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Featured researches published by Christian P. Spagno.


international conference on computer graphics and interactive techniques | 2003

blue-c: a spatially immersive display and 3D video portal for telepresence

Markus H. Gross; Stephan Würmlin; Martin Naef; Edouard Lamboray; Christian P. Spagno; Andreas Kunz; Esther Koller-Meier; Tomáš Svoboda; Luc Van Gool; Silke Lang; Kai Strehlke; Andrew Vande Moere; Oliver G. Staadt

In this paper, we report ongoing work in a new project, The Blue-C. The goal of this project is to build a collaborative, immersive virtual environment which will eventually integrate real humans, captured by a set of video cameras. Two Blue-C.s will be interconnected via a high-speed network. This will allow for bi-directional collaboration and interaction between two persons sharing virtual spaces. The video streams are used for both texture and geometry extraction. We will generate a 3-D light field inlay enriched with the reconstructed geometry, which will be integrated into the virtual environment. The design and construction of the Blue-C. environment, including both hardware and software, is an interdisciplinary effort with participants from the departments of computer science, architecture, product development, and electrical engineering. Parallel to the development of the core system, we are designing new applications in the areas of computer aided architectural design, product reviewing, and medicine, which will highlight the versatility of the Blue-C.


virtual reality software and technology | 2003

A haptic feedback device based on an active mesh

Andrea Mazzone; Christian P. Spagno; Andreas Kunz

This paper introduces a preliminary study about the Smart-Mesh, a novel type of active structure capable of deforming actively its shape and thus being able to form objects. It is a new approach to find a solution to the difficulties that are encountered in the field of haptic interaction in virtual environments. The paper describes the basic working principles of the structure, which allow the generation of overhanging surfaces. A first prototype based on 16 nodes and 48 linkages with prismatic joints is presented. The SmartMesh can be embedded into a table, into walls, ceilings and floors. The resolution of the SmartMesh depends on the amount of nodes and the length of the linkages. The linkages can be replaced by linear actuators.


advances in computer entertainment technology | 2004

The HoverMesh: a deformable structure based on vacuum cells: new advances in the research of tangible user interfaces

Andrea Mazzone; Christian P. Spagno; Andreas Kunz

In this paper we propose a novel attempt to develop a spatial tangible user interface (TUI) [1] based on a deformable structure, the so-called HoverMesh. It consists of a stiff cubical, whose upper wall is composed of a deformable mesh of particle filled inflatable cells. This mesh can be deformed by inflating and/or deflating the cubical while consolidating (evacuating) and/or releasing (inflating) the cells. The HoverMesh is both an input and output device and we see its major benefit in the wide interaction area. The haptic feedback modality is thus embedded as well. The first results in our early experiments sustain the concept of a mesh based on inflatable cells.


ieee virtual reality conference | 2001

Modified shutter glasses for projection and picture acquisition in virtual environments

Andreas Kunz; Christian P. Spagno

Virtual reality (VR) can be extended to create a collaborative distributed environment over a physical network. However, such an environment can only be established if both the virtual objects and the other users can be seen simultaneously in real time. This requires a novel technique to overcome the contradicting requirements of darkness and light for image projection and video acquisition, respectively. In order to make an inexpensive and easy-to-build solution, a camera acquisition system and a stroboscopic light are added to an existing VR system. Modifications are made to existing shutter glasses to handle simultaneous projection and video acquisition. In such a solution, the method of projection in the VR system remains unmodified. This paper describes how to resolve the conflict between the darkness required for projection and sufficient lighting for video acquisition.


eurographics | 2001

Novel shutter glass control for simultaneous projection and picture acquisition

Andreas Kunz; Christian P. Spagno

Virtual reality offers completely new possibilities for collaborative work over distributed environments. To enable collaborative work, it is necessary that both, virtual objects as well as the other users, can be seen simultaneously in real-time. A novel technique is necessary to overcome the contradiction of darkness and light for image projection and video acquisition, respectively. A stroboscopic light and a camera system are added to the existing VR-system and a few modification are made to existing shutter glasses. In such a solution, the method of projection in the VR-system remains unmodified. This paper describes how to resolve this contradiction with the constraint to make as few changes as possible to existing VR-systems. Furthermore the timing of the different devices is discussed.


ieee virtual reality conference | 2002

Simultaneous projection and picture acquisition for a distributed collaborative environment

Andreas Kunz; Christian P. Spagno

Virtual Reality allows a simultaneous representation of three dimensional objects in different interconnected visualization installations. This offers new possibilities for distributed collaborative work. Up to now the user remained mostly without consideration. But for an efficient distributed collaborative teamwork the user should be visualized three dimensionally together with other virtual objects. A special projection installation is presented which allows simultaneous projection as well as picture acquisition of the person who uses the installation.


Informatik Spektrum | 2006

blue-c Räumlich-immersive Projektions- und 3D Video-Portale für Telepräsenz. Teil 1: Konzept, Hardware und Videoverarbeitung

Markus H. Gross; Stephan Würmlin; Martin Naef; Edouard Lamboray; Christian P. Spagno

ZusammenfassungDer folgende Beitrag beschreibt das Design und die Architektur von blue-c, einem Polyprojekt der ETH Zürich, an dem über einen Zeitraum von 4 Jahren bis zu 20 wissenschaftliche Mitarbeiter mitgewirkt haben und insgesamt 9 Doktorarbeiten entstanden sind.


Informatik Spektrum | 2006

blue-c Räumlich-immersive Projektions- und 3D Video-Portale für Telepräsenz. Teil 2: Kommunikation, Systemleistung und Anwendungen

Markus H. Gross; Stephan Würmlin; Martin Naef; Edouard Lamboray; Christian P. Spagno

Kommunikation und Netzwerk blue-c ist ein komplexes, verteiltes System, welches aus vielen heterogenen Subsystemen besteht. Es benötigt eine leistungsfähige Kommunikationsplattform, um alle relevanten Datenströme zu übertragen. Diese umfassen nicht nur 3D Videoinformation sondern auch Daten für Audio, Synchronisation, Benachrichtigungen, Interaktion, 3D Szenengeometrie und andere. Eine detaillierte Beschreibung des blue-c Kommunikationssystems kann in Lamboray et al. [4] oder in der Dissertation von Lamboray [5] gefunden werden. Neben der 3D Videoinformation unterscheiden wir zwischen den folgenden Datentypen:


Teleoperators and Virtual Environments | 2004

Construction of a three-sided immersive telecollaboration system

Andreas Kunz; Christian P. Spagno

In this article the setup and working principle of a new telecollaboration system blue-c is described. This system is an attempt to meet the rising expectations from industry of an IT-supported telecollaboration system. One basic requirement is that a three-dimensional representation of objects be possible together with threedimensional representations of the remote users. Since gesture and mimicry represent an important information channel during a discussion, a realistic 3D video representation is used instead of simple animated avatars. A simultaneous projection and image acquisition of the user in a telecollaboration system is necessary to allow simultaneous work of all team members. Thus, in the introduced system, problems had to be overcome such as providing, simultaneously, illumination for the image acquisition by the cameras and darkness for a bright projection to be seen by the user. A new approach was taken to integrate the cameras into the system by placing them behind active projection walls, which can be switched from transparent to opaque electrically. Unlike other systems, the cameras are therefore not visible to the user, who thus behaves more naturally. In addition, since the cameras are placed outside of the projection room, there is more space to move inside the immersive environment. The article describes the technology and functionality of the system, as well as the gathered experiences.


eurographics | 2002

Technical system for collaborative work

Andreas Kunz; Christian P. Spagno

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