Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Wayne Piekarski

dblp:15/2169 · DBLP profile ↗
← Back
24ranked-venue papers
13as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 21 · 12 first-authorGraphics, computer vision, multimedia, augmented reality and games · 19 · 12 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
15 papers
Virtual and augmented reality · 76% Geometric modeling and processing · 12% Image and video processing · 5%
Human-computer interaction and pervasive computing
10 papers
Interaction techniques and input · 37% Collaborative and social computing · 36% Usability and user experience research · 12%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 77% Cloud and datacenter computing · 23%
Software engineering, system software, and programming languages
1 paper
Operating systems · 100%

Topics — the 22 heaviest of 35, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.342008
User evaluation of see-through vision for mobile outdoor augmented reality · ISMAR 2008
Visualizing Occluded Physical Objects in Unfamiliar Outdoor Augmented Reality Environments · ISMAR 2007
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
Operating systems
mobile systems
0.212013
ZOOMM: a parallel web browser engine for multicore mobile devices · PPoPP 2013
Geometric modeling and processing › shape modeling
3d modeling
0.242004
Augmented Reality Working Planes: A Foundation for Action and Construction at a Distance · ISMAR 2004
Tinmith-Mobile Outdoor Augmented Reality Modelling Demonstration · ISMAR 2003
Bread Crumbs: A Technique for Modelling Large Outdoor Ground Features · ISMAR 2002
Virtual and augmented reality › augmented reality › mobile augmented reality
mobile outdoor augmented reality
0.242006
Augmented Reality Working Planes: A Foundation for Action and Construction at a Distance · ISMAR 2004
Designing Backpacks for High Fidelity Mobile Outdoor Augmented Reality · ISMAR 2004
Tinmith-Mobile Outdoor Augmented Reality Modelling Demonstration · ISMAR 2003
Virtual and augmented reality
immersive interaction
0.232008
HOG on a WIM · VR 2008
ARVino - Outdoor Augmented Reality Visualisation of Viticulture GIS Data · ISMAR 2005
Colorplate: Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality · VR 2004
Collaborative and social computing › remote collaboration
mixed-space collaboration
0.122008
HOG on a WIM · VR 2008
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
Virtual and augmented reality › augmented reality › mobile augmented reality
outdoor augmented reality
0.122006
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
ARVino - Outdoor Augmented Reality Visualisation of Viticulture GIS Data · ISMAR 2005
Virtual and augmented reality › augmented reality
mobile augmented reality
0.132003
Hybrid Indoor and Outdoor Tracking for Mobile 3D Mixed Reality · ISMAR 2003
Bread Crumbs: A Technique for Modelling Large Outdoor Ground Features · ISMAR 2002
Bread Crumbs: A Technique for Modelling Large Outdoor Ground Features · ISMAR 2002
Virtual and augmented reality › augmented reality › augmented reality visualization
see-through vision
0.112008
User evaluation of see-through vision for mobile outdoor augmented reality · ISMAR 2008
Virtual and augmented reality › navigation
world in miniature
0.112008
HOG on a WIM · VR 2008
Collaborative and social computing › collaborative systems
collaborative navigation
0.112008
Efficiency of techniques for mixed-space collaborative navigation · ISMAR 2008
Rendering
image-based rendering
0.112007
Visualizing Occluded Physical Objects in Unfamiliar Outdoor Augmented Reality Environments · ISMAR 2007
Image and video processing
occlusion handling
0.112007
Visualizing Occluded Physical Objects in Unfamiliar Outdoor Augmented Reality Environments · ISMAR 2007
Interaction techniques and input › gesture input
glove-based interaction
0.112006
Robust gloves for 3D interaction in mobile outdoor AR environments · ISMAR 2006
Interaction techniques and input › spatial interaction
3d interaction
0.122004
Tinmith-Hand: Unified User Interface Technology for Mobile Outdoor Augmented Reality and Indoor Virtual Reality · VR 2002
Augmented Reality Working Planes: A Foundation for Action and Construction at a Distance · ISMAR 2004
Virtual and augmented reality › immersive interaction
hand tracking
0.012004
Colorplate: Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality · VR 2004
Virtual and augmented reality › tracking
head tracking
0.012004
Colorplate: Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality · VR 2004
Interaction techniques and input › input sensing
tracking
0.012004
Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality · VR 2004
Virtual and augmented reality › tracking
hybrid tracking
0.012003
Hybrid Indoor and Outdoor Tracking for Mobile 3D Mixed Reality · ISMAR 2003
Interaction techniques and input › surface computing
tabletop interaction
0.012008
HOG on a WIM · VR 2008
Interaction techniques and input
gesture input
0.012006
Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users · ISMAR 2006
Visualization and visual analytics
geospatial visualization
0.012005
ARVino - Outdoor Augmented Reality Visualisation of Viticulture GIS Data · ISMAR 2005

Methods — techniques the papers use, named apart from their topics

resource preloading · 0.3concurrency management · 0.3user study · 0.2construction at a distance · 0.2video texture · 0.2speech interaction · 0.2gesture interaction · 0.2mobile robot platform · 0.1gesture-based interaction · 0.1fiducial marker tracking · 0.1conductive sensing · 0.1bluetooth · 0.1visual cues · 0.1audio cues · 0.1scene graph integration · 0.0fiducial markers · 0.0GPS · 0.0
YearPublicationVenuePosition
2013 ZOOMM: a parallel web browser engine for multicore mobile devices
abstract
We explore the challenges in expressing and managing concurrency in browsers on mobile devices. Browsers are complex applications that implement multiple standards, need to support legacy behavior, and are highly dynamic and interactive. We present ZOOMM, a highly concurrent web browser engine prototype and show how concurrency is effectively exploited at different levels: speed up computation performance, preload network resources, and preprocess resources outside the critical path of page loading. On a dual-core Android mobile device we demonstrate that ZOOMM is two times faster than the native WebKit based browser when loading the set of pages defined in the Vellamo benchmark.
Calin Cascaval, Seth Fowler, Pablo Montesinos, Wayne Piekarski, Mehrdad Reshadi, Behnam Robatmili, Michael Weber 0002, Vrajesh Bhavsar
PPoPP4
2008 User evaluation of see-through vision for mobile outdoor augmented reality
abstract
We have developed a system built on our mobile AR platform that provides users with see-through vision, allowing visualization of occluded objects textured with real-time video information. We present a user study that evaluates the userpsilas ability to view this information and understand the appearance of an outdoor area occluded by a building while using a mobile AR computer. This understanding was compared against a second group of users who watched video footage of the same outdoor area on a regular computer monitor. The comparison found an increased accuracy in locating specific points from the scene for the outdoor AR participants. The outdoor participants also displayed more accurate results, and showed better speed improvement than the indoor group when viewing more than one video simultaneously.
Ben Avery, Bruce H. Thomas, Wayne Piekarski
ISMAR3
2008 Efficiency of techniques for mixed-space collaborative navigation
abstract
This paper describes the results of a study conducted to determine the efficiency of visual cues for a collaborative navigation task in a mixed-space environment. The task required a user with an exocentric view of a virtual room to navigate a fully immersed user with an egocentric view to an exit. The study compares natural hand-based gestures, a mouse-based interface and an audio only technique to determine their relative efficiency on task completion times. The results show that visual cue-based collaborative navigation techniques are significantly more efficient than an audio-only technique.
Aaron Stafford, Bruce H. Thomas, Wayne Piekarski
ISMAR3
2008 HOG on a WIM
abstract
This paper presents a new interaction metaphor for mixed space collaboration: HOG on a WIM. Hand of god (HOG) on a world in miniature (WIM) is the first collaborative WIM. It enables a table-top display user to collaborate with a virtual reality (VR) user. The tabletop display user has a god's eye view of the virtual world and communicates with the VR user through natural gestures and speech. The VR user controls a WIM to navigate and manipulate the virtual world with the aid of the tabletop display user's guidance.
Aaron Stafford, Wayne Piekarski, Bruce H. Thomas
VR2
2008 Digital foam interaction techniques for 3D modeling
abstract
Digital Foam is a new input sensor developed to support clay like sculpting and modeling operations. We present techniques facilitating navigation and manipulation operations performed using Spherical Digital Foam as a sole input device. Our free-form sculpting technique allows manipulation of new and existing 3D models using accumulated sculpting like motions. Digital Foam's multi-point pressure sensitive surface captures the separate locations of a user's fingertips allowing controlled manipulation of multiple model vertices simultaneously. Additionally, we developed a technique that allows the camera view and zoom to be controlled by applying varying pressure to the Digital Foam surface. Furthermore, we have designed a menu system tailored for operation using Spherical Digital Foam as a sole input device using both the internal orientation sensor and the pressure sensitive surface.
Ross Smith 0001, Bruce H. Thomas, Wayne Piekarski
VRST3
2007 Visualizing Occluded Physical Objects in Unfamiliar Outdoor Augmented Reality Environments
abstract
This paper describes techniques to allow both the visualization of hidden objects, and removal of real objects, for a mobile augmented reality user. A gesture based technique is also described which allows the user to select when to view occluded objects. By using the real-time modeling techniques of the Tinmith system, the user is able to create the required geometry to allow image based rendering techniques to be used to render corrected images on the user's display. The images of the hidden objects are captured by a mobile robot platform that is controlled by the mobile user.
Ben Avery, Wayne Piekarski, Bruce H. Thomas
ISMAR2
2006 Robust gloves for 3D interaction in mobile outdoor AR environments
abstract
This paper describes the design of hand-worn gloves for interacting with mobile outdoor augmented reality systems. Most existing systems rely on more traditional 2D input devices such as mice and keyboards. Since augmented reality information is typically registered in 3D to the environment, user interfaces need to be designed that are capable of supporting the more complex operations possible. This paper describes how we used metallic thread and adhesive fabric to add conduction sensing to a standard set of gloves which can survive harsh treatment; how Bluetooth and MSP430 microcontrollers are used to build a small circuit that is wireless and highly portable; and how AR-ToolKit is used for 3D tracking of fiducial markers on the thumbs. While we have previously demonstrated this technology with a number of our previous systems, this paper explains the various techniques we use in the implementation.
Wayne Piekarski, Ross Smith 0001
ISMAR1
2006 Implementation of god-like interaction techniques for supporting collaboration between outdoor AR and indoor tabletop users
abstract
This paper presents a new interaction metaphor we have termed "god-like interaction". This is a metaphor for improved communication of situational and navigational information between outdoor users, equipped with mobile augmented reality systems, and indoor users, equipped with tabletop projector display systems. Physical objects are captured by a series of cameras viewing a table surface indoors, the data is sent over a wireless network, and is then reconstructed at a real-world location for outdoor augmented reality users. Our novel god-like interaction metaphor allows users to communicate information using physical props as well as natural gestures. We have constructed a system that implements our god-like interaction metaphor as well as a series of novel applications to facilitate collaboration between indoor and outdoor users. We have extended a well-known video based rendering algorithm to make it suitable for use on outdoor wireless networks of limited bandwidth. This paper also describes the limitations and lessons learned during the design and construction of the hardware that supports this research.
Aaron Stafford, Wayne Piekarski, Bruce H. Thomas
ISMAR2
2005 ARVino - Outdoor Augmented Reality Visualisation of Viticulture GIS Data
abstract
This work describes the combination of two technologies, augmented reality and GIS, to provide a new way to visualise viticulture GIS data using outdoor mobile computers. Viticulturists use GIS to assist with accurately understanding the parameters that affect their yields and quality of the grapes from different vineyards. The ability to view this data in the field digitally would be advantageous to the viticulturist. This work describes the ARVino system; an AR platform that was built for visualising 3D data outdoors using a movable tripod-based computer. We describe the user interface, some problems that were encountered, and how the visualisation and interface were evaluated through an expert review.
Gary R. King, Wayne Piekarski, Bruce H. Thomas
ISMAR2
2004 Designing Backpacks for High Fidelity Mobile Outdoor Augmented Reality
abstract
This paper presents the design for our latest backpack to support mobile outdoor augmented reality, and how it evolved from lessons learned with our previous designs. We present a number of novel features which help to reduce size and weight, improve reliability and ease of configuration, and reduce CPU usage on laptop computers.
Wayne Piekarski, Ross Smith 0001, Bruce H. Thomas
ISMAR1
2004 Augmented Reality Working Planes: A Foundation for Action and Construction at a Distance
abstract
This paper introduces the concept of augmented reality working planes to action and construction at a distance for mobile outdoor augmented reality systems. We have based our new AR working planes technique on CAD working planes, but by using coordinate systems relative to the body they can be specified and used much more intuitively than on a desktop system. We demonstrate in this paper how AR working planes can be used for the display of information, the manipulation of existing 3D objects, and the creation of new geometry. AR working planes are particularly well suited to supporting 3D modelling in mobile outdoor AR systems. This modelling task is a particularly difficult problem, because the environment is typically at a scale much larger than the user, and direct manipulation techniques can not be used.
Wayne Piekarski, Bruce H. Thomas
ISMAR1
2004 Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality
Wayne Piekarski, Ben Avery, Bruce H. Thomas, Pierre Malbezin
VR1
2004 Colorplate: Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality
Wayne Piekarski, Ben Avery, Bruce H. Thomas, Pierre Malbezin
VR1
2003 Hybrid Indoor and Outdoor Tracking for Mobile 3D Mixed Reality
abstract
This paper describes a new hybrid tracking system that integrates standard outdoor augmented reality trackers with a low cost indoor tracker based on the use of fiducial markers. We use multiple cameras, separate orientation sensing, and scene graph integration to improve on similar previous systems. This hybrid tracker allows applications to operate within large indoor and outdoor environments with minimal scaling costs. Tracking is performed using GPS style world coordinates both indoors and outdoors, and has been integrated into our existing mobile 3D modelling applications.
Wayne Piekarski, Ben Avery, Bruce H. Thomas, Pierre Malbezin
ISMAR1
2003 An Object-Oriented Software Architecture for 3D Mixed Reality Application
abstract
This paper presents a new software architecture for 3D mixed reality applications, named Tinmith-evo5. Currently there are a limited number of existing toolkits for the development of 3D mixed reality applications, each optimized for particular feature but at the detriment of others. Complex interactive user interfaces and applications require extensive supporting infrastructure, and can be hampered by inadequate support. The Tinmith-evo5 architecture is optimised to develop mobile augmented reality and other interactive 3D applications on portable platforms with limited resources. This architecture is implemented in C++ with an object-oriented data flow design, an object store based on the Unix file system model, and uses other ideas from existing previous work.
Wayne Piekarski, Bruce H. Thomas
ISMAR1
2003 Tinmith-Mobile Outdoor Augmented Reality Modelling Demonstration
abstract
This paper outlines some of the capabilities of the Tinmith-Metro modeling system, based on mobile outdoor augmented reality technology. This system implements a new user interface based on tracked pinch gloves and a series of techniques named construction at a distance for the capture and creation of 3D geometry. The user controls the modeling process using hand and head motions, with modelling accuracy guided by the requirements of the user. Using Tinmith-Metro, users are able to model outdoor geometry representing buildings and natural features in an intuitive fashion.
Wayne Piekarski, Bruce H. Thomas
ISMAR1
2003 Augmented reality user interfaces and techniques for outdoor modelling
abstract
This paper presents user interface technology for mobile outdoor augmented reality systems, and a set of new techniques we have named construction at a distance for the capture and creation of 3D geometry. Using a pair of vision tracked pinch gloves and a specially designed menu system, a user is able to use the physical presence of their body to perform modelling tasks in ways not previously possible.
Wayne Piekarski, Bruce H. Thomas
SI3D1
2003 Through-Walls Communication for Medical Emergency Services
abstract
The authors present a model for bringing the coordination power of workflow management systems to outdoor wearable augmented reality (AR) systems. They portray how mobile equipment may be integrated with adaptive, context-aware work environments. A scenario of a medical emergency task is described to illustrate the functionality of this form of collaboration system. Appropriate information stickers are introduced to support data collection in medical emergency scenarios in a sophisticated form through a hands-free user interface for medical personnel. They propose the use of new user interface technology, including multimedia, AR information stickers, and the allocation of patient medical records to identified locations of the human body. A key feature is the access to relevant information for users in the mobile environment as well as for those in the advanced control room. An additional advantage is the automatic recording of on-site data, which helps to build the medical record of a patient without interfering with the work of the emergency team.
Bruce H. Thomas, Gerald Quirchmayr, Wayne Piekarski
Int. J. Hum. Comput. Interact.3
2003 Social weight: designing to minimise the social consequences arising from technology use by the mobile professional
Aaron Toney, Barrie Mulley, Bruce H. Thomas, Wayne Piekarski
Pers. Ubiquitous Comput.4
2002 Bread Crumbs: A Technique for Modelling Large Outdoor Ground Features
abstract
This paper presents a new technique we have created, known as Bread Crumbs, which allows the modelling of large outdoor ground features using a mobile augmented reality system and a user's physical presence. Using this technique, we demonstrate an example of modelling a large grassy area on campus. This technique is one component of a larger set of tools which allow users to capture and work with complex outdoor geometry interactively, and to view this geometry in new and interesting ways.
Wayne Piekarski, Bruce H. Thomas
ISMAR1
2002 Bread Crumbs: A Technique for Modelling Large Outdoor Ground Features
Wayne Piekarski, Bruce H. Thomas
ISMAR1
2002 Tinmith-Hand: Unified User Interface Technology for Mobile Outdoor Augmented Reality and Indoor Virtual Reality
abstract
This paper presents a unified user interface technology, using 3D interaction techniques, constructive solid geometry and a glove-based menuing system, known as Tinmith-Hand, to support mobile outdoor augmented reality (AR) applications and indoor virtual reality (VR) applications. Tinmith-Hand uses similar concepts for both domains, so that AR and VR applications are consistent and simple to use. The future goal of this user interface is to allow collaboration between outdoor AR and indoor VR systems.
Wayne Piekarski, Bruce H. Thomas
VR1
2002 First Person Indoor/Outdoor Augmented Reality Application: ARQuake
Bruce H. Thomas, Benjamin Close, John Donoghue, John Squires, Phillip De Bondi, Wayne Piekarski
Pers. Ubiquitous Comput.6
1999 An architecture for outdoor wearable computers to support augmented reality and multimedia applications
abstract
This paper describes an architecture to support a hardware and software platform for research into the use of wearable computers and augmented reality in an outdoor environment. The architecture supports such devices as a GPS, compass, and head-mounted display. A prototype system was built to support novel applications by drawing graphics (such as maps, building plans, and compass bearings) on the head-mounted display, projecting information over that normally seen by the user and hence augmenting a user's perception of reality. This paper presents a set of novel augmented reality and multimedia applications operated in an outdoor environment.
Wayne Piekarski, Bruce H. Thomas, David Hepworth, Bernard K. Gunther, Victor Demczuk
KES1