Improving static and dynamic registration in an optical see-through HMD
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Fast and Accurate Collision Detection for Virtual Environments
Dagstuhl '97, Scientific Visualization
An Adaptive Estimator for Registration in Augmented Reality
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Collision Detection for Moving Polyhedra
Collision Detection for Moving Polyhedra
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
An Analysis of Orientation Prediction and Filtering Methods for VR/AR
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
V-Pong: An Immersive Table Tennis Simulation
IEEE Computer Graphics and Applications
Personal and Ubiquitous Computing
QualiTrack: Highspeed TUI Tracking for Tabletop Applications
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Proceedings of the 1st Augmented Human International Conference
Human-centered visualization environments
Human-centered visualization environments
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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In this paper we summarize the experiences we made with the implementation of a table tennis application. After describing the hardware necessities of our system we give insight into different aspects of the simulation. These include collision detection, physical simulation and some aspects of the design of the virtual opponent.Since table tennis is one of the fastest sports the synchronization of the player's movements and the visual output on the projection wall is the most challenging problem to solve. Therefore we analysed the latencies of all subcomponents of our system and designed a prediction method that allows high speed interaction with our application.