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Lawrence, Louise; Lee, Gun; Billinghurst, Mark; Rompapas, Damien
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE, 2022.
@conference{nokey,
title = {3DColAR: Exploring 3D Color Selection and Surface Painting for Head Worn Augmented Reality using Hand Gestures},
author = {Louise Lawrence and Gun Lee and Mark Billinghurst and Damien Rompapas},
url = {https://www.beerlabs.com.au/wp-content/uploads/2022/07/Exploring_3D_Color_Selection_and_Surface_Painting_for_Head_Worn_AR_using_Hand_Gestures.pdf},
doi = {10.1109/VRW55335.2022.00338},
year = {2022},
date = {2022-03-12},
urldate = {2022-03-12},
booktitle = {2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
publisher = {IEEE},
abstract = {Color selection and surface painting has been largely unexplored in head-worn Augmented Reality (AR) using hand gestures. In this demonstration we present 3DColAR: A system that implements several 2D and 3D techniques for color selection. We also implement two key approaches for painting a virtual 3D model using mid-air hand gestures. This includes a virtual pen which the user can grasp using their hand, akin to a real pen and the use of the user's fingertip directly on the virtual 3D model. We hope to explore how these various techniques effect user's efficiency and accuracy when performing surface painting of virtual objects using mid-air hand gestures via. several user studies.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Campbell, James; Cassinelli, Alvaro; Saakes, Daniel; Rompapas, Damien
B-Handy: An Augmented Reality System for Biomechanical Measurement Conference
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2022.
@conference{9757687,
title = {B-Handy: An Augmented Reality System for Biomechanical Measurement},
author = {James Campbell and Alvaro Cassinelli and Daniel Saakes and Damien Rompapas},
url = {https://www.beerlabs.com.au/wp-content/uploads/2022/07/B_Handy__An_Augmented_Reality_System_for_Biomechanics.pdf},
doi = {10.1109/VRW55335.2022.00339},
year = {2022},
date = {2022-03-12},
booktitle = {2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
organization = {IEEE},
abstract = {The study of bio-mechanics allows us to infer measurements for every day objects without needing measurement tools. A limitation of this comes from the complex mental transformations of space involved. The efficiency of this task degrades the larger these measurements become. We present B-Handy, a system that offloads this mental workload by providing visual transformations of space in the form of tracking and duplicating the user's hand in AR. It is our hope that this system will simplify the complexity of these mental transformations and increase the efficiency of bio-mechanical measurements.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Reddy, G S Rajeshekar; Rompapas, Damien
Liquid Hands: Evoking Emotional States via Augmented Reality Music Visualizations Conference
IMX '21: ACM International Conference on Interactive Media Experiences, AM, 2021.
@conference{10.1145/3452918.3465496,
title = {Liquid Hands: Evoking Emotional States via Augmented Reality Music Visualizations},
author = {G S Rajeshekar Reddy and Damien Rompapas},
doi = {doi.org/10.1145/3452918.3465496},
year = {2021},
date = {2021-06-16},
urldate = {2021-06-16},
booktitle = {IMX '21: ACM International Conference on Interactive Media Experiences},
pages = {305-310},
publisher = {AM},
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.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Rompapas, Damien Constantine; Campbell, James; Barnes, Eleanor; Fraser, Jack Douglas; Twynham, Bradley; Pham, Xuan Tien; Hien, Nguyen Thu; Lugtenberg, Geert; Yoshinari, Nishiki; Akkad, Sarah Al; Taylor, Andrew Gavin; Billinghurst, Mark
RockemBot Boxing: Facilitating Long-Distance Real-Time Collaborative Interactions with Limited Hand Tracking Volumes Presentation
30.11.2019.
@misc{Rompapas2018b,
title = {RockemBot Boxing: Facilitating Long-Distance Real-Time Collaborative Interactions with Limited Hand Tracking Volumes},
author = {Damien Constantine Rompapas and James Campbell and Eleanor Barnes and Jack Douglas Fraser and Bradley Twynham and Xuan Tien Pham and Nguyen Thu Hien and Geert Lugtenberg and Nishiki Yoshinari and Sarah Al Akkad and Andrew Gavin Taylor and Mark Billinghurst},
url = {https://www.beerlabs.com.au/wp-content/uploads/2021/12/RockemBot_Boxing__ISMAR_Submission.pdf},
year = {2020},
date = {2020-00-00},
urldate = {2020-00-00},
abstract = {This demonstration showcases a boxing game that facilitates interac-tions between two users over a larger-than-arms reach distance. In RockemBot boxing, users stand two meters apart, and use virtual fists as a means of knocking the opposing player’s virtual head in an intense matchup. By first re-mapping the user’s hand tracked input to a virtual model, and representing the user’s in the collaborative space as a semi-attached avatar, we allow real-time high fidelity interactions.
Keywords: Augmented Reality, Human Computer Interaction, Games and Entertainment Design},
keywords = {},
pubstate = {published},
tppubtype = {presentation}
}
Keywords: Augmented Reality, Human Computer Interaction, Games and Entertainment Design
Rompapas, Damien; Sandor, Christian; Plopski, Alexander; Daniel Saakes, Dong Hyeok Yun; Taketomi, Takafumi; Kato, Hirokazu
Holoroyale: A Large Scale High Fidelity Augmented Reality Game Conference
2018, ISBN: 978-1-4503-5949-8/18/10.
@conference{Rompapas2018,
title = {Holoroyale: A Large Scale High Fidelity Augmented Reality Game},
author = {Damien Rompapas and Christian Sandor and Alexander Plopski and Daniel Saakes, Dong Hyeok Yun and Takafumi Taketomi and Hirokazu Kato},
url = {https://www.beerlabs.com.au/wp-content/uploads/2021/12/HoloRoyale___UIST.pdf},
doi = {10.1145/3266037.3271637},
isbn = {978-1-4503-5949-8/18/10},
year = {2018},
date = {2018-10-11},
urldate = {2018-10-11},
abstract = {INTRODUCTION
Recent years saw an explosion in Augmented Reality (AR) experiences for consumers. These experiences can be classified based on the scale of the interactive area (room vs city/global scale) , or the fidelity of the experience (high vs low) [4]. Experiences that target large areas, such as campus or world scale [7, 6], commonly have only rudimentary interactions with the physical world, and suffer from registration errors and jitter. We classify these experiences as large scale and low fidelity. On the other hand, various room sized experiences [5, 8] feature realistic interaction of virtual content with the real world. We classify these experiences as small scale and high fidelity.
Our work is the first to explore the domain of large scale high fidelity (LSHF) AR experiences. We build upon the small scale high fidelity capabilities of the Microsoft HoloLens to allow LSHF interactions. We demonstrate the capabilities of our system with a game specifically designed for LSHF
interactions, handling many challenges and limitations unique to the domain of LSHF AR through the game design.
Our contributions are twofold:
The lessons learned during the design and development of a system capable of LSHF AR interactions.
Identification of a set of reusable game elements specific to LSHF AR, including mechanisms for addressing spatio-temporal inconsistencies and crowd control. We believe our contributions will be fully applicable not only to games, but all LSHF AR experiences.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Recent years saw an explosion in Augmented Reality (AR) experiences for consumers. These experiences can be classified based on the scale of the interactive area (room vs city/global scale) , or the fidelity of the experience (high vs low) [4]. Experiences that target large areas, such as campus or world scale [7, 6], commonly have only rudimentary interactions with the physical world, and suffer from registration errors and jitter. We classify these experiences as large scale and low fidelity. On the other hand, various room sized experiences [5, 8] feature realistic interaction of virtual content with the real world. We classify these experiences as small scale and high fidelity.
Our work is the first to explore the domain of large scale high fidelity (LSHF) AR experiences. We build upon the small scale high fidelity capabilities of the Microsoft HoloLens to allow LSHF interactions. We demonstrate the capabilities of our system with a game specifically designed for LSHF
interactions, handling many challenges and limitations unique to the domain of LSHF AR through the game design.
Our contributions are twofold:
The lessons learned during the design and development of a system capable of LSHF AR interactions.
Identification of a set of reusable game elements specific to LSHF AR, including mechanisms for addressing spatio-temporal inconsistencies and crowd control. We believe our contributions will be fully applicable not only to games, but all LSHF AR experiences.