an urban environment captured under natural camera motions and different illumination settings. For all these images the dataset not only contains readings of the sensors attached to the camera, but also ground truth information on the geometry and texture of the environment and the full 6DoF ground truth camera pose. This poster describes the extensive process of creating this comprehensive dataset that we have made available to the public. We hope this not only enables researchers to objectively evaluate their camera localization and tracking algorithms and frameworks on realistic data but also stimulates further research.
Daniel Kurz, Peter Meier 0001, Alexander Plopski, Gudrun Klinker
ISMAR3
2013 In-situ lighting and reflectance estimations for indoor AR systems
abstract
We introduce an in-situ lighting and reflectance estimation method that does not require specific light probes and/or preliminary scanning. Our method uses images taken from multiple viewpoints while data accumulation and lighting and reflectance estimations run in the background of the primary AR system. As a result, our method requires little in the way of manipulations for image collection because it consists primarily of image processing and optimization. When used, lighting directions and initial optimization values are estimated via image processing. Eventually, the full parameters are obtained by optimization of the differences between real images. This system uses current best parameters because the parameter estimation and input image updates are run independently.
Tomohiro Mashita, Hiroyuki Yasuhara, Alexander Plopski, Kiyoshi Kiyokawa, Haruo Takemura
ISMAR3