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Casual immersive viewing with smartphones

Published: 17 October 2016 Publication History

Abstract

In this paper, we explore how to better integrate virtual reality viewing to a smartphone. We present novel designs for casual (short-term) immersive viewing of spatial and 3D content, such as augmented and virtual reality, with smartphones. Our goal is to create a simple and low-cost casual-viewing design which could be retrofitted and eventually be embedded into smartphones, instead of using larger spatial viewing accessories. We explore different designs and implemented several prototypes. One prototype uses thin and light near-to-eye optics with a smartphone display, thus providing the user with the functionality of a large, high-resolution virtual display.
Our designs also enable 3D user interfaces. Easy interaction through various gestures and other modalities is possible by using the inertial and other sensors and camera of the smartphone. Our preliminary concepts are a starting point for exploring useful constructions and designs for such usage.

References

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Cited By

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  • (2020)Evaluating Medical Devices Remotely: Current Methods and Potential InnovationsHuman Factors: The Journal of the Human Factors and Ergonomics Society10.1177/001872082095364462:7(1041-1060)Online publication date: 22-Sep-2020
  • (2018)Using HMD-Based Immersive Virtual Environments in Primary/K-12 EducationImmersive Learning Research Network10.1007/978-3-319-93596-6_11(160-173)Online publication date: 16-Jun-2018
  • (2017)Field-of-view extension for VR viewersProceedings of the 21st International Academic Mindtrek Conference10.1145/3131085.3131088(227-230)Online publication date: 20-Sep-2017
  • Show More Cited By

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cover image ACM Other conferences
AcademicMindtrek '16: Proceedings of the 20th International Academic Mindtrek Conference
October 2016
483 pages
ISBN:9781450343671
DOI:10.1145/2994310
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2016

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Author Tags

  1. 3D interaction
  2. augmented reality
  3. mobile computing
  4. near-to-eye display
  5. virtual reality

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  • Research-article

Funding Sources

  • Kaute Foundation
  • Academy of Finland

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AcademicMindtrek'16
AcademicMindtrek'16: Academic Mindtrek Conference 2016
October 17 - 18, 2016
Tampere, Finland

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Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

View all
  • (2020)Evaluating Medical Devices Remotely: Current Methods and Potential InnovationsHuman Factors: The Journal of the Human Factors and Ergonomics Society10.1177/001872082095364462:7(1041-1060)Online publication date: 22-Sep-2020
  • (2018)Using HMD-Based Immersive Virtual Environments in Primary/K-12 EducationImmersive Learning Research Network10.1007/978-3-319-93596-6_11(160-173)Online publication date: 16-Jun-2018
  • (2017)Field-of-view extension for VR viewersProceedings of the 21st International Academic Mindtrek Conference10.1145/3131085.3131088(227-230)Online publication date: 20-Sep-2017
  • (2017)Extreme field-of-view for head-mounted displays2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)10.1109/3DTV.2017.8280417(1-4)Online publication date: Jun-2017

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