Ky Waegel

dblp:140/9518 · DBLP profile ↗
← Back
2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
2 papers
Immersive interaction · 54% Interaction techniques and input · 46%
Computer graphics and multimedia
2 papers
Rendering · 54% Geometric modeling and processing · 46%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality display
0.212014
A reconstructive see-through display · ISMAR 2014
Interaction techniques and input › input sensing › tracking
augmented reality tracking
0.212013
Filling the gaps: Hybrid vision and inertial tracking · ISMAR 2013
Geometric modeling and processing
3d reconstruction
0.012013
Filling the gaps: Hybrid vision and inertial tracking · ISMAR 2013

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

depth camera · 0.43d reconstruction · 0.4inertial measurement unit · 0.3SLAM · 0.3
YearPublicationVenuePosition
2014 A reconstructive see-through display
abstract
The two most common display technologies used in augmented reality head-mounted displays are optical see-through and video see-through. In this paper I demonstrate a third alternative: reconstructive see-through. By using a commodity depth camera to construct a dense 3D model of the world and rendering this to the user, distracting latency and position discrepancies between real and virtual objects can be reduced.
Ky Waegel
ISMAR1
2013 Filling the gaps: Hybrid vision and inertial tracking
abstract
Existing head-tracking systems all suffer from various limitations, such as latency, cost, accuracy, or drift. I propose to address these limitations by using depth cameras and existing 3D reconstruction algorithms to simultaneously localize the camera position and build a map of the environment, providing stable and drift-free tracking. This method is enabled by the recent proliferation of light-weight, inexpensive depth cameras. Because these cameras have a relatively slow frame rate, I combine this technique with a low-latency inertial measurement unit to estimate movement between frames. Using the generated environment model, I further propose a collision avoidance system for use with real walking.
Ky Waegel, Frederick P. Brooks Jr.
ISMAR1