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We present the two-user Responsive Workbench: a projection-based virtual reality system that allows two people to simultaneously view individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of both users and computes four images-one for each eye of each person. To display the four images as two stereo pairs, we(More)
Confocal microscopy is a family of imaging techniques that employ focused patterned illumination and synchronized imaging to create cross-sectional views of 3D biological specimens. In this paper, we adapt confocal imaging to large-scale scenes by replacing the optical apertures used in microscopy with arrays of real or virtual video projectors and cameras.(More)
As wider field-of-view displays become more common, the question arises as to whether or not data collected on these displays are comparable to those collected with smaller field-of-view displays. This document describes a pilot study that aimed to address these concerns by comparing medium-field distance judgments in a 60° FOV display, a 150° FOV(More)
In the good old days, the human was here, the computer there, and a good living was to be made by designing ways to interface between the two. Now we find ourselves unthinkingly pinching to zoom in on a picture in a paper magazine. User interfaces are changing instinctual human behavior and instinctual human behavior is changing user interfaces. We point or(More)
The Flexible Action and Articulated Skeleton Toolkit (FAAST) is middleware to facilitate integration of full-body control with virtual reality applications and video games using OpenNI-compliant depth sensors (currently the PrimeSensor and the Microsoft Kinect). FAAST incorporates a VRPN server for streaming the user's skeleton joints over a network, which(More)
Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promising approach that relaxes the space requirements of natural walking by manipulating the user's route in(More)
The following series of experiments explore the effect of static peripheral stimulation on the perception of distance and spatial scale in a typical head-mounted virtual environment. It was found that applying constant white light in an observer's far periphery enabled the observer to more accurately judge distances using blind walking. An effect of similar(More)
The authors present work that was conducted as a collaboration between Cambridge University and MIT. The work is a continuation of previous research at Cambridge University, where several view-sequential 3D displays were built. The authors discuss a new display which they built and compare performance to previous versions. The new display utilizes a DMD(More)
— Mixed Reality can be a valuable tool for research and development in robotics. In this work, we refine the definition of Mixed Reality to accommodate seamless interaction between physical and virtual objects in any number of physical or virtual environments. In particular, we show that Mixed Reality can reduce the gap between simulation and implementation(More)
Figure 1: A 3D object shown on the display is photographed by two stereo cameras (seen in the middle image). The two stereo viewpoints sample the 360 • field of view around the display. The right pair is from a vertically-tracked camera position and the left pair is from an untracked position roughly horizontal to the center of the display. The stereo pairs(More)