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Malte Weiss

Bio: Malte Weiss is an academic researcher from RWTH Aachen University. The author has contributed to research in topics: Body of knowledge & Haptic technology. The author has an hindex of 16, co-authored 22 publications receiving 1492 citations. Previous affiliations of Malte Weiss include Technische Universität München & University of Southern California.

Papers
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Proceedings ArticleDOI
25 Jun 2007
TL;DR: A realtime shading model that uses independently estimated normal maps for the specular and diffuse color channels to reproduce some of the perceptually important effects of subsurface scattering is presented.
Abstract: We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient illumination patterns. In contrast to traditional photometric stereo, the spherical patterns allow normals to be estimated simultaneously from any number of viewpoints. We present two polarized lighting techniques that allow the diffuse and specular normal maps of an object to be measured independently. For scattering materials, we show that the specular normal maps yield the best record of detailed surface shape while the diffuse normals deviate from the true surface normal due to subsurface scattering, and that this effect is dependent on wavelength. We show several applications of this acquisition technique. First, we capture normal maps of a facial performance simultaneously from several viewing positions using time-multiplexed illumination. Second, we show that highresolution normal maps based on the specular component can be used with structured light 3D scanning to quickly acquire high-resolution facial surface geometry using off-the-shelf digital still cameras. Finally, we present a realtime shading model that uses independently estimated normal maps for the specular and diffuse color channels to reproduce some of the perceptually important effects of subsurface scattering.

378 citations

Proceedings ArticleDOI
05 May 2012
TL;DR: A new technique for interpreting raw Kinect data is introduced to approximate and track rigid and non-rigid physical objects and support a variety of physics-inspired interactions between virtual and real.
Abstract: HoloDesk is an interactive system combining an optical see through display and Kinect camera to create the illusion that users are directly interacting with 3D graphics. A virtual image of a 3D scene is rendered through a half silvered mirror and spatially aligned with the real-world for the viewer. Users easily reach into an interaction volume displaying the virtual image. This allows the user to literally get their hands into the virtual display and to directly interact with an spatially aligned 3D virtual world, without the need for any specialized head-worn hardware or input device. We introduce a new technique for interpreting raw Kinect data to approximate and track rigid (e.g., books, cups) and non-rigid (e.g., hands, paper) physical objects and support a variety of physics-inspired interactions between virtual and real. In particular the algorithm models natural human grasping of virtual objects with more fidelity than previously demonstrated. A qualitative study highlights rich emergent 3D interactions, using hands and real-world objects. The implementation of HoloDesk is described in full, and example application scenarios explored. Finally, HoloDesk is quantitatively evaluated in a 3D target acquisition task, comparing the system with indirect and glasses-based variants.

237 citations

Proceedings ArticleDOI
04 Apr 2009
TL;DR: Empirical studies show that SLAPWidgets are easy to use and outperform virtual controls significantly in terms of accuracy and overall interaction time.
Abstract: We present Silicone iLluminated Active Peripherals (SLAP), a system of tangible, translucent widgets for use on multitouch tabletops. SLAP Widgets are cast from silicone or made of acrylic, and include sliders, knobs, keyboards, and buttons. They add tactile feedback to multi-touch tables, improving input accuracy. Using rear projection, SLAP Widgets can be relabeled dynamically, providing inexpensive, battery-free, and untethered augmentations. Furthermore, SLAP combines the flexibility of virtual objects with physical affordances. We evaluate how SLAP Widgets influence the user experience on tabletops compared to virtual controls. Empirical studies show that SLAPWidgets are easy to use and outperform virtual controls significantly in terms of accuracy and overall interaction time.

223 citations

Proceedings ArticleDOI
16 Oct 2011
TL;DR: Flux lets users feel the interface before touching, and can create both attracting and repelling forces, which enables applications such as reducing drifting, adding physical constraints to virtual controls, and guiding the user without visual output.
Abstract: We introduce FingerFlux, an output technique to generate near-surface haptic feedback on interactive tabletops. Our system combines electromagnetic actuation with permanent magnets attached to the user's hand. FingerFlux lets users feel the interface before touching, and can create both attracting and repelling forces. This enables applications such as reducing drifting, adding physical constraints to virtual controls, and guiding the user without visual output. We show that users can feel vibration patterns up to 35 mm above our table, and that FingerFlux can significantly reduce drifting when operating on-screen buttons without looking.

123 citations

Proceedings ArticleDOI
03 Oct 2010
TL;DR: A system that combines electromagnetic actuation with fiber optic tracking to move and operate physical controls and introduces a visual tracking algorithm that is able to detect objects and touches from the strongly sub-sampled video input of that grid.
Abstract: We present a system for the actuation of tangible magnetic widgets (Madgets) on interactive tabletops. Our system combines electromagnetic actuation with fiber optic tracking to move and operate physical controls. The presented mechanism supports actuating complex tangibles that consist of multiple parts. A grid of optical fibers transmits marker positions past our actuation hardware to cameras below the table. We introduce a visual tracking algorithm that is able to detect objects and touches from the strongly sub-sampled video input of that grid. Six sample Madgets illustrate the capabilities of our approach, ranging from tangential movement and height actuation to inductive power transfer. Madgets combine the benefits of passive, untethered, and translucent tangibles with the ability to actuate them with multiple degrees of freedom.

118 citations


Cited by
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Journal ArticleDOI
TL;DR: The aim of this review is to address the potential of augmented unimodal and multimodal feedback in the framework of motor learning theories and the reasons for the different impacts of feedback strategies within or between the visual, auditory, and haptic modalities.
Abstract: It is generally accepted that augmented feedback, provided by a human expert or a technical display, effectively enhances motor learning. However, discussion of the way to most effectively provide augmented feedback has been controversial. Related studies have focused primarily on simple or artificial tasks enhanced by visual feedback. Recently, technical advances have made it possible also to investigate more complex, realistic motor tasks and to implement not only visual, but also auditory, haptic, or multimodal augmented feedback. The aim of this review is to address the potential of augmented unimodal and multimodal feedback in the framework of motor learning theories. The review addresses the reasons for the different impacts of feedback strategies within or between the visual, auditory, and haptic modalities and the challenges that need to be overcome to provide appropriate feedback in these modalities, either in isolation or in combination. Accordingly, the design criteria for successful visual, auditory, haptic, and multimodal feedback are elaborated.

966 citations

Proceedings ArticleDOI
25 Jul 2011
TL;DR: A novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization is introduced that demonstrates that compelling 3D facial dynamics can be reconstructed in realtime without the use of face markers, intrusive lighting, or complex scanning hardware.
Abstract: This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D sensor. The simplicity of this acquisition device comes at the cost of high noise levels in the acquired data. To effectively map low-quality 2D images and 3D depth maps to realistic facial expressions, we introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. Formulated as a maximum a posteriori estimation in a reduced parameter space, our method implicitly exploits temporal coherence to stabilize the tracking. We demonstrate that compelling 3D facial dynamics can be reconstructed in realtime without the use of face markers, intrusive lighting, or complex scanning hardware. This makes our system easy to deploy and facilitates a range of new applications, e.g. in digital gameplay or social interactions.

580 citations

Book
31 Mar 2015
TL;DR: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR and provides an overview of the common definitions of AR, and shows how AR fits into taxonomies of other related technologies.
Abstract: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR. From early research in the1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.

573 citations

Proceedings ArticleDOI
08 Oct 2013
TL;DR: This work outlines potential interaction techniques and introduces Dynamic Physical Affordances and Constraints with the inFORM system, built on top of a state-of-the-art shape display, which provides for variable stiffness rendering and real-time user input through direct touch and tangible interaction.
Abstract: Past research on shape displays has primarily focused on rendering content and user interface elements through shape output, with less emphasis on dynamically changing UIs. We propose utilizing shape displays in three different ways to mediate interaction: to facilitate by providing dynamic physical affordances through shape change, to restrict by guiding users with dynamic physical constraints, and to manipulate by actuating physical objects. We outline potential interaction techniques and introduce Dynamic Physical Affordances and Constraints with our inFORM system, built on top of a state-of-the-art shape display, which provides for variable stiffness rendering and real-time user input through direct touch and tangible interaction. A set of motivating examples demonstrates how dynamic affordances, constraints and object actuation can create novel interaction possibilities.

548 citations

Journal ArticleDOI
TL;DR: It would be very beneficial to readers of this journal to have a systematic review of state-of-the-art 3D display technologies.
Abstract: The physical world around us is three-dimensional (3D), yet traditional display devices can show only two-dimensional (2D) flat images that lack depth (i.e., the third dimension) information. This fundamental restriction greatly limits our ability to perceive and to understand the complexity of real-world objects. Nearly 50% of the capability of the human brain is devoted to processing visual information [Human Anatomy & Physiology (Pearson, 2012)]. Flat images and 2D displays do not harness the brain's power effectively. With rapid advances in the electronics, optics, laser, and photonics fields, true 3D display technologies are making their way into the marketplace. 3D movies, 3D TV, 3D mobile devices, and 3D games have increasingly demanded true 3D display with no eyeglasses (autostereoscopic). Therefore, it would be very beneficial to readers of this journal to have a systematic review of state-of-the-art 3D display technologies.

525 citations