Alessandro Mulloni
Qualcomm
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Publication
Featured researches published by Alessandro Mulloni.
international symposium on mixed and augmented reality | 2008
Daniel Wagner; Gerhard Reitmayr; Alessandro Mulloni; Tom Drummond; Dieter Schmalstieg
In this paper we present two techniques for natural feature tracking in real-time on mobile phones. We achieve interactive frame rates of up to 20 Hz for natural feature tracking from textured planar targets on current-generation phones. We use an approach based on heavily modified state-of-the-art feature descriptors, namely SIFT and Ferns. While SIFT is known to be a strong, but computationally expensive feature descriptor, Ferns classification is fast, but requires large amounts of memory. This renders both original designs unsuitable for mobile phones. We give detailed descriptions on how we modified both approaches to make them suitable for mobile phones. We present evaluations on robustness and performance on various devices and finally discuss their appropriateness for augmented reality applications.
IEEE Transactions on Visualization and Computer Graphics | 2010
Daniel Wagner; Gerhard Reitmayr; Alessandro Mulloni; Tom Drummond; Dieter Schmalstieg
In this paper, we present three techniques for 6DOF natural feature tracking in real time on mobile phones. We achieve interactive frame rates of up to 30 Hz for natural feature tracking from textured planar targets on current generation phones. We use an approach based on heavily modified state-of-the-art feature descriptors, namely SIFT and Ferns plus a template-matching-based tracker. While SIFT is known to be a strong, but computationally expensive feature descriptor, Ferns classification is fast, but requires large amounts of memory. This renders both original designs unsuitable for mobile phones. We give detailed descriptions on how we modified both approaches to make them suitable for mobile phones. The template-based tracker further increases the performance and robustness of the SIFT- and Ferns-based approaches. We present evaluations on robustness and performance and discuss their appropriateness for Augmented Reality applications.
ieee virtual reality conference | 2010
Daniel Wagner; Alessandro Mulloni; Tobias Langlotz; Dieter Schmalstieg
We present a novel method for the real-time creation and tracking of panoramic maps on mobile phones. The maps generated with this technique are visually appealing, very accurate and allow drift-free rotation tracking. This method runs on mobile phones at 30Hz and has applications in the creation of panoramic images for offline browsing, for visual enhancements through environment mapping and for outdoor Augmented Reality on mobile phones.
IEEE Pervasive Computing | 2012
Tobias Langlotz; Daniel Wagner; Alessandro Mulloni; Dieter Schmalstieg
A novel application lets users create panoramic images in real time on a mobile phone and annotate the physical environment using an augmented-reality interface. Annotations can be accurately mapped to the correct objects, despite varying user positions.
human computer interaction with mobile devices and services | 2010
Alessandro Mulloni; Andreas Dünser; Dieter Schmalstieg
Augmented Reality combines real world and virtual information in interactive visualizations. Since phones started integrating GPS, compass and accelerometer, several Augmented Reality browsers for phones have hit the market. These are applications that access large amounts of geo-referenced information from online sources and present it at corresponding physical locations, superimposed onto a live video stream. However, Augmented Reality is constrained by the cameras field of view and restricted to first- person views, limiting the amount of overview that users can gain. We present two zooming interfaces that compensate for these constraints by enabling users to smoothly zoom between the Augmented Reality view and (1) an egocentric panoramic view of 360°, and (2) an exocentric top-down view. We present the results from two studies that show how in most search tasks our zooming interfaces are faster and require less panning than an overlay- based tool, scaling better as the amount of information grows.
Computers & Graphics | 2011
Tobias Langlotz; Claus Degendorfer; Alessandro Mulloni; Gerhard Schall; Gerhard Reitmayr; Dieter Schmalstieg
A common goal of outdoor augmented reality (AR) is the presentation of annotations that are registered to anchor points in the real world. We present an enhanced approach for registering and tracking such anchor points, which is suitable for current generation mobile phones and can also successfully deal with the wide variety of viewing conditions encountered in real life outdoor use. The approach is based on on-the-fly generation of panoramic images by sweeping the camera over the scene. The panoramas are then used for stable orientation tracking, while the user is performing only rotational movements. This basic approach is improved by several new techniques for the re-detection and tracking of anchor points. For the re-detection, specifically after temporal variations, we first compute a panoramic image with extended dynamic range, which can better represent varying illumination conditions. The panorama is then searched for known anchor points, while orientation tracking continues uninterrupted. We then use information from an internal orientation sensor to prime an active search scheme for the anchor points, which improves matching results. Finally, global consistency is enhanced by statistical estimation of a global rotation that minimizes the overall position error of anchor points when transforming them from the source panorama in which they were created, to the current view represented by a new panorama. Once the anchor points are redetected, we track the users movement using a novel 3-degree-of-freedom orientation tracking approach that combines vision tracking with the absolute orientation from inertial and magnetic sensors. We tested our system using an AR campus guide as an example application and provide detailed results for our approach using an off-the-shelf smartphone. Results show that the re-detection rate is improved by a factor of 2 compared to previous work and reaches almost 90% for a wide variety of test cases while still keeping the ability to run at interactive frame rates.
international symposium on mixed and augmented reality | 2010
Gerhard Schall; Alessandro Mulloni; Gerhard Reitmayr
Magnetic compasses and accelerometers provide absolute orientation measurements within the earths reference frame. However, sensor output typically suffers from jitter and external disturbances. Conversely, visual tracking provides more stable orientation estimation relative to an unknown initial orientation rather than to true north. We propose a 3-degree-of-freedom orientation tracking approach combining the accuracy and stability of vision tracking with the absolute orientation from inertial and magnetic sensors by estimating the offset between the initial orientation of the vision tracker and true north. We demonstrate that the approach improves absolute orientation estimation on a mobile phone device.
digital interactive media in entertainment and arts | 2008
Alessandro Mulloni; Daniel Wagner; Dieter Schmalstieg
In this paper, we present an Augmented Reality game that strongly exploits mobility and social interaction between players as core gameplay elements. We have implemented this game on handheld devices and conducted a qualitative user study, investigating the level of mobility and social involvement of players. We discuss the results from this user study, describing the problems experienced by players and how we tackled them.
international symposium on mixed and augmented reality | 2011
Alessandro Mulloni; Hartmut Seichter; Dieter Schmalstieg
We investigate user experiences when using augmented reality (AR) as a new aid to navigation. We integrate AR with other more common interfaces into a handheld navigation system, and we conduct an exploratory study to see where and how people exploit AR. Based on previous work on augmented photographs, we hypothesize that AR is used more to support wayfinding at static locations when users approach a road intersection. In partial contrast to this hypothesis, our results from a user evaluation hint that users will expect to use the system while walking. Further, our results also show that AR is usually exploited shortly before and after road intersections, suggesting that tracking support will be mostly needed in proximity of road intersections.
human factors in computing systems | 2012
Alessandro Mulloni; Hartmut Seichter; Andreas Dünser; Patrick Baudisch; Dieter Schmalstieg
We investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Birds Eye; the last two shapes are chosen because they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance.