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Damien Constantine Rompapas

dblp:156/8613 · also Damien Rompapas · DBLP profile ↗
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4ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0001-7455-6114ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021

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

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 77% Image and video processing · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
0.212016
SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays · VR 2016
Image and video processing › image enhancement
image sharpening
0.112016
SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays · VR 2016

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

dynamic sharpening filter · 0.2adjustment experiment · 0.2
YearPublicationVenuePosition
2021 Liquid Hands: Evoking Emotional States via Augmented Reality Music Visualizations
abstract
Music performances have transformed in unprecedented ways with the advent of digital music. Plenty of music visualizers enhance live performances in various forms, including LED display boards and holographic illustrations. However, the impracticability of live performances due to the CoVID-19 outbreak has led to event organizers adopting alternatives in virtual environments. In this work, we propose Liquid Hands, an Augmented Reality (AR) music visualizer system, wherein three-dimensional particles react to the flow of music, forming a visually aesthetic escapade. With hand-particle interactions, Liquid Hands aims to enrich the music listening experience in one’s personal space and bridge the gap between virtual and physical concerts. We intend to explore the emotions our system induces by conducting a pilot study, in which we measure the user’s psychological state through Electroencephalography (EEG). We hypothesize that the proposed system will evoke emotions akin to those exhibited in live music performances.
G. S. Rajshekar Reddy, Damien Constantine Rompapas
IMX2
2019 Towards large scale high fidelity collaborative augmented reality
Damien Constantine Rompapas, Christian Sandor, Alexander Plopski, Daniel Saakes, Joon Gi Shin, Takafumi Taketomi, Hirokazu Kato 0001
Comput. Graph.1
2016 The COMPASS Framework for Digital Entertainment: Discussing Augmented Reality Activities for Scouts
abstract
Entertainment is challenging to observe, especially with children, due to limited analytical tools. In response, we present a modified framework for entertainment computing, COMPASS -- COmbined Mental, PhysicAl, Social and Spatial factors, which we use to analyze augmented reality activities for cub scouts.
Marc Ericson C. Santos, Damien Constantine Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, Christian Sandor, Hirokazu Kato 0001
ACE2
2016 SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays
abstract
A common factor among current generation optical see-through augmented reality systems is fixed focal distance to virtual content. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We examine the application of dynamic sharpening filters as a straight forward, system independent, means for mitigating this effect improving the clarity of defocused AR content. We assess the utility of this method, termed SharpView, by employing an adjustment experiment in which users actively apply varying amounts of sharpening to reduce the perception of blur in AR content. Our experimental results validate the ability of our SharpView model to improve the visual clarity of focus blurred content, with optimal performance at focal differences well suited for near field AR applications.
Kohei Oshima, Kenneth R. Moser, Damien Constantine Rompapas, J. Edward Swan II, Sei Ikeda, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001
VR3