Linking Physical and Virtual Worlds with Visual Markers and Handheld DevicesDissertation, Eidgenössische Technische Hochschule ETH Zürich, Nr. 16193
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Zusammenfassungen
Linking the physical and the virtual world is a major research theme of ubiquitous
and pervasive computing. This dissertation describes concepts and techniques for
linking information and services to physical objects as well as for interacting with
this information using mobile devices and embodied user interfaces. Such interfaces
use gestures on the device body as a means of input. In the recent past, there
have been considerable research efforts in linking computation to physical objects.
However, these projects were mainly concerned with the physical linking technology
per se or with the infrastructure required for identifier resolution. Other work
on manipulative and embodied user interfaces focused on improving interaction
with a handheld device itself, but did not integrate physical objects of the user’s
environment. In our work, we combine physical linking and embodied interaction
and allow the interaction semantics to be a function of the object and the gestural
sequence.
The proposed approach uses camera phones and similar devices as mobile sensors
for two-dimensional visual markers. We not only retrieve the value that is
encoded in the marker, but also detect the spatial orientation of the device relative
to the marker in real time. We use the detected orientation for embodied
interaction with the device and augment the live camera image according to the
orientation with graphical overlays. By providing a video see-through augmented
reality view on the background, the handheld device embodies a “symbolic magnifying
glass.” This allows for fine-grained interaction and enhances the currently
limited input capabilities of mobile devices. We call this approach marker-based
interaction. It turns camera phones and similar devices into versatile interfaces to
– and mediators for – real-world objects.
In this thesis, we present a system for recognizing two-dimensional visual markers.
The markers we developed are called visual codes. The recognition system
provides a number of parameters for determining the spatial orientation of the device
relative to the marker, such as the target point in code coordinates, rotation,
tilting, distance, and movement of the device relative to the background. It is
specifically designed for the requirements of mobile phones with limited computing
capabilities and low resolution cameras. Moreover, the system provides the basis
for augmenting objects in the live camera image with precisely aligned graphical
overlays. Based on this foundation we have developed several mechanisms and concepts
for marker-based interaction, namely: (1) a framework of physical interaction
primitives, (2) marker-based interface elements, called visual code widgets, (3) interaction
techniques for large-scale displays, and (4) handheld augmented reality
applications.
Our conceptual framework of physical interaction primitives enables the use
of camera-equipped mobile devices as embodied user interfaces, in which users
can specify input through physical manipulations and orientation changes of the
device. The framework defines a set of fundamental physical gestures that form
a basic vocabulary for describing interaction when using mobile devices capable
of reading visual codes. These interaction primitives can be combined to create
more complex and expressive interactions. The interaction primitives and their
combinations have been evaluated in a usability study.
In comparison to interaction primitives, visual code widgets operate at a higher
level of abstraction. Visual code widgets are printable elements of physical user
interfaces, comparable to the interactive elements of conventional graphical user interfaces.
Each widget type addresses a particular input problem and encapsulates a
specific behavior and functionality. Visual code widgets thus define building blocks
for applications that incorporate mobile devices as well as resources in the user’s
environment, such as paper documents, posters, and public electronic displays.
For large-scale displays, we have developed two interaction techniques that rely
on visual movement detection and visual code recognition, respectively. The first
one enables relative positioning of a cursor and is suited for direct manipulation of
objects that are visible on the screen. The second one allows for absolute positioning
on the screen and can be used for the selection of displayed objects. Both techniques
have been evaluated in a qualitative usability study and are especially useful for
displays that are not available for direct touch-based interaction, such as displays
in public spaces.
The concepts and techniques that were developed in the scope of this dissertation
have been investigated in various application areas. Examples that are detailed
in the dissertation are: entry points into a smart campus environment, augmented
board games, an interactive photo wall, a collaborative game for large-scale displays,
digital annotations of physical objects, and smart product packaging.
Von Michael Rohs in der Dissertation Linking Physical and Virtual Worlds with Visual Markers and Handheld Devices (2005) Diese Doktorarbeit erwähnt ...
Personen KB IB clear | Yuji Ayatsuka , Thomas Baudel , Eric A. Bier , William Buxton , Ken Fishkin , Friedemann Mattern , Gordon Moore , Donald A. Norman , Jef Raskin , Jun Rekimoto , Eduardo Sciammarella , Ben Shneiderman , Maureen C. Stone , Mark Weiser | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Begriffe KB IB clear | 2D-Barcodes2D-Barcodes , augmented realityaugmented reality , Code , CyberCode , Data Matrix , Designdesign , Digitalisierung , Handheld / PDAHandheld , HCI/MMI (Human-Computer-Interaction)Human-Computer-Interaction , Informationinformation , Mobiltelefonmobile phone , QR Code , Raum / Ortspace / place , RFID , Ubiquitous ComputingUbiquitous Computing , UsabilityUsability , Virtual Realityvirtual reality , ZigBee | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Diese Doktorarbeit erwähnt vermutlich nicht ...
Nicht erwähnte Begriffe | Handheld / PDA in school, Virtualität |
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Beat und diese Dissertation
Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er diese Dissertation ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt kein physisches, aber ein digitales Exemplar. Eine digitale Version ist auf dem Internet verfügbar (s.o.). Es gibt bisher nur wenige Objekte im Biblionetz, die dieses Werk zitieren.