Combining multiple depth cameras and projectors for interactions on, above and between surfaces
By Andrew D. Wilson, Hrvoje Benko. ACM Symposium on User Interface Software and Technology, 2010
390 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ef06aec99ff1f1b90c3f15334a9e51113fd9d854
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Hrvoje Benko
- Chris Harrison
- Andrew D. Wilson
- Bernt Schiele
- Wandi Susanto
- Marcus Rohrbach
- Kai Berger
- Patrick Baudisch
In Computer Vision and Pattern Recognition
- Bernt Schiele
- Marcus Rohrbach
- Luc Van Gool
- Andrew Zisserman
- Trevor Darrell
- Andrea Vedaldi
- Xiaogang Wang
- Ming-Hsuan Yang
In Human-Computer Interaction
- Hrvoje Benko
- Chris Harrison
- Andrew D. Wilson
- Bernt Schiele
- Marcus Rohrbach
- Wandi Susanto
- Kai Berger
- Eyal Ofek
Citations in the corpus
- RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units (2014, methodology): “By using real-time depth sensors, previous work has enabled physical interactions using similar procam units [4,43,45].”
- The role of RGB-D benchmark datasets: an overview (2013, background): “A tabular overview about the corresponding publications for each dataset can found in Table 1.”
- 3D Object Detection with Multiple Kinects (2012, methodology): “With a similar use case, [24] uses multiple Kinects to increase the interaction space.”
- OmniTouch: wearable multitouch interaction everywhere (2011, methodology): “The hand requires buttons to be 22.5mm in diameter, offering the highest un-instrumented, on-body button density to date [8,24,32].”
- Using a depth camera as a touch sensor (2010, methodology): “For example, depth cameras are well suited to enable “above the surface” interactions [18,4,7, 19 ], such as picking up a virtual object, “holding” it in the air above the surface, and dropping it elsewhere.”