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Author: 254
12 results

Computational Design of Active Kinesthetic Garments

Garments with the ability to provide kinesthetic force-feedback on-demand can augment human capabilities in a non-obtrusive way, enabling numerous applications in VR haptics, motion assistance, and robotic control. However, designing such garments is a complex, and often manual task, particularly when the goal is to r…

VV
Velko Vechev et al.ETH Zurich

Optimization-based User Support for Cinematographic Quadrotor Camera Target Framing

To create aesthetically pleasing aerial footage, the correct framing of camera targets is crucial. However, current quadrotor camera tools do not consider the 3D extent of actual camera targets in their optimization schemes and simply interpolate between keyframes when generating a trajectory. This can yield videos wi…

CG
Christoph Gebhardt et al.ETH Zurich

Omni: Volumetric Sensing and Actuation of Passive Magnetic Tools for Dynamic Haptic Feedback

We present Omni, a self-contained 3D haptic feedback system that is capable of sensing and actuating an untethered, passive tool containing only a small embedded permanent magnet. Omni enriches AR, VR and desktop applications by providing an active haptic experience using a simple apparatus centered around an electrom…

TL
Thomas Langerak et al.ETH Zurich

Optimal Control for Electromagnetic Haptic Guidance Systems

We introduce an optimal control method for electromagnetic haptic guidance systems. Our real-time approach assists users in pen-based tasks such as drawing, sketching or designing. The key to our control method is that it guides users, yet does not take away agency. Existing approaches force the stylus to a continuous…

TL
Thomas Langerak et al.ETH Zurich
AdRecommended

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Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

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Context-Aware Online Adaptation of Mixed Reality Interfaces

We present an optimization-based approach for Mixed Reality (MR) systems to automatically control when and where applications are shown, and how much information they display. Currently, content creators design applications, and users then manually adjust which applications are visible and how much information they sh…

DL
David Lindlbauer et al.Carnegie Mellon University

Learning Cooperative Personalized Policies from Gaze Data

An ideal Mixed Reality (MR) system would only present virtual information (e.g., a label) when it is useful to the person. However, figuring out when a label is useful is challenging; it depends on a variety of factors, including the current task, previous knowledge, context, etc. In this paper, we propose a Rein…

CG
Christoph Gebhardt et al.ETH Zurich

AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time

Developing cross-device multi-user interfaces (UIs) is a challenging problem. There are numerous ways in which content and interactivity can be distributed. However, good solutions must consider multiple users, their roles, their preferences and access rights, as well as device capabilities. Manual and rule-based solu…

SP
Seonwook Park et al.ETH Zurich

Computational Interaction: Theory and Practice

This course introduces computational methods in human--computer interaction. Computational interaction methods use computational thinking -- abstraction, automation, and analysis -- to explain and enhance interaction. This course introduces optimization and probabilistic inference as principled methods. Lectures cent…

JW
John Williamson et al.Glasgow University

Computational Interaction: Theory and Practice

This course introduces computational methods in human--computer interaction. Computational interaction methods use computational thinking -- abstraction, automation, and analysis -- to explain and enhance interaction. This course introduces optimization and probabilistic inference as principled methods. Lectures cent…

JW
John Williamson et al.Glasgow University

Computational Interaction: Theory and Practice

This course introduces computational methods in human--computer interaction. Computational interaction methods use computational thinking -- abstraction, automation, and analysis -- to explain and enhance interaction. This course introduces optimization and probabilistic inference as principled methods. Lectures cent…

JW
John Williamson et al.Glasgow University

DextrES: Wearable Haptic Feedback for Grasping in VR via a Thin Form-Factor Electrostatic Brake

We introduce DextrES, a flexible and wearable haptic glove which integrates both kinesthetic and cutaneous feedback in a thin and light form factor (weight is less than 8g). Our approach is based on an electrostatic clutch generating up to 20 N of holding force on each finger by modulating the electrostatic attraction…

RH
Ronan Hinchet et al.Swiss Federal Institute of Technology Lausanne

DeepWriting: Making Digital Ink Editable via Deep Generative Modeling

Digital ink promises to combine the flexibility and aesthetics of handwriting and the ability to process, search and edit digital text. Character recognition converts handwritten text into a digital representation, albeit at the cost of losing personalized appearance due to the technical difficulties of separating th…

EA
Emre Aksan et al.ETH Zurich
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

Computational Design of Active Kinesthetic Garments

Garments with the ability to provide kinesthetic force-feedback on-demand can augment human capabilities in a non-obtrusive way, enabling numerous applications in VR haptics, motion assistance, and robotic control. However, designing such garments is a complex, and often manual task, particularly when the goal is to r…

VV
Velko Vechev et al.ETH Zurich

Optimization-based User Support for Cinematographic Quadrotor Camera Target Framing

To create aesthetically pleasing aerial footage, the correct framing of camera targets is crucial. However, current quadrotor camera tools do not consider the 3D extent of actual camera targets in their optimization schemes and simply interpolate between keyframes when generating a trajectory. This can yield videos wi…

CG
Christoph Gebhardt et al.ETH Zurich

Omni: Volumetric Sensing and Actuation of Passive Magnetic Tools for Dynamic Haptic Feedback

We present Omni, a self-contained 3D haptic feedback system that is capable of sensing and actuating an untethered, passive tool containing only a small embedded permanent magnet. Omni enriches AR, VR and desktop applications by providing an active haptic experience using a simple apparatus centered around an electrom…

TL
Thomas Langerak et al.ETH Zurich

Optimal Control for Electromagnetic Haptic Guidance Systems

We introduce an optimal control method for electromagnetic haptic guidance systems. Our real-time approach assists users in pen-based tasks such as drawing, sketching or designing. The key to our control method is that it guides users, yet does not take away agency. Existing approaches force the stylus to a continuous…

TL
Thomas Langerak et al.ETH Zurich
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Context-Aware Online Adaptation of Mixed Reality Interfaces

We present an optimization-based approach for Mixed Reality (MR) systems to automatically control when and where applications are shown, and how much information they display. Currently, content creators design applications, and users then manually adjust which applications are visible and how much information they sh…

DL
David Lindlbauer et al.Carnegie Mellon University

Learning Cooperative Personalized Policies from Gaze Data

An ideal Mixed Reality (MR) system would only present virtual information (e.g., a label) when it is useful to the person. However, figuring out when a label is useful is challenging; it depends on a variety of factors, including the current task, previous knowledge, context, etc. In this paper, we propose a Rein…

CG
Christoph Gebhardt et al.ETH Zurich

AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time

Developing cross-device multi-user interfaces (UIs) is a challenging problem. There are numerous ways in which content and interactivity can be distributed. However, good solutions must consider multiple users, their roles, their preferences and access rights, as well as device capabilities. Manual and rule-based solu…

SP
Seonwook Park et al.ETH Zurich

Computational Interaction: Theory and Practice

This course introduces computational methods in human--computer interaction. Computational interaction methods use computational thinking -- abstraction, automation, and analysis -- to explain and enhance interaction. This course introduces optimization and probabilistic inference as principled methods. Lectures cent…

JW
John Williamson et al.Glasgow University

Computational Interaction: Theory and Practice

This course introduces computational methods in human--computer interaction. Computational interaction methods use computational thinking -- abstraction, automation, and analysis -- to explain and enhance interaction. This course introduces optimization and probabilistic inference as principled methods. Lectures cent…

JW
John Williamson et al.Glasgow University

Computational Interaction: Theory and Practice

This course introduces computational methods in human--computer interaction. Computational interaction methods use computational thinking -- abstraction, automation, and analysis -- to explain and enhance interaction. This course introduces optimization and probabilistic inference as principled methods. Lectures cent…

JW
John Williamson et al.Glasgow University

DextrES: Wearable Haptic Feedback for Grasping in VR via a Thin Form-Factor Electrostatic Brake

We introduce DextrES, a flexible and wearable haptic glove which integrates both kinesthetic and cutaneous feedback in a thin and light form factor (weight is less than 8g). Our approach is based on an electrostatic clutch generating up to 20 N of holding force on each finger by modulating the electrostatic attraction…

RH
Ronan Hinchet et al.Swiss Federal Institute of Technology Lausanne
emoji_events

DeepWriting: Making Digital Ink Editable via Deep Generative Modeling

Digital ink promises to combine the flexibility and aesthetics of handwriting and the ability to process, search and edit digital text. Character recognition converts handwritten text into a digital representation, albeit at the cost of losing personalized appearance due to the technical difficulties of separating th…

EA
Emre Aksan et al.ETH Zurich