The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings.
DOI: 10.1109/ismar.2003.1240699
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Evaluation of calibration procedures for optical see-through head-mounted displays

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Cited by 33 publications
(33 citation statements)
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“…As point and click calibration procedures have been shown to be error prone [29], we instead derived a new calibration procedure that utilizes two aspects of the CAVE system: While physically discontinuous, the CAVE environment is meant to be perceptually continuous (i.e. items should not appear different when projected between different screens).…”
Section: Perceptual Calibrationmentioning
confidence: 99%
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“…As point and click calibration procedures have been shown to be error prone [29], we instead derived a new calibration procedure that utilizes two aspects of the CAVE system: While physically discontinuous, the CAVE environment is meant to be perceptually continuous (i.e. items should not appear different when projected between different screens).…”
Section: Perceptual Calibrationmentioning
confidence: 99%
“…The majority of work for the calibration of Virtual systems has mostly been studied in the field of Augmented Reality [5]. Tang et al provide evaluations of different techniques for calibrating augmented reality systems [29]. …”
Section: Introductionmentioning
confidence: 99%
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“…In 2000, Mihran Tuceryan et al [1] proposed typical SPAAM to accomplish calibration by analyzing the mapping from 3D points to 2D points. In 2003, Authur Tang et al [2] compared four calibration methods, suggesting that SPAAM could serve as the first phase of calibration and then use some other method to refine the calibration data. In 2004, Charles B.Owen et al [3] proved the influence from the position of virtual display plane, and put forward a display-relative calibration method which included two phases.…”
Section: Related Workmentioning
confidence: 99%
“…VST techniques are difficult or impossible to use for correction in OST displays since the "camera" in these systems is the user's eye itself. Calibrating misalignment between the human eye and augmented geometry, in this case, is not a trivial task [22,26]. Various calibration methods have been developed, which attempt to correct misalignment by employing user feedback, in the form of visual alignments made between on-screen markers and real world locations.…”
Section: Introductionmentioning
confidence: 99%