Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
What video can and cannot do for collaboration: a case study
Multimedia Systems
Understanding and constructing shared spaces with mixed-reality boundaries
ACM Transactions on Computer-Human Interaction (TOCHI)
Texture and reflection in computer generated images
Communications of the ACM
Head orientation and gaze direction in meetings
CHI '02 Extended Abstracts on Human Factors in Computing Systems
3D Live: Real Time Captured Content for Mixed Reality
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
Multi-finger gestural interaction with 3d volumetric displays
Proceedings of the 17th annual ACM symposium on User interface software and technology
Spatiality in videoconferencing: trade-offs between efficiency and social presence
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Android as a telecommunication medium with a human-like presence
Proceedings of the ACM/IEEE international conference on Human-robot interaction
Optical Versus Video See-Through Head-Mounted Displays in Medical Visualization
Presence: Teleoperators and Virtual Environments
Rendering for an interactive 360° light field display
ACM SIGGRAPH 2007 papers
Sphere: multi-touch interactions on a spherical display
Proceedings of the 21st annual ACM symposium on User interface software and technology
Achieving eye contact in a one-to-many 3D video teleconferencing system
ACM SIGGRAPH 2009 papers
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Embodied social proxy: mediating interpersonal connection in hub-and-satellite teams
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Avatars meet meetings: design issues in integrating avatars in distributed corporate meetings
Proceedings of the 16th ACM international conference on Supporting group work
Exploring use cases for telepresence robots
Proceedings of the 6th international conference on Human-robot interaction
"Now, i have a body": uses and social norms for mobile remote presence in the workplace
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Animatronic shader lamps avatars
Virtual Reality - Special Issue on Augmented Reality
Augmented reality using personal projection and retroreflection
Personal and Ubiquitous Computing
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Supporting interoperability and presence awareness in collaborative mixed reality environments
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
MM+Space: n x 4 degree-of-freedom kinetic display for recreating multiparty conversation spaces
Proceedings of the 15th ACM on International conference on multimodal interaction
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An emerging form of telecollaboration utilizes situated or mobile displays at a physical destination to virtually represent remote visitors. An example is a personal telepresence robot, which acts as a physical proxy for a remote visitor, and uses cameras and microphones to capture its surroundings, which are transmitted back to the visitor. We propose the use of spherical displays to represent telepresent visitors at a destination. We suggest that the use of such 360 degree displays in a telepresence system has two key advantages: it is possible to understand the identity of the visitor from any viewpoint; and with suitable graphical representation, it is possible to tell where the visitor is looking from any viewpoint. In this paper, we investigate how to optimally represent a visitor as an avatar on a spherical display by evaluating how varying representations are able to accurately convey head gaze.