Michael R. Marner
University of South Australia
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Featured researches published by Michael R. Marner.
international symposium on mixed and augmented reality | 2009
Michael R. Marner; Bruce H. Thomas; Christian Sandor
This paper presents a new user interface methodology for Spatial Augmented Reality systems. The methodology is based on a set of physical tools that are overloaded with logical functions. Visual feedback presents the logical mode of the tool to the user by projecting graphics onto the physical tools. This approach makes the tools malleable in their functionality, with this change conveyed to the user by changing the projected information. Our prototype application implements a two handed technique allowing an industrial designer to digitally airbrush onto an augmented physical model, masking the paint using a virtualized stencil.
symposium on 3d user interfaces | 2010
Michael R. Marner; Bruce H. Thomas
This paper presents a new technique to simultaneously model in both the physical and virtual worlds. The intended application domain for this technique is industrial design. A designer physically sculpts a 3D model from foam using a hand-held hot wire foam cutter. Both the foam and cutting tool are tracked, allowing the system to digitally replicate the sculpting process to produce a matching 3D virtual model. Spatial Augmented Reality is used to project visualizations onto the foam. Inspired by the needs of industrial designers, we have developed two visualizations for sculpting specific models: Target, which shows where foam needs to be removed to produce a model, and Cut Animation, which projects the paths for cuts to be made to reproduce a previous artifact. A third visualization of the wireframe of the generated model is projected onto the foam and used for verification. The final visualization employs 3D procedural textures such as a wood grain texture, providing a simulation of volumetric rendering. Volumetric rendering techniques such as this provide a more natural look that is projected onto the foam. Once the object has been modeled physically and virtually, the designer is able to annotate and paint the finished model. The system has been evaluated through a user study conducted with students from the School of Industrial Design at the University of South Australia.
international symposium on mixed and augmented reality | 2009
Christian Sandor; Andrew Cunningham; Ulrich Eck; Donald Urquhart; Graeme Jarvis; Arindam Dey; Sebastien Barbier; Michael R. Marner; Sang Rhee
Throughout the last decade, mobile information browsing has become a widely-adopted practice. Most of todays mobile internet devices contain facilities to display maps of the users surroundings with points of interest embedded into the map. Other researchers have already explored complementary, egocentric visualizations of these points of interest using mobile mixed reality. However, it is challenging to display off-screen or occluded points of interest. We have designed and implemented space-distorting visualizations to address these situations. Based on the informal user feedback that we have gathered, we have performed several iterations on our visualizations. We hope that our initial results can inspire other researchers to also investigate space-distorting visualizations for mixed and augmented reality.
international symposium on mixed and augmented reality | 2010
Shane R. Porter; Michael R. Marner; Ross T. Smith; Joanne E. Zucco; Bruce H. Thomas
This paper investigates the use of Spatial Augmented Reality in the prototyping of new human-machine interfaces, such as control panels or car dashboards. The prototyping system uses projectors to present the visual appearance of controls onto a mock-up of a product. Finger tracking is employed to allow real-time interactions with the controls. This technology can be used to quickly and inexpensively create and evaluate interface prototypes for devices. In the past, evaluating a prototype involved constructing a physical model of the device with working components such as buttons. We have conducted a user study to compare these two methods of prototyping and to validate the use of spatial augmented reality for rapid iterative interface prototyping. Participants of the study were required to press pairs of buttons in sequence and interaction times were measured. The results indicate that while slower, users can interact naturally with projected control panels.
IEEE Computer Graphics and Applications | 2014
Michael R. Marner; Ross T. Smith; James A. Walsh; Bruce H. Thomas
Spatial augmented reality applies the concepts of spatial user interfaces to large-scale, projector-based augmented reality. Such virtual environments have interesting characteristics. They deal with large physical objects, the projection surfaces are nonplanar, the physical objects provide natural passive haptic feedback, and the systems naturally support collaboration between users. The article describes how these features affect the design of spatial user interfaces for these environments and explores promising research directions and application domains.
international symposium on mixed and augmented reality | 2013
Michael R. Marner; Andrew Irlitti; Bruce H. Thomas
This paper presents results of a study measuring user performance in a procedural task using Spatial Augmented Reality (SAR). The task required participants to press sequences of buttons on two control panel designs in the correct order. Instructions for the task were shown either on a computer monitor, or projected directly onto the control panels. This work was motivated by discrepancies between the expectations from AR proponents and experimental findings. AR is often promoted as a way of improving user performance and understanding. With notable exceptions however, experimental results do not confirm these expectations. Reasons cited for results include limitations of current display technologies and misregistration caused by tracking and calibration errors. Our experiment utilizes SAR to remove these effects. Our results show that augmented annotations lead to significantly faster task completion speed, fewer errors, and reduced head movement, when compared to monitor based instructions. Subjectively, our results show augmented annotations are preferred by users.
symposium on 3d user interfaces | 2011
Ewald T. A. Maas; Michael R. Marner; Ross T. Smith; Bruce H. Thomas
This poster discusses a new free-form modeling material called Quimo (Quick Mock-up), designed for use in spatial augmented reality environments. Quimo is a white malleable material that can be sculpted and deformed with bare hands into an approximate model. The material is white in color, retains its shape once sculpted, and allows for later modification. Projecting imagery onto the surface of the low-fidelity mock-up allows for detailed prototype visualizations to be presented.
pervasive computing and communications | 2011
Bruce H. Thomas; G. Stewart Von Itzstein; Rudi Vernik; Shane R. Porter; Michael R. Marner; Ross T. Smith; Markus Broecker; Benjamin Close; Sandy Walker; Sean Pickersgill; Steve Kelly; Peter Schumacher
Effective designs rarely emerge from good structural design or aesthetics alone. It is more often the result of the end products overall design integrity. Added to this, design is inherently an interdisciplinary collaborative activity. With this in mind, todays tools are not powerful enough to design complex physical environments, such as command control centers or hospital operating theaters. This paper presents the concept of employing projector-based augmented reality techniques to enhance interdisciplinary design processes.
international symposium on mixed and augmented reality | 2012
Michael R. Marner; Sam Haren; Matthew Gardiner; Bruce H. Thomas
This paper presents a case study of Half Real, a live action, interactive theater show employing spatial augmented reality. Half Real is based on a murder investigation, where the live audience votes on how the investigation proceeds. Half Real immerses live actors into a virtual world projected onto the set. Using spatial augmented reality technology in theater brings new possibilities that would not be possible with simple video projection. Half Real models the set as a 3D virtual environment. Actors are tracked as they move about on stage, with the projected content responding to their movements. A real time AR system allows content to be generated procedurally. Half Real makes use of this by projecting vote options and results directly into the virtual environment. This paper describes Half Real, with a focus on the technology used to make the production possible. We describe the benefits of the techniques used and the challenges faced during production.
symposium on 3d user interfaces | 2013
Michael R. Marner; Bruce H. Thomas
This poster presents results of our investigations into using Spatial Augmented Reality (SAR) to improve kitchen design and other interior architecture tasks. We present new user interface techniques for room sized modeling tasks, including cabinet layout, viewing and modifying preset designs, and modifying finishes. These tools and techniques address key user interface issues for spatial augmented reality systems, and we discuss how they can be generalized for other applications. The techniques have been developed in the context of a demonstration application, PimpMyKitchen, which allows architects to design kitchens, working with clients in an interactive SAR environment.