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A Depth Cue Method Based on Blur Effect in Augmented Reality
http://hdl.handle.net/2261/56135
http://hdl.handle.net/2261/5613564090b62-4a94-45e4-8203-9ccf40cdbdb3
名前 / ファイル | ライセンス | アクション |
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Item type | 学位論文 / Thesis or Dissertation(1) | |||||
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公開日 | 2014-11-14 | |||||
タイトル | ||||||
タイトル | A Depth Cue Method Based on Blur Effect in Augmented Reality | |||||
言語 | ||||||
言語 | eng | |||||
資源タイプ | ||||||
資源 | http://purl.org/coar/resource_type/c_46ec | |||||
タイプ | thesis | |||||
その他のタイトル | ||||||
その他のタイトル | 拡張現実感におけるブラーエフェクトに基づく奥行き表現方式 | |||||
著者 |
Lin, Xueting
× Lin, Xueting |
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著者別名 | ||||||
識別子 | 11791 | |||||
識別子Scheme | WEKO | |||||
姓名 | 林, 雪婷 | |||||
著者所属 | ||||||
著者所属 | 東京大学大学院工学系研究科電気系工学専攻 | |||||
著者所属 | ||||||
著者所属 | Department of Electrical Engineering and Information Systems, Graduate School of Engineering, The University of Tokyo | |||||
Abstract | ||||||
内容記述タイプ | Abstract | |||||
内容記述 | The motivation of this research is to enhance the user experience by offering better depth interpretations in augmented reality systems. The thesis focuses on how to use blur effect to enhance the depth interpretations since the blur effect has been proved to be an independent depth cue to human visual system and the proper blur in the virtual scene could increase the consistency in augmented reality. In this thesis, the perceptual problems in video see-through augmented reality applications such as how to generate a consistent perception between virtual and real parts, how the blur effect act as a depth cue are addressed. The whole thesis is structured to solve three main problems: 1. how to determine the degree of blur which should be rendered on the virtual objects; 2. how to render the certain degree of blur onto the virtual objects; 3. how the users would perceive the blurred virtual contents as a depth cue. // To solve the first problem, a new depth cue method based on blur effect is proposed. Different from the previous approaches, the proposed method offers an algorithm which estimates the blur effect in the whole scene based on the spatial information in the real world and the intrinsic parameters of the camera. To solve the second problem, a prototype AR system was designed and implemented. The prototype system realized the proposed depth cue method and the system design and implementation details are introduced in this thesis. The algorithm of the blur shader is discussed. // Three user tests were conducted to solve the problem how the users would perceive the blur effect rendered by different blurring methods. The user tests results are discussed in this thesis. It could be confirmed from the user test results that the proposed depth cue method could help the user to gain a better depth interpretation in AR system. In the user tests, a comparison between the proposed method (which estimates the blur effect in the whole scene based on the measured blur radius of some known position) and previous method (which only renders blur effect on the position whose blur radius is measured) is addressed. However, the test results could not confirm which method is better. // In the future work, three aspects are considered: 1. for the proposed depth cue method, besides the blur effect caused by defocusing of the camera lens, the motion blur should also be investigated; 2. for the prototype system implementation, a moving camera should be introduced and the real-time detecting and rendering should also be discussed. The camera view of the prototype system will no longer be limited to a desk but expanded to various situations; 3. for the user tests, more researches should be addressed to investigate on how the blur effect would match depth interpretation in quantity. | |||||
書誌情報 | 発行日 2013-09-27 | |||||
学位名 | ||||||
学位名 | 修士(工学) | |||||
学位 | ||||||
値 | master | |||||
研究科・専攻 | ||||||
工学系研究科・電気系工学専攻 | ||||||
学位授与年月日 | ||||||
学位授与年月日 | 2013-09-27 |