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Dive into the research topics where Tobias Höllerer is active.

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Featured researches published by Tobias Höllerer.


Computers & Graphics | 1999

Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality system

Tobias Höllerer; Steven Feiner; Tachio Terauchi; Gus Rashid; Drexel Hallaway

We describe an experimental mobile augmented reality system (MARS) testbed that employs different user interfaces to allow outdoor and indoor users to access and manage information that is spatially registered with the real world. Outdoor users can experience spatialized multimedia presentations that are presented on a head-tracked, see-through, head-worn display used in conjunction with a hand-held pen-based computer. Indoor users can get an overview of the outdoor scene and communicate with outdoor users through a desktop user interface or a head- and hand-tracked immersive augmented reality user interface.


International Journal of Computer Vision | 2011

Evaluation of Interest Point Detectors and Feature Descriptors for Visual Tracking

Steffen Gauglitz; Tobias Höllerer; Matthew Turk

Applications for real-time visual tracking can be found in many areas, including visual odometry and augmented reality. Interest point detection and feature description form the basis of feature-based tracking, and a variety of algorithms for these tasks have been proposed. In this work, we present (1) a carefully designed dataset of video sequences of planar textures with ground truth, which includes various geometric changes, lighting conditions, and levels of motion blur, and which may serve as a testbed for a variety of tracking-related problems, and (2) a comprehensive quantitative evaluation of detector-descriptor-based visual camera tracking based on this testbed. We evaluate the impact of individual algorithm parameters, compare algorithms for both detection and description in isolation, as well as all detector-descriptor combinations as a tracking solution. In contrast to existing evaluations, which aim at different tasks such as object recognition and have limited validity for visual tracking, our evaluation is geared towards this application in all relevant factors (performance measures, testbed, candidate algorithms). To our knowledge, this is the first work that comprehensively compares these algorithms in this context, and in particular, on video streams.


user interface software and technology | 2001

View management for virtual and augmented reality

Blaine Bell; Steven Feiner; Tobias Höllerer

We describe a view-management component for interactive 3D user interfaces. By view management, we mean maintaining visual constraints on the projections of objects on the view plane, such as locating related objects near each other, or preventing objects from occluding each other. Our view-management component accomplishes this by modifying selected object properties, including position, size, and transparency, which are tagged to indicate their constraints. For example, some objects may have geometric properties that are determined entirely by a physical simulation and which cannot be modified, while other objects may be annotations whose position and size are flexible.We introduce algorithms that use upright rectangular extents to represent on the view plane a dynamic and efficient approximation of the occupied space containing the projections of visible portions of 3D objects, as well as the unoccupied space in which objects can be placed to avoid occlusion. Layout decisions from previous frames are taken into account to reduce visual discontinuities. We present augmented reality and virtual reality examples to which we have applied our approach, including a dynamically labeled and annotated environment.


international symposium on wearable computers | 2007

Handy AR: Markerless Inspection of Augmented Reality Objects Using Fingertip Tracking

Taehee Lee; Tobias Höllerer

We present markerless camera tracking and user interface methodology for readily inspecting augmented reality (AR) objects in wearable computing applications. Instead of a marker, we use the human hand as a distinctive pattern that almost all wearable computer users have readily available. We present a robust real-time algorithm that recognizes fingertips to reconstruct the six-degree-of-freedom camera pose relative to the users outstretched hand. A hand pose model is constructed in a one-time calibration step by measuring the fingertip positions in presence of ground-truth scale information. Through frame-by-frame reconstruction of the camera pose relative to the hand, we can stabilize 3D graphics annotations on top of the hand, allowing the user to inspect such virtual objects conveniently from different viewing angles in AR. We evaluate our approach with regard to speed and accuracy, and compare it to state-of-the-art marker-based AR systems. We demonstrate the robustness and usefulness of our approach in an example AR application for selecting and inspecting world-stabilized virtual objects.


international symposium on wearable computers | 1999

Situated documentaries: embedding multimedia presentations in the real world

Tobias Höllerer; Steven Feiner; John V. Pavlik

We describe an experimental wearable augmented reality system that enables users to experience hypermedia presentations that are integrated with the actual outdoor locations to which they are relevant. Our mobile prototype uses a tracked see-through head-worn display to overlay 3D graphics, imagery, and sound on top of the real world, and presents additional, coordinated material on a hand-held pen computer. We have used these facilities to create several situated documentaries that tell the stories of events that took place on our campus. We describe the software and hardware that underly our prototype system and explain the user interface that we have developed for it.


conference on recommender systems | 2012

TasteWeights: a visual interactive hybrid recommender system

Svetlin Bostandjiev; John O'Donovan; Tobias Höllerer

This paper presents an interactive hybrid recommendation system that generates item predictions from multiple social and semantic web resources, such as Wikipedia, Facebook, and Twitter. The system employs hybrid techniques from traditional recommender system literature, in addition to a novel interactive interface which serves to explain the recommendation process and elicit preferences from the end user. We present an evaluation that compares different interactive and non-interactive hybrid strategies for computing recommendations across diverse social and semantic web APIs. Results of the study indicate that explanation and interaction with a visual representation of the hybrid system increase user satisfaction and relevance of predicted content.


Proceedings IEEE and ACM International Symposium on Augmented Reality (ISAR 2000) | 2000

Information filtering for mobile augmented reality

Simon J. Julier; Marco Lanzagorta; Yohan Baillot; Lawrence J. Rosenblum; Steven Feiner; Tobias Höllerer; Sabrina Sestito

Augmented reality is a potentially powerful paradigm for annotating the (real) environment with computer-generated material. These benefits will be even greater when augmented reality systems become mobile and wearable. However, to minimize the problem of clutter and to maximize the effectiveness of the display, algorithms must be developed to select only the most important information for the user. In this paper, we describe a region-based information filtering algorithm. The algorithm takes account of the state of the user (location and intent) and the state of individual objects about which information can be presented. It can dynamically respond to changes in the environment and the users state. We also describe how simple temporal, distance and angle cues can be used to refine the transitions between different information sets.


international symposium on wearable computers | 1997

A touring machine: prototyping 3D mobile augmented reality systems for exploring the urban environment

Steven Feiner; Blair MacIntyre; Tobias Höllerer; Anthony Webster

We describe a prototype system that combines the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing. The goal is to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday interactions with the world. We introduce an application that presents information about our universitys campus, using a head-tracked, see-through, head-worn, 3D display, and an untracked, opaque, hand-held, 2D display with stylus and trackpad. We provide an illustrated explanation of how our prototype is used, and describe our rationale behind designing its software infrastructure and selecting the hardware on which it runs.


ACM Transactions on Intelligent Systems and Technology | 2012

TopicNets: Visual Analysis of Large Text Corpora with Topic Modeling

Brynjar Gretarsson; John O’Donovan; Svetlin Bostandjiev; Tobias Höllerer; Arthur U. Asuncion; David Newman; Padhraic Smyth

We present TopicNets, a Web-based system for visual and interactive analysis of large sets of documents using statistical topic models. A range of visualization types and control mechanisms to support knowledge discovery are presented. These include corpus- and document-specific views, iterative topic modeling, search, and visual filtering. Drill-down functionality is provided to allow analysts to visualize individual document sections and their relations within the global topic space. Analysts can search across a dataset through a set of expansion techniques on selected document and topic nodes. Furthermore, analysts can select relevant subsets of documents and perform real-time topic modeling on these subsets to interactively visualize topics at various levels of granularity, allowing for a better understanding of the documents. A discussion of the design and implementation choices for each visual analysis technique is presented. This is followed by a discussion of three diverse use cases in which TopicNets enables fast discovery of information that is otherwise hard to find. These include a corpus of 50,000 successful NSF grant proposals, 10,000 publications from a large research center, and single documents including a grant proposal and a PhD thesis.


Computers & Graphics | 2001

User Interface Management Techniques for Collaborative Mobile Augmented Reality

Tobias Höllerer; Steven Feiner; Drexel Hallaway; Blaine Bell; Marco Lanzagorta; Dennis G. Brown; Simon J. Julier; Yohan Baillot; Lawrence J. Rosenblum

Mobile Augmented Reality Systems (MARS) have the potential to revolutionize the way in which information is provided to users. Virtual information can be directly integrated with the real world surrounding the mobile user, who can interact with it to display related information, to pose and resolve queries, and to collaborate with other users. However, we believe that the benefits of MARS will only be achieved if the user interface (UI) is actively managed so as to maximize the relevance and minimize the confusion of the virtual material relative to the real world. This article addresses some of the steps involved in this process, focusing on the design and layout of the mobile user’s overlaid virtual environment. The augmented view of the user’s surroundings presents an interface to context-dependent operations, many of which are related to the objects in view—the augmented world is the user interface. We present three user interface design techniques that are intended to make this interface as obvious and clear to the user as possible: information filtering, UI component design, and view management. Information filtering helps select the most relevant information to present to the user. UI component designdetermines the format in which this information should be conveyed, based on the available display resources and tracking accuracy. For example, the absence of high accuracy position tracking would favor body- or screenstabilized components over world-stabilized ones that would need to be exactly registered with the physical objects to which they refer. View management attempts to ensure that the virtual objects that are displayed visually are arranged appropriately with regard to their projections on the view plane. For example, the relationships among objects should be as unambiguous as possible, and physical or virtual objects should not obstruct the user’s view of more important physical or virtual objects in the scene. We illustrate these interface design techniques using our prototype collaborative, cross-site MARS environment, which is composed of mobile and non-mobile augmented reality and virtual reality systems.

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Matthew Turk

University of California

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John O'Donovan

University of California

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Jonathan Ventura

University of Colorado Colorado Springs

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Ismo Rakkolainen

Tampere University of Technology

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Byungkyu Kang

University of California

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Cha Lee

University of California

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