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Yohan Baillot

dblp:05/768 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2006
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-authorHuman-computer interaction and ubiquitous computing · 5 · 2 first-author

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

Human-computer interaction and pervasive computing
4 papers
Interaction techniques and input · 32% Usability and user experience research · 29% Immersive interaction · 29%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 85% Image and video processing · 15%

Topics — the 15 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
depth perception
0.122006
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality · VR 2006
Resolving Multiple Occluded Layers in Augmented Reality · ISMAR 2003
Virtual and augmented reality
augmented reality
0.112006
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality · VR 2006
Usability and user experience research › experimental design
human-subject experiments
0.112006
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality · VR 2006
Usability and user experience research
perceptual studies
0.112006
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality · VR 2006
Virtual and augmented reality › augmented reality
augmented reality visualization
0.012003
Resolving Multiple Occluded Layers in Augmented Reality · ISMAR 2003
Image and video processing
occlusion handling
0.012003
Resolving Multiple Occluded Layers in Augmented Reality · ISMAR 2003
Interaction techniques and input › spatial interaction › 3d interaction
3d gesture interaction
0.012003
Evaluation of the ShapeTape Tracker for Wearable, Mobile Interaction · VR 2003
Immersive interaction › augmented reality
augmented reality registration
0.012003
A Tracker Alignment Framework for Augmented Reality · ISMAR 2003
Interaction techniques and input › input sensing › tracking
augmented reality tracking
0.012003
A Tracker Alignment Framework for Augmented Reality · ISMAR 2003
Interaction techniques and input
gesture input
0.012003
Evaluation of the ShapeTape Tracker for Wearable, Mobile Interaction · VR 2003
Immersive interaction › augmented reality
mobile augmented reality
0.012003
An Event-Based Data Distribution Mechanism for Collaborative Mobile Augmented Reality and Virtual Environments · VR 2003
Immersive interaction
tracker calibration
0.012003
A Tracker Alignment Framework for Augmented Reality · ISMAR 2003
Virtual and augmented reality › augmented reality › augmented reality visualization
x-ray vision
0.012006
A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality · VR 2006
Interaction techniques and input
mobile interaction
0.012003
Evaluation of the ShapeTape Tracker for Wearable, Mobile Interaction · VR 2003
Distributed systems
distributed coordination
0.012003
An Event-Based Data Distribution Mechanism for Collaborative Mobile Augmented Reality and Virtual Environments · VR 2003

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

perceptual matching task · 0.1experimental design · 0.1replicated databases · 0.1pluggable networking protocols · 0.1user study · 0.0engineering experiment · 0.0display alignment calibration · 0.0
YearPublicationVenuePosition
2006 A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality
abstract
A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses techniques for measuring egocentric depth judgments in both virtual and augmented environments. It then describes a perceptual matching task and experimental design for measuring egocentric AR depth judgments at medium- and far-field distances of 5 to 45 meters. The experiment studied the effect of field of view, the x-ray vision condition, multiple distances, and practice on the task. The paper relates some of the findings to the well-known problem of depth underestimation in virtual environments, and further reports evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at 23 meters. It also gives a quantification of how much more difficult the x-ray vision condition makes the task, and then concludes with ideas for improving the experimental methodology.
J. Edward Swan II, Mark A. Livingston, Harvey S. Smallman, Dennis G. Brown, Yohan Baillot, Joseph L. Gabbard, Deborah Hix
VR5
2003 A Tracker Alignment Framework for Augmented Reality
abstract
To achieve accurate registration, the transformations which locate the tracking system components with respect to the environment must be known. These transformations relate the base of the tracking system to the virtual world and the tracking system's sensor to the graphics display. In this paper we present a unified, general calibration method for calculating these transformations. A user is asked to align the display with objects in the real world. Using this method, the sensor to display and tracker base to world transformations can be determined with as few as three measurements.
Yohan Baillot, Simon J. Julier, Dennis G. Brown, Mark A. Livingston
ISMAR1
2003 Resolving Multiple Occluded Layers in Augmented Reality
abstract
A 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
ISMAR7
2003 Evaluation of the ShapeTape Tracker for Wearable, Mobile Interaction
abstract
We describe two engineering experiments designed to evaluate the effectiveness of Measurand's ShapeTape for wearable, mobile interaction. Our initial results suggest that the ShapeTape is not appropriate for interactions which require a high degree of accuracy. However, ShapeTape is capable of reproducing the qualitative motion the user is performing and thus could be used to support 3D gesture-based interaction.
Yohan Baillot, Joshua J. Eliason, Greg S. Schmidt, J. Edward Swan II, Dennis G. Brown, Simon J. Julier, Mark A. Livingston, Lawrence J. Rosenblum
VR1
2003 An Event-Based Data Distribution Mechanism for Collaborative Mobile Augmented Reality and Virtual Environments
abstract
The full power of mobile augmented and virtual reality systems is realized when these systems are connected to one another to immersive virtual environments, and to remote information servers. Connections are usually made through wireless networks. However, wireless networks cannot guarantee connectivity and their bandwidth can be highly constrained. The authors present a robust event-based data distribution mechanism for mobile augmented reality and virtual environments. It is based on replicated databases, pluggable networking protocols, and communication channels. We demonstrate the mechanism in the Battlefield Augmented Reality System (BARS) situation awareness system, which is composed of several mobile augmented reality systems, immersive and desktop-based virtual reality systems, a 2D map-based multi-modal system, handheld PCs, and other sources of information.
Dennis G. Brown, Simon J. Julier, Yohan Baillot, Mark A. Livingston
VR3
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.8