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Oriel Bergig

dblp:60/5625 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 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.

Computer graphics and multimedia
5 papers
Virtual and augmented reality · 58% Geometric modeling and processing · 20% Visual content generation and editing · 9%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › tracking
augmented reality tracking
0.222011
Shape Recognition and Pose Estimation for Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2011
Shape recognition and pose estimation for mobile augmented reality · ISMAR 2009
Virtual and augmented reality
augmented reality
0.222010
In-Place Sketching for content authoring in Augmented Reality games · VR 2010
In-place Augmented Reality · ISMAR 2008
Virtual and augmented reality › tracking
camera pose estimation
0.112011
Shape Recognition and Pose Estimation for Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2011
Geometric modeling and processing › shape analysis › shape classification
planar shape recognition
0.112011
Shape Recognition and Pose Estimation for Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2011
Visual content generation and editing › multimedia content creation
multimedia authoring
0.112010
In-Place Sketching for content authoring in Augmented Reality games · VR 2010
Visualization and visual analytics › interaction techniques
sketch-based interaction
0.112010
In-Place Sketching for content authoring in Augmented Reality games · VR 2010
Geometric modeling and processing › shape modeling › 3d modeling
3d sketching
0.112009
In-place 3D sketching for authoring and augmenting mechanical systems · ISMAR 2009
Virtual and augmented reality › augmented reality
augmented reality authoring
0.112009
In-place 3D sketching for authoring and augmenting mechanical systems · ISMAR 2009
Virtual and augmented reality
immersive interaction
0.112009
In-place 3D sketching for authoring and augmenting mechanical systems · ISMAR 2009
Multimedia analysis and retrieval › image analysis
contour analysis
0.012011
Shape Recognition and Pose Estimation for Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2011
Games and playful interaction › extended reality games
augmented reality games
0.012010
In-Place Sketching for content authoring in Augmented Reality games · VR 2010
Geometric modeling and processing
3d scene modeling
0.012009
In-place 3D sketching for authoring and augmenting mechanical systems · ISMAR 2009
Multimedia analysis and retrieval › image analysis
image understanding
0.012008
In-place Augmented Reality · ISMAR 2008

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

active contours · 0.2shape recognition · 0.23d registration · 0.2reprojection error minimization · 0.1projective invariant signatures · 0.1physics engine · 0.1freehand sketching · 0.1image processing · 0.1
YearPublicationVenuePosition
2011 Shape Recognition and Pose Estimation for Mobile Augmented Reality
abstract
Nestor is a real-time recognition and camera pose estimation system for planar shapes. The system allows shapes that carry contextual meanings for humans to be used as Augmented Reality (AR) tracking targets. The user can teach the system new shapes in real time. New shapes can be shown to the system frontally, or they can be automatically rectified according to previously learned shapes. Shapes can be automatically assigned virtual content by classification according to a shape class library. Nestor performs shape recognition by analyzing contour structures and generating projective-invariant signatures from their concavities. The concavities are further used to extract features for pose estimation and tracking. Pose refinement is carried out by minimizing the reprojection error between sample points on each image contour and its library counterpart. Sample points are matched by evolving an active contour in real time. Our experiments show that the system provides stable and accurate registration, and runs at interactive frame rates on a Nokia N95 mobile phone.
Nate Hagbi, Oriel Bergig, Jihad El-Sana, Mark Billinghurst
IEEE Trans. Vis. Comput. Graph.2
2010 In-Place Sketching for content authoring in Augmented Reality games
abstract
Sketching leverages human skills for various purposes. In-Place Augmented Reality Sketching experiences build on the intuitiveness and flexibility of hand sketching for tasks like content creation. In this paper we explore the design space of In-Place Augmented Reality Sketching, with particular attention to content authoring in games. We propose a contextual model that offers a framework for the exploration of this design space by the research community. We describe a sketch-based AR racing game we developed to demonstrate the proposed model. The game is developed on top of our shape recognition and 3D registration library for mobile AR.
Nate Hagbi, Raphaël Grasset, Oriel Bergig, Mark Billinghurst, Jihad El-Sana
VR3
2009 In-place 3D sketching for authoring and augmenting mechanical systems
abstract
We present a framework for authoring three-dimensional virtual scenes for Augmented Reality (AR) which is based on hand sketching. Sketches consisting of multiple components are used to construct a 3D virtual scene augmented on top of the real drawing. Model structure and properties can be modified by editing the sketch itself and printed content can be combined with hand sketches to form a single scene. Authoring by sketching opens up new forms of interaction that have not been previously explored in Augmented Reality. To demonstrate the technology, we implemented an application that constructs 3D AR scenes of mechanical systems from freehand sketches, and animates the scenes using a physics engine. We provide examples of scenes composed from trihedral solid models, forces, and springs. Finally, we describe how sketch interaction can be used to author complicated physics experiments in a natural way.
Oriel Bergig, Nate Hagbi, Jihad El-Sana, Mark Billinghurst
ISMAR1
2009 Shape recognition and pose estimation for mobile augmented reality
abstract
In this paper we present Nestor, a system for real-time recognition and camera pose estimation from planar shapes. The system allows shapes that carry contextual meanings for humans to be used as augmented reality (AR) tracking fiducials. The user can teach the system new shapes at runtime by showing them to the camera. The learned shapes are then maintained by the system in a shape library. Nestor performs shape recognition by analyzing contour structures and generating projective invariant signatures from their concavities. The concavities are further used to extract features for pose estimation and tracking. Pose refinement is carried out by minimizing the reprojection error between sample points on each image contour and its library counterpart. Sample points are matched by evolving an active contour in real time. Our experiments show that the system provides stable and accurate registration, and runs at interactive frame rates on a Nokia N95 mobile phone.
Nate Hagbi, Oriel Bergig, Jihad El-Sana, Mark Billinghurst
ISMAR2
2008 In-place Augmented Reality
abstract
In this paper we present a new vision-based approach for transmitting virtual models for augmented reality (AR). A two dimensional representation of the virtual models is embedded in a printed image. We apply image-processing techniques to interpret the printed image and extract the virtual models, which are then overlaid back on the printed image. The main advantages of our approach are: (1) the image of the embedded virtual models and their behaviors are understandable to a human without using an AR system, and (2) no database or network communication is required to retrieve the models. The latter is useful in scenarios with large numbers of users. We implemented an AR system that demonstrates the feasibility of our approach. Applications in education, advertisement, gaming, and other domains can benefit from our approach, since content providers need only to publish the printed content and all virtual information arrives with it.
Nate Hagbi, Oriel Bergig, Jihad El-Sana, Klara Kedem, Mark Billinghurst
ISMAR2