Scientific
Publications
Details and downloads publications, technical reports and thesis papers.
Research Projects
Our main areas of research work are virtual reality, media processing
and web-based information systems. For details on our past and current projects,
follow the links below.
iotracker is a new low-cost infrared-optical pose-tracking system for room-sized virtual environments. The system consists of 4-8 shutter-synchronized 1394-cameras with an optical bandpass filter and infrared illuminator. All image-processing is done in software on an attached workstation. Preliminary results indicate low latency (20-40ms), minimal jitter (RMS less than 0.05mm/ 0.02°), submillimeter location resolution and an absolute accuracy of ±0.5cm. Currently, ten independent 6-DOF targets can be tracked in real-time with up to 60Hz.
The Invisible Train - A Handheld Augmented Reality Game (2004)
The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
Keywords:
Augmented Reality, Mobile Devices, Wearable Devices, PDA, Games
iOrb - Unifying Command and 3D Input for Mobile Augmented Reality (2004)
Input for mobile augmented reality systems is notoriously
difficult. Three dimensional visualization would
be ideally accompanied with 3D interaction, but accurate
tracking technology usually relies on fixed infrastructure
and is not suitable for mobile use. Command input is simpler
but usually tied to devices that are not suitable for 3D
interaction and therefore require an additional mapping.
The standard mapping is to use image plane techniques relative
to the users view. We present a new concept - the
iOrb - that combines simple 3D interaction for selection and
dragging with a 2D analog input channel suitable for command
input in mobile applications.
The aim of this project is to investigate how two or more users can interact on such tasks as navigation and information browsing/display with the help of Augmented Reality in an outdoor environment. It is based on the hard- and software developed in the Mobile Collaborative Augmented Reality subproject of the Studierstube research project.
Keywords:
Studierstube, Augmented Reality, Mobile Computing, GPS
In the scope of a master thesis we have implemented an XML Database system. Starting from the choice of three candidate databases, we have have selected the one, which is best complying with the requirements of the Institute. According to the Client/Server architecture, we have installed and set up a central database server as a common storage system. The client applications accessing this database are part of Studierstube, which is the current research project of the group. In order to seamlessly integrate the XML database technology into Studierstube applications, we have designed and implemented a programming interface, which provides access to the database using XML query languages like XPath and XQuery. Finally, the implementation of the system was tested by means of a sample application, called BAUMLBrowser, which is processing XML documents stored in the database.
Dieter Schmalstieg, Gerhard Reitmayr, w.frieb@gmx.net
Educating Spatial Intelligence in Augmented Reality (2003)
Spatial abilities present an important component of human intelligence. Many studies have shown that spatial abilities can be improved by well-designed trainings. Geometry education has proven as one powerful means of improving these skills; recently, a number of training studies have shown the usefulness of virtual reality (VR) in training spatial ability. However, little to no work has been done towards systematic development of VR applications for practical education purposes in this field.
This project aims to introduce Augmented Reality (AR), a technology closely related to VR, to mathematics and geometry education. A comprehensive evaluation study will be conducted in order to study the general and differential effects of the training with Construct3D on several components of spatial ability.
The project webpage is currently in German only.
Two-Handed direct interaction with ARToolkit (2002)
For our mobile AR system, we are using the common tool which is very intuitive and can be applied for nearly all interactions: our hands. A big advantage of hand based interaction is the intuitive use of gestures such as pointing, grabbing or stretching. A wrist-worn panel provides additional application control functions.
To improve tracking availability, tracking data from multiple hosts is shared across the network. Pairwise camera-to-camera relationships are established automatically, as soon as any marker is seen by two cameras, independent of the cameras’ placement (e.g. cameras worn by a user or mounted at a ”hot spot” location to improve tracking in that area).
Keywords:
Studierstube, Augmented Reality, Tracking, Distributed Systems
What does Pivy do?
Pivy allows you to write Open Inventor applications in Python.
It will be possible to interactively edit Open Inventor programs from within the Python interpreter or by using a console in the scene graph which can be switched in and away at run time.
An Open Inventor Python scripting node will allow you to incorporate nodes into your scene graph from your C++ application which will be capable of executing Python code and callback functions.
Augmented Reality (AR) as a new media calls for a broader acceptance, which can be achieved by stepping beyond the usual application domains like tour guidance systems and machine maintenance, and widening the application areas including entertainment, education and so on. The main goal of this project is to easily extend already existing AR applications with responsive, context-aware animated characters. The embodiment of the characters can range from a full-body virtual actor to even a simple arrow or primitive highlighted objects - matching the application's needs. We are examining the following ways how Augmented Reality Agents can be useful, the requirements they need to fulfill, design issues for their embodiement, their application domains, how they can gather information from the application they are embedded into and the behavior they need to follow when acting in an Augmented Reality Environment.
OpenTracker - An Open Software Framework for Virtual Reality Input (2001)
OpenTracker is developed to be generic solution to the different tasks involved in tracking input devices and processing tracking data for virtual environments. It provides an open software architecture based on a highly modular design and a configuration syntax based on XML, thus taking full advantage of this new technology. OpenTracker is a first attempt towards a "write once, track anywhere" approach to virtual reality application development.
Keywords:
Studierstube, Augmented Reality, Tracking, Distributed Systems
Spontaneous Collaboration in the Augmented Classroom (2001)
In the Studierstube Augmented Classroom, traditional media such as books or pen and paper are complemented by computer-mediated interactive, three-dimensional visualizations. This rich multimedia environment that affords spontaneous access to its resources.
The project aims at developing the knowledge and technology for Virtual Showcases to become standard equipment for museums and other public exhibitions space. Recent and anticipated advances in computer and graphics systems, projections systems, tracking technology, input devices and network technology form the basis for realising this vision.
User Controlled Creation of Multiresolution Meshes (2001)
This work aims to show that an integrated editing approach for multiresolition meshes with full support for mesh attributes, which lets the user exercise selective control over the simpli-fi-cation rather than fully automatic simplification, can bring multiresoltion meshes out of academic environments into widespread use in the digital content creation industry.
Mobile computing is naturally complemented by Augmented Reality (AR), which superimposes computer-generated images onto a user's perception of the real world via devices such as see-through or see-around head mounted displays (HMD). As a consequence, a portable 3D information space becomes available to the user. Such systems are often combined with position sensing devices (such as differential GPS) to yield location aware computing, which associates computer-generated images with arbitrary landmarks of the real world.
Keywords:
Studierstube, Augmented Reality, Distributed Systems, Mobile Computing
Optical tracking systems allow three-dimensional input for virtual environment applications with high precision and without annoying cables. Spontaneous and intuitive interaction is possible through gestures. In this paper, we present a finger tracker that allows gestural interaction and is simple, cheap, fast, robust against occlusion and accurate. It is based on a marked glove, a stereoscopic tracking system and a kinematic 3-d model of the human finger. Within our augmented reality application scenario, the user is able to grab, translate, rotate, and release objects in an intuitive way. We demonstrate our tracking system in an augmented reality chess game allowing a user to interact with virtual objects.
MediDesk - Interactive Volume Visualization in Augmented Reality (2000)
MediDesk is an interactive 3D volume exploration tool using a Virtual Reality system which is based on a workbench-like display device driven by an OpenInventor?based software framework called "Studierstube". It employs transparent props for two?handed interaction with the 3D virtual scene. The personal interaction panel (PIP) and the pen are based on the metaphor of an artist?s color palette and brush. We found out that this two?handed interaction is well suited for handling volume data and provides a very easy and natural way of manipulating it.
Bridging Multiple User Interface Dimensions with Augmented Reality (1999)
Studierstube is an experimental user interface system,
which bridges multiple user interface dimensions. At its core, it uses
collaborative augmented reality to incorporate true 3D interaction into
a work environment. This concept is extended to include multiple users
interface dimensions into a single system.
Keywords:
Studierstube, Augmented Reality, Distributed Systems, User Interfaces
Distributed Open Inventor - A Practical Approach to Distributed Graphics (1999)
Distributed Open Inventor (DIV) is an extension to the popular Open Inventor (OIV) toolkit for interactive 3D graphics. The toolkit is extended with the concept of a distributed shared scene graph, similar to distributed shared memory. From the application programmer's perspective, multiple workstations share a common scene graph. The proposed system introduces a convenient mechanism for writing distributed graphical applications based on a popular tool in an almost transparent manner. Local variations in the scene graph allow for a wide range of possible applications, and local low latency interaction mechanisms called input streams together with a sophisticated networking architecture enable high performance while saving the programmer from network peculiarities.
Keywords:
Studierstube, Augmented Reality, Distributed Systems
Construct3D - An Augmented Reality System for Mathematics and Geometry Education (1999)
Construct3D is a three dimensional geometric construction tool based on the collaborative augmented reality system "Studierstube". Our setup uses a stereoscopic head mounted display (HMD) and the Personal Interaction Panel (PIP) - a two-handed 3D interaction tool that simplifies 3D model interaction. Means of application in mathematics and geometry education at high school as well as university level are being discussed. A pilot study summarizes the strengths and possible extensions of our system. Anecdotal evidence supports our claim that the use of Construct3D is easy to learn and encourages experimentation with geometric constructions.
Large stereoscopic back-projection systems such as the Virtual Table are currently in use by major cooperations from the automotive and aircraft industry worldwide for the display of their VR applications systems. The interaction with such a setup is still mostly limited to camera movement and very simple object manipulation. The resulting exclusive use for design review does not exploit the full potential of the Virtual Table. To overcome the limited applications for the Virtual Table, we integrated the Studierstube augmented reality software from TUW with IGD's ARCADE, the Advanced Realism CAD Environment. The resulting system allows for intuitive, seamless taslk fulfillment in design applications.
Table-like display devices such as the Virtual Table are designed to serve for applications that are traditionally performed with or on workbenches, tables or presentation surfaces. We have developed an implementation that takes Studierstube and Personal Interaction Panel technology to this new platform.
Viskas - Real-Time Techniques for 3D Flow Visualization (1998)
Visualization of three-dimensional steady flow has to overcome a lot of problems to be effective. Among them are occlusion of distant details, lack of directional and depth hints and occlusion. In this paper we present methods which address these problems for real-time graphic representations applicable in virtual environments. We use dashtubes, i.e., animated, opacity-mapped streamlines, as visualization icon for 3D-flow visualization. We present a texture mapping technique to keep the level of texture detail along a streamline nearly constant even when the velocity of the flow varies considerably. An algorithm is described which distributes the dashtubes evenly in space. We apply magic lenses and magic boxes as interaction techniques for investigating densely filled areas without overwhelming the observer with visual detail.
We have developed a number of augmented games for multiple users, that allow players to play with each other, while the computer is only a high-quality supporting tool. Our approach opens a new field of augmented gaming where real and virtual content may be mixed and social communication necessary for a game scenario is not hindered.
The Virtual Landscape Design application demonstrates hwo urban and environment planning may be performed in the future. It uses the Studierstube augmented reality software on the Virtual Table platform. Users employ transparent pen and pad props to construct and alter a landscape.
Occlusion in Collaborative Augmented Environments (1997)
Augmented environments superimpose computer enhancements on the real world. Such augmented environments are well suited for collaboration of multiple users. To improve the quality and consistency of the augmentation the occlusion of real objects by computer-generated objects and vice versa has to be implemented. We present methods how this can be done for a tracked user's body and other real objects and how irritating artifacts due to misalignments can be reduced. Our method is based on simulating the occlusion of virtual objects by a representation of the user modeled as kinematic chains of articulated solids. Registration and modeling errors of this model are being reduced by smoothing the border between virtual world and occluding real object. An implementation in our augmented environment and the resulting improvements are presented.
Exploring Dynamical Systems in Collaborative Augmented Reality (1997)
Augmented reality was used for the interactive visualization of complex dynamical systems. Using this platform, multiple researchers were able to collaborate on the analysis of phase space representations of dynamical systems to gain insight into this complex topic.
Studierstube - A Collaborative Augmented Reality System (1996)
Studierstube is the study room where Goethe's famous character, Faust, tries to acquire knowledge and enlightenment. We chose this term as the working title for our efforts to develop user interfaces for future work environments based on collaborative augmented reality.
Keywords:
Studierstube, Augmented Reality, Distributed Systems, User Interfaces
Personal Interaction Panel - A Two Handed Input Device for Augmented Reality (1996)
The Personal Interaction Panel (PIP) is a new interaction paradigm that uses a simple two-handed hardware set-up to enable natural and easy-to-learn control over 3D applications. Users can interact with the mixture of 2D and 3D interface elements on the PIP, based on the metaphor of 2D in 3D rather than 2D and 3D.
Digital Formalism: The Vienna Vertov-Collection (2007)
Digital Formalism: The Vienna Vertov Collection focuses on the computer-aided digital analysis of the “senses of
cinema”. On the foundation of theoretical basic research on digital formalism we will develop the technical tools to
digitally analyse the principal cinematic elements in the films by Russian Avant-Garde film maker Dziga Vertov (1896 – 1954)
Keywords:
Video Processing, Dziga Vertov, Visual Information Retrieval, Feature Extraction, User Interface Design
Image and Video Analysis for Artistic Rendering (VideoArt) (2004)
The Hochschuljubiläumsstiftung der Stadt Wien recently granted a project entitled "Bild- und Videoverarbeitung zur Erzeugung künstlerischer Effekte", which focuses on the development of algorithms for non-photorealistic rendering of real images and video scenes. The project will start in January 2004.
Our group purchased a MotionPro (Redlake) high-speed video camera for use in IMS research and industrial applications. The IMS MotionPro system operates at frame rates up to 2000 frames/sec at a full resolution of 1280 x 1024 pixels.
The video camera is available for selected student projects within the study courses of Medieninformatik (Bakkalaureat, Master) and Computergrafik und Digitale Bildverarbeitung (Master). Under certain conditions, the camera can be temporarily rented by other academic or industrial institutions.
Keywords:
Video, Multimedia, Computer Vision, Tracking, Human Motion Capture
3D Video Analysis for Interactive Multimedia Applications (Video3D) (2002)
The Video3D project focuses on the 3D analysis of moving scenes that were captured by two (or more) synchronized video cameras. The work entails research in the fields of stereo analysis and optical tracking, human motion capture, and MPEG encoding. The project is funded by the Austrian Science Fund (FWF).
Keywords:
Video, Multimedia, Image Analysis, 3D Reconstruction, Stereo
With the VizIR project we would like
to provide a set of methods for visual
information retrieval. These include
methods for feature extraction,
similarity definition, query processing
and user interfaces for querying and
refinement. VizIR will implement most
of the visual descriptors in the
MPEG-7 standard.
Keywords:
Visual Information Retrieval, Feature Extraction, Similarity Measurement, User Interface Design
With the workbench project we aim at
integrating our research outcomes
with existing solutions (scientific
as well as industrial) of image and
video processing in a layered Java
class library. External components
will be integrated with wrappers via
RMI and CORBA. The workbench should
support our research work as well
as accelerate the production of
image and video processing applications.
Keywords:
Workbench, Video Processing, Image Processing, Java, Ims
imsNUKE - PostNuke and Document Juggler Combined (2001)
imsNUKE is a content management system concentrating on structured, documentbased content. It combines the webportal-feature of Post-Nuke with the document-feature of Document Juggler.
Mit der virtuellen Ausstellung Bhutan: Festung der Götter wurde ein bisher einzigartiges, preisgekröntes Projekt verwirklicht, in dem neue Wege im technischen und gestalterischen Bereich eine Auseinandersetzung mit geisteswissenschaftlichen Inhalten in neuer Form erlauben: Komplexe Vernetzungen kultureller Erscheinungen werden als solche dargestellt und ermöglichen eine neue Sichtweise des musealen Gegenstandes. Ziel des Projektes war sowohl die Entwicklung einer funktionstüchtigen Website, die - über den üblichen Status eines Forschungsprototyps hinaus - allen Anforderungen an ein Produktionssystems gewachsen ist, als auch die Untersuchung innovativer Hypermedien zur Gestaltung virtueller Ausstellungen im Allgemeinen.
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Interactive Media Systems Group
Institute for Software Technology and Interactive Systems
Vienna University of Technology
Favoritenstrasse 9-11/188/2
A-1040 Vienna, Austria