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Nate Dierk

dblp:134/6042 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 50% Rendering · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.212013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Immersive interaction
telepresence
0.212013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Virtual and augmented reality › augmented reality display
optical see-through display
0.012013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Rendering › illumination
projector-based illumination
0.012013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013

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

head tracking · 0.33d acquisition · 0.3
YearPublicationVenuePosition
2013 General-purpose telepresence with head-worn optical see-through displays and projector-based lighting
abstract
In this paper we propose a general-purpose telepresence system design that can be adapted to a wide range of scenarios and present a framework for a proof-of-concept prototype. The prototype system allows users to see remote participants and their surroundings merged into the local environment through the use of an optical see-through head-worn display. Real-time 3D acquisition and head tracking allows the remote imagery to be seen from the correct point of view and with proper occlusion. A projector-based lighting control system permits the remote imagery to appear bright and opaque even in a lit room. Immersion can be adjusted across the VR continuum. Our approach relies only on commodity hardware; we also experiment with wider field of view custom displays.
Andrew Maimone, Xubo Yang, Nate Dierk, Andrei State, Mingsong Dou, Henry Fuchs
VR3