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Danny Kong

dblp:98/10299 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › 3d display
360-degree viewable display
0.112011
Vermeer: direct interaction with a 360° viewable 3D display · UIST 2011
Virtual and augmented reality
3d display
0.112011
Vermeer: direct interaction with a 360° viewable 3D display · UIST 2011
Interaction techniques and input › touch interaction
touch input
0.012011
Vermeer: direct interaction with a 360° viewable 3D display · UIST 2011

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

optical illusion · 0.2kinect sensing · 0.2
YearPublicationVenuePosition
2011 Vermeer: direct interaction with a 360° viewable 3D display
abstract
We present Vermeer, a novel interactive 360° viewable 3D display. Like prior systems in this area, Vermeer provides viewpoint-corrected, stereoscopic 3D graphics to simultaneous users, 360° around the display, without the need for eyewear or other user instrumentation. Our goal is to over-come an issue inherent in these prior systems which - typically due to moving parts - restrict interactions to outside the display volume. Our system leverages a known optical illusion to demonstrate, for the first time, how users can reach into and directly touch 3D objects inside the display volume. Vermeer is intended to be a new enabling technology for interaction, and we therefore describe our hardware implementation in full, focusing on the challenges of combining this optical configuration with an existing approach for creating a 360° viewable 3D display. Initially we demonstrate direct involume interaction by sensing user input with a Kinect camera placed above the display. However, by exploiting the properties of the optical configuration, we also demonstrate novel prototypes for fully integrated input sensing alongside simultaneous display. We conclude by discussing limitations, implications for interaction, and ideas for future work.
Alex Butler, Otmar Hilliges, Shahram Izadi, Steve Hodges 0001, David Molyneaux, David Kim 0002, Danny Kong
UIST7