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Current Research Projects
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Research Demos Here
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Vari-Focal Plane Head-Mounted Display
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A vari-focal or
multi-focal plane head-mounted display (HMD) technology is one of
our most recent display projects to address a fundamental problem
inherent to the existing stereoscopic display technologies. In a
typical stereoscopic display, the eyes of a user are forced to
accommodate to a fixed focal distance while changing their
convergence angles to view 3D content rendered at different depths.
Existing stereoscopic displays are therefore incapable of correctly
rendering focus cues and force the decoupling of the accommodation
and convergence cues which are naturally coupled in viewing a
real-world scene. Many psychophysical studies suggest that this
fundamental problem likely contributes to the perceived depth
compression phenomena and visual fatigue when using stereoscopic
displays. We recently explored an elegant method to design an HMD
with addressable focal planes. The focal plane of the display is
dynamically controlled, matching the depth cue of virtual objects
with the focal distance of the display.
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Multi-Focal Plane Head-Mounted
Display
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We further investigated a time-multiplexed
multi-focal plane approach to achieve the capability of rendering
pseudo-correct focus cues for a volume of 3D objects. The virtual
objects therefore can be rendered with correct or near-correct focus
cues from optical infinity to the near point of the eye, analogous
to the naturally coupled convergence cues. A pilot study
suggested improved depth perception and correct accommodation
response. Continuing research is being carried out to develop
prototypes which will be used to perform studies to understand a
variety of visual artifacts found in stereoscopic displays.
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Polarized Head Mounted Projection Display (p-HMPD)


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In existing optical see-through head-mounted displays (HMD), it is a common challenge that the displayed image lacks brightness and contrast compared to the direct view of a real-world scene. Consequently, such displays are usually used under dimmed indoor lighting conditions, excluding the feasibility of applying such information displays outdoor or in scenarios where well-lit environments such as in an operation room are demanded. The lack of image brightness is further aggravated in the design of a see-through head-mounted projection display (HMPD) due to the multi-pass beam splitting scheme and low retro-reflection efficiency. The existing designs of HMPDs typically leads to an overall light efficiency below 10%. We propose a simple but elegant design of a polarized head-mounted projection display (p-HMPD). By managing the polarization property in the optical system, the proposed p-HMPD design can greatly improve the image brightness (by about four times), contrast, and color vividness of a conventional HMPD system. This makes it possible to use the p-HMPD system in a well-lit indoor environment. The
first prototype showed on the left was a VGA-resolution design with 55-degrees of diagonal field of view. We
recently completed the a prototype based on a pair of XGA-resolution
FLCOS microdisplays. The prototype was shown on the left as well.
Click
here to learn more
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Hybrid-SCAPE

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With the
ever-increasing scope and volume of data available for exploration
and the increasing complexity of tasks, many of which require a team
of experts working together, there is great need for 3D
visualization systems that are capable of displaying a complex
dataset in ways that facilitate information discovery and
collaborative activities. While 3D displays are key enabling
technologies to a fully-integrated, 3D interactive system,
visualization methods and interaction techniques are essential
components that have a critical impact on the effectiveness of the
system for complex tasks. Visualization methods support users to
correlate and interpret complex datasets by exploring alternative
perspectives, scales, resolution, and temporal dynamics. Interaction
techniques allow users to manipulate digital objects, perform system
control, and add or modify digital information. However, most of the
existing 3D visualization methods are incapable of adaptively
visualizing data at appropriate levels of complexity according to a
user’s task needs. The interaction techniques based on conventional
interface devices such as joysticks and 3D mice lack intuitiveness
and ease of use. Moreover, few existing visualization systems
support and mediate fluid collaborative activities.
To respond to these challenges,
under a recent NSF CAREER award (Years 2007-2012), we have been
developing a heterogeneous display environment that contains a
large-scale immersive environment, a 2D/3D hybrid display in which a
3D display area is surrounded by a high resolution 2D tabletop
display, and various other 2D and 3D hand-held displays.
The system is and will be integrated with an
array of 2D and 3D user interaction techniques such as multi-touch
sensing, hand gesture recognition, and other advanced user
interfaces. From the display perspective, this platform assists
users in navigating and controlling their levels of immersion into
the digital realm. From the interaction perspective, the platform
supports intuitive user interaction with both the physical and
digital worlds through physical manipulation and gesture-based
interaction metaphors. Furthermore, this platform provides a unique
display environment for studying visualization and interaction
techniques that are potentially capable of facilitating users’
ability to correlate and understand complex datasets as well as to
support collaborative tasks. For instance, we recently evaluated
the effect of three multi-scale interfaces in large scale
information visualization. The comparison study is helpful to
understand how information window arrangements and methods to
position information relative to a viewer affect the user’s ability
to gather information and interpret spatial relationships.
This project is based on another
earlier project: SCAPE
Design of a hybrid-WIM workbench display
Multi-Touch User Interface
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Tangible User Interfaces |
A typical virtual
environment setup consists of a workbench display allowing an
outside-in exocentric view of a data set, or a room display for
fully immersive, inside-out egocentric views of life-sized,
walkthrough data sets. Through SCAPE, we have explored a framework
that combines and promotes both these interaction paradigms
symmetrically and concurrently. However, often times the two
discrete views provided by the workbench and wall displays alone are
insufficient. For example, in the immersive view, the data set might
appear overwhelmingly detailed or zoomed in, whereas on the
workbench, the same visualization might appear at an inadequately
low resolution, or otherwise look too zoomed out to distinguish
notable characteristics. In such instances, a continuous range of
intermediary scales and levels of detail is highly desirable to
fine-tune the visualization for the given task.
We
recently are exploring tangible Magic Lens interfaces in 3D
augmented and virtual environments, to augment the bi-modal (micro-
and macro-scales, exocentric and egocentric perspectives)
visualization concept in SCAPE.
Click here to learn more......
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Fovea-Contingent
Display |
Fovea-contingent display (FCD)
is another technology that we have been pursuing. Unlike
conventional display technologies in which the finite number of
pixels is spread evenly across the entire visual field, this
technology adopts an active foveation approach which mimics the
human visual system. In this approach, a user’s instantaneous
attention is dynamically tracked and is engaged with high-resolution
information in a narrow visual field which is embedded into a wide,
low-resolution peripheral visual field to provide adequate context
awareness.
FCD technology can potentially find
numerous applications in 3D visualization, human computer
interaction, and vision research. For instance, this technology can
be used to develop techniques enabling physically-challenged
individuals to interact with and access digital information
Click here to learn more...... |
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Fovea-Contingent Imaging System
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In the process of creating a mixed-
or augmented reality application, it is imperative to capture and
interpret the physical world, especially as the world becomes more
dynamic or complex. Image acquisition systems are an essential
component in the loop of capturing a real-world scene and augmenting
it with synthetic information. The capability of acquiring
high-resolution, wide field of view and high dynamic range images at
video rate is highly desired. Such capabilities are also critical
for many vision-based applications such as surveillance and robot
navigation. The field of view, resolution, and depth of field of a
conventional digital camera, however, are limited by the choice of
imaging sensors and optics. We have been developing various novel
imaging systems to achieve the aforementioned capabilities.
One example of such an imaging system is a foveated
imaging system, which mimics the human visual system. A wide visual
field is captured with a dynamically embedded, high-resolution fovea
region: the peripheral sensor captures the context for target
detection and tracking; the foveated sensor, with a resolution many
magnitudes greater than the peripheral sensor, captures the fine
details for target recognition and detail examination. This
acquisition method not only serves as an input for the
fovea-contingent display research discussed earlier, but can also
find a wide range of applications in surveillance, robot
navigation, and microscopic imaging.
Click here to learn more......
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Modeling and
Simulation of Eye Illumination
in Eye-tracked Head-Mounted Display

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This project aims at the
optimization of illumination schemes for the development of a robust
eye tracking system. Based on the Arizona Eye Model, we have been
modeling a complete eye illumination and imaging system which
includes the modeling of the optics of the human eye, IR
illumination methods, and an eye image capture system. Using this
simulation, we are able to study how to optimize illumination
schemes to achieve good quality of IR-illuminated eye images for the
development of robust eye tracking methods. In particular, we are
able to study how the quality of eye images would change as eye
rotates.
Click here to learn more......
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Robust Eye Tracking Methods
  
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This project aims at the
development of robust and accurate 2D/3D eye tracking methods. We
are particularly interested in eye tracking solutions that are
suitable for the integration with head-mounted displays. We have
been developing feature-based eye tracking methods, using multiple
near IR LEDs to improve the robustness of eye illumination, the
accuracy of pupil/cornea tracking, the range of eye movements
tracking, as well as the simplification of tracking algorithm for
speed concerns. We are also developing 3D tracking methods to obtain
point of gaze information. This project has been funded by a
three-year NSF HCI grant.
This project aims at the
development of robust and accurate 2D/3D eye tracking methods. We
are particularly interested in eye tracking solutions that are
suitable for the integration with head-mounted displays. We have
been developing feature-based eye tracking methods, using multiple
near IR- LEDs to improve the robustness of eye illumination, the
accuracy of pupil/cornea tracking, the range of eye movements
tracking, as well as the simplification of tracking algorithm for
speed concerns. We are also developing 3D tracking methods to obtain
point of gaze information. More details are reported in Prasanna's
MS thesis.
Robust algorithm for
tracking with artifacts
Recovered eyelid (1,
2)
Eyelash (1,
2)
Extended tracking range
(Left,
up-left,
up,
right)
Click here to learn more......
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Integral Imaging |
Integral imaging is a new method to obtain a three-dimensional (3D)
imaging/display by capturing a set of two-dimensional (2D) elemental images with different perspectives. Compared to other 3D imaging and display technologies, InI has some inherent advantages, such as full parallax, continuous viewing points, operating with incoherent light, etc.
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Volumetric display and
Light field display
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Currently we
are in the process of analyzing existing volumetric display
systems. After analyzing systems, a classification system will be
developed that enables the categorization of the characteristics of
the systems. By creating a metric system and weighing system that
will rank each of the characterizations, we will distinguish
priorities. Ultimately, the goal is to determine if a new display
system that renders 3D images in space is a superior technique in
comparison to other 3D imaging options.
The light
field displays are an interesting new development in the history of
3D display , a merger of the multiview and volumetric
display systems. These systems possess a display volume for
emission, which is similar to the volumetric displays, but a
rendering scheme that is geared towards a multiview display.
However, these are not mutiview displays in the sense that the
design is not established for specific directional viewing for small
windowed regions. Light field systems produce angular data that
have a smaller separation then between human eyes, thus reproducing
varying images for each eye. This 3D reproduction is achieved
within a region known as the viewing volume. The integration of
this angular information by the eye is the underlying factor that
enables the reproduction of the 3D image. Our research is to
determine if it is feasible to create a new 3D light field display.
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Past
Research Projects
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SCAPE
 

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SCAPE
stands for Stereoscopic Collaboration in
Augmented Projective Environments.
SCAPE is a 3D collaborative infrastructure that is capable of
blending the traditionally separate paradigms of immersive virtual
environment and augmented reality technology into one single
cohesive system.
Based on the visualization capabilities of
head-mounted projection displays (HMPDs), SCAPE presents two
simultaneous perspectives of a 3D synthetic data set: an egocentric
view of a virtual world appears on an immersive wall display, while
a corresponding exocentric augmented view appears on a stationary
workbench display. The workbench gives us an overview of the dataset
at low detail, whereas the room display provides us with a
first-person view of the data set at high detail, but with a
relatively narrow field of interest. Therefore, in SCAPE, a
synthetic 3D dataset is concurrently visualized at dual scales and
dual perspective, opposed to single perspective, single scale
visualization capability in most existing 3D system.
Different from
the CAVE-like spatially immersive display environment, SCAPE
supports multiple styles of collaboration among a small group of
co-located users, including symmetrical mode where each user can
control his or her viewpoint independently, privileged lead mode
where one of the users lead the team by selecting a region of
interest and the rest of users can freely control their viewpoints
within the designated region, and slaved mode where one of the users
completely takes over the control of the navigation in the
environment. The slaved mode of collaboration is similar to that
available in CAVE-like projection displays. SCAPE also offers a set
of unique tangible user interfaces to facilitate interaction with 3D
data sets and cooperation with other users.
A detailed discussion on SCAPE's
conceptualization and interface framework can be found in our 2004
Presence Paper.
The
SCAPE construction shown on the left was completed in July 2004 at
the University of Arizona. The design was upgraded from the
1st-generation system Hong and her students built at the University
of Illinois at Urbana-Champaign (Please refer to the IEEE VR 2003,
and CGA 2004 for detailed implementation), while she also built a
temporary prototype at the University of Hawaii in 2003.
Click here to learn
more...
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AR Display
Calibration |
One of the major
challenges in augmented environment is achieving accurate dynamic
registration of the real and virtual views. We have been
investigating methods to calibrate HMPD-type of display system to
achieve accurate registration in augmented environments. The
calibration methods can also be adopted for other type of HMD
display calibration.
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more...
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Head-Mounted Projection Displays (HMPD)

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Pioneered by Fisher,
head-mounted projective displays (HMPD) have been proposed as an
alternative to conventional eyepiece-based head-mounted displays (HMD).
Its novel concept and properties address part of the problems in
state of the art visualization devices and makes it suitable for
wearable systems and multiple user collaborative applications.
Collaborated with Dr. Jannick Rolland at the University of Central
Florida, we investigated the design and prototyping of the
first-generation compact displays for augmented reality
applications.
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more...
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Omni-Directional Vision
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Panoramic vision systems
are useful in many applications like special effects, immersive
virtual environment to name a few. In this project, we study the
design of such panoramic systems for single- or multi-view panoramic
video capture and their applications in remote reality and distance
collaboration.
Click here to learn
more...... |
Last updated on October 2008 |