Oriel Bergig
Ben-Gurion University of the Negev
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Publication
Featured researches published by Oriel Bergig.
international symposium on mixed and augmented reality | 2009
Nate Hagbi; Oriel Bergig; Jihad El-Sana; Mark Billinghurst
In this paper we present Nestor, a system for real-time recognition and camera pose estimation from planar shapes. The system allows shapes that carry contextual meanings for humans to be used as Augmented Reality (AR) tracking fiducials. The user can teach the system new shapes at runtime by showing them to the camera. The learned shapes are then maintained by the system in a shape library. Nestor performs shape recognition by analyzing contour structures and generating projective invariant signatures from their concavities. The concavities are further used to extract features for pose estimation and tracking. Pose refinement is carried out by minimizing the reprojection error between sample points on each image contour and its library counterpart. Sample points are matched by evolving an active contour in real time. Our experiments show that the system provides stable and accurate registration, and runs at interactive frame rates on a Nokia N95 mobile phone.
international symposium on mixed and augmented reality | 2009
Oriel Bergig; Nate Hagbi; Jihad El-Sana; Mark Billinghurst
We present a framework for authoring three-dimensional virtual scenes for Augmented Reality (AR) which is based on hand sketching. Sketches consisting of multiple components are used to construct a 3D virtual scene augmented on top of the real drawing. Model structure and properties can be modified by editing the sketch itself and printed content can be combined with hand sketches to form a single scene. Authoring by sketching opens up new forms of interaction that have not been previously explored in Augmented Reality. To demonstrate the technology, we implemented an application that constructs 3D AR scenes of mechanical systems from freehand sketches, and animates the scenes using a physics engine. We provide examples of scenes composed from trihedral solid models, forces, and springs. Finally, we describe how sketch interaction can be used to author complicated physics experiments in a natural way.
IEEE Transactions on Visualization and Computer Graphics | 2011
Nate Hagbi; Oriel Bergig; Jihad El-Sana; Mark Billinghurst
Nestor is a real-time recognition and camera pose estimation system for planar shapes. The system allows shapes that carry contextual meanings for humans to be used as Augmented Reality (AR) tracking targets. The user can teach the system new shapes in real time. New shapes can be shown to the system frontally, or they can be automatically rectified according to previously learned shapes. Shapes can be automatically assigned virtual content by classification according to a shape class library. Nestor performs shape recognition by analyzing contour structures and generating projective-invariant signatures from their concavities. The concavities are further used to extract features for pose estimation and tracking. Pose refinement is carried out by minimizing the reprojection error between sample points on each image contour and its library counterpart. Sample points are matched by evolving an active contour in real time. Our experiments show that the system provides stable and accurate registration, and runs at interactive frame rates on a Nokia N95 mobile phone.
ieee virtual reality conference | 2010
Nate Hagbi; Raphael Grasset; Oriel Bergig; Mark Billinghurst; Jihad El-Sana
Sketching leverages human skills for various purposes. In-Place Augmented Reality Sketching experiences build on the intuitiveness and flexibility of hand sketching for tasks like content creation. In this paper we explore the design space of In-Place Augmented Reality Sketching, with particular attention to content authoring in games. We propose a contextual model that offers a framework for the exploration of this design space by the research community. We describe a sketch-based AR racing game we developed to demonstrate the proposed model. The game is developed on top of our shape recognition and 3D registration library for mobile AR.
international symposium on mixed and augmented reality | 2008
Nate Hagbi; Oriel Bergig; Jihad El-Sana; Klara Kedem; Mark Billinghurst
In this paper we present a new vision-based approach for transmitting virtual models for augmented reality (AR). A two dimensional representation of the virtual models is embedded in a printed image. We apply image-processing techniques to interpret the printed image and extract the virtual models, which are then overlaid back on the printed image. The main advantages of our approach are: (1) the image of the embedded virtual models and their behaviors are understandable to a human without using an AR system, and (2) no database or network communication is required to retrieve the models. The latter is useful in scenarios with large numbers of users. We implemented an AR system that demonstrates the feasibility of our approach. Applications in education, advertisement, gaming, and other domains can benefit from our approach, since content providers need only to publish the printed content and all virtual information arrives with it.
Virtual Reality | 2011
Oriel Bergig; Nate Hagbi; Jihad El-Sana; Klara Kedem; Mark Billinghurst
In this paper, we present a vision-based approach for transmitting virtual models for Augmented Reality, which we name In-Place Augmented Reality (IPAR). A two-dimensional representation of the virtual models is embedded in a printed image. We apply computer vision techniques to interpret the printed image and extract the virtual models, which are then overlaid on the printed image. The main advantages of our approach are: (1) the image of the embedded virtual models and their behaviors are understandable to a human without using an AR system and (2) no database or network communication is required to retrieve the models. To demonstrate the technology and test its usability, we implemented several applications and performed a user evaluation. We discuss how the proposed technique can be used for the development of applications in different domains such as education, advertisement, and gaming.
computational systems bioinformatics | 2004
Oriel Bergig; Danny Barash; Klara Kedem
We present a novel approach for detecting RNA shapes in given selected genes. Aside of the traditional sequence-based search methods such as BLAST and FASTA, there is a growing interest in detecting specific RNA secondary structure domains by using effective structure-based search methods such as the RNAMotif. Towards this end, we devise a new algorithm with ideas taken from computational geometry. The method, called structure to string (STR2), was initially developed to detect structural motifs in the tertiary structure of proteins. It converts an RNA secondary structure into a shape representing string of characters that capture the various structural motifs. To transform an RNA secondary structure to a string of characters, we adopt an approach used in proteomics for generating a collection of fragments. We identify a library of fragments for use in RNA secondary structure where each fragment is represented by a character. A unique feature of our method is that the fragments represent the geometry of the transitions between the secondary structure elements, such as the curve of the transition between stems and loops. Consequently, we represent the secondary structures of the query and target sequences by their corresponding character string representation and seek shape similarities by applying string matching algorithms. For the RNA folding prediction we use mfold. The method is implemented efficiently using suffix trees and other economization procedures. We show examples of its applicability on aptamer domains that are functionally important and are well predicted by mfold before the conversion to strings.
conference on computability in europe | 2014
Nate Hagbi; Raphael Grasset; Oriel Bergig; Mark Billinghurst; Jihad El-Sana
Sketching leverages human skills for various purposes, such as content authoring. This paper explores the different aspects of sketch-based interaction in augmented reality. We explore the design space of sketching in in-place augmented reality with particular attention to AR games. We propose a contextual model that offers a framework for the exploration of the design space by the research community. We describe different case studies of sketch-based AR games we developed based on our shape-based tracking library and our sketch-based 3-D game engine. We finally present user feedback from our games and introduce guidelines for AR game designers focusing on sketch-based interaction.
computer games | 2011
Oriel Bergig; Eyal Soreq; Nate Hagbi; Kirill Pevzner; Nati Levi; Shoham Blau; Yulia Smelansky; Jihad El-Sana
Computer gaming habits have a tendency to evolve with technology, the best being ones that immerse both our imagination and intellect. Here, we describe a new game platform, an Augmented Reality Rubiks cube. The cube acts simultaneously as both the controller and the game board. Gameplay is controlled by the cube, and game assets are rendered on top of it. Shuffling and tilting operations on the cube are mapped to game interaction. We discuss the game design decisions involved in developing a game for this platform, as well as the technological challenges in implementing it. Ultimately, we describe two games and discuss the conclusions of an informal user study based on those games.
Archive | 2009
Netanel Hagbi; Oriel Bergig; Jihad El-Sana