VLDB 2026 Research / reviewers in the wild / expert
Tobias Höllerer
dblp:h/TobiasHollerer
· DBLP profile ↗
168ranked-venue papers
5as first author
34since 2021 · last 2026
0000-0002-6240-0291ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 126 · 5 first-author · 21 since 2021Human-computer interaction and ubiquitous computing · 98 · 3 first-author · 20 since 2021Artificial intelligence and machine learning · 16 · 6 since 2021Databases, data management, data science and information retrieval · 5Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Computer networks · 1 · 1 since 2021Security and privacy · 1Theory of computation · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Prism: Semi-Supervised Multi-View Stereo with Monocular Structure PriorsabstractThe promise of unsupervised multi-view stereo (MVS) is to leverage large unlabeled datasets, yet current methods underperform when training on difficult data, such as handheld smartphone videos of indoor scenes. Meanwhile, high-quality synthetic datasets are available but MVS networks trained on these datasets fail to generalize to realworld examples. To bridge this gap, we propose a semisupervised learning framework that allows us to train on real and rendered images jointly, capturing structural priors from synthetic data while ensuring parity with the realworld domain. Central to our framework is a novel set of losses that leverages powerful existing monocular relativedepth estimators trained on the synthetic dataset, transferring the rich structure of this relative depth to the MVS predictions on unlabeled data. Inspired by perceptual image metrics, we compare the MVS and monocular predictions via a deep feature loss and a multi-scale statistical loss. Our full framework, which we call Prism, achieves large quantitative and qualitative improvements over current unsupervised and synthetic-supervised MVS networks. This is quite a useful result, opening the door to using both unlabeled smartphone videos and photorealistic synthetic datasets for training MVS networks. Alexander Rich 0001, Noah Stier, Pradeep Sen, Tobias Höllerer |
3DV | 4 |
| 2026 | Embedded vs. Situated: An Evaluation of AR Facial Training FeedbackabstractWhile augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training presents unique design challenges, given the complexity of facial musculature. We developed three AR feedback approaches varying in spatial relationship to the user: situated (screen-fixed), proxy-embedded (on a mannequin), and fully embedded (overlaid on the user’s face). In a within-subjects study (N=24), we measured exercise accuracy, cognitive load, and user preference during facial training tasks. The embedded feedback reduced cognitive load and received higher preference ratings, while the situated feedback enabled more precise corrections and higher accuracy. Qualitative analysis revealed a key design tension: embedded feedback improved experience but created self-consciousness and interpretive difficulty. We distill these insights into design considerations addressing the trade-offs for facial training systems, with implications for rehabilitation, performance training, and motor skill acquisition. Avinash Ajit Nargund, Andrea M. Park, Tobias Höllerer, Misha Sra |
CHI | 3 |
| 2026 | Clay ARTools: Precise Machine Toolpath Editing for Clay 3D Printing With Craft-Inspired Direct Manipulation Tools in ARabstractCeramics practice is an embodied activity where creators use manual tools in unique ways to shape physical material. Clay 3D printing uses the same material as manual ceramics craft, enabling new opportunities for form and texture by precisely controlling the 3D printing toolpath. However, current clay 3D printing design workflows require developing forms through digital software rather than tool-based making. We present Clay ARtools, an augmented reality (AR) system for designing clay 3D printed vessels. We developed Clay ARtools in collaboration with a professional ceramicist to create AR toolpath editing operations that reference manual use of ceramic tools. Through the design and fabrication of 3D-printed clay artifacts, we demonstrate how AR ceramic tools enable precise and controllable modifications of the toolpath, from the overall form down to individual toolpath points. We demonstrate how extending physical tool metaphors with digital representations and numerical precision enables craft-like interaction with CAM-based design techniques. Joyce E. Passananti, Emilie Yu, Timea Tihanyi, Tobias Höllerer, Jennifer Jacobs 0001 |
CHI | 4 |
| 2026 | How Users Perceive Mixed-Initiative AI: Attitudes Toward Assistance in Problem SolvingabstractIn mixed-initiative systems, the mode of AI assistance delivery can be as consequential as the assistance itself. We investigated two assistance delivery modes: on-demand help (users request via Button) and pre-scheduled help (assistance delivered at user-selected intervals, with user actions resetting the Timer). To evaluate these modes, we selected Rush Hour puzzles as the human–AI collaborative task because they capture elements of real-world problem solving such as analysis, resource management, and decision-making under constraints. To enhance ecological validity, we imposed monetary costs for both time and AI assistance, simulating scenarios where people must balance implicit or explicit trade-offs such as time pressure, financial limitations, or opportunity costs. Although task performance was comparable across modes, participants who used the pre-scheduled (Timer) mode reported more positive perceptions of the AI, even when their ending budget was low. This suggests that assistance delivery mode can shape user experience independent of task outcomes, indicating that human-AI systems may need to consider how AI assistance is delivered alongside improving task performance. Yunhao Luo 0002, Arthur Pitzer Caetano, Avinash Ajit Nargund, Tobias Höllerer, Misha Sra |
IUI | 4 |
| 2026 | SABER: Spatial Attention, Brain, Extended RealityabstractTracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that supports object tracking; however, our understanding of the brain mechanisms that support attention is almost exclusively based on evidence from tasks that present stable objects at fixed locations. Accounts of multiple object tracking are also limited because they are largely based on behavioral data alone and involve tracking objects in a 2D plane. Consequently, the neural mechanisms that enable moment-by-moment tracking of goal-relevant objects remain poorly understood. To address this knowledge gap, we developed SABER (Spatial Attention, Brain, Extended Reality), a new framework for studying the behavioral and neural dynamics of attention to objects moving in 3D. Participants (n=32) completed variants of a task inspired by the popular virtual reality (VR) game Beat Saber, where they used virtual sabers to strike stationary and moving color-defined target spheres while we recorded electroencephalography (EEG). We first established that standard univariate EEG metrics which are typically used to study spatial attention to static objects presented on 2D screens, can generalize effectively to an immersive VR context involving both static and dynamic 3D stimuli. We then used a computational modeling approach to reconstruct moment-by-moment attention to the locations of stationary and moving objects from oscillatory brain activity, demonstrating the feasibility of precisely tracking attention in a 3D space. These results validate SABER, and provide a foundation for future research that is critical not only for understanding how attention works in the physical world, but is also directly relevant to the development of better VR applications. The insights gained here can potentially inform the design of more intuitive interfaces, effective training simulations, and immersive experiences optimized for the human attention system. Tom Bullock, Emily Machniak, You-Jin Kim, Radha Kumaran, Justin Kasowski, Apurv Varshney, Julia Ram, Melissa M. Hernandez, Stina Johansson, Neil M. Dundon, Tobias Höllerer, Barry Giesbrecht |
VR | 11 |
| 2026 | XARP: A Human-First and Agent-Ready Extended Reality Toolkit in Python EICS010abstractBuilding XR-AI research prototypes requires navigating two largely separate ecosystems. Mainstream XR development relies on C#/C++ and game engines, while AI development is centered on Python. This toolchain fragmentation slows down contributions to human-AI spatial interaction research. To broaden access to XR development in the Python ecosystem, we present XARP (XR Agent-ready Remote Procedures), a toolkit for rapid XR-AI prototyping in Python. XARP application logic runs on a Python server and controls a Unity client through WebSocket messages. This architecture enables compatibility with multiple client platforms and live reloading of application code without client redeployment. XARP is available to humans as a library and to AI agents as callable tools and through Model Context Protocol. We designed XARP through formative case studies and refined it through an early acceptance evaluation with 24 XR and AI developers and a six-week longitudinal study with two developers building an independent research project. Potential users expected the toolkit to improve their performance and facilitate development. Sustained use confirmed faster iteration and easier setup compared to conventional XR workflows, with asset-intensive and performance-critical projects emerging as the clearest limitations. Technical benchmarks show that hand and head tracking data streaming was close to the device refresh rate of 72 FPS, and that AI agents using XARP consumed 19% fewer tokens than those writing equivalent C# Unity code. Beyond broadening access to XR development, XARP reduces engineering friction in spatial computing research and opens new pathways for AI agents to participate in XR application development. XARP is open source and available at https://github.com/hal-ucsb/xarp. Arthur Pitzer Caetano, Radha Kumaran, Kelvin Jou, Tobias Höllerer, Misha Sra |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2025 | Lessons from AR Memorialization: Artists' and Activists' Approaches to Responsible AR DevelopmentabstractAugmented reality (AR) is a rapidly proliferating technology that offers opportunities to blend digital and physical contexts but also poses significant risks.This work seeks to inform responsible AR development with the insights of AR practitioners who engage with complex socio-cultural tensions.We analyze the implementation of AR involving vulnerable communities in human rights * Both authors contributed equally to this research. Ana Cárdenas Gasca, Payton Croskey, Tobias Höllerer, Kai M. Thaler, Emilia Yang, Jennifer Jacobs 0001 |
Conference on Designing Interactive Systems | 3 |
| 2025 | On the Go with AR: Attention to Virtual and Physical Targets while Varying Augmentation DensityabstractAugmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while navigating a physical environment could impact user efficacy and safety, and the implications of these demands are not well understood. Here, we investigate the impact of virtual path guidance and augmentation density (visual clutter) on search performance and memory. Participants walked along a predefined path, searching for physical or virtual items. They experienced two levels of augmentation density, and either walked freely or with enforced speed and path guidance. Augmentation density impacted behavior and reduced awareness of uncommon objects in the environment. Analysis of search task performance and post-experiment item recall revealed differing attention to physical and virtual objects. On the basis of these findings we outline considerations for AR apps designed for use on the go. You-Jin Kim, Radha Kumaran, Jingjing Luo, Tom Bullock, Barry Giesbrecht, Tobias Höllerer |
CHI | 6 |
| 2025 | The Impact of Physical Effort and Cybersickness on Environmental Learning and Navigation: A Comparison of Desktop and Treadmill Interfaces
Mantong Zhou, William Ou, Tobias Höllerer, Barry Giesbrecht, Mary Hegarty |
CogSci | 3 |
| 2025 | AniGrad: Anisotropic Gradient-Adaptive Sampling for 3D Reconstruction From Monocular VideoabstractRecent image-based 3D reconstruction methods have achieved excellent quality for indoor scenes using 3D convolutional neural networks. However, they rely on a high-resolution grid in order to achieve detailed output surfaces, which is quite costly in terms of compute time, and it results in large mesh sizes that are more expensive to store, transmit, and render. In this paper we propose a new solution to this problem, using adaptive sampling. By re-formulating the final layers of the network, we are able to analytically bound the local surface complexity, and set the local sample rate accordingly. Our method, AniGrad1, achieves an order of magnitude reduction in both surface extraction latency and mesh size, while preserving mesh accuracy and detail. Noah Stier, Alexander Rich 0001, Pradeep Sen, Tobias Höllerer |
CVPR | 4 |
| 2025 | The Cost of Virtuality Switching: Searching for Physical and Virtual Targets in Optical-See-Through Augmented RealityabstractAs AR applications expand across our daily lives, understanding user interactions within mixed environments-where virtual and physical objects coexist-has become increasingly important. This work investigates human performance and behavior during visual search and selection tasks across three object conditions: (1) virtual objects only, (2) physical objects only, and (3) a combination of virtual and physical objects (Mixed) requiring frequent virtuality switching. We also vary the distance to the target plane while maintaining subtended visual angle: a ‘near’ condition at the headset's focal plane and a ‘far’ condition at a mid-zone action space distance of 3 meters. Results indicate that, while there are some small effects that can be linked back to established display phenomena such as Vergence-Accommodation Conflict, a main cause for performance differences among the object conditions comes from people adjusting their search and selection behavior to the challenges of virtuality switching, resulting in Mixed conditions requiring significant longer completion times, associated with significantly larger head motion, eye movement, and controller movement. Mixed conditions also resulted in significantly lower accuracy for target selection. Virtual-to-Physical transitions took the longest to complete, followed by Physical-to-Virtual transitions, both significantly longer than transitions to targets within the same virtuality. Participants also reported increased Eye Strain, Fatigue, and Task Load with the Mixed conditions. This work provides insight into the complexities of mixed object interaction and presents quantitative assessments of pronounced virtuality switching, with implications for designing effective AR interfaces. Kangyou Yu, Yunhao Luo 0002, Radha Kumaran, Shane Dirksen, Misha Sra, Tobias Höllerer |
ISMAR | 6 |
| 2025 | Modeling Object Attention in Mobile AR for Intrinsic Cognitive SecurityabstractWe study attention in mobile Augmented Reality (AR) using object recall as a proxy outcome. We observe that the ability to recall an object (physical or virtual) that was encountered in a mobile AR experience depends on many possible impact factors and attributes, with some objects being readily recalled while others are not, and some people recalling objects overall much better or worse than others. This opens up a potential cognitive attack in which adversaries might create conditions that make an AR user not recall certain potentially mission-critical objects. We explore whether a calibrated predictor of object recall can help shield against such cognitive attacks. We pool data from four mobile AR studies (with a total of 1,152 object recall probes) and fit a Partial Least Squares Structural Equation Model (PLS-SEM) with formative Object, Scene, and User State composites predicting recall, also benchmarking against Random Forest and multilayer perceptron classifiers. PLS-SEM attains the best F1 score in three of four studies. Additionally, path estimates identify lighting, augmentation density, AR registration stability, cognitive load, and AR familiarity as primary drivers. The model outputs per-object recall probabilities that can drive interface adjustments when predicted recall falls. Overall, PLS-SEM provides competitive accuracy with interpretable levers for design and evaluation in mobile AR. Shane Dirksen, Radha Kumaran, You-Jin Kim, Tobias Höllerer |
MobiHoc | 5 |
| 2024 | Smoothness, Synthesis, and Sampling: Re-thinking Unsupervised Multi-view Stereo with DIV Loss
Alexander Rich 0001, Noah Stier, Pradeep Sen, Tobias Höllerer |
ECCV (63) | 4 |
| 2024 | Audience Amplified: Virtual Audiences in Asynchronously Performed AR TheaterabstractAudience reactions can considerably enhance live experiences; conversely, in anytime/anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events with large audiences, we created a mobile AR experience where users can wander around naturally and engage in AR theater with virtual audiences trained from real audiences using imitation learning. This allows us to carefully capture the essence of human imperfections and behavior in artificial intelligence (AI) audiences. The result is a novel mobile AR experience in which solitary AR users experience an augmented performance in a physical space with a virtual audience. Virtual dancers emerge from the surroundings, accompanied by a digitally simulated audience, to provide a community experience akin to immersive theater. In a pilot study, simulated human avatars were vastly preferred over just audience audio commentary. We subsequently engaged 20 participants as attendees of an AR dance performance, comparing a no-audience condition with a simulated audience of six onlookers. Through questionnaires and experience reports, we investigated user reactions and behavior. Our results demonstrate that the presence of virtual audience members caused attendees to perceive the performance as a social experience with increased interest and involvement in the event. On the other hand, for some attendees, the dance performances without the virtual audience evoked a stronger positive sentiment. You-Jin Kim, Misha Sra, Tobias Höllerer |
ISMAR | 3 |
| 2024 | Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VRabstractVirtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities. However, the relationship between cognitive activities, physical activities, and familiar feelings of cybersickness is not well understood and thus can be unpredictable for developers. Researchers have previously provided labeled datasets for predicting cybersickness while users are stationary, but there have been few labeled datasets on cybersickness while users are physically walking. Moreover, it is unclear how walking while cybersick will affect cognitive load, even though room-scale interaction is typical in many VR games. Thus, from 39 participants, we collected head orientation, head position, eye tracking, images, physiological readings from external sensors, and the self-reported cybersickness severity, physical load, and mental load in VR. Throughout the data collection, participants navigated mazes via real walking and performed tasks challenging their attention and working memory. To demonstrate the dataset’s utility, we conducted a case study of training classifiers in which we achieved 95% accuracy for cybersickness severity classification. The noteworthy performance of the straightforward classifiers makes this dataset ideal for future researchers to develop cybersickness detection and reduction models. To better understand the features that helped with classification, we performed SHAP(SHapley Additive exPlanations) analysis, highlighting the importance of eye tracking and physiological measures for cybersickness prediction while walking. This open dataset can allow future researchers to study the connection between cybersickness and cognitive loads and develop prediction models. This dataset will empower future VR developers to design efficient and effective Virtual Environments by improving cognitive load management and minimizing cybersickness. Jyotirmay Nag Setu, Joshua M. Le, Ripan Kumar Kundu, Barry Giesbrecht, Tobias Höllerer, Khaza Anuarul Hoque, Kevin Desai, John Quarles |
ISMAR | 5 |
| 2024 | Multimodal 3D Fusion and In-Situ Learning for Spatially Aware AIabstractSeamless integration of virtual and physical worlds in augmented reality benefits from the system semantically “understanding” the physical environment. AR research has long focused on the potential of context awareness, demonstrating novel capabilities that leverage the semantics in the 3D environment for various object-level interactions. Meanwhile, the computer vision community has made leaps in neural vision-language understanding to enhance environment perception for autonomous tasks. In this work, we introduce a multimodal 3D object representation that unifies both semantic and linguistic knowledge with the geometric representation, enabling user-guided machine learning involving physical objects. We first present a fast multimodal 3D reconstruction pipeline that brings linguistic understanding to AR by fusing CLIP vision-language features into the environment and object models. We then propose “in-situ” machine learning, which, in conjunction with the multimodal representation, enables new tools and interfaces for users to interact with physical spaces and objects in a spatially and linguistically meaningful manner. We demonstrate the usefulness of the proposed system through two real-world AR applications on Magic Leap 2: a) spatial search in physical environments with natural language and b) an intelligent inventory system that tracks object changes over time. We also make our full implementation and demo data available at (https://github.com/cy-xu/spatially_aware_AI) to encourage further exploration and research in spatially aware AI. Radha Kumaran, Noah Stier, Kangyou Yu, Tobias Höllerer |
ISMAR | 5 |
| 2024 | Knotation: Supporting Exploration in Macrame Textile Crafting Through Parametric Motif DesignabstractMacrame friendship bracelet creators produce ornate geometric motifs through the manual execution of sequential and iterative knot operations. By choosing different permutations of knot types and varying the number of operations in a sequence, creators fabricate different bracelet designs. Friendship bracelet patterns are often designed prior to fabrication using digital design tools. Existing digital tools require creators to manipulate designs at the level of each individual knot. As a result, creators must invest extensive manual effort in authoring and editing patterns. Furthermore, these tools limit creators’ ability to manipulate higher-level design elements. We observed that friendship bracelets can be represented as repetitions of parameterized motifs rather than a series of individual knot operations. We present Knotation, a parametric design system to generate friendship bracelet patterns. The system abstracts existing popular motifs into modules that can be easily manipulated and modified by the user to produce visually interesting designs. Through a workshop with novice macrame creators, we show how our approach engages users with the craft using parametric design, and examine desirable aspects of Knotation’s computational framework. Yanchen Lu, Tobias Höllerer, Jennifer Jacobs 0001 |
VL/HCC | 2 |
| 2023 | Drawing Transforms: A Unifying Interaction Primitive to Procedurally Manipulate Graphics across Style, Space, and TimeabstractProcedural functionality enables visual creators to rapidly edit, explore alternatives, and fine-tune artwork in many domains including illustration, motion graphics, and interactive animation. Symbolic procedural tools, such as textual programming languages, are highly expressive but often limit directly manipulating concrete artwork; whereas direct manipulation tools support some procedural expression but limit creators to pre-defined behaviors and inputs. Inspired by visions of using geometric input to create procedural relationships, we identify an opportunity to use vector geometry from artwork to specify expressive user-defined procedural functions. We present Drawing Transforms (DTs), a technique that enables the use of any drawing to procedurally transform the stylistic, spatial, and temporal properties of target artwork. We apply DTs in a prototype motion graphics system to author continuous and discrete transformations, modify multiple elements in a composition simultaneously, create animations, and control fine-grained procedural instantiation. We discuss how DTs can unify procedural authoring through direct manipulation across visual media domains. Sonia Hashim, Tobias Höllerer, Jennifer Jacobs 0001 |
CHI | 2 |
| 2023 | The Impact of Navigation Aids on Search Performance and Object Recall in Wide-Area Augmented RealityabstractHead-worn augmented reality (AR) is a hotly pursued and increasingly feasible contender paradigm for replacing or complementing smartphones and watches for continual information consumption. Here, we compare three different AR navigation aids (on-screen compass, on-screen radar and in-world vertical arrows) in a wide-area outdoor user study (n=24) where participants search for hidden virtual target items amongst physical and virtual objects. We analyzed participants’ search task performance, movements, eye-gaze, survey responses and object recall. There were two key findings. First, all navigational aids enhanced search performance relative to a control condition, with some benefit and strongest user preference for in-world arrows. Second, users recalled fewer physical objects than virtual objects in the environment, suggesting reduced awareness of the physical environment. Together, these findings suggest that while navigational aids presented in AR can enhance search task performance, users may pay less attention to the physical environment, which could have undesirable side-effects. Radha Kumaran, You-Jin Kim, Anne E. Milner, Tom Bullock, Barry Giesbrecht, Tobias Höllerer |
CHI | 6 |
| 2023 | Comparing Zealous and Restrained AI Recommendations in a Real-World Human-AI Collaboration TaskabstractWhen designing an AI-assisted decision-making system, there is often a tradeoff between precision and recall in the AI’s recommendations. We argue that careful exploitation of this tradeoff can harness the complementary strengths in the human-AI collaboration to significantly improve team performance. We investigate a real-world video anonymization task for which recall is paramount and more costly to improve. We analyze the performance of 78 professional annotators working with a) no AI assistance, b) a high-precision "restrained" AI, and c) a high-recall "zealous" AI in over 3,466 person-hours of annotation work. In comparison, the zealous AI helps human teammates achieve significantly shorter task completion time and higher recall. In a follow-up study, we remove AI assistance for everyone and find negative training effects on annotators trained with the restrained AI. These findings and our analysis point to important implications for the design of AI assistance in recall-demanding scenarios. Kuo-Chin Lien, Tobias Höllerer |
CHI | 3 |
| 2023 | Reality Distortion Room: A Study of User Locomotion Responses to Spatial Augmented Reality EffectsabstractReality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user’s locomotive response to visual effects that seemingly transform the physical room the user is in. This study presents five effects that augment the appearance of a physical room to subtly encourage user motion. Our experiment demonstrates users’ reactions to the different distortion and augmentation effects in a standard living room, with the distortion effects projected as wall grids, furniture holograms, and small particles in the air. The augmented living room can give the impression of becoming elongated, wrapped, shifted, elevated, and enlarged. The study results support the implementation of AR experiences in limited physical spaces by providing an initial understanding of how users can be subtly encouraged to move throughout a room. You-Jin Kim, Andrew D. Wilson, Jennifer Jacobs 0001, Tobias Höllerer |
ISMAR | 4 |
| 2023 | Free-form Conversation with Human and Symbolic Avatars in Mixed RealityabstractThe integration of large language models and mixed reality technologies has enabled users to engage in free-form conversations with virtual agents across different “realities”. However, if and how the agent’s visual representation, especially when combined with mixed reality environments, will affect the conversation content or user experience is not yet fully understood. In this work, we design and conduct a user study involving two types of visual representations (a human avatar and a symbolic avatar) and two mixed reality environments (virtual reality and augmented reality), facilitating a free-form conversation experience with GPT-3 powered agents. We found evidence that the use of virtual or augmented realities can influence conversation content. Users chatting with avatars in virtual reality made significantly more references to the location or the space, suggesting they tended to perceive conversations as occurring in the agent’s space, whereas the physical AR environment was perhaps more perceived as the user’s space. Conversations with the human avatar improve user recall of the conversation, even though there is no evidence of increased information extracted during the conversation. These observations and our analysis of post-study questionnaires suggest that human avatars can positively impact user memory and experience. We hope our findings and the open-source implementation will help facilitate future research on free-form conversational agents in mixed reality. Jiarui Zhu, Radha Kumaran, Tobias Höllerer |
ISMAR | 4 |
| 2023 | Level-of-Detail AR: Dynamically Adjusting Augmented Reality Level of Detail Based on Visual AngleabstractDynamically adjusting the content of augmented reality (AR) applications to efficiently display information best fitting the available screen estate may be important for user performance and satisfaction. Currently, there is not a common practice for dynamically adjusting the content of AR applications based on their apparent size in the user's view of the surround environment. We present a Level-of-Detail AR mechanism to improve the usability of AR applications at any relative size. Our mechanism dynamically renders textual and interactable content based on its legibility, interactability, and viewability respectively. When tested, Level-of-Detail AR functioned as intended out-of-the-box on 44 of the 45 standard user interface Unity prefabs in Microsoft's Mixed Reality Tool Kit. We additionally evaluated impact on task performance, user distance, and subjective satisfaction through a mixed-design user study with 45 participants. Statistical analysis of our results revealed significant task-dependent differences in user performance between the modes. User satisfaction was consistently higher for the Level-of-Detail AR condition. Abby Wysopal, Vivian Ross, Joyce E. Passananti, Kangyou Yu, Brandon Huynh, Tobias Höllerer |
VR | 6 |
| 2023 | Dynamic Theater: Location-Based Immersive Dance Theater, Investigating User Guidance and ExperienceabstractDynamic Theater explores the use of augmented reality (AR) in immersive theater as a platform for digital dance performances. The project presents a locomotion-based experience that allows for full spatial exploration. A large indoor AR theater space was designed to allow users to freely explore the augmented environment. The curated wide-area experience employs various guidance mechanisms to direct users to the main content zones. Results from our 20-person user study show how users experience the performance piece while using a guidance system. The importance of stage layout, guidance system, and dancer placement in immersive theater experiences are highlighted as they cater to user preferences while enhancing the overall reception of digital content in wide-area AR. Observations after working with dancers and choreographers, as well as their experience and feedback are also discussed. You-Jin Kim, Joshua Lu, Tobias Höllerer |
VRST | 3 |
| 2022 | Interactive Segmentation and Visualization for Tiny Objects in Multi-megapixel ImagesabstractWe introduce an interactive image segmentation and visualization framework for identifying, inspecting, and editing tiny objects (just a few pixels wide) in large multi-megapixel high-dynamic-range (HDR) images. Detecting cosmic rays (CRs) in astronomical observations is a cum-bersome workflow that requires multiple tools, so we developed an interactive toolkit that unifies model inference, HDR image visualization, segmentation mask inspection and editing into a single graphical user interface. The feature set, initially designed for astronomical data, makes this work a useful research-supporting tool for human-in-the-loop tiny-object segmentation in scientific areas like biomedicine, materials science, remote sensing, etc., as well as computer vision. Our interface features mouse-controlled, synchronized, dual-window visualization of the image and the segmentation mask, a critical feature for locating tiny objects in multi-megapixel images. The browser-based tool can be readily hosted on the web to provide multi-user access and GPU acceleration for any device. The toolkit can also be used as a high-precision annotation tool, or adapted as the frontend for an interactive machine learning framework. Our open-source dataset, CR detection model, and visualization toolkit are available at https://github.com/cy-xu/cosmic-com. Boning Dong, Noah Stier, Curtis McCully, D. Andrew Howell, Pradeep Sen, Tobias Höllerer |
CVPR | 7 |
| 2022 | Layerable Apps: Comparing Concurrent and Exclusive Display of Augmented Reality ApplicationsabstractCurrent augmented reality (AR) interfaces are often designed for interacting with one application at a time, significantly limiting a user’s ability to concurrently interact with and switch between multiple applications or modalities that could run in parallel. In this work, we introduce an application model called Layerable Apps, which supports a variety of AR application types while enabling multitasking through concurrent execution, fast application switching, and the ability to layer application views to adjust the degree of augmentation to the user’s preference. We evaluated Layerable Apps through a within-subjects user study (n=44), compared against a traditional single-focus application model on a split-information task involving the simultaneous use of multiple applications. We report the results of our study, where we found differences in quantitative task performance, favoring Layerable mode. We also analyzed app usage patterns, spatial awareness, and overall preferences between both modes as well as between experienced and novice AR users. Brandon Huynh, Abby Wysopal, Vivian Ross, Jason Orlosky, Tobias Höllerer |
ISMAR | 5 |
| 2022 | Impact of Annotator Demographics on Sentiment Dataset LabelingabstractAs machine learning methods become more powerful and capture more nuances of human behavior, biases in the dataset can shape what the model learns and is evaluated on. This paper explores and attempts to quantify the uncertainties and biases due to annotator demographics when creating sentiment analysis datasets. We ask >1000 crowdworkers to provide their demographic information and annotations for multimodal sentiment data and its component modalities. We show that demographic differences among annotators impute a significant effect on their ratings, and that these effects also occur in each component modality. We compare predictions of different state-of-the-art multimodal machine learning algorithms against annotations provided by different demographic groups, and find that changing annotator demographics can cause >4.5 in accuracy difference when determining positive versus negative sentiment. Our findings underscore the importance of accounting for crowdworker attributes, such as demographics, when building datasets, evaluating algorithms, and interpreting results for sentiment analysis. Yi Ding 0010, Jacob You, Tonja Machulla, Jennifer Jacobs 0001, Pradeep Sen, Tobias Höllerer |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2022 | Investigating Search Among Physical and Virtual Objects Under Different Lighting ConditionsabstractBy situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the viability of using AR in realistic wide-area outdoor environments and how AR experiences affect human behavior in these environments. Here, we conducted a wide-area outdoor AR user study ($n=48$) using a commercially available AR headset (Microsoft Hololens 2) to compare (1) user interactions with physical and virtual objects in the environment (2) the effects of different lighting conditions on user behavior and AR experience and (3) the impact of varying cognitive load on AR task performance. Participants engaged in a treasure hunt task where they searched for and classified virtual target items (green "gems") in an augmented outdoor courtyard scene populated with physical and virtual objects. Cognitive load was manipulated so that in half the search trials users were required to monitor an audio stream and respond to specific target sounds. Walking paths, head orientation and eye gaze information were measured, and users were queried about their memory of encountered objects and provided feedback on the experience. Key findings included (1) Participants self-reported significantly lower comfort in the ambient natural light condition, with virtual objects more visible and participants more likely to walk into physical objects at night; (2) recall for physical objects was worse than for virtual objects, (3) participants discovered more gems hidden behind virtual objects than physical objects, implying higher attention on virtual objects and (4) dual-tasking modified search behavior. These results suggest there are important technical, perceptual and cognitive factors that must be considered if the full potential of "anywhere and anytime mobile AR" is to be realized. You-Jin Kim, Radha Kumaran, Ehsan Sayyad, Anne E. Milner, Tom Bullock, Barry Giesbrecht, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2021 | 3DVNet: Multi-View Depth Prediction and Volumetric RefinementabstractWe present 3DVNet, a novel multi-view stereo (MVS) depth-prediction method that combines the advantages of previous depth-based and volumetric MVS approaches. Our key idea is the use of a 3D scene-modeling network that iteratively updates a set of coarse depth predictions, resulting in highly accurate predictions which agree on the underlying scene geometry. Unlike existing depth-prediction techniques, our method uses a volumetric 3D convolutional neural network (CNN) that operates in world space on all depth maps jointly. The network can therefore learn meaningful scene-level priors. Furthermore, unlike existing volumetric MVS techniques, our 3D CNN operates on a feature-augmented point cloud, allowing for effective aggregation of multi-view information and flexible iterative refinement of depth maps. Experimental results show our method exceeds state-of-the-art accuracy in both depth prediction and 3D reconstruction metrics on the ScanNet dataset, as well as a selection of scenes from the TUM-RGBD and ICL-NUIM datasets. This shows that our method is both effective and generalizes to new settings. Alexander Rich 0001, Noah Stier, Pradeep Sen, Tobias Höllerer |
3DV | 4 |
| 2021 | VoRTX: Volumetric 3D Reconstruction With Transformers for Voxelwise View Selection and FusionabstractRecent volumetric 3D reconstruction methods can produce very accurate results, with plausible geometry even for unobserved surfaces. However, they face an undesirable trade-off when it comes to multi-view fusion. They can fuse all available view information by global averaging, thus losing fine detail, or they can heuristically cluster views for local fusion, thus restricting their ability to consider all views jointly. Our key insight is that greater detail can be retained without restricting view diversity by learning a view-fusion function conditioned on camera pose and image content. We propose to learn this multi-view fusion using a transformer. To this end, we introduce VoRTX,1an end-to-end volumetric 3D reconstruction network using transformers for wide-baseline, multi-view feature fusion. Our model is occlusion-aware, leveraging the transformer architecture to predict an initial, projective scene geometry estimate. This estimate is used to avoid back-projecting image features through surfaces into occluded regions. We train our model on ScanNet and show that it produces better reconstructions than state-of-the-art methods. We also demonstrate generalization without any fine-tuning, outperforming the same state-of-the-art methods on two other datasets, TUM-RGBD and ICL-NUIM. Noah Stier, Alexander Rich 0001, Pradeep Sen, Tobias Höllerer |
3DV | 4 |
| 2021 | Improving Label Noise Robustness with Data Augmentation and Semi-Supervised Learning (Student Abstract)abstractModern machine learning algorithms typically require large amounts of labeled training data to fit a reliable model. To minimize the cost of data collection, researchers often employ techniques such as crowdsourcing and web scraping. However, web data and human annotations are known to exhibit high margins of error, resulting in sizable amounts of incorrect labels. Poorly labeled training data can cause models to overfit to the noise distribution, crippling performance in real-world applications. In this work, we investigate the viability of using data augmentation in conjunction with semi-supervised learning to improve the label noise robustness of image classification models. We conduct several experiments using noisy variants of the CIFAR-10 image classification dataset to benchmark our method against existing algorithms. Experimental results show that our augmentative SSL approach improves upon the state-of-the-art. Kento Nishi, Yi Ding 0010, Alexander Rich 0001, Tobias Höllerer |
AAAI | 4 |
| 2021 | Augmentation Strategies for Learning With Noisy LabelsabstractImperfect labels are ubiquitous in real-world datasets. Several recent successful methods for training deep neural networks (DNNs) robust to label noise have used two primary techniques: filtering samples based on loss during a warm-up phase to curate an initial set of cleanly labeled samples, and using the output of a network as a pseudo-label for subsequent loss calculations. In this paper, we evaluate different augmentation strategies for algorithms tackling the "learning with noisy labels" problem. We propose and examine multiple augmentation strategies and evaluate them using synthetic datasets based on CIFAR-10 and CIFAR-100, as well as on the real-world dataset Clothing1M. Due to several commonalities in these algorithms, we find that using one set of augmentations for loss modeling tasks and another set for learning is the most effective, improving results on the state-of-the-art and other previous methods. Furthermore, we find that applying augmentation during the warm-up period can negatively impact the loss convergence behavior of correctly versus incorrectly labeled samples. We introduce this augmentation strategy to the state-of-the-art technique and demonstrate that we can improve performance across all evaluated noise levels. In particular, we improve accuracy on the CIFAR-10 benchmark at 90% symmetric noise by more than 15% in absolute accuracy, and we also improve performance on the Clothing1M dataset. Kento Nishi, Yi Ding 0010, Alexander Rich 0001, Tobias Höllerer |
CVPR | 4 |
| 2021 | IMAGEimate - An End-to-End Pipeline to Create Realistic Animatable 3D Avatars from a Single Image Using Neural NetworksabstractCurrent advances in image based 3D human shape estimation and parametric human models enable creating realistic 3D virtual humans. We present a pipeline which takes advantage of these models and takes a single input image to create realistic 3D animatable avatars. The pipeline extracts shape and pose parameters from the input image and builds an implicit surface representation, which is then fitted onto a parametric human model. This fitted human model is animated to new and novel poses extracting pose parameters from a motion capture dataset. We extend the pipeline showcasing realism and interaction by texture painting it using Substance Painter and embedding it in an AR scene using Adobe Aero respectively. Suriya Dakshina Murthy, Tobias Höllerer, Misha Sra |
VRST | 2 |
| 2021 | Multi-View AR Streams for Interactive 3D Remote TeachingabstractIn this work, we present a system that adds augmented reality interaction and 3D-space utilization to educational videoconferencing for a more engaging distance learning experience. We developed infrastructure and user interfaces that enable the use of an instructor’s physical 3D space as a teaching stage, promote student interaction, and take advantage of the flexibility of adding virtual content to the physical world. The system is implemented using hand-held mobile augmented reality to maximize device availability, scalability, and ready deployment, elevating traditional video lectures to immersive mixed reality experiences. We use multiple devices on the teacher’s end to provide different simultaneous views of a teaching space towards a better understanding of the 3D space. Jennifer Jacobs 0001, Misha Sra, Tobias Höllerer |
VRST | 4 |
| 2020 | Exploring the Benefits of Depth Information in Object Pixel Masking (Student Abstract)abstractIn this paper, we look at how depth data can benefit existing object masking methods applied in occluded scenes. Masking the pixel locations of objects within scenes helps computers get a spatial awareness of where objects are within images. The current state-of-the-art algorithm for masking objects in images is Mask R-CNN, which builds on the Faster R-CNN network to mask object pixels rather than just detecting their bounding boxes. This paper examines the weaknesses Mask R-CNN has in masking people when they are occluded in a frame. It then looks at how depth data gathered from an RGB-D sensor can be used. We provide a case study to show how simply applying thresholding methods on the depth information can aid in distinguishing occluded persons. The intention of our research is to examine how features from depth data can benefit object pixel masking methods in an explainable manner, especially in complex scenes with multiple objects. Anish Kachinthaya, Yi Ding 0010, Tobias Höllerer |
AAAI | 3 |
| 2020 | Predicting Video Affect via Induced Affection in the WildabstractCurating large and high quality datasets for studying affect is a costly and time consuming process, especially when the labels are continuous. In this paper, we examine the potential to use unlabeled public reactions in the form of textual comments to aid in classifying video affect. We examine two popular datasets used for affect recognition and mine public reactions for these videos. We learn a representation of these reactions by using the video ratings as a weakly supervised signal. We show that our model can learn a fine-graind prediction of comment affect when given a video alone. Furthermore, we demonstrate how predicting the affective properties of a comment can be a potentially useful modality to use in multimodal affect modeling. Yi Ding 0010, Radha Kumaran, Tianjiao Yang, Tobias Höllerer |
ICMI | 4 |
| 2020 | Walking and Teleportation in Wide-area Virtual Reality ExperiencesabstractLocation-based or Out-of-Home Entertainment refers to experiences such as theme and amusement parks, laser tag and paintball arenas, roller and ice skating rinks, zoos and aquariums, or science centers and museums among many other family entertainment and cultural venues. More recently, location-based VR has emerged as a new category of out-of-home entertainment. These VR experiences can be likened to social entertainment options such as laser tag, where physical movement is an inherent part of the experience versus at-home VR experiences where physical movement often needs to be replaced by artificial locomotion techniques due to tracking space constraints. In this work, we present the first VR study to understand the impact of natural walking in a large physical space on presence and user preference. We compare it with teleportation in the same large space, since teleportation is the most commonly used locomotion technique for consumer, at-home VR. Our results show that walking was overwhelmingly preferred by the participants and teleportation leads to significantly higher self-reported simulator sickness. The data also shows a trend towards higher self-reported presence for natural walking. Ehsan Sayyad, Misha Sra, Tobias Höllerer |
ISMAR | 3 |
| 2020 | A Tangible Spherical Proxy for Object Manipulation in Augmented RealityabstractIn this paper, we explore how a familiarly shaped object can serve as a physical proxy to manipulate virtual objects in Augmented Reality (AR) environments. Using the example of a tangible, handheld sphere, we demonstrate how irregularly shaped virtual objects can be selected, transformed, and released. After a brief description of the implementation of the tangible proxy, we present a buttonless interaction technique suited to the characteristics of the sphere. In a user study (N = 30), we compare our approach with three different controller-based methods that increasingly rely on physical buttons. As a use case, we focused on an alignment task that had to be completed in mid-air as well as on a flat surface. Results show that our concept has advantages over two of the controller-based methods regarding task completion time and user ratings. Our findings inform research on integrating tangible interaction into AR experiences. David Englmeier, Julia Dörner, Andreas Butz, Tobias Höllerer |
VR | 4 |
| 2019 | Multimodal Classification of EEG During Physical ActivityabstractBrain Computer Interfaces (BCIs) typically utilize electroencephalography (EEG) to enable control of a computer through brain signals. However, EEG is susceptible to a large amount of noise, especially from muscle activity, making it difficult to use in ubiquitous computing environments where mobility and physicality are important features. In this work, we present a novel multimodal approach for classifying the P300 event related potential (ERP) component by coupling EEG signals with nonscalp electrodes (NSE) that measure ocular and muscle artifacts. We demonstrate the effectiveness of our approach on a new dataset where the P300 signal was evoked with participants on a stationary bike under three conditions of physical activity: rest, low-intensity, and high-intensity exercise. We show that intensity of physical activity impacts the performance of both our proposed model and existing state-of-the-art models. After incorporating signals from nonscalp electrodes our proposed model performs significantly better for the physical activity conditions. Our results suggest that the incorporation of additional modalities related to eye-movements and muscle activity may improve the efficacy of mobile EEG-based BCI systems, creating the potential for ubiquitous BCI. Yi Ding 0010, Brandon Huynh, Aiwen Xu, Tom Bullock, Hubert Cecotti, Matthew Turk 0001, Barry Giesbrecht, Tobias Höllerer |
ICMI | 8 |
| 2019 | Enhanced Geometric Techniques for Point Marking in Model-Free Augmented RealityabstractSpecifying points in three-dimensional (3D) space is an essential function in many augmented reality (AR) applications. When an environment model is not available, a straightforward solution is to perform geometric triangulation using two rays. However, naïve implementations suffer from low accuracy caused by technical limitations of AR devices and human motor constraints. To overcome these issues, we designed and evaluated two enhanced geometric techniques for 3D point marking. VectorCloud uses multiple rays to reduce the effects of pointing jitter, and ImageRefinement improves the accuracy by allowing users to refine the 3D direction of the two rays. We conducted studies to understand the characteristics of these techniques in both ecologically valid outdoor settings using a mobile AR display and in more controlled setting using virtual reality simulation. Our experiments demonstrate that both techniques improve the precision of 3D point marking, and that ImageRefinement is superior to VectorCloud overall. These results are particularly relevant in the design of mobile AR systems intended for use in large outdoor areas. Wallace Lages, Yuan Li 0033, Lee Lisle, Tobias Höllerer, Doug A. Bowman |
ISMAR | 4 |
| 2019 | I can do better than your AI: expertise and explanationsabstractIntelligent assistants, such as navigation, recommender, and expert systems, are most helpful in situations where users lack domain knowledge. Despite this, recent research in cognitive psychology has revealed that lower-skilled individuals may maintain a sense of illusory superiority, which might suggest that users with the highest need for advice may be the least likely to defer judgment. Explanation interfaces - a method for persuading users to take a system's advice - are thought by many to be the solution for instilling trust, but do their effects hold for self-assured users? To address this knowledge gap, we conducted a quantitative study (N=529) wherein participants played a binary decision-making game with help from an intelligent assistant. Participants were profiled in terms of both actual (measured) expertise and reported familiarity with the task concept. The presence of explanations, level of automation, and number of errors made by the intelligent assistant were manipulated while observing changes in user acceptance of advice. An analysis of cognitive metrics lead to three findings for research in intelligent assistants: 1) higher reported familiarity with the task simultaneously predicted more reported trust but less adherence, 2) explanations only swayed people who reported very low task familiarity, and 3) showing explanations to people who reported more task familiarity led to automation bias. James Schaffer, John O'Donovan, James Michaelis, Adrienne Raglin, Tobias Höllerer |
IUI | 5 |
| 2019 | Sphere in Hand: Exploring Tangible Interaction with Immersive Spherical VisualizationsabstractThe emerging possibilities of data analysis and exploration in virtual reality raise the question of how users can be best supported during such interactions. Spherical visualizations allow for convenient exploration of certain types of data. Our tangible sphere, exactly aligned with the sphere visualizations shown in VR, implements a very natural way of interaction and utilizes senses and skills trained in the real world. This work is motivated by the prospect to create in VR a low-cost, tangible, robust, handheld spherical display that would be difficult or impossible to implement as a physical display. Our concept enables it to gain insights about the impact of a fully tangible embodiment of a virtual object on task performance, comprehension of patterns, and user behavior. After a description of the implementation we discuss the advantages and disadvantages of our approach, taking into account different handheld spherical displays utilizing outside and inside projection. David Englmeier, Isabel Schönewald, Andreas Butz, Tobias Höllerer |
VR | 4 |
| 2019 | Feel the Globe: Enhancing the Perception of Immersive Spherical Visualizations with Tangible ProxiesabstractRecent developments in the commercialization of virtual reality open up many opportunities for enhancing human interaction with three-dimensional objects and visualizations. Spherical visualizations allow for convenient exploration of certain types of data. Our tangible sphere, exactly aligned with the sphere visualizations shown in VR, implements a very natural way of interaction and utilizes senses and skills trained in the real world. In a lab study, we investigate the effects of the perception of actually holding a virtual spherical visualization in hands. As use cases, we focus on surface visualizations that benefit from or require a rounded shape. We compared the usage of two differently sized acrylic glass spheres to a related interaction technique that utilizes VR controllers as proxies. On the one hand, our work is motivated by the ability to create in VR a tangible, lightweight, handheld spherical display that can hardly be realized in reality. On the other hand, gaining insights about the impact of a fully tangible embodiment of a virtual object on task performance, comprehension of patterns, and user behavior is important in its own right. After a description of the implementation we discuss the advantages and disadvantages of our approach, taking into account different handheld spherical displays utilizing outside and inside projection. David Englmeier, Isabel Schönewald, Andreas Butz, Tobias Höllerer |
VR | 4 |
| 2019 | Semantic Labeling and Object Registration for Augmented Reality Language LearningabstractWe propose an Augmented Reality vocabulary learning interface in which objects in a user's environment are automatically recognized and labeled in a foreign language. Using AR for language learning in this manner is still impractical for a number of reasons. Scalable object recognition and consistent labeling of objects is still a significant challenge, and interaction with arbitrary physical objects in AR scenes has consequently not been well explored. To help address these challenges, we present a system that utilizes real-time object recognition to perform semantic labeling and object registration in Augmented Reality. We discuss its implementation, our motivations in designing it, and how it can be applied to AR language learning applications. Brandon Huynh, Jason Orlosky, Tobias Höllerer |
VR | 3 |
| 2019 | In-Situ Labeling for Augmented Reality Language LearningabstractAugmented Reality is a promising interaction paradigm for learning applications. It has the potential to improve learning outcomes by merging educational content with spatial cues and semantically relevant objects within a learner's everyday environment. The impact of such an interface could be comparable to the method of loci, a well known memory enhancement technique used by memory champions and polyglots. However, using Augmented Reality in this manner is still impractical for a number of reasons. Scalable object recognition and consistent labeling of objects is a significant challenge, and interaction with arbitrary (unmodeled) physical objects in AR scenes has consequently not been well explored. To help address these challenges, we present a framework for in-situ object labeling and selection in Augmented Reality, with a particular focus on language learning applications. Our framework uses a generalized object recognition model to identify objects in the world in real time, integrates eye tracking to facilitate selection and interaction within the interface, and incorporates a personalized learning model that dynamically adapts to student's growth. We show our current progress in the development of this system, including preliminary tests and benchmarks. We explore challenges with using such a system in practice, and discuss our vision for the future of AR language learning applications. Brandon Huynh, Jason Orlosky, Tobias Höllerer |
VR | 3 |
| 2019 | Enhanced Geometric Techniques for Point Marking in Model-Free Augmented RealityabstractSpecifying points in three-dimensional space is essential in AR applications. Geometric triangulation is a straightforward way to specify points, but its naïve implementation has low precision. We designed two enhanced geometric techniques for 3D point marking: VectorCloud, which uses multiple rays to reduce jittering, and ImageRefinement, which allows 3D ray refinement to improve precision. Our experiments, conducted in both simulated and real AR, demonstrate that both techniques improve the precision of 3D point marking, and that ImageRefinement is superior to VectorCloud overall. These results are particularly relevant in the design of mobile AR systems for large outdoor areas. Wallace Lages, Yuan Li 0033, Lee Lisle, Feiyu Lu 0001, Tobias Höllerer, Doug A. Bowman |
VR | 5 |
| 2018 | CVR-Analyzer: A Tool for Analyzing Cinematic Virtual Reality Viewing PatternsabstractCinematic Virtual Reality has been increasing in popularity over the last years. Watching omnidirectional movies with head mounted displays, viewers can freely choose the direction of view, and thus the visible section of the movie. In order to explore the users' viewing behavior, methods are needed for collecting and analyzing data. We developed an analyzing tool, the CVR-Analyzer, which can be used for inspecting head pose and eye tracking data of viewers experiencing CVR movies. The visualized data are displayed on a flattened projection of the movie as flexibly controlled augmenting annotations, such as tracks or heatmaps, synchronously with the time code of the movie and allow inspecting and comparing the users' viewing behavior in different use cases. Sylvia Rothe, Tobias Höllerer, Heinrich Hußmann |
MUM | 2 |
| 2018 | Easy to Please: Separating User Experience from Choice SatisfactionabstractRecommender systems are evaluated based on both their ability to create a satisfying user experience and their ability to help a user make better choices. Despite this, quantitative evidence from previous research in recommender systems indicate very high correlations between user experience attitudes and choice satisfaction. This might imply invalidity in the measurement methodologies of these constructs, whereas they may not be measuring what researchers think they are measuring. To remedy this, we present a new methodology for the measurement of choice satisfaction. Part of our approach is to measure a user's "ease of satisfaction," or that user's natural propensity to be satisfied, which is measured using three different approaches. An (N=526) observational study is conducted wherein users browse a movie catalog. A factor analysis is done to assess the discriminant validity of our proposed choice satisfaction apparatus from user experience. A statistical analysis suggests that accounting for ease-of-satisfaction allows for a model of choice satisfaction that is not only discriminant, but independent, from user experience. This enables researchers to more objectively identify recommender system factors that lead users to good choices. James Schaffer, John O'Donovan, Tobias Höllerer |
UMAP | 3 |
| 2018 | An Evaluation of Bimanual Gestures on the Microsoft HoloLensabstractWe developed and evaluated two-handed gestures on the Microsoft HoloLens to manipulate augmented reality annotations through rotation and scale operations. We explore the design space of bimanual interactions on head-worn AR platforms, with the intention of dedicating two-handed gestures to rotation and scaling manipulations while reserving one-handed interactions to drawing annotations. In total, we implemented five techniques for rotation and scale manipulation gestures on the Microsoft HoloLens: three two-handed techniques, one technique for one-handed rotation and two-handed scale, and one baseline one-handed technique that represents standard HoloLens UI recommendations. Two of the bimanual interaction techniques involve axis separation for rotation whereas the third technique is fully 6DOF and modeled after the successful “spindle” approach from 3DUI literature. To evaluate our techniques, we conducted a study with 48 users. We recorded multiple performance metrics for each user on each technique, as well as user preferences. Results indicate that in spite of problems due to field-of-view limitations, certain two-handed techniques perform comparatively to the one-handed baseline technique in terms of accuracy and time. Furthermore, the best-performing two-handed technique outdid all other techniques in terms of overall user preference, demonstrating that bimanual gesture interactions can serve a valuable role in the UI toolbox on head-worn AR devices such as the HoloLens. Nikolas Chaconas, Tobias Höllerer |
VR | 2 |
| 2018 | Real-Time Re-Textured Geometry Modeling Using Microsoft HoloLensabstractWe implemented live-textured geometry model creation with immediate coverage feedback visualizations in AR on the Microsoft HoloLens. A user walking and looking around a physical space can create a textured model of the space, ready for remote exploration and AR collaboration. Out of the box, a HoloLens builds a triangle mesh of the environment while scanning and being tracked in a new environment. The mesh contains vertices, triangles, and normals, but not color. We take the video stream from the color camera and use it to color a UV texture to be mapped to the mesh. Due to the limited graphics memory of the HoloLens, we use a fixed-size texture. Since the mesh generation dynamically changes in real time, we use an adaptive mapping scheme that evenly distributes every triangle of the dynamic mesh onto the fixed-size texture and adapts to new geometry without compromising existing color data. Occlusion is also considered. The user can walk around their environment and continuously fill in the texture while growing the mesh in real-time. We describe our texture generation algorithm and illustrate benefits and limitations of our system with example modeling sessions. Having first-person immediate AR feedback on the quality of modeled physical infrastructure, both in terms of mesh resolution and texture quality, helps the creation of high-quality colored meshes with this standalone wireless device and a fixed memory footprint in real-time. Samuel Dong, Tobias Höllerer |
VR | 2 |
| 2018 | Hybrid orbiting-to-photos in 3D reconstructed visual realityabstractVirtually navigating through photos from a 3D image-based reconstruction has recently become very popular in many applications. In this paper, we consider a particular virtual travel maneuver that is important for this type of virtual navigation---orbiting to photos that can see a point-of-interest (POI). The main challenge with this particular type of orbiting is how to give appropriate feedback to the user regarding the existence and information of each photo in 3D while allowing the user to manipulate three degrees-of-freedom (DoF) for orbiting around the POI. We present a hybrid approach that combines features from two baselines---proxy plane and thumbnail approaches. Experimental results indicate that users rated our hybrid approach more favorably for several qualitative questionnaire statements, and that the hybrid approach is preferred over both baselines for outdoor scenes. Benjamin Nuernberger, Tobias Höllerer, Matthew Turk 0001 |
VRST | 2 |
| 2018 | Illumination for 360 degree camerasabstractAdditional illumination improves the capture of omnidirectional 360° video and images, especially for dark or high-contrast environments. There is no "behind" for 360° cameras, so the placement of lights is a problem. We explore ways to position lights on some 360° cameras, and propose two good locations. Ismo Rakkolainen, Roope Raisamo, Matthew Turk 0001, Tobias Höllerer |
VRST | 4 |
| 2018 | XRCreator: interactive construction of immersive data-driven storiesabstractImmersive data-driven storytelling, which uses interactive immersive visualizations to present insights from data, is a compelling use case for VR and AR environments. We present XRCreator, an authoring system to create immersive data-driven stories. The cross-platform nature of our React-inspired system architecture enables the collaboration among VR, AR, and web users, both in authoring and in experiencing immersive data-driven stories. Donghao Ren, Bongshin Lee, Tobias Höllerer |
VRST | 3 |
| 2018 | A study of dynamic information display and decision-making in abstract trust games
James Schaffer, John O'Donovan, Laura Marusich, Michael S. Yu, Cleotilde Gonzalez, Tobias Höllerer |
Int. J. Hum. Comput. Stud. | 6 |
| 2018 | ARbis Pictus: A Study of Vocabulary Learning with Augmented RealityabstractWe conducted a fundamental user study to assess potential benefits of AR technology for immersive vocabulary learning. With the idea that AR systems will soon be able to label real-world objects in any language in real time, our within-subjects lab-based study explores the effect of such an AR vocabulary prompter on participants learning nouns in an unfamiliar foreign language, compared to a traditional flashcard-based learning approach. Our results show that the immersive AR experience of learning with virtual labels on real-world objects is both more effective and more enjoyable for the majority of participants, compared to flashcards. Specifically, when participants learned through augmented reality, they scored significantly better on both same-day and 4-day delayed productive recall tests than when they learned using the flashcard method. We believe this result is an indication of the strong potential for language learning in augmented reality, particularly because of the improvement shown in sustained recall compared to the traditional approach. Adam Ibrahim, Brandon Huynh, Jonathan Downey, Tobias Höllerer, Dorothy Chun, John O'Donovan |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Effects of Unaugmented Periphery and Vibrotactile Feedback on Proxemics with Virtual Humans in ARabstractIn this paper, we investigate factors and issues related to human locomotion behavior and proxemics in the presence of a real or virtual human in augmented reality (AR). First, we discuss a unique issue with current-state optical see-through head-mounted displays, namely the mismatch between a small augmented visual field and a large unaugmented periphery, and its potential impact on locomotion behavior in close proximity of virtual content. We discuss a potential simple solution based on restricting the field of view to the central region, and we present the results of a controlled human-subject study. The study results show objective benefits for this approach in producing behaviors that more closely match those that occur when seeing a real human, but also some drawbacks in overall acceptance of the restricted field of view. Second, we discuss the limited multimodal feedback provided by virtual humans in AR, present a potential improvement based on vibrotactile feedback induced via the floor to compensate for the limited augmented visual field, and report results showing that benefits of such vibrations are less visible in objective locomotion behavior than in subjective estimates of co-presence. Third, we investigate and document significant differences in the effects that real and virtual humans have on locomotion behavior in AR with respect to clearance distances, walking speed, and head motions. We discuss potential explanations for these effects related to social expectations, and analyze effects of different types of behaviors including idle standing, jumping, and walking that such real or virtual humans may exhibit in the presence of an observer. Myungho Lee, Gerd Bruder, Tobias Höllerer, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | ChartAccent: Annotation for data-driven storytellingabstractAnnotation plays an important role in conveying key points in visual data-driven storytelling; it helps presenters explain and emphasize core messages and specific data. However, the visualization research community has a limited understanding of annotation and its role in data-driven storytelling, and existing charting software provides limited support for creating annotations. In this paper, we characterize a design space of chart annotations, one informed by a survey of 106 annotated charts published by six prominent news graphics desks. Using this design space, we designed and developed ChartAccent, a tool that allows people to quickly and easily augment charts via a palette of annotation interactions that generate manual and data-driven annotations. We also report on a study in which participants reproduced a series of annotated charts using ChartAccent, beginning with unadorned versions of the same charts. Finally, we discuss the lessons learned during the process of designing and evaluating ChartAccent, and suggest directions for future research. Donghao Ren, Matthew Brehmer, Bongshin Lee, Tobias Höllerer, Eun Kyoung Choe |
PacificVis | 4 |
| 2017 | Gesture-based augmented reality annotationabstractDrawing annotations with 3D hand gestures in augmented reality is useful for creating visual and spatial references in the real world, especially when these gestures can be issued from a distance. Different techniques exist for highlighting physical objects with hand-drawn annotations from a distance, assuming an approximate 3D scene model (e.g., as provided by the Microsoft HoloLens). However, little is known about user preference and performance of such methods for annotating real-world 3D environments. To explore and evaluate different 3D hand-gesture-based annotation drawing methods, we have developed an annotation drawing application using the HoloLens augmented reality development platform. The application can be used for highlighting objects at a distance and multi-user collaboration by annotating in the real world. YunSuk Chang, Benjamin Nuernberger, Bo Luan, Tobias Höllerer, John O'Donovan |
VR | 4 |
| 2017 | Notes on virtual and augmented reality (Keynote)abstractVR and AR hold enormous promises as paradigm-shifting ubiquitous technologies. The investment in these technologies by leading IT companies, as well as the buy-in and general excitement from outside investors, technologists, and content producers has never been more palpable. There are good reasons to be excited about the field. The real question will be if the technologies can add sufficient value to people's lives to establish themselves as more than just niche products. My path in this presentation will lead from a personal estimation of what matters for adoption of new technologies to important innovations we have witnessed on the road to anywhere/anytime use of immersive technologies. In recent years, one track of research in my lab has been concerned with the simulation of possible future capabilities in AR. With the goal to conduct controlled user studies evaluating technologies that are just not possible yet (such as a truly wide-field-of-view augmented reality display), we turn to high-end VR to simulate, predict, and assess these possible futures. In the far future, when technological hurdles, such as real-time reconstruction of photorealistic environment models, are removed, VR and AR naturally converge. Until then, we have a very interesting playing field full of technological constraints to have fun with. Tobias Höllerer |
VR | 1 |
| 2017 | Augmented reality: Principles and practiceabstractThis tutorial will provide a detailed introduction to Augmented Reality (AR). AR is a key user-interface technology for personalized, situated information delivery, navigation, on-demand instruction and games. The widespread availability and rapid evolution of smartphones and new devices such as Hololens enables software-only solutions for AR, where it was previously necessary to assemble custom hardware solutions. However, ergonomic and technical limitations of existing devices make this a challenging endeavor. In particular, it is necessary to design novel efficient real-time computer vision and computer graphics algorithms, and create new lightweight forms of interaction with the environment through small form-factor devices. This tutorial will present selected technical achievements in this field and highlight some examples of successful application prototypes. Dieter Schmalstieg, Tobias Höllerer |
VR | 2 |
| 2017 | Evaluating snapping-to-photos virtual travel interfaces for 3D reconstructed visual realityabstractNavigating through a virtual, 3D reconstructed scene has recently become very important in many applications. A popular approach is to virtually travel to the photos used in reconstructing the scene; such an approach may be generally termed a "snapping-to-photos" virtual travel interface. While previous work has either used fully constrained interfaces (always at the photos) or minimally constrained interfaces (free-flight navigation), in this paper we introduce new snapping-to-photos interfaces that lie in between these two extremes. Our snapping-to-photos interfaces snap the view to a photo in 3D based on viewpoint similarity and optionally the user's mouse cursor or finger-tap position. Experimental results, with both indoor and outdoor scene reconstructions, found that our snapping-to-photos interfaces are preferred over the baseline fully constrained-to-photos interface, that there exist differences between indoor and outdoor scenes, and that users preferred and were able to reach target photos better with click-to-snap point-of-interest snapping compared to automatic point-of-view snapping. Benjamin Nuernberger, Matthew Turk 0001, Tobias Höllerer |
VRST | 3 |
| 2017 | PanoTrace: interactive 3D modeling of surround-view panoramic images in virtual realityabstractFull-surround panoramic imagery can provide a viewer with a high-resolution visual impression of a pictured real or realistically rendered environment, but it does not provide as high a level of immersion as modeled 3D geometry can, when viewed with virtual reality (VR) headsets or projection-based setups. In this paper, we demonstrate that augmenting panorama images with geometrical models can be done simply in VR itself and can significantly increase the feeling of immersion a viewer experiences. We propose a novel interactive modeling tool that allows users to model geometry depicted in a surround-panoramic scene directly in VR, utilizing projection mapping of the panorama on top of the evolving geometry. The user interface is intuitive and allows novice users to produce geometry that approximates ground truth models sufficiently to enhance a user's VR viewing experience. We designed a user study that compares users' self-reported levels of immersion, scene realism, and discomfort on a set of created models and comparison cases. Our results indicate that our modeled scenes produce a significantly higher sense of immersion than a basic dome geometry for the panorama when viewed in VR with head orientation and position tracking. Ehsan Sayyad, Pradeep Sen, Tobias Höllerer |
VRST | 3 |
| 2017 | Densification of Semi-Dense Reconstructions for Novel View Generation of Live ScenesabstractIn this paper, we consider the problem of rendering novel views of a live unprepared scene from video input, important to many application scenarios (such as telepresence and remote collaboration). We present an optimization approach to improving incomplete scene reconstructions captured in real time with a single moving monocular camera. We take semi-dense depth maps and convert them into a dense scene model, suitable for rendering plausible novel views of the scene using conventional image-based rendering. Our implementation densifies depth maps at the rate they are generated, and enables us to generate novel views of live scenes with no pre-capture or preprocessing. In evaluations comparing with other approaches, our method performs well even on difficult scenes, and results in higher-quality novel views. Domagoj Baricevic, Tobias Höllerer, Matthew Turk 0001 |
WACV | 2 |
| 2017 | Stardust: Accessible and Transparent GPU Support for Information Visualization RenderingabstractAbstract Web‐based visualization libraries are in wide use, but performance bottlenecks occur when rendering, and especially animating, a large number of graphical marks. While GPU‐based rendering can drastically improve performance, that paradigm has a steep learning curve, usually requiring expertise in the computer graphics pipeline and shader programming. In addition, the recent growth of virtual and augmented reality poses a challenge for supporting multiple display environments beyond regular canvases, such as a Head Mounted Display (HMD) and Cave Automatic Virtual Environment (CAVE). In this paper, we introduce a new web‐based visualization library called Stardust, which provides a familiar API while leveraging GPU's processing power. Stardust also enables developers to create both 2D and 3D visualizations for diverse display environments using a uniform API. To demonstrate Stardust's expressiveness and portability, we present five example visualizations and a coding playground for four display environments. We also evaluate its performance by comparing it against the standard HTML5 Canvas, D3, and Vega. Donghao Ren, Bongshin Lee, Tobias Höllerer |
Comput. Graph. Forum | 3 |
| 2017 | User-Perspective AR Magic Lens from Gradient-Based IBR and Semi-Dense StereoabstractWe present a new approach to rendering a geometrically-correct user-perspective view for a magic lens interface, based on leveraging the gradients in the real world scene. Our approach couples a recent gradient-domain image-based rendering method with a novel semi-dense stereo matching algorithm. Our stereo algorithm borrows ideas from PatchMatch, and adapts them to semi-dense stereo. This approach is implemented in a prototype device build from off-the-shelf hardware, with no active depth sensing. Despite the limited depth data, we achieve high-quality rendering for the user-perspective magic lens. Domagoj Baricevic, Tobias Höllerer, Pradeep Sen, Matthew Turk 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2016 | Large Scale SfM with the Distributed Camera ModelabstractWe introduce the distributed camera model, a novel model for Structure-from-Motion (SfM). This model describes image observations in terms of light rays with ray origins and directions rather than pixels. As such, the proposed model is capable of describing a single camera or multiple cameras simultaneously as the collection of all light rays observed. We show how the distributed camera model is a generalization of the standard camera model and we describe a general formulation and solution to the absolute camera pose problem that works for standard or distributed cameras. The proposed method computes a solution that is up to 8 times more efficient and robust to rotation singularities in comparison with gDLS[21]. Finally, this method is used in an novel large-scale incremental SfM pipeline where distributed cameras are accurately and robustly merged together. This pipeline is a direct generalization of traditional incremental SfM, however, instead of incrementally adding one camera at a time to grow the reconstruction the reconstruction is grown by adding a distributed camera. Our pipeline produces highly accurate reconstructions efficiently by avoiding the need for many bundle adjustment iterations and is capable of computing a 3D model of Rome from over 15,000 images in just 22 minutes. Chris Sweeney, Victor Fragoso, Tobias Höllerer, Matthew Turk 0001 |
3DV | 3 |
| 2016 | An analysis of student behavior in two massive open online coursesabstractMassive open online courses (MOOCs) have high potential for improving education worldwide, but understanding of student behavior and situations is difficult to achieve in online settings. Network analytics and visualizations can assist instructors with supporting understanding of student behavior as courses unfold. In this work, we perform a visual comparative analysis of two different MOOC courses to analyze the impacts of course structure differences and demonstrate the benefits of visual network analysis in this context. We present several insights: (1) behavior features that are best for prediction of student attrition varied with course structure, (2) a large proportion (about 35%) of students never received a reply to their original post and this was correlated with an eventual dropout, and (3) students that received a reply to their original post were twice as likely to post again. We contribute several information visualizations of student network data and draw recommendations for MOOC instructors and designers of course systems. James Schaffer, Brandon Huynh, John O'Donovan, Tobias Höllerer, Yinglong Xia, Wan-Yi Sabrina Lin |
ASONAM | 4 |
| 2016 | Botivist: Calling Volunteers to Action using Online BotsabstractTo help activists call new volunteers to action, we present Botivist: a platform that uses Twitter bots to find potential volunteers and request contributions. By leveraging different Twitter accounts, Botivist employs different strategies to encourage participation. We explore how people respond to bots calling them to action using a test case about corruption in Latin America. Our results show that the majority of volunteers (80\%) who responded to Botivist's calls to action contributed relevant proposals to address the assigned social problem. Different strategies produced differences in the quantity and relevance of contributions. Some strategies that work well offline and face-to-face appeared to hinder people's participation when used by an online bot. We analyze user behavior in response to being approached by bots with an activist purpose. We also provide strong evidence for the value of this type of civic media, and derive design implications. Saiph Savage, Andrés Monroy-Hernández, Tobias Höllerer |
CSCW | 3 |
| 2016 | PPV: Pixel-Point-Volume Segmentation for Object Referencing in Collaborative Augmented RealityabstractWe present a method for collaborative augmented reality (AR) that enables users from different viewpoints to interpret object references specified via 2D on-screen circling gestures. Based on a user's 2D drawing annotation, the method segments out the userselected object using an incomplete or imperfect scene model and the color image from the drawing viewpoint. Specifically, we propose a novel segmentation algorithm that utilizes both 2D and 3D scene cues, structured into a three-layer graph of pixels, 3D points, and volumes (supervoxels), solved via standard graph cut algorithms. This segmentation enables an appropriate rendering of the user's 2D annotation from other viewpoints in 3D augmented reality. Results demonstrate the superiority of the proposed method over existing methods. Kuo-Chin Lien, Benjamin Nuernberger, Tobias Höllerer, Matthew Turk 0001 |
ISMAR | 3 |
| 2016 | Program chair messageabstractWe are pleased to present the technical papers for the 2016 IEEE Virtual Reality Conference (IEEE VR 2016), held March 19–23, 2016, in Greenville, South Carolina, USA. Tobias Höllerer, Victoria Interrante, Anatole Lécuyer, Evan A. Suma |
VR | 1 |
| 2016 | Anchoring 2D gesture annotations in augmented realityabstractAugmented reality enhanced collaboration systems often allow users to draw 2D gesture annotations onto video feeds to help collaborators to complete physical tasks. This works well for static cameras, but for movable cameras, perspective effects cause problems when trying to render 2D annotations from a new viewpoint in 3D. In this paper, we present a new approach towards solving this problem by using gesture enhanced annotations. By first classifying which type of gesture the user drew, we show that it is possible to render annotations in 3D in a way that conforms more to the original intention of the user than with traditional methods. We first determined a generic vocabulary of important 2D gestures for remote collaboration by running an Amazon Mechanical Turk study with 88 participants. Next, we designed a novel system to automatically handle the top two 2D gesture annotations - arrows and circles. Arrows are handled by identifying their anchor points and using surface normals for better perspective rendering. For circles, we designed a novel energy function to help infer the object of interest using both 2D image cues and 3D geometric cues. Results indicate that our approach outperforms previous methods in terms of better conveying the original drawing's meaning from different viewpoints. Benjamin Nuernberger, Kuo-Chin Lien, Tobias Höllerer, Matthew Turk 0001 |
VR | 3 |
| 2016 | Evaluating wide-field-of-view augmented reality with mixed reality simulationabstractFull-surround augmented reality, with augmentations spanning the entire human field of view and beyond, is an under-explored topic since there is currently no hardware that can support it. As current AR displays only support relatively small fields of view, most AR applications to-date employ relatively small point-based annotations of the physical world. Anticipating a change in AR capabilities, we experiment with wide-field-of-view annotations that link elements far apart in the visual field. We have built a system that uses full-surround virtual reality to simulate augmented reality with different field of views, with and without tracking artifacts. We conducted a study comparing user performance on five different task groups within an information-seeking scenario, comparing two different fields of view and presence and absence of tracking artifacts. A constrained field of view significantly increased task completion time. We found indications for task time effects of tracking artifacts to vary depending on age. Donghao Ren, Tibor Goldschwendt, YunSuk Chang, Tobias Höllerer |
VR | 4 |
| 2016 | Multi-view gesture annotations in image-based 3D reconstructed scenesabstractWe present a novel 2D gesture annotation method for use in image-based 3D reconstructed scenes with applications in collaborative virtual and augmented reality. Image-based reconstructions allow users to virtually explore a remote environment using image-based rendering techniques. To collaborate with other users, either synchronously or asynchronously, simple 2D gesture annotations can be used to convey spatial information to another user. Unfortunately, prior methods are either unable to disambiguate such 2D annotations in 3D from novel viewpoints or require relatively dense reconstructions of the environment. Benjamin Nuernberger, Kuo-Chin Lien, Lennon Grinta, Chris Sweeney, Matthew Turk 0001, Tobias Höllerer |
VRST | 6 |
| 2016 | A compact, wide-FOV optical design for head-mounted displaysabstractWe present a new optical design for head-mounted displays (HMD) which has an exceptionally wide field of view (FOV). It can cover even the full human FOV. It is based on seamless lenses and screens curved around the eyes. The proof-of-concept prototypes are promising, and one of them far exceeds the human FOV, although the effective FOV is limited by the anatomy of the human head. The presented optical design has advantages such as compactness, light weight, low cost and super-wide FOV with high resolution. Even though this is still work-in-progress and display functionality is not yet implemented, it suggests a feasible way to significantly expand the FOV of HMDs. Ismo Rakkolainen, Matthew Turk 0001, Tobias Höllerer |
VRST | 3 |
| 2015 | Believe it or Not? Analyzing Information Credibility in MicroblogsabstractThis paper identifies and evaluates key factors that influence credibility perception in microblogs. Specifically, we report on a demographic survey (N=81) followed by a user experiment (N=102) in order to answer the following research questions: (1) What are the important cues that contribute to information being perceived as credible? and (2) To what extent is such a quantification portable across different microblogging platforms? To answer the second question, we study two popular microblogs, Reddit and Twitter. Key results include that significant effects of individual factors can be isolated, are portable, and that metadata and image type elements are, in general, the strongest influencing factors in credibility assessments. Byungkyu Kang, Tobias Höllerer, John O'Donovan |
ASONAM | 2 |
| 2015 | The Full Story: Automatic detection of unique news content in MicroblogsabstractIn recent years a large portion of news dissemination has shifted from traditional outlets to individual users on platforms such as Twitter and Facebook. Accordingly, methods for detecting newsworthy and otherwise useful information on these platforms have received a lot of research attention. In this paper, we present a novel algorithm to automatically capture core differences in newsworthy content between microblog and traditional news media streams and discuss why it is difficult to capture such information using traditional text-based search mechanisms. We describe an experiment to tune and evaluate the algorithm using a corpus of 35 million Twitter messages and 6,112 New York Times articles on a variety of topics. Finally, we describe an online user study (N=200) to evaluate user perceptions of content recommended by our algorithm. Results show significant differences in user perception of newsworthiness and uniqueness of content from our algorithm. Byungkyu Kang, Tobias Höllerer, John O'Donovan |
ASONAM | 2 |
| 2015 | Computing similarity transformations from only image correspondencesabstractWe propose a novel solution for computing the relative pose between two generalized cameras that includes reconciling the internal scale of the generalized cameras. This approach can be used to compute a similarity transformation between two coordinate systems, making it useful for loop closure in visual odometry and registering multiple structure from motion reconstructions together. In contrast to alternative similarity transformation methods, our approach uses 2D-2D image correspondences thus is not subject to the depth uncertainty that often arises with 3D points. We utilize a known vertical direction (which may be easily obtained from IMU data or vertical vanishing point detection) of the generalized cameras to solve the generalized relative pose and scale problem as an efficient Quadratic Eigenvalue Problem. To our knowledge, this is the first method for computing similarity transformations that does not require any 3D information. Our experiments on synthetic and real data demonstrate that this leads to improved performance compared to methods that use 3D-3D or 2D-3D correspondences, especially as the depth of the scene increases. Chris Sweeney, Laurent Kneip, Tobias Höllerer, Matthew Turk 0001 |
CVPR | 3 |
| 2015 | Optimizing the Viewing Graph for Structure-from-MotionabstractThe viewing graph represents a set of views that are related by pairwise relative geometries. In the context of Structure-from-Motion (SfM), the viewing graph is the input to the incremental or global estimation pipeline. Much effort has been put towards developing robust algorithms to overcome potentially inaccurate relative geometries in the viewing graph during SfM. In this paper, we take a fundamentally different approach to SfM and instead focus on improving the quality of the viewing graph before applying SfM. Our main contribution is a novel optimization that improves the quality of the relative geometries in the viewing graph by enforcing loop consistency constraints with the epipolar point transfer. We show that this optimization greatly improves the accuracy of relative poses in the viewing graph and removes the need for filtering steps or robust algorithms typically used in global SfM methods. In addition, the optimized viewing graph can be used to efficiently calibrate cameras at scale. We combine our viewing graph optimization and focal length calibration into a global SfM pipeline that is more efficient than existing approaches. To our knowledge, ours is the first global SfM pipeline capable of handling uncalibrated image sets. Chris Sweeney, Torsten Sattler, Tobias Höllerer, Matthew Turk 0001, Marc Pollefeys |
ICCV | 3 |
| 2015 | 2D-3D Co-segmentation for AR-based Remote CollaborationabstractIn Augmented Reality (AR) based remote collaboration, a remote user can draw a 2D annotation that emphasizes an object of interest to guide a local user accomplishing a task. This annotation is typically performed only once and then sticks to the selected object in the local user's view, independent of his or her camera movement. In this paper, we present an algorithm to segment the selected object, including its occluded surfaces, such that the 2D selection can be appropriately interpreted in 3D and rendered as a useful AR annotation even when the local user moves and significantly changes the viewpoint. Kuo-Chin Lien, Benjamin Nuernberger, Matthew Turk 0001, Tobias Höllerer |
ISMAR | 4 |
| 2015 | Efficient Computation of Absolute Pose for Gravity-Aware Augmented RealityabstractWe propose a novel formulation for determining the absolute pose of a single or multi-camera system given a known vertical direction. The vertical direction may be easily obtained by detecting the vertical vanishing points with computer vision techniques, or with the aid of IMU sensor measurements from a smartphone. Our solver is general and able to compute absolute camera pose from two 2D-3D correspondences for single or multi-camera systems. We run several synthetic experiments that demonstrate our algorithm's improved robustness to image and IMU noise compared to the current state of the art. Additionally, we run an image localization experiment that demonstrates the accuracy of our algorithm in real-world scenarios. Finally, we show that our algorithm provides increased performance for real-time model-based tracking compared to solvers that do not utilize the vertical direction and show our algorithm in use with an augmented reality application running on a Google Tango tablet. Chris Sweeney, John Flynn, Benjamin Nuernberger, Matthew Turk 0001, Tobias Höllerer |
ISMAR | 5 |
| 2015 | Spatio-Temporal Detection of Divided Attention in Reading Applications Using EEG and Eye TrackingabstractReading is central to learning and communicating, however, divided attention in the form of distraction may be present in learning environments, resulting in a limited understanding of the reading material. This paper presents a novel system that can spatio-temporally detect divided attention in users during two different reading applications: typical document reading and speed reading. Eye tracking and electroencephalography (EEG) monitor the user during reading and provide a classifier with data to decide the user's attention state. The multimodal data informs the system where the user was distracted spatially in the user interface and when the user was distracted. Classification was evaluated with two exploratory experiments. The first experiment was designed to divide the user's attention with a multitasking scenario. The second experiment was designed to divide the users attention by simulating a real-world scenario where the reader is interrupted by unpredictable audio distractions. Results from both experiments show that divided attention may be detected spatio-temporally well above chance on a single-trial basis. Mathieu Rodrigue, Jungah Son, Barry Giesbrecht, Matthew Turk 0001, Tobias Höllerer |
IUI | 5 |
| 2015 | Getting the Message?: A Study of Explanation Interfaces for Microblog Data AnalysisabstractIn many of today's online applications that facilitate data exploration, results from information filters such as recommender systems are displayed alongside traditional search tools. However, the effect of prediction algorithms on users who are performing open-ended data exploration tasks through a search interface is not well understood. This paper describes a study of three interface variations of a tool for analyzing commuter traffic anomalies in the San Francisco Bay Area. The system supports novel interaction between a prediction algorithm and a human analyst, and is designed to explore the boundaries, limitations and synergies of both. The degree of explanation of underlying data and algorithmic process was varied experimentally across each interface. The experiment (N=197) was performed to assess the impact of algorithm transparency/explanation on data analysis tasks in terms of search success, general insight into the underlying data set and user experience. Results show that 1) presence of recommendations in the user interface produced a significant improvement in recall of anomalies, 2) participants were able to detect anomalies in the data that were missed by the algorithm, 3) participants who used the prediction algorithm performed significantly better when estimating quantities in the data, and 4) participants in the most explanatory condition were the least biased by the algorithm's predictions when estimating quantities. James Schaffer, Prasanna Giridhar, Debra Jones, Tobias Höllerer, Tarek F. Abdelzaher, John O'Donovan |
IUI | 4 |
| 2015 | Theia: A Fast and Scalable Structure-from-Motion LibraryabstractIn this paper, we have presented a comprehensive multi-view geometry library, Theia, that focuses on large-scale SfM. In addition to state-of-the-art scalable SfM pipelines, the library provides numerous tools that are useful for students, researchers, and industry experts in the field of multi-view geometry. Theia contains clean code that is well documented (with code comments and the website) and easy to extend. The modular design allows for users to easily implement and experiment with new algorithms within our current pipeline without having to implement a full end-to-end SfM pipeline themselves. Theia has already gathered a large number of diverse users from universities, startups, and industry and we hope to continue to gather users and active contributors from the open-source community. Chris Sweeney, Tobias Höllerer, Matthew Turk 0001 |
ACM Multimedia | 2 |
| 2015 | Mixed reality simulation with physical mobile display devicesabstractThis paper presents the design and implementation of a system for simulating mixed reality in setups combining mobile devices and large backdrop displays. With a mixed reality simulator, one can perform usability studies and evaluate mixed reality systems while minimizing confounding variables. This paper describes how mobile device AR design factors can be flexibly and systematically explored without sacrificing the touch and direct unobstructed manipulation of a physical personal MR display. First, we describe general principles to consider when implementing a mixed reality simulator, enumerating design factors. Then, we present our implementation which utilizes personal mobile display devices in conjunction with a large surround-view display environment. Standing in the center of the display, a user may direct a mobile device, such as a tablet or head-mounted display, to a portion of the scene, which affords them a potentially annotated view of the area of interest. The user may employ gesture or touch screen interaction on a simulated augmented camera feed, as they typically would in video-see-through mixed reality applications. We present calibration and system performance results and illustrate our system's flexibility by presenting the design of three usability evaluation scenarios. Mathieu Rodrigue, Andrew Waranis, Timothy Wood 0002, Tobias Höllerer |
VR | 4 |
| 2015 | Characterizing spatial distributions of astrocytes in the mammalian retinaabstractMOTIVATION: In addition to being involved in retinal vascular growth, astrocytes play an important role in diseases and injuries, such as glaucomatous neuro-degeneration and retinal detachment. Studying astrocytes, their morphological cell characteristics and their spatial relationships to the surrounding vasculature in the retina may elucidate their role in these conditions. RESULTS: Our results show that in normal healthy retinas, the distribution of observed astrocyte cells does not follow a uniform distribution. The cells are significantly more densely packed around the blood vessels than a uniform distribution would predict. We also show that compared with the distribution of all cells, large cells are more dense in the vicinity of veins and toward the optic nerve head whereas smaller cells are often more dense in the vicinity of arteries. We hypothesize that since veinal astrocytes are known to transport toxic metabolic waste away from neurons they may be more critical than arterial astrocytes and therefore require larger cell bodies to process waste more efficiently. AVAILABILITY AND IMPLEMENTATION: A 1/8th size down-sampled version of the seven retinal image mosaics described in this article can be found on BISQUE (Kvilekval et al., 2010) at http://bisque.ece.ucsb.edu/client_service/view?resource=http://bisque.ece.ucsb.edu/data_service/dataset/6566968. Aruna Jammalamadaka, Panuakdet Suwannatat, Steven K. Fisher, B. S. Manjunath, Tobias Höllerer, Gabriel Luna |
Bioinform. | 5 |
| 2014 | Structuring the space: a study on enriching node-link diagrams with visual referencesabstractExploring large visualizations that do not fit in the screen raises orientation and navigation challenges. Structuring the space with additional visual references such as grids or contour lines provide spatial landmarks that may help viewers form a mental model of the space. However, previous studies report mixed results regarding their utility. While some evidence showed that grid and other visual embellishments improve memorability, experiments with contour lines suggest otherwise. In this work, we describe an evaluation framework to capture the impact of introducing visual references in node-link diagrams. We present the results of three controlled experiments that deepen our understanding on enriching large visualization spaces with visual structures. In particular, we provide the first tangible evidence that contour lines have significant benefits when navigating large node-link diagrams. Basak Alper, Nathalie Henry Riche, Tobias Höllerer |
CHI | 3 |
| 2014 | gDLS: A Scalable Solution to the Generalized Pose and Scale Problem
Chris Sweeney, Victor Fragoso, Tobias Höllerer, Matthew Turk 0001 |
ECCV (4) | 3 |
| 2014 | Gibber: Abstractions for Creative Multimedia ProgrammingabstractWe describe design decisions informing the development of Gibber, an audiovisual programming environment for the browser. Our design comprises a consistent notation across modalities in addition to high-level abstractions affording intuitive declarations of multimodal mappings, unified timing constructs, and rapid, iterative reinvocations of constructors while preserving the state of audio and visual graphs. We discuss the features of our environment and the abstractions that enable them. We close by describing use cases, including live audiovisual performances and computer science education. Charles Roberts, Matthew Wright 0002, JoAnn Kuchera-Morin, Tobias Höllerer |
ACM Multimedia | 4 |
| 2014 | World-stabilized annotations and virtual scene navigation for remote collaborationabstractWe present a system that supports an augmented shared visual space for live mobile remote collaboration on physical tasks. The remote user can explore the scene independently of the local user's current camera position and can communicate via spatial annotations that are immediately visible to the local user in augmented reality. Our system operates on off-the-shelf hardware and uses real-time visual tracking and modeling, thus not requiring any preparation or instrumentation of the environment. It creates a synergy between video conferencing and remote scene exploration under a unique coherent interface. To evaluate the collaboration with our system, we conducted an extensive outdoor user study with 60 participants comparing our system with two baseline interfaces. Our results indicate an overwhelming user preference (80%) for our system, a high level of usability, as well as performance benefits compared with one of the two baselines. Steffen Gauglitz, Benjamin Nuernberger, Matthew Turk 0001, Tobias Höllerer |
UIST | 4 |
| 2014 | User-perspective augmented reality magic lens from gradientsabstractIn this paper we present a new approach to creating a geometrically-correct user-perspective magic lens and a prototype device implementing the approach. Our prototype uses just standard color cameras, with no active depth sensing. We achieve this by pairing a recent gradient domain image-based rendering method with a novel semi-dense stereo matching algorithm inspired by PatchMatch. Our stereo algorithm is simple but fast and accurate within its search area. The resulting system is a real-time magic lens that displays the correct user perspective with a high-quality rendering, despite the lack of a dense disparity map. Domagoj Baricevic, Tobias Höllerer, Pradeep Sen, Matthew Turk 0001 |
VRST | 2 |
| 2014 | In touch with the remote world: remote collaboration with augmented reality drawings and virtual navigationabstractAugmented reality annotations and virtual scene navigation add new dimensions to remote collaboration. In this paper, we present a touchscreen interface for creating freehand drawings as world-stabilized annotations and for virtually navigating a scene reconstructed live in 3D, all in the context of live remote collaboration. Two main focuses of this work are (1) automatically inferring depth for 2D drawings in 3D space, for which we evaluate four possible alternatives, and (2) gesture-based virtual navigation designed specifically to incorporate constraints arising from partially modeled remote scenes. We evaluate these elements via qualitative user studies, which in addition provide insights regarding the design of individual visual feedback elements and the need to visualize the direction of drawings. Steffen Gauglitz, Benjamin Nuernberger, Matthew Turk 0001, Tobias Höllerer |
VRST | 4 |
| 2014 | Immersive full-surround multi-user system design
JoAnn Kuchera-Morin, Matthew Wright 0002, Graham Wakefield, Charles Roberts, Dennis Adderton, Behzad Sajadi, Tobias Höllerer, Aditi Majumder |
Comput. Graph. | 7 |
| 2014 | Model Estimation and Selection towardsUnconstrained Real-Time Tracking and MappingabstractWe present an approach and prototype implementation to initialization-free real-time tracking and mapping that supports any type of camera motion in 3D environments, that is, parallax-inducing as well as rotation-only motions. Our approach effectively behaves like a keyframe-based Simultaneous Localization and Mapping system or a panorama tracking and mapping system, depending on the camera movement. It seamlessly switches between the two modes and is thus able to track and map through arbitrary sequences of parallax-inducing and rotation-only camera movements. The system integrates both model-based and model-free tracking, automatically choosing between the two depending on the situation, and subsequently uses the "Geometric Robust Information Criterion" to decide whether the current camera motion can best be represented as a parallax-inducing motion or a rotation-only motion. It continues to collect and map data after tracking failure by creating separate tracks which are later merged if they are found to overlap. This is in contrast to most existing tracking and mapping systems, which suspend tracking and mapping and thus discard valuable data until relocalization with respect to the initial map is successful. We tested our prototype implementation on a variety of video sequences, successfully tracking through different camera motions and fully automatically building combinations of panoramas and 3D structure. Steffen Gauglitz, Chris Sweeney, Jonathan Ventura, Matthew Turk 0001, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2014 | iVisDesigner: Expressive Interactive Design of Information VisualizationsabstractWe present the design, implementation and evaluation of iVisDesigner, a web-based system that enables users to design information visualizations for complex datasets interactively, without the need for textual programming. Our system achieves high interactive expressiveness through conceptual modularity, covering a broad information visualization design space. iVisDesigner supports the interactive design of interactive visualizations, such as provisioning for responsive graph layouts and different types of brushing and linking interactions. We present the system design and implementation, exemplify it through a variety of illustrative visualization designs and discuss its limitations. A performance analysis and an informal user study are presented to evaluate the system. Donghao Ren, Tobias Höllerer, Xiaoru Yuan |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Acceleration methods for radiance transfer in photorealistic augmented realityabstractRadiance transfer computation from unknown real-world environments is an intrinsic task in probe-less photometric registration for photorealistic augmented reality, which affects both the accuracy of the real-world light estimation and the quality of the rendering. We discuss acceleration methods that can reduce the overall ray-tracing costs for computing the radiance transfer for photometric registration in order to free up resources for more advanced augmented reality lighting. We also present evaluation metrics for a systematic evaluation. Lukas Gruber, Pradeep Sen, Tobias Höllerer, Dieter Schmalstieg |
ISMAR | 3 |
| 2013 | Improved outdoor augmented reality through "Globalization"abstractDespite the major interest in live tracking and mapping (e.g., SLAM), the field of augmented reality has yet to truly make use of the rich data provided from large-scale reconstructions generated by structure from motion. This dissertation focuses on extensible tracking and mapping for large-scale reconstructions that enables SfM and SLAM to operate cooperatively to mutually enhance the performance. We describe a multi-user, collaborative augmented reality system that will collectively extend and enhance reconstructions of urban environments at city-scales. Contrary to current outdoor augmented reality systems, this system is capable of continuous tracking through areas previously modeled as well as new, undiscovered areas. Further, we describe a new process called globalization that propagates new visual information back to the global model. Globalization allows for continuous updating of the 3D models with visual data from live users, providing data to fill coverage gaps that are common in 3D reconstructions and to provide the most current view of an environment as it changes over time. The proposed research is a crucial step toward enabling users to augment urban environments with location-specific information at any location in the world for a truly global augmented reality. Chris Sweeney, Tobias Höllerer, Matthew Turk 0001 |
ISMAR | 2 |
| 2013 | LinkedVis: exploring social and semantic career recommendationsabstractThis paper presents LinkedVis, an interactive visual recommender system that combines social and semantic knowledge to produce career recommendations based on the LinkedIn API. A collaborative (social) approach is employed to identify professionals with similar career paths and produce personalized recommendations of both companies and roles. To unify semantically identical but lexically distinct entities and arrive at better user models, we employ lightweight natural language processing and entity resolution using semantic information from a variety of end-points on the web. Elements from the underlying recommendation algorithm are exposed through an interactive interface that allows users to manipulate different aspects of the algorithm and the data it operates on, allowing users to explore a variety of "what-if" scenarios around their current profile. We evaluate LinkedVis through leave-one-out accuracy and diversity experiments on a data corpus collected from 47 users and their LinkedIn connections, as well as through a supervised study of 27 users exploring their own profile and recommendations interactively. Results show that our approach outperforms a benchmark recommendation algorithm without semantic resolution in terms of accuracy and diversity, and that the ability to tweak recommendations interactively by adjusting profile item and social connection weights further improves predictive accuracy. Questionnaires on the user experience with the explanatory and interactive aspects of the application reveal very high user acceptance and satisfaction. Svetlin Bostandjiev, John O'Donovan, Tobias Höllerer |
IUI | 3 |
| 2013 | Real-time hand interaction for augmented reality on mobile phonesabstractOver the past few years, Augmented Reality has become widely popular in the form of smart phone applications, however most smart phone-based AR applications are limited in user interaction and do not support gesture-based direct manipulation of the augmented scene. In this paper, we introduce a new AR interaction methodology, employing users' hands and fingers to interact with the virtual (and possibly physical) objects that appear on the mobile phone screen. The goal of this project was to support different types of interaction (selection, transformation, and fine-grain control of an input value) while keeping the methodology for hand detection as simple as possible to maintain good performance on smart phones. We evaluated our methods in user studies, collecting task performance data and user impressions about this direct way of interacting with augmented scenes through mobile phones. Wendy H. Chun, Tobias Höllerer |
IUI | 2 |
| 2013 | The Effects of Visual Realism on Search Tasks in Mixed Reality SimulationabstractIn this paper, we investigate the validity of Mixed Reality (MR) Simulation by conducting an experiment studying the effects of the visual realism of the simulated environment on various search tasks in Augmented Reality (AR). MR Simulation is a practical approach to conducting controlled and repeatable user experiments in MR, including AR. This approach uses a high-fidelity Virtual Reality (VR) display system to simulate a wide range of equal or lower fidelity displays from the MR continuum, for the express purpose of conducting user experiments. For the experiment, we created three virtual models of a real-world location, each with a different perceived level of visual realism. We designed and executed an AR experiment using the real-world location and repeated the experiment within VR using the three virtual models we created. The experiment looked into how fast users could search for both physical and virtual information that was present in the scene. Our experiment demonstrates the usefulness of MR Simulation and provides early evidence for the validity of MR Simulation with respect to AR search tasks performed in immersive VR. Cha Lee, Gustavo A. Rincon, Greg Meyer, Tobias Höllerer, Doug A. Bowman |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2012 | A hand-held AR magic lens with user-perspective renderingabstractIn this paper we present a user study evaluating the benefits of geometrically correct user-perspective rendering using an Augmented Reality (AR) magic lens. In simulation we compared a user-perspective magic lens against the common device-perspective magic lens on both phone-sized and tablet-sized displays. Our results indicate that a tablet-sized display allows for significantly faster performance of a selection task and that a user-perspective lens has benefits over a device-perspective lens for a selection task. Based on these promising results, we created a proof-of-concept prototype, engineered with current off-the-shelf devices and software. To our knowledge, this is the first geometrically correct user-perspective magic lens. Domagoj Baricevic, Cha Lee, Matthew Turk 0001, Tobias Höllerer, Doug A. Bowman |
ISMAR | 4 |
| 2012 | Live tracking and mapping from both general and rotation-only camera motionabstractWe present an approach to real-time tracking and mapping that supports any type of camera motion in 3D environments, that is, general (parallax-inducing) as well as rotation-only (degenerate) motions. Our approach effectively generalizes both a panorama mapping and tracking system and a keyframe-based Simultaneous Localization and Mapping (SLAM) system, behaving like one or the other depending on the camera movement. It seamlessly switches between the two and is thus able to track and map through arbitrary sequences of general and rotation-only camera movements. Key elements of our approach are to design each system component such that it is compatible with both panoramic data and Structure-from-Motion data, and the use of the `Geometric Robust Information Criterion' to decide whether the transformation between a given pair of frames can best be modeled with an essential matrix E, or with a homography H. Further key features are that no separate initialization step is needed, that the reconstruction is unbiased, and that the system continues to collect and map data after tracking failure, thus creating separate tracks which are later merged if they overlap. The latter is in contrast to most existing tracking and mapping systems, which suspend tracking and mapping, thus discarding valuable data, while trying to relocalize the camera with respect to the initial map. We tested our system on a variety of video sequences, successfully tracking through different camera motions and fully automatically building panoramas as well as 3D structures. Steffen Gauglitz, Chris Sweeney, Jonathan Ventura, Matthew Turk 0001, Tobias Höllerer |
ISMAR | 5 |
| 2012 | Wide-area scene mapping for mobile visual trackingabstractWe propose a system for easily preparing arbitrary wide-area environments for subsequent real-time tracking with a handheld device. Our system evaluation shows that minimal user effort is required to initialize a camera tracking session in an unprepared environment. We combine panoramas captured using a handheld omnidirectional camera from several viewpoints to create a point cloud model. After the offline modeling step, live camera pose tracking is initialized by feature point matching, and continuously updated by aligning the point cloud model to the camera image. Given a reconstruction made with less than five minutes of video, we achieve below 25 cm translational error and 0.5 degrees rotational error for over 80% of images tested. In contrast to camera-based simultaneous localization and mapping (SLAM) systems, our methods are suitable for handheld use in large outdoor spaces. Jonathan Ventura, Tobias Höllerer |
ISMAR | 2 |
| 2012 | Modeling topic specific credibility on twitterabstractThis paper presents and evaluates three computational models for recommending credible topic-specific information in Twitter. The first model focuses on credibility at the user level, harnessing various dynamics of information flow in the underlying social graph to compute a rating. The second model applies a content-based strategy to compute a finer-grained credibility score for individual tweets. Lastly, we discuss a third model which combines facets from both models in a hybrid method, using both averaging and filtering hybrid strategies. To evaluate our novel credibility models, we perform an evaluation on 7 topic specific data sets mined from the Twitter streaming API, with specific focus on a data set of 37K users who tweeted about the topic "Libya". Results show that the social model outperfoms hybrid and content-based prediction models in terms of predictive accuracy over a set of manually collected credibility ratings on the "Libya" dataset. Byungkyu Kang, John O'Donovan, Tobias Höllerer |
IUI | 3 |
| 2012 | Integrating the physical environment into mobile remote collaborationabstractWe describe a framework and prototype implementation for unobtrusive mobile remote collaboration on tasks that involve the physical environment. Our system uses the Augmented Reality paradigm and model-free, markerless visual tracking to facilitate decoupled, live updated views of the environment and world-stabilized annotations while supporting a moving camera and unknown, unprepared environments. In order to evaluate our concept and prototype, we conducted a user study with 48 participants in which a remote expert instructed a local user to operate a mock-up airplane cockpit. Users performed significantly better with our prototype (40.8 tasks completed on average) as well as with static annotations (37.3) than without annotations (28.9). 79% of the users preferred our prototype despite noticeably imperfect tracking. Steffen Gauglitz, Cha Lee, Matthew Turk 0001, Tobias Höllerer |
Mobile HCI | 4 |
| 2012 | TasteWeights: a visual interactive hybrid recommender systemabstractThis paper presents an interactive hybrid recommendation system that generates item predictions from multiple social and semantic web resources, such as Wikipedia, Facebook, and Twitter. The system employs hybrid techniques from traditional recommender system literature, in addition to a novel interactive interface which serves to explain the recommendation process and elicit preferences from the end user. We present an evaluation that compares different interactive and non-interactive hybrid strategies for computing recommendations across diverse social and semantic web APIs. Results of the study indicate that explanation and interaction with a visual representation of the hybrid system increase user satisfaction and relevance of predicted content. Svetlin Bostandjiev, John O'Donovan, Tobias Höllerer |
RecSys | 3 |
| 2012 | Examining the equivalence of simulated and real AR on a visual following and identification taskabstractMixed Reality (MR) simulation, in which a Virtual Reality (VR) system is used to simulate both the real and virtual components of an Augmented Reality (AR) system, has been proposed as a method for evaluating AR systems with greater levels of experimental control. However, factors such as the latency of the MR simulator may impact the validity of experimental results obtained with MR simulation. We present a study evaluating the effects of simulator latency on the equivalence of results from an MR simulator and a real AR system. We designed an AR experiment which required the participants to visually follow a virtual pipe around a small room filled with real targets and to find and identify the targets which were intersected by the pipe. We show that, with a 95% confidence interval, the results from all three simulated AR conditions fall well within one standard deviation of the real AR case. Cha Lee, Steffen Gauglitz, Tobias Höllerer, Doug A. Bowman |
VR | 3 |
| 2012 | Trends in mobile Augmented RealityabstractThis tutorial provides a detailed introduction to mobile Augmented Reality (AR). AR is a key user-interface technology for personalized, situated information delivery, navigation, on-demand instruction and games. The widespread availability and rapid evolution of smartphones enables software-only solutions for AR where it was previously necessary to assemble custom hardware solutions. However, ergonomic and technical limitations of smartphones as a platform make this a challenging endeavor. In particular, it is necessary to design novel efficient real-time computer vision and computer graphics algorithms, and create new lightweight forms of interaction with the environment through small form-factor devices. This tutorial will present selected technical achievements in this field and highlight some examples of successful application prototypes. Dieter Schmalstieg, Tobias Höllerer |
VR | 2 |
| 2012 | TopicNets: Visual Analysis of Large Text Corpora with Topic ModelingabstractWe present TopicNets , a Web-based system for visual and interactive analysis of large sets of documents using statistical topic models. A range of visualization types and control mechanisms to support knowledge discovery are presented. These include corpus- and document-specific views, iterative topic modeling, search, and visual filtering. Drill-down functionality is provided to allow analysts to visualize individual document sections and their relations within the global topic space. Analysts can search across a dataset through a set of expansion techniques on selected document and topic nodes. Furthermore, analysts can select relevant subsets of documents and perform real-time topic modeling on these subsets to interactively visualize topics at various levels of granularity, allowing for a better understanding of the documents. A discussion of the design and implementation choices for each visual analysis technique is presented. This is followed by a discussion of three diverse use cases in which TopicNets enables fast discovery of information that is otherwise hard to find. These include a corpus of 50,000 successful NSF grant proposals, 10,000 publications from a large research center, and single documents including a grant proposal and a PhD thesis. Brynjar Gretarsson, John O'Donovan, Svetlin Bostandjiev, Tobias Höllerer, Arthur U. Asuncion, David Newman 0001, Padhraic Smyth |
ACM Trans. Intell. Syst. Technol. | 4 |
| 2011 | Improving Keypoint Orientation AssignmentabstractDetection and description of local image features has proven to be a powerful paradigm for a variety of applications in computer vision. Often, this process includes an orientation assignment step to render the overall process invariant to in-plane rotation. In this paper, we review several different existing algorithms and propose two novel, efficient methods for orientation assignment. The first method exhibits a very good speedperformance trade-off; the second is capable of multiple orientations and performs comparable to SIFT’s orientation assignment while being significantly cheaper. Additionally, we improve one of the existing orientation assignment methods by generalizing it. All algorithms are evaluated empirically under a variety of conditions and in combination with six keypoint detectors. Steffen Gauglitz, Matthew Turk 0001, Tobias Höllerer |
BMVC | 3 |
| 2011 | Efficiently selecting spatially distributed keypoints for visual trackingabstractWe describe an algorithm dubbed Suppression via Disk Covering (SDC) to efficiently select a set of strong, spatially distributed key-points, and we show that selecting keypoint in this way significantly improves visual tracking. We also describe two efficient implementation schemes for the popular Adaptive Non-Maximal Suppression algorithm, and show empirically that SDC is significantly faster while providing the same improvements with respect to tracking robustness. In our particular application, using SDC to filter the output of an inexpensive (but, by itself, less reliable) keypoint detector (FAST) results in higher tracking robustness at significantly lower total cost than using a computationally more expensive detector. Steffen Gauglitz, Luca Foschini 0002, Matthew Turk 0001, Tobias Höllerer |
ICIP | 4 |
| 2011 | Evaluating the impact of recovery density on augmented reality trackingabstractNatural feature tracking systems for augmented reality are highly accurate, but can suffer from lost tracking. When registration is lost, the system must be able to re-localize and recover tracking. Likewise, when a camera is new to a scene, it must be able to perform the related task of localization. Localization and re-localization can only be performed at certain points or when viewing particular objects or parts of the scene with a sufficient number and quality of recognizable features to allow for tracking recovery. We explore how the density of such recovery locations/poses influences the time it takes users to resume tracking. We focus our evaluation on two generalized techniques for localization: keyframe-based and model-based. For the keyframe-based approach we assume a constant collection rate for keyframes. We find that at practical collection rates, the task of localization to a previously acquired keyframe that is shown to the user does not become more time-consuming as the interval between keyframes increases. For a localization approach using model data, we consider a grid of points around the model at which localization is guaranteed to succeed. We find that the user interface is crucial to successful localization. Localization can occur quickly if users do not need to orient themselves to marked localization points. When users are forced to mentally register themselves with a map of the scene, localization quickly becomes impractical as the distance to the next localization point increases. We contend that our results will help future designers of localization techniques to better plan for the effects of their proposed solutions. Christopher Coffin, Cha Lee, Tobias Höllerer |
ISMAR | 3 |
| 2011 | International workshop on AR/MR registration, tracking and benchmarking (TrakMark2011)abstractIn the research fields of Augmented Reality (AR) and Mixed Reality (MR), tracking and registration methods are still one of the most important topics. The tracking research field is highly active, and numerous methods appear on a regular basis. The TrakMark working group (WG) was established 2009 to create a benchmark test that permits objective and accurate evaluation of the tracking methods. This year, the workshop will cover a wide range of topics concerning AR/MR registration, tracking and benchmarking. Key areas include, but are not limited to: — Vision-based registration, camera localization — Visual SLAM, structure from motion, camera calibration, sensor fusion — Natural feature tracking, object tracking, feature detection, feature description — Comparison of methods, evaluation of methods, suggestion of new benchmarking scheme — Survey of tracking papers. Hirokazu Kato 0001, Tobias Höllerer, Selim Benhimane, Winyu Chinthammit |
ISMAR | 2 |
| 2011 | Outdoor mobile localization from panoramic imageryabstractWe describe an end-to-end system for mobile, vision-based localization and tracking in urban environments. Our system uses panoramic imagery which is processed and indexed to provide localization coverage over a large area using few capture points. We utilize a client-server model which allows for remote computation and data storage while maintaining real-time tracking performance. Previous search results are cached and re-used by the mobile client to minimize communication overhead. We evaluate the use of the system for flexible real-time camera tracking in large outdoor spaces. Jonathan Ventura, Tobias Höllerer |
ISMAR | 2 |
| 2011 | Fast and scalable keypoint recognition and image retrieval using binary codesabstractIn this paper we report an evaluation of keypoint descriptor compression using as little as 16 bits to describe a single keypoint. We use spectral hashing to compress keypoint descriptors, and match them using the Hamming distance. By indexing the keypoints in a binary tree, we can quickly recognize keypoints with a very small database, and efficiently insert new keypoints. Our tests using image datasets with perspective distortion show the method to enable fast keypoint recognition and image retrieval with a small code size, and point towards potential applications for scalable visual SLAM on mobile phones. Jonathan Ventura, Tobias Höllerer |
WACV | 2 |
| 2011 | Evaluation of Interest Point Detectors and Feature Descriptors for Visual Tracking
Steffen Gauglitz, Tobias Höllerer, Matthew Turk 0001 |
Int. J. Comput. Vis. | 2 |
| 2011 | Stereoscopic Highlighting: 2D Graph Visualization on Stereo DisplaysabstractIn this paper we present a new technique and prototype graph visualization system, stereoscopic highlighting, to help answer accessibility and adjacency queries when interacting with a node-link diagram. Our technique utilizes stereoscopic depth to highlight regions of interest in a 2D graph by projecting these parts onto a plane closer to the viewpoint of the user. This technique aims to isolate and magnify specific portions of the graph that need to be explored in detail without resorting to other highlighting techniques like color or motion, which can then be reserved to encode other data attributes. This mechanism of stereoscopic highlighting also enables focus+context views by juxtaposing a detailed image of a region of interest with the overall graph, which is visualized at a further depth with correspondingly less detail. In order to validate our technique, we ran a controlled experiment with 16 subjects comparing static visual highlighting to stereoscopic highlighting on 2D and 3D graph layouts for a range of tasks. Our results show that while for most tasks the difference in performance between stereoscopic highlighting alone and static visual highlighting is not statistically significant, users performed better when both highlighting methods were used concurrently. In more complicated tasks, 3D layout with static visual highlighting outperformed 2D layouts with a single highlighting method. However, it did not outperform the 2D layout utilizing both highlighting techniques simultaneously. Based on these results, we conclude that stereoscopic highlighting is a promising technique that can significantly enhance graph visualizations for certain use cases. Basak Alper, Tobias Höllerer, JoAnn Kuchera-Morin, Angus G. Forbes |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Robust Relocalization and Its Evaluation for Online Environment Map ConstructionabstractThe acquisition of surround-view panoramas using a single hand-held or head-worn camera relies on robust real-time camera orientation tracking and relocalization. This paper presents robust methodology and evaluation for camera orientation relocalization, using virtual keyframes for online environment map construction. In the case of tracking loss, incoming camera frames are matched against known-orientation keyframes to re-estimate camera orientation. Instead of solely using real keyframes from incoming video, the proposed approach employs virtual keyframes which are distributed strategically within completed portions of an environment map. To improve tracking speed, we introduce a new variant of our system which carries out relocalization only when tracking fails and uses inexpensive image-patch descriptors. We compare different system variants using three evaluation methods to show that the proposed system is useful in a practical sense. To improve relocalization robustness against lighting changes in indoor and outdoor environments, we propose a new approach based on illumination normalization and saturated area removal. We examine the performance of our solution over several indoor and outdoor video sequences, evaluating relocalization rates based on ground truth from a pan-tilt unit. Sehwan Kim, Christopher Coffin, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Guest Editors' Introduction: Special Section on the IEEE International Symposium on Mixed and Augmented Reality (ISMAR)abstractThe two papers in this special section are extended versions of papers originally presented at the International Symposium on Mixed and Augmented Reality (ISMAR) 2007. These two papers won awards at the symposium. Gudrun Klinker, Tobias Höllerer, Hideo Saito 0001, Oliver Bimber |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | Optimization of Target Objects for Natural Feature TrackingabstractThis paper investigates possible physical alterations of tracking targets to obtain improved 6DoF pose detection for a camera observing the known targets. We explore the influence of several texture characteristics on the pose detection, by simulating a large number of different target objects and camera poses. Based on statistical observations, we rank the importance of characteristics such as texturedness and feature distribution for a specific implementation of a 6DoF tracking technique. These findings allow informed modification strategies for improving the tracking target objects themselves, in the common case of man-made targets, as for example used in advertising. This fundamentally differs from and complements the traditional approach of leaving the targets unchanged while trying to optimize the tracking algorithms and parameters. Lukas Gruber, Stefanie Zollmann, Daniel Wagner 0003, Dieter Schmalstieg, Tobias Höllerer |
ICPR | 5 |
| 2010 | The City of Sights: Design, construction, and measurement of an Augmented Reality stage setabstractWe describe the design and implementation of a physical and virtual model of an imaginary urban scene-the “City of Sights”- that can serve as a backdrop or “stage” for a variety of Augmented Reality (AR) research. We argue that the AR research community would benefit from such a standard model dataset which can be used for evaluation of such AR topics as tracking systems, modeling, spatial AR, rendering tests, collaborative AR and user interface design. By openly sharing the digital blueprints and assembly instructions for our models, we allow the proposed set to be physically replicable by anyone and permit customization and experimental changes to the stage design which enable comprehensive exploration of algorithms and methods. Furthermore we provide an accompanying rich dataset consisting of video sequences under varying conditions with ground truth camera pose. We employed three different ground truth acquisition methods to support a broad range of use cases. The goal of our design is to enable and improve the replicability and evaluation of future augmented reality research. Lukas Gruber, Steffen Gauglitz, Jonathan Ventura, Stefanie Zollmann, Manuel J. Huber, Michael Schlegel, Gudrun Klinker, Dieter Schmalstieg, Tobias Höllerer |
ISMAR | 9 |
| 2010 | Evaluation of tracking robustness in real time panorama acquisitionabstractWe present an analysis of four orientation tracking systems used for construction of environment maps. We discuss the analysis necessary to determine the robustness of tracking systems in general. Due to the difficulty inherent in collecting user evaluation data, we then propose a metric which can be used to obtain a relative estimate of these values. The proposed metric will still require a set of input videos with an associated distance to ground truth, but not an additional user evaluation. Christopher Coffin, Sehwan Kim, Tobias Höllerer |
VR | 3 |
| 2010 | The role of latency in the validity of AR simulationabstractIt is extremely challenging to run controlled studies comparing multiple Augmented Reality (AR) systems. We use an AR simulation approach, in which a Virtual Reality (VR) system is used to simulate multiple AR systems. To investigate the validity of this approach, in our first experiment we carefully replicated a well-known study by Ellis et al. using our simulator, obtaining comparable results. We include a discussion on general issues we encountered with replicating a prior study. In our second experiment further exploring the validity of AR simulation, we investigated the effects of simulator latency on the results from experiments conducted in an AR simulator. We found simulator latency to have a significant effect on 3D tracing, however there was no interaction between simulator latency and artificial latency. Based on the results from these two experiments, we conclude that simulator latency is not inconsequential in determining task performance. Simulating visual registration is not sufficient to simulate the overall perception of registration errors in an AR system. We also need to keep simulator latency at a minimum. We discuss the impact of these results on the use of the AR simulation approach. Cha Lee, Scott Bonebrake, Tobias Höllerer, Doug A. Bowman |
VR | 3 |
| 2010 | SmallWorlds: Visualizing Social RecommendationsabstractAbstract We present SmallWorlds, a visual interactive graph‐based interface that allows users to specify, refine and build item‐preference profiles in a variety of domains. The interface facilitates expressions of taste through simple graph interactions and these preferences are used to compute personalized, fully transparent item recommendations for a target user. Predictions are based on a collaborative analysis of preference data from a user's direct peer group on a social network. We find that in addition to receiving transparent and accurate item recommendations, users also learn a wealth of information about the preferences of their peers through interaction with our visualization. Such information is not easily discoverable in traditional text based interfaces. A detailed analysis of our design choices for visual layout, interaction and prediction techniques is presented. Our evaluations discuss results from a user study in which SmallWorlds was deployed as an interactive recommender system on Facebook. Brynjar Gretarsson, John O'Donovan, Svetlin Bostandjiev, Christopher Hall 0001, Tobias Höllerer |
Comput. Graph. Forum | 5 |
| 2010 | "behaviorism": a framework for dynamic data visualizationabstractWhile a number of information visualization software frameworks exist, creating new visualizations, especially those that involve novel visualization metaphors, interaction techniques, data analysis strategies, and specialized rendering algorithms, is still often a difficult process. To facilitate the creation of novel visualizations we present a new software framework, behaviorism, which provides a wide range of flexibility when working with dynamic information on visual, temporal, and ontological levels, but at the same time providing appropriate abstractions which allow developers to create prototypes quickly which can then easily be turned into robust systems. The core of the framework is a set of three interconnected graphs, each with associated operators: a scene graph for high-performance 3D rendering, a data graph for different layers of semantically linked heterogeneous data, and a timing graph for sophisticated control of scheduling, interaction, and animation. In particular, the timing graph provides a unified system to add behaviors to both data and visual elements, as well as to the behaviors themselves. To evaluate the framework we look briefly at three different projects all of which required novel visualizations in different domains, and all of which worked with dynamic data in different ways: an interactive ecological simulation, an information art installation, and an information visualization technique. Angus G. Forbes, Tobias Höllerer, George Legrady |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2009 | WiGis: A Framework for Scalable Web-Based Interactive Graph Visualizations
Brynjar Gretarsson, Svetlin Bostandjiev, John O'Donovan, Tobias Höllerer |
GD | 4 |
| 2009 | A setup for evaluating detectors and descriptors for visual trackingabstractIn many cases, visual tracking is based on detecting, describing, and then matching local features. A variety of algorithms for these steps have been proposed and used in tracking systems, leading to an increased need for independent comparisons. However, existing evaluations are geared towards object recognition and image retrieval, and their results have limited validity for real-time visual tracking. We present a setup for evaluation of detectors and descriptors which is geared towards visual tracking in terms of testbed, candidate algorithms and performance criteria. Most notably, our testbed consists of video streams with several thousand frames naturally affected by noise and motion blur. Steffen Gauglitz, Tobias Höllerer, Petra Krahwinkler, Jürgen Roßmann |
ISMAR | 2 |
| 2009 | AR 2.0: Social Augmented Reality - social computing meets Augmented Reality
Tobias Höllerer, Dieter Schmalstieg, Mark Billinghurst |
ISMAR | 1 |
| 2009 | A replication study testing the validity of AR simulation in VR for controlled experimentsabstractIt is extremely challenging to run controlled studies comparing multiple augmented reality (AR) systems. We use an ldquoAR simulationrdquo approach, in which a virtual reality (VR) system is used to simulate multiple AR systems. In order to validate this approach, we carefully replicated a well-known study by Ellis et al. using our simulator, obtaining comparable results. Cha Lee, Scott Bonebrake, Tobias Höllerer, Doug A. Bowman |
ISMAR | 3 |
| 2009 | Online environment model estimation for augmented realityabstractAugmented reality applications often rely on a detailed environment model to support features such as annotation and occlusion. Usually, such a model is constructed offline, which restricts the generality and mobility of the AR experience. In online SLAM approaches, the fidelity of the model stays at the level of landmark feature maps. In this work we introduce a system which constructs a textured geometric model of the user's environment as it is being explored. First, 3D feature tracks are organized into roughly planar surfaces. Then, image patches in keyframes are assigned to the planes in the scene using stereo analysis. The system runs as a background process and continually updates and improves the model over time. This environment model can then be rendered into new frames to aid in several common but difficult AR tasks such as accurate real-virtual occlusion and annotation placement. Jonathan Ventura, Tobias Höllerer |
ISMAR | 2 |
| 2009 | Interactive water streams with sphere scan conversionabstractFluid simulations require efficient dynamics, surface extraction and rendering in order to achieve real time interaction. We present a novel technique for the surface extraction of stream-shaped fluid simulations represented as particles. Typical surface extraction methods for particles combine implicit function evaluation with the marching cubes algorithm. In our approach, we dynamically update vertex positions in pre-generated geometry to efficiently construct and render fluid surfaces. Cylinders are wrapped to water streams composed of particles, with simulation and polygonization on the CPU, and shadows and lighting on the GPU. While limited to stream-shaped fluids, our technique is significantly faster than marching cubes, scales well with resolution and number of particles and, unlike point-based rendering, produces true 3D polygonal surfaces. Rama Hoetzlein, Tobias Höllerer |
SI3D | 2 |
| 2009 | Simulation of AugmentedReality Systems in Purely Virtual EnvironmentsabstractWe propose the use of virtual environments to simulate augmented reality (AR) systems for the purposes of experimentation and usability evaluation. This method allows complete control in the AR environment, providing many advantages over testing with true AR systems. We also discuss some of the limitations to the simulation approach. We have demonstrated the use of such a simulation in a proof of concept experiment controlling the levels of registration error in the AR scenario. In this experiment, we used the simulation method to investigate the effects of registration error on task performance for a generic task involving precise motor control for AR object manipulation. Isolating jitter and latency errors, we provide empirical evidence of the relationship between accurate registration and task performance. Eric D. Ragan, Curtis Wilkes, Doug A. Bowman, Tobias Höllerer |
VR | 4 |
| 2009 | Relocalization using virtual keyframes for online environment map constructionabstractThe acquisition of surround-view panoramas using a single hand-held or head-worn camera relies on robust real-time camera orientation tracking. In absence of robust tracking recovery methods, the complete acquisition process has to be re-started when tracking fails. This paper presents methodology for camera orientation relocalization, using virtual keyframes for online environment map construction. Instead of relying on real keyframes from incoming video, the proposed approach enables camera orientation relocalization by employing virtual keyframes which are distributed strategically within an environment map. We discuss our insights about a suitable number and distribution of virtual keyframes, as suggested by our experiments on virtual keyframe generation and orientation relocalization. After a shading correction step, we relocalize camera orientation in real-time by comparing the current camera frame to virtual keyframes. While expanding the captured environment map, we continue to simultaneously generate virtual keyframes within the completed portion of the map, as descriptors to estimate camera orientation. We implemented our camera orientation relocalizer with the help of a GPU fragment shader for real-time application, and evaluated the speed and accuracy of the proposed approach. Sehwan Kim, Christopher Coffin, Tobias Höllerer |
VRST | 3 |
| 2009 | Evaluating the effects of tracker reliability and field of view on a target following task in augmented realityabstractWe examine the effect of varying levels of immersion on the performance of a target following task in augmented reality (AR) X-ray vision. We do this using virtual reality (VR) based simulation. We analyze participant performance while varying the field of view of the AR display, as well as the reliability of the head tracking sensor as our components of immersion. In low reliability conditions, we simulate sensor dropouts by disabling the augmented view of the scene for brief time periods. Our study gives insight into the effect of tracking sensor reliability, as well as the relationship between sensor reliability and field of view on user performance in a target following task in a simulated AR system. Jonathan Ventura, Marcus Jang, Tyler Crain, Tobias Höllerer, Doug A. Bowman |
VRST | 4 |
| 2009 | All around the map: Online spherical panorama construction
Stephen DiVerdi, Jason Wither, Tobias Höllerer |
Comput. Graph. | 3 |
| 2009 | Annotation in outdoor augmented reality
Jason Wither, Stephen DiVerdi, Tobias Höllerer |
Comput. Graph. | 3 |
| 2009 | Mid-air display experiments to create novel user interfacesabstractDisplays are the most visible part of most computer applications. Novel display technologies strongly influence and inspire new forms of computer use and interaction. We are particularly interested in the interplay of novel displays and interaction for ubiquitous computing or ambient media environments, as emerging display technologies may become game-changers in how we define and use computers, possibly changing the context of computing fundamentally. We present some of our experiments and lessons learnt with a new category of displays, the “immaterial” FogScreen. It can be described as a novel media platform, exhibiting some fundamental differences to and advantages over other displays. It also enables novel kinds of user interfaces and experiences. In this paper we give insights about the special properties and strengths of the FogScreen by looking at a set of successfully demonstrated interfaces and applications. We also discuss its future potential for user interface design. Ismo Rakkolainen, Tobias Höllerer, Stephen DiVerdi, Alex Olwal |
Multim. Tools Appl. | 2 |
| 2009 | Depth-Fused 3D Imagery on an Immaterial DisplayabstractWe present an immaterial display that uses a generalized form of depth-fused 3D (DFD) rendering to create unencumbered 3D visuals. To accomplish this result, we demonstrate a DFD display simulator that extends the established depth-fused 3D principle by using screens in arbitrary configurations and from arbitrary viewpoints. The feasibility of the generalized DFD effect is established with a user study using the simulator. Based on these results, we developed a prototype display using one or two immaterial screens to create an unencumbered 3D visual that users can penetrate, examining the potential for direct walk-through and reach-through manipulation of the 3D scene. We evaluate the prototype system in formative and summative user studies and report the tolerance thresholds discovered for both tracking and projector errors. Cha Lee, Stephen DiVerdi, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2009 | Multithreaded Hybrid Feature Tracking for Markerless Augmented RealityabstractWe describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments. We propose a real-time system architecture that combines two types of feature tracking. Distinctive image features of the scene are detected and tracked frame-to-frame by computing optical flow. In order to achieve real-time performance, multiple operations are processed in a synchronized multi-threaded manner: capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame. We also introduce user interaction methodology for establishing a global coordinate system and for placing virtual objects in the AR environment by tracking a user's outstretched hand and estimating a camera pose relative to it. We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments, using bare hands for interaction. Taehee Lee 0002, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2008 | PeerChooser: visual interactive recommendationabstractCollaborative filtering (CF) has been successfully deployed over the years to compute predictions on items based on a user's correlation with a set of peers. The black-box nature of most CF applications leave the user wondering how the system arrived at its recommendation. This note introduces PeerChooser, a collaborative recommender system with an interactive graphical explanation interface. Users are provided with a visual explanation of the CF process and opportunity to manipulate their neighborhood at varying levels of granularity to reflect aspects of their current requirements. In this manner we overcome the problem of redundant profile information in CF systems, in addition to providing an explanation interface. Our layout algorithm produces an exact, noiseless graph representation of the underlying correlations between users. PeerChooser's prediction component uses this graph directly to yield the same results as the benchmark. User's then improve on these predictions by tweaking the graph to their current requirements. We present a user-survey in which PeerChooser compares favorably against a benchmark CF algorithm. John O'Donovan, Barry Smyth, Brynjar Gretarsson, Svetlin Bostandjiev, Tobias Höllerer |
CHI | 5 |
| 2008 | Fast annotation and modeling with a single-point laser range finderabstractThis paper presents methodology for integrating a small, single-point laser range finder into a wearable augmented reality system. We first present a way of creating object-aligned annotations with very little user effort. Second, we describe techniques to segment and pop-up foreground objects. Finally, we introduce a method using the laser range finder to incrementally build 3D panoramas from a fixed observerpsilas location. To build a 3D panorama semi-automatically, we track the systempsilas orientation and use the sparse range data acquired as the user looks around in conjunction with real-time image processing to construct geometry around the userpsilas position. Using full 3D panoramic geometry, it is possible for new virtual objects to be placed in the scene with proper lighting and occlusion by real world objects, which increases the expressivity of the AR experience. Jason Wither, Christopher Coffin, Jonathan Ventura, Tobias Höllerer |
ISMAR | 4 |
| 2008 | SCUBA: Focus and Context for Real-Time Mesh Network Health Diagnosis
Amit P. Jardosh, Panuakdet Suwannatat, Tobias Höllerer, Elizabeth M. Belding, Kevin C. Almeroth |
PAM | 3 |
| 2008 | Envisor: Online Environment Map Construction for Mixed RealityabstractOne of the main goals of anywhere augmentation is the development of automatic algorithms for scene acquisition in augmented reality systems. In this paper, we present Envisor, a system for online construction of environment maps in new locations. To accomplish this, Envisor uses vision-based frame to frame and landmark orientation tracking for long-term, drift-free registration. For additional robustness, a gyroscope/compass orientation unit can optionally be used for hybrid tracking. The tracked video is then projected into a cubemap frame by frame. Feedback is presented to the user to help avoid gaps in the cubemap, while any remaining gaps are filled by texture diffusion. The resulting environment map can be used for a variety of applications, including shading of virtual geometry and remote presence. Stephen DiVerdi, Jason Wither, Tobias Höllerer |
VR | 3 |
| 2008 | Hybrid Feature Tracking and User Interaction for Markerless Augmented RealityabstractWe describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments. We propose a real-time system architecture that combines two types of feature tracking methods. Distinctive image features of the scene are detected and tracked frame- to-frame by computing optical flow. In order to achieve real-time performance, multiple operations are processed in a multi-threaded manner for capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame. We also introduce a user interaction for establishing a global coordinate system and for locating virtual objects in the AR environment. A user's bare hand is used for the user interface by estimating a camera pose relative to the user's outstretched hand. We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments using hands for interaction. Taehee Lee 0002, Tobias Höllerer |
VR | 2 |
| 2008 | Heads Up and Camera Down: A Vision-Based Tracking Modality for Mobile Mixed RealityabstractAnywhere Augmentation pursues the goal of lowering the initial investment of time and money necessary to participate in mixed reality work, bridging the gap between researchers in the field and regular computer users. Our paper contributes to this goal by introducing the GroundCam, a cheap tracking modality with no significant setup necessary. By itself, the GroundCam provides high frequency, high resolution relative position information similar to an inertial navigation system, but with significantly less drift. We present the design and implementation of the GroundCam, analyze the impact of several design and run-time factors on tracking accuracy, and consider the implications of extending our GroundCam to different hardware configurations. Motivated by the performance analysis, we developed a hybrid tracker that couples the GroundCam with a wide area tracking modality via a complementary Kalman filter, resulting in a powerful base for indoor and outdoor mobile mixed reality work. To conclude, the performance of the hybrid tracker and its utility within mixed reality applications is discussed. Stephen DiVerdi, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2007 | Initializing Markerless Tracking Using a Simple Hand GestureabstractWe introduce a technique to establish a coordinate system for augmented reality (AR) on tabletop environments. A user's hand is tracked and the fingertips on the outstretched hand are detected, providing a camera pose estimation relative to the hand. As a user places the hand on the surface of a tabletop environment, the hand's coordinate system is propagated to the environment, detecting distinctive image features in the scene. The features are tracked fast and robustly using optical flow. In this way, a new tabletop AR environment is set up without having to carry a marker or a sophisticated tracking system to the environment itself. We also demonstrate a proof-of-concept application for establishing a tabletop AR environment and recognizing a scene when detecting its features. Taehee Lee 0002, Tobias Höllerer |
ISMAR | 2 |
| 2007 | Evaluating Display Types for AR Selection and AnnotationabstractThis paper evaluates different display devices for selection or annotation tasks in augmented reality (AR). We compare three different display types - a head mounted display and two hand held displays. The first hand held display is configured as a magic lens where the user sees the augmented space directly behind the display. The second hand held display is configured to be used at waist level (as one would commonly hold a tablet computer) but the view is still of the scene in front of the user. Making a selection or annotation in AR requires two distinct tasks by the user. First, the user must find the real (or virtual) object they want to mark. Second, the user must move a cursor to the object's location. We test and compare our three representative displays with respect to both tasks. We found that using a hand held display in the magic lens configuration was faster for cursor movement than either of the other two displays. There was no significant difference among the displays regarding the amount of time it took users to search for either physical or virtual objects. Jason Wither, Stephen DiVerdi, Tobias Höllerer |
ISMAR | 3 |
| 2007 | GroundCam: A Tracking Modality for Mobile Mixed RealityabstractAnywhere augmentation pursues the goal of lowering the initial investment of time and money necessary to participate in mixed reality work, bridging the gap between researchers in the field and regular computer users. Our paper contributes to this goal by introducing the GroundCam, a cheap tracking modality with no significant setup necessary. By itself, the GroundCam provides high frequency, high resolution relative position information similar to an inertial navigation system, but with significantly less drift. When coupled with a wide area tracking modality via a complementary Kalman filter, the hybrid tracker becomes a powerful base for indoor and outdoor mobile mixed reality work Stephen DiVerdi, Tobias Höllerer |
VR | 2 |
| 2007 | Implicit 3D modeling and tracking for anywhere augmentationabstractThis paper presents an online 3D modeling and tracking methodology that uses aerial photographs for mobile augmented reality. Instead of relying on models which are created in advance, the system generates a 3D model for a real building on the fly by combining frontal and aerial views with the help of an optical sensor, an inertial sensor, a GPS unit and a few mouse clicks. A user’s initial pose is estimated using an aerial photograph, which is retrieved from a database according to the user’s GPS coordinates, and an inertial sensor which measures pitch. To track the user’s position and orientation in real-time, feature-based tracking is carried out based on salient points on the edges and the sides of a building the user is keeping in view. We implemented camera pose estimators using both a least squares and an unscented Kalman filter (UKF) approach. The UKF approach results in more stable and reliable vision-based tracking. We evaluate the speed and accuracy of both approaches, and we demonstrate the usefulness of our computations as important building blocks for an Anywhere Augmentation scenario. Sehwan Kim, Stephen DiVerdi, Jae Sik Chang, Taehyuk Kang, Ronald A. Iltis, Tobias Höllerer |
VRST | 6 |
| 2007 | An immaterial depth-fused 3D displayabstractWe present an immaterial display that uses a generalized form of depth-fused 3D (DFD) rendering to create unencumbered 3D visuals. To accomplish this result, we demonstrate a DFD display simulator that extends the established depth-fused 3D principle by using screens in arbitrary configurations and from arbitrary viewpoints. The performance of the generalized DFD effect is established with a user study using the simulator. Based on these results, we developed a prototype display using two immaterial screens to create an unencumbered 3D visual that users can penetrate, enabling the potential for direct walk-through and reach-through manipulation of the 3D scene. Cha Lee, Stephen DiVerdi, Tobias Höllerer |
VRST | 3 |
| 2006 | 3DTV - Panoramic 3D Model Acquisition and its 3D Visualization on the Interactive FogscreenabstractFuture 3D television critically relies on mechanisms for automatically acquiring and visualizing high quality 3D content of both indoor and outdoor scenes. The envisioned goal is that a photo-realistic 3D real-time rendering from the actual and potentially arbitrary viewpoint of the beholder who is watching 3DTV becomes possible. Such scenes include movie sets in studios, e.g., for talk shows, TV series and blockbuster movies, but also outdoor scenes, e.g., buildings in a neighborhood for a car chase or cultural heritage sites for a documentary. The goal of 3D model acquisition is to provide the 3D background models where potential 3D actors can be embedded. We present both the 3D acquisition and semi-immersive 3D visualization to give an impression how a future 3D television system could be like. Sven Fleck, Florian Busch, Peter Biber, Wolfgang Straßer, Ismo Rakkolainen, Stephen DiVerdi, Tobias Höllerer |
ICIP | 7 |
| 2006 | Viewpoint stabilization for live collaborative video augmentationsabstractWe present a method for stabilizing live video from a moving camera for the purpose of a tele-meeting, in which a participant with an AR view onto a shared canvas collaborates with a remote user. The AR view is established without markers and using no other tracking equipment than a head-worn camera. The remote user is allowed to directly annotate the local user's view in real time on a desktop or tablet PC. The planar homographies between the reference frame and the other following frames are maintained. In effect, both the local and remote participants can annotate the physical meeting space, the local AR user through physical interaction, the remote user through our stabilized video. When tracking is lost, the remote user can still continue annotating on a frozen video frame. We tested several small demo applications with this new form of transient AR collaboration that can be established easily, on a per need basis, and without complicated equipment or calibration requirements. Taehee Lee 0002, Tobias Höllerer |
ISMAR | 2 |
| 2006 | Using aerial photographs for improved mobile AR annotationabstractWe present a mobile augmented reality system for outdoor annotation of the real world. To reduce user burden, we use aerial photographs in addition to the wearable system's usual data sources (position, orientation, camera and user input). This allows the user to accurately annotate 3D features with only a few simple interactions from a single position by aligning features in both their first-person viewpoint and in the aerial view. We examine three types of aerial photograph features - corners, edges, and regions - that are suitable for a wide variety of useful mobile augmented reality applications, and are easily visible on aerial photographs. By using aerial photographs in combination with wearable augmented reality, we are able to achieve much higher accuracy 3D annotation positions than was previously possible from a single user location. Jason Wither, Stephen DiVerdi, Tobias Höllerer |
ISMAR | 3 |
| 2006 | Image-space Correction of AR Registration Errors Using Graphics Hardwareabstractdirectly on top of physical objects in a video scene. Registration accuracy is a serious problem in these cases since any imprecisions are immediately apparent as virtual and physical edges and features coincide. We present a hardware-accelerated image-based post-processing technique that adjusts rendering of virtual geometry to better match edges present in images of a physical scene, reducing the visual effect of registration errors from both inaccurate tracking and oversimplified modeling. Our algorithm is easily integrable with existing AR applications, having no dependency on the underlying tracking technique. We use the advanced programmable capabilities of modern graphics hardware to achieve high performance without burdening the CPU. Stephen DiVerdi, Tobias Höllerer |
VR | 2 |
| 2006 | An Immaterial, Dual-sided Display System with 3D InteractionabstractWe present an interactive wall-sized immaterial display that introduces a number of interesting possibilities for advanced interface design. The immaterial nature of a thin sheet of fog allows users to penetrate and even walk through the screen, while its dual-sided nature allows for new possibilities in multi-user faceto- face collaboration and pseudo-3D visualization. Alex Olwal, Stephen DiVerdi, Nicola Candussi, Ismo Rakkolainen, Tobias Höllerer |
VR | 5 |
| 2005 | Real-Time Rendering of Realistic Trees in Mixed RealityabstractMixed reality applications put very high demands on both the visual realism and the rendering times of computer graphics elements that are to be perceived as part of the physical scene. This work presents novel techniques to render photorealistic trees in real-time mixed reality. Animation of the tree branches leads to a realistic effect of the tree swaying in the wind. To enhance the effect of blending the tree into a video texture, we present three levels of real-time filtering of the tree and its shadow, which has a great impact on the perceived realism. Alberto Candussi, Tobias Höllerer, Nicola Candussi |
ISMAR | 2 |
| 2005 | POLAR: portable, optical see-through, low-cost augmented realityabstractWe describe POLAR, a portable, optical see-through, low-cost augmented reality system, which allows a user to see annotated views of small to medium-sized physical objects in an unencumbered way. No display or tracking equipment needs to be worn. We describe the system design, including a hybrid IR/vision head-tracking solution, and present examples of simple augmented scenes. POLAR's compactness could allow it to be used as a lightweight and portable PC peripheral for providing mobile users with on-demand AR access in field work. Alex Olwal, Tobias Höllerer |
VRST | 2 |
| 2004 | Interactive Tools for Virtual X-Ray Vision in Mobile Augmented RealityabstractThis paper presents a set of interactive tools designed to give users virtual x-ray vision. These tools address a common problem in depicting occluded infrastructure: either too much information is displayed, confusing users, or too little information is displayed, depriving users of important depth cues. Four tools are presented: the tunnel tool and room selector tool directly augment the user's view of the environment, allowing them to explore the scene in direct, first person view. The room in miniature tool allows the user to select and interact with a room from a third person perspective, allowing users to view the contents of the room from points of view that would normally be difficult or impossible to achieve. The room slicer tool aids users in exploring volumetric data displayed within the room in miniature tool. Used together, the tools presented in this paper can be used to achieve the virtual x-ray vision effect. We test our prototype system in a far-field mobile augmented reality setup, visualizing the interiors of a small set of buildings on the UCSB campus. Ryan Bane, Tobias Höllerer |
ISMAR | 2 |
| 2004 | Level of Detail InterfacesabstractWe present the level of detail interface based on the marriage of level of detail geometry and an adaptable user interface. Level of detail interfaces allow applications to paramaterize their display of data and interface widgets with respect to distance from the camera, to best take advantage of diminished screen space in a 3D environment. Stephen DiVerdi, Tobias Höllerer, Richard Schreyer |
ISMAR | 2 |
| 2004 | Vision-Based Interfaces for MobilityabstractVision-based user interfaces are a feasible and advantageous modality for wearable computers. To substantiate this claim, we present a robust real-time hand gesture recognition system that is capable of being the sole input provider for a demonstration application. It achieves usability and interactivity even when both the head-worn camera and the object of interest are in motion. We describe a set of general gesture-based interaction styles and explore their characteristics in terms of task suitability and the computer vision algorithms required for their recognition. Preliminary evaluation of our prototype system leads to the conclusion that vision-based interfaces have achieved the maturity necessary to help overcome some limitations of more traditional mobile user interfaces. Mathias Kölsch, Matthew Turk 0001, Tobias Höllerer |
MobiQuitous | 3 |
| 2003 | ARWin-A Desktop Augmented Reality Window ManagerabstractWe present ARWin, a single user 3D augmented reality desktop. We explain our design considerations and system architecture and discuss a variety of applications and interaction techniques designed to take advantage of this new platform. Stephen DiVerdi, Daniel Nurmi, Tobias Höllerer |
ISMAR | 3 |
| 2003 | Resolving Multiple Occluded Layers in Augmented RealityabstractA useful function of augmented reality (AR) systems is their ability to visualize occluded infrastructure directly in a user's view of the environment. This is especially important for our application context, which utilizes mobile AR for navigation and other operations in an urban environment. A key problem in the AR field is how to best depict occluded objects in such a way that the viewer can correctly infer the depth relationships between different physical and virtual objects. Showing a single occluded object with no depth context presents an ambiguous picture to the user. But showing all occluded objects in the environments leads to the "Superman's X-ray vision" problem, in which the user sees too much information to make sense of the depth relationships of objects. Our efforts differ qualitatively from previous work in AR occlusion, because our application domain involves far-field occluded objects, which are tens of meters distant from the user. Previous work has focused on near-field occluded objects, which are within or just beyond arm's reach, and which use different perceptual cues. We designed and evaluated a number of sets of display attributes. We then conducted a user study to determine which representations best express occlusion relationships among far-field objects. We identify a drawing style and opacity settings that enable the user to accurately interpret three layers of occluded objects, even in the absence of perspective constraints. Mark A. Livingston, J. Edward Swan II, Joseph L. Gabbard, Tobias Höllerer, Deborah Hix, Simon J. Julier, Yohan Baillot, Dennis G. Brown |
ISMAR | 4 |
| 2002 | An annotated situation-awareness aid for augmented realityabstractWe present a situation-awareness aid for augmented reality systems based on an annotated "world in miniature." Our aid is designed to provide users with an overview of their environment that allows them to select and inquire about the objects that it contains. Two key capabilities are discussed that are intended to address the needs of mobile users. The aid's position, scale, and orientation are controlled by a novel approach that allows the user to inspect the aid without the need for manual interaction. As the user alternates their attention between the physical world and virtual aid, popup annotations associated with selected objects can move freely between the objects' representations in the two models. Blaine Bell, Tobias Höllerer, Steven K. Feiner |
UIST | 2 |
| 2001 | View management for virtual and augmented realityabstractWe describe a view-management component for interactive 3D user interfaces. By view management, we mean maintaining visual constraints on the projections of objects on the view plane, such as locating related objects near each other, or preventing objects from occluding each other. Our view-management component accomplishes this by modifying selected object properties, including position, size, and transparency, which are tagged to indicate their constraints. For example, some objects may have geometric properties that are determined entirely by a physical simulation and which cannot be modified, while other objects may be annotations whose position and size are flexible.We introduce algorithms that use upright rectangular extents to represent on the view plane a dynamic and efficient approximation of the occupied space containing the projections of visible portions of 3D objects, as well as the unoccupied space in which objects can be placed to avoid occlusion. Layout decisions from previous frames are taken into account to reduce visual discontinuities. We present augmented reality and virtual reality examples to which we have applied our approach, including a dynamically labeled and annotated environment. Blaine Bell, Steven K. Feiner, Tobias Höllerer |
UIST | 3 |
| 2001 | Workshop 2: The Future of VR and AR Interfaces: Multi-Modal, Humanoid, Adaptive and Intelligent
Wolfgang Broll, Leonie Schäfer, Tobias Höllerer, Doug A. Bowman |
VR | 3 |
| 2001 | User interface management techniques for collaborative mobile augmented reality
Tobias Höllerer, Steven K. Feiner, Drexel Hallaway, Blaine Bell, Marco Lanzagorta, Dennis G. Brown, Simon J. Julier, Yohan Baillot, Lawrence J. Rosenblum |
Comput. Graph. | 1 |
| 1999 | Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality systemabstractWe describe an experimental mobile augmented reality system (MARS) testbed that employs different user interfaces to allow outdoor and indoor users to access and manage information that is spatially registered with the real world. Outdoor users can experience spatialized multimedia presentations that are presented on a head-tracked, see-through, head-worn display used in conjunction with a hand-held pen-based computer. Indoor users can get an overview of the outdoor scene and communicate with outdoor users through a desktop user interface or a head- and hand-tracked immersive augmented reality user interface. Tobias Höllerer, Steven K. Feiner, Tachio Terauchi, Gus Rashid, Drexel Hallaway |
Comput. Graph. | 1 |
| 1997 | A Touring Machine: Prototyping 3D Augmented Reality Systems for Exploring the Urban Environment
Steven K. Feiner, Blair MacIntyre, Tobias Höllerer, Anthony Webster |
Pers. Ubiquitous Comput. | 3 |
| 1996 | Negotiation for Automated Generation of Temporal Multimedia PresentationsabstractCreating high-quality multimedia presentations requires much skill, time, and effort.This is particularly true when temporal media, such as speech and animation, are involved.We describe the design and implementation of a knowledge-based system that generates customized temporal multimedia presentations.We provide art overview of the system's architecture, and explain how speech, written text, and graphics are generated and coordinated.Our emphasis is on how temporal media are coordinated by the system through a multi-stage negotiation process.In negotiation, media-specific generation components interact with a novel coordination component that solves temporal constraints provided by the generators.We illustrate our work with a set of examples generated by the system in a testbed application intended to update hospital caregivers on the status of patients who have undergone a cardiac bypass operation. Mukesh Dalal, Steven K. Feiner, Kathy McKeown, Shimei Pan, Michelle X. Zhou, Tobias Höllerer, James Shaw, Jeanne C. Fromer |
ACM Multimedia | 6 |