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        "title": "Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art",
        "date": "2018-03",
        "abstract": "Tactile reliefs offer many benefits over the more classic\n                raised line drawings or tactile diagrams, as depth, 3D shape,\n                and surface textures are directly perceivable. Although often\n                created for blind and visually impaired (BVI) people, a wider\n                range of people may benefit from such multimodal material.\n                However, some reliefs are still difficult to understand without\n                proper guidance or accompanying verbal descriptions, hindering\n                autonomous exploration.\n                \n                In this work, we present a gesture-controlled interactive audio\n                guide (IAG) based on recent low-cost depth cameras that can be\n                operated directly with the hands on relief surfaces during\n                tactile exploration. The interactively explorable,\n                location-dependent verbal and captioned descriptions promise\n                rapid tactile accessibility to 2.5D spatial information in a\n                home or education setting, to online resources, or as a kiosk\n                installation at public places.\n                \n                We present a working prototype, discuss design decisions, and\n                present the results of two evaluation studies: the first with 13\n                BVI test users and the second follow-up study with 14 test users\n                across a wide range of people with differences and difficulties\n                associated with perception, memory, cognition, and\n                communication. The participant-led research method of this\n                latter study prompted new, significant and innovative\n                developments.\n",
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        "title": "Gesture-Based Interactive Audio Guide on Tactile Reliefs",
        "date": "2016-10",
        "abstract": "For blind and visually impaired people, tactile reliefs offer many benefits over the more classic raised line drawings     or tactile diagrams, as depth, 3D shape and surface textures are directly perceivable. However, without proper guidance some reliefs are still difficult to explore autonomously.\nIn this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that operates directly on relief surfaces. The interactively explorable,         location-dependent verbal descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to on-line resources, or as a kiosk installation at \npublic places.\nWe present a working prototype, discuss design decisions and present the results of two evaluation sessions with a total of \n20 visually impaired test users.",
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        "title": "A Concept for Re-Useable Interactive Tactile Reliefs",
        "date": "2016",
        "abstract": "We introduce a concept for a relief-printer, a novel production method for tactile reliefs, that allows to reproduce bas-reliefs of several centimeters height difference. In contrast to available methods, this printer will have a much smaller preparation time, and does not consume material nor produce waste, since it is based on a re-usable medium, suitable for temporary printouts. Second, we sketch a concept for the autonomous, interactive exploration of tactile reliefs, in the form of a gesture-controlled audio guide, based on recent depth cameras. Especially the combination of both approaches promises rapid tactile accessibility to 2.5D spatial    information in a home or education setting, to on-line resources, or as a kiosk installation in museums.",
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        "title": " GPU-based Multi-Resolution Image Analysis for Synthesis of Tileable Textures",
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        "title": "Interactive reconstruction of industrial sites using parametric models",
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        "title": "Generating Predictable and Convincing Folds for Leather Seat Design",
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        "title": "Augmented Reality: The Interface is Everywhere",
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        "title": "The Studierstube Augmented Reality Project",
        "date": "2000-12",
        "abstract": "This paper describes Studierstube, an augmented reality\nsystem developed over the past four years at Vienna University of Technology,\nAustria, in extensive collaboration with Fraunhofer CRCG, Inc. in Providence,\nRhode Island, U.S. Our starting point for developing the Studierstube system\nwas the belief that augmented reality, the less obtrusive cousin of virtual\nreality, has a better chance of becoming a viable user interface for applications\nrequiring manipulation of complex three-dimensional information as a daily routine.\nIn essence, we are searching for a 3D user interface metaphor as powerful as the\ndesktop metaphor for 2D. At the heart of the Studierstube system, collaborative\naugmented reality is used to embed computer-generated images into the real work\nenvironment. In the first part of this paper, we review the user interface of\nthe initial Studierstube system, in particular the implementation of collaborative\naugmented reality, and the Personal Interaction Panel, a two-handed interface for\ninteraction with the system. In the second part, an extended Studierstube system\nbased on a heterogeneous distributed architecture is presented. This system allows\nthe user to combine multiple approaches--augmented reality, projection displays,\nubiquitous computing--to the interface as needed. The environment is controlled\nby the Personal Interaction Panel, a two-handed pen-and-pad interface, which has\nversatile uses for interacting with the virtual environment. Studierstube also\nborrows elements from the desktop, such as multi-tasking and multi-windowing.\nThe resulting software architecture resembles in some ways what could be called\nan augmented reality operating system. The presentation is complemented by\n                 selected application examples.",
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    {
        "id": "Schm-2000-BriX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Bridging Multiple User Interface Dimensions with Augmented Reality",
        "date": "2000-05",
        "abstract": "Studierstube is an experimental user interface system,\nwhich bridges multiple user interface dimensions. At its core, it uses\ncollaborative augmented reality to incorporate true 3D interaction into\na productivity environment. This concept is extended to include multiple\nusers, multiple host platforms, multiple display types, multiple concurrent\napplications, and a multi-context (i. e., 3D document) interface - into a\nheterogeneous distributed environment. All this happens almost totally\ntransparent to the application programmer. With this architecture, we can\nexplore the user interface design space between pure augmented reality and\nthe popular ubiquitous computing paradigm. We report on our design philosophy\ncentered around the notion of contexts and locales, as well as the underlying\nsoftware and hardware architecture. To illustrate our presentation, we\npresent several applications including a storyboard tool for cinematographic\ndesign which showcases many features of our system.",
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        "research_areas": [],
        "keywords": [
            "three-dimensional user interface",
            "computer supported cooperative work",
            "distributed virtual environment",
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    {
        "id": "Fuhrmann-2000-Pra",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Practical Calibration Procedures for Augmented Reality",
        "date": "2000",
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        "note": "In Environments'2000, pp. 3-12, Springer-Verlag, Wien, 2000",
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        "id": "schmalstieg-1999-Coa",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Coarse View-Dependent Levels of Detail for Hierarchical\nand Deformable Models",
        "date": "1999-09",
        "abstract": "While a large amount of work is geared towards\nmulti-resolution modeling and rendering, the presented methods work\nalmost exclusively with static models and scenes. The ASLOD\n(Animated Smooth Level Of Detail) approach presented in this paper\nis capable of rendering animated scenes consisting of mixtures of\nconventional and multi-resolution models. It features coarse view-dependent\nmulti-resolution rendering by a consistent decomposition of large models\ninto arbitrary regions together with an analytic solution to optimize\npolygon allocation to such assemblies of multi-resolution models.\nThe multi-resolution model can be used together with animated\nhierarchical scene graphs. Finally, the multi-resolution model\ncan be combined with a hierarchical skeleton and a real-time\ndeformation algorithm for animating organic shapes rendered\n at any desired level of detail.",
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        "number": "TR-186-2-99-20",
        "pages_from": "1",
        "pages_to": "17",
        "research_areas": [],
        "keywords": [
            "articulated figures",
            "rigid bodies",
            "deformation",
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    {
        "id": "Fuhr-1999-Cal",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Calibration for Augmented Reality",
        "date": "1999-05",
        "abstract": "Augmented Reality overlays computer generated images over\nthe real world. To correctly depict spatial relations between real and\nvirtual objects, these images have to be generated using transformations\nwhich correctly project a point in virtual space onto its corresponding\npoint in the real world.\nThis requires precise knowledge of the viewing projection of the\nhead-mounted display (HMD) and its position. Methods to calibrate the\nprojection parameters of the virtual cameras to that of the HMD have been\npresented in previous work. Most of these methods are complicated or use\nspecial equipment for the calibration process.\nWe present a simple and fast calibration scheme, which does not require\nadditional instrumentation or complicated procedures. This allows us to\ncalibrate HMDs for specific users. The calibration process is presented to\nthe user as interactively guided initialization step, which enables even\ninexperienced users to adapt the calibration to their eye distance and head\ngeometry.\nThe calibration is stable - meaning that slight errors made by the user do\nnot result in gross miscalibrations - and applicable for see-through and\nvideo-based HMDs. Additionally we show a method for correcting the\ndistortions introduced by the camera lens in real-time using standard\nOpenGL hardware and for registering tracked objects to their augmentations.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        ],
        "number": "TR-186-2-99-16",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "head-mounted displays",
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        "id": "Hes-1999-",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Distributed Open Inventor: A Practical Approach to\nDistributed 3D Graphics",
        "date": "1999-05",
        "abstract": "Distributed Open Inventor is an extension to the popular\nOpen Inventor toolkit for interactive 3D graphics. The toolkit is extended\nwith the concept of a distributed shared scene graph, similar to\ndistributed shared memory. From the application programmer's perspective,\nmultiple workstations share a common scene graph. The proposed system\nintroduces a convenient mechanism for writing distributed graphical\napplications based on a popular tool in an almost transparent manner. Local\nvariations in the scene graph allow for a wide range of possible\napplications, and local low latency interaction mechanisms called input\nstreams together with a sophisticated networking architecture enable high\nperformance while saving the programmer from network peculiarities.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        ],
        "number": "TR-186-2-99-15",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "virtual reality",
            "computer supported cooperative work",
            "distributed virtual environment",
            "scene graph",
            "concurrent programming",
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        "weblinks": [],
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    {
        "id": "Fuhr-1999-ConcX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Concept and Implementation of a Collaborative Workspace for Augmented Reality",
        "date": "1999-01",
        "abstract": "In this paper we present Studierstube Workspace, an application framework which supports multiple users,\nmultiple applications and multiple 3D and 2D interaction contexts in an augmented environment. We develop\na design concept for collaborative working environments in virtual reality, especially the concept of multi-user\naware applications and show how our implementation fits into this concept. Implementation details and appli-cation\nsamples conclude the paper.",
        "authors_et_al": false,
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        "authors": [
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        "number": "TR-186-2-99-04",
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        "keywords": [
            "multi-user aware applications",
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            "augmented reality",
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    {
        "id": "Hesina-1999-Dis",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Distributed Open Inventor: A Practical Approach to Distributed 3D Graphics.",
        "date": "1999",
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        "sync_repositum_override": null,
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        "authors": [
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        ],
        "note": "Proceedings of ACM Virtual Reality Software & Technology '99 (VRST'99), pp. 74-81, London, <br>December 20-22, 1999.",
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        "keywords": [],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hesina-1999-Dis/",
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    },
    {
        "id": "Fuhrmann-1999-Occl",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occlusion in collaborative augmented environments (extended version). ",
        "date": "1999",
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        "note": "Computers & Graphics 23 (1999) pp.809-819, Oxford, 1999.",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Fuhrmann-1999-Occl/",
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    {
        "id": "Fuhrmann-thesis",
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        "tu_id": null,
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        "title": "Studierstube: a Collaborative Virtual Environment for Scientific Visualization",
        "date": "1999",
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        "date_end": "1999-09",
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        "pages": "149",
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    {
        "id": "Fuhrmann-1999-Fas",
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        "repositum_id": null,
        "title": "Fast Calibration for Augmented Reality.",
        "date": "1999",
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        "authors": [
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        ],
        "note": "Proceedings of ACM Virtual Reality Software & Technology '99 (VRST'99), pp. 166-167, London, December 20-22, 1999.",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
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    {
        "id": "Fuhrmann-1999-Occ",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occlusion in collaborative augmented environments",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
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        "sync_repositum_override": null,
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            205,
            249,
            403
        ],
        "note": "Proceedings of the 5th EUROGRAPHICS Workshop on Virtual Environments (EGVE 1999), Vienna, June 1-2, 1999.",
        "research_areas": [],
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        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Fuhrmann-1999-Occ/",
        "__class": "Publication"
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    {
        "id": "Fuhrmann-1998-Occ",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occlusion in Collaborative Augmented Environments",
        "date": "1998-12",
        "abstract": "Augmented environments superimpose computer enhancements on the real world. Such augmented environments are well suited for collaboration of multiple users. To improve the quality and consistency of the augmentation the occlusion of real objects by computer-generated objects and vice versa has to be implemented. We present methods how this can be done for a tracked user's body and other real objects and how irritating artifacts due to misalignments can be reduced. Our method is based on simulating the occlusion of virtual objects by a representation of the user modeled as kinematic chains of articulated solids. Registration and modeling errors of this model are being reduced by smoothing the border between virtual world and occluding real object. An implementation in our augmented environment and the resulting improvements are presented.",
        "authors_et_al": false,
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        "authors": [
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            403,
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        "number": "TR-186-2-98-29",
        "pages_from": "1",
        "pages_to": "14",
        "research_areas": [],
        "keywords": [
            "occlusion",
            "augmented reality",
            "virtual reality"
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    {
        "id": "fuhrmann-1998-reaX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Real-TimeTechniques for 3D Flow Visualization",
        "date": "1998-05",
        "abstract": "Visualization of three dimensional flow has to overcome a lot of problems to be effective. Among them are occlusion of distant details, lack of directional and depth hints and cluttering. In this paper we present methods which address these problems for realtime graphic representations applicable in virtual environments. We use animated, opacity-mapped streamlines as visualization icon for 3D flow visualization. We present a texture mapping technique to keep the level of texture detail along a streamline nearly constant even when the velocity of the flow varies considerably. An algorithm is described which distributes the dashtubes evenly in space. We apply magic lenses and magic boxes as interaction techniques for investigating densly filled areas without overwhelming the observer with visual detail. Implementation details of these methods and their integration in our virtual environment conclude the paper.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        ],
        "number": "TR-186-2-98-16",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [],
        "keywords": [
            "focussing",
            "virtual reality",
            "texture techniques",
            "flow visualization",
            "realtime"
        ],
        "weblinks": [],
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    },
    {
        "id": "Fuhrmann-1998-CVA",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Collaborative Visualization in Augmented Reality",
        "date": "1998-01",
        "abstract": "STUDIERSTUBE is an augmented reality system that has\nseveral advantages over conventional desktop and other virtual\nreality environments, including true stereoscopy, 3D-interaction,\nindividual viewpoints and customized views for multiple users,\nunhindered natural collaboration and low cost. We demonstrate the\napplication of this concept for the interaction of multiple  users\nand illustrate it with several visualizations of dynamical systems\nin DynSys3D, a visualization system running on top of AVS. We also\nshow how the integration of AR into a commercial visualization\nsystem can be achieved. Several examples constructed in DynSys3D -\ndeveloped for the visualization of complex dynamical systems in\nAVS - will complement the presentation.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            249,
            399,
            202
        ],
        "number": "TR-186-2-98-01",
        "pages_from": "1",
        "pages_to": "10",
        "research_areas": [],
        "keywords": [
            "Visualization",
            "Augmented Reality"
        ],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1998/Fuhrmann-1998-CVA/",
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    },
    {
        "id": "Fuhrmann-1998-Str",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Strolling through Cyberspace  with  Your Hands in Your Pockets: Head Directed Navigation in Virtual Environments",
        "date": "1998",
        "abstract": null,
        "authors_et_al": false,
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