Occlusion based interaction methods for tangible augmented reality environments

Gun A. Lee, Mark Billinghurst, Jeonghyun Kim

Research output: Chapter in Book/Report/Conference proceedingConference contribution

40 Citations (Scopus)

Abstract

Traditional Tangible Augmented Reality (Tangible AR) interfaces combine a mixture of tangible user interface and augmented reality technology, complementing each other for novel interaction methods and real world anchored visualization. However, well known conventional one and two dimensional interaction methods such as pressing buttons, changing slider values, or menu selections are often quite difficult to apply to Tangible AR interfaces. In this paper we suggest a new approach, occlusion based interaction, in which visual occlusion of physical markers are used to provide intuitive two dimensional interaction in Tangible AR environments. We describe how to implement occlusion based interfaces for Tangible AR environments, give several examples of applications and describe results from informal user studies.

Original languageEnglish
Title of host publicationProceedings VRCAI 2004 - ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry
Pages419-426
Number of pages8
Publication statusPublished - 2004 Dec 17
Externally publishedYes
EventProceedings VRCAI 2004 - ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry - , Singapore
Duration: 2004 Jun 162004 Jun 18

Other

OtherProceedings VRCAI 2004 - ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry
CountrySingapore
Period04/6/1604/6/18

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Keywords

  • Computer human interaction
  • Occlusion, augmented reality
  • Tangible augmented reality
  • User interface

ASJC Scopus subject areas

  • Engineering(all)

Cite this

Lee, G. A., Billinghurst, M., & Kim, J. (2004). Occlusion based interaction methods for tangible augmented reality environments. In Proceedings VRCAI 2004 - ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry (pp. 419-426)