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WeARHand
• Hand-based interaction 
Concept video, Meta and Atheer 
VUZIX 
EPSON 
INTEL 
GOOGLE
Fiducial markers 
on hand 
B. Thomas et al., VR 02 
V. Buchmann et al., 
CG&IT 04 
Sensors on 
wrist 
D. Kim et al., UIST 12 
G. Park et al., HCII 14 
Fixed camera 
setting 
S. Corbett-Davies et 
al., VR 13 
T. Piumsomboon et 
al., IVC 11 
Predefined 
hand posture 
T. Lee et al., ISWC 
07 
Image/camera 
coordinate-based 
M. Tosas et al., ECCV 
Workshop 04 
P. Mistry et al., 
SIGGRAPH ASIA 09 
Leap Motion VR 
Development, 14
Object behind a hand 
appears to be in front 
Object behind a hand 
cannot be seen
without tethered 
tracking devices 
• Depth perception 
a semi-transparent proxy hand 
Semi-transparent 
proxy hand 
Virtual hand is rendered in 
local reference coordinates 
Distant 
object
Color image 
point clouds 
Hand 
and 3D 
3D hand 
position 
segmentation 
and detection 
RGB-D 
cameras 
capture color 
and depth-map 
images 
User wears HWD with 
near and far-range 
RGB-D cameras 
Hand and 
camera pose 
Commands 
Hand 
gestures 
generate 
manipulation 
commands 
Local 
reference 
coordinates 
are set in 
real space 
Visual 
feedback for 
hands and 
environment 
User’s hand 
movement 
Display 
Start End
Near-range RGB-D camera 
Long-range RGB-D camera 
Detect hand and close-up occlusion 
Support occlusion and shadowing of more distant objects 
y 
z 
Origin 
Physical world ≠ Camera 
virtual world 
Determine correct scale relationship
Hole 
filling Largest 
contour 
extraction 
Radial-shaped 
weighting 
Distance-transformed image 
Palm
Ideal Image 
coordinates 
Observed Image 
Camera coordinates 
coordinates 
Back-projection 
3D hand position 
based on real-world 
coordinates 
Real 
hand 
Virtual hand 
1 
2 
3D hand position 
in camera 
coordinates 
Virtual 
hand 
4 
Rendering 
3 
Virtual hand 
mapping 
(푥, 푦) 
XI 
YI 
Xc 
Yc 
Zc 
(푥푐 , 푦푐 , 푧푐 ) 
(푥푤, 푦푤, 푧푤) 
Yw 
Xw 
Zw
1. Image to camera coordinate system 
s 
푥 
푦 
1 
= 퐾 
푥푐 
푦푐 
푧푐 
1 
= 
푓푥 
0 
0 
0 푐푥 0 
푓푦 푐푦 0 
0 1 0 
푥푐 
푦푐 
푧푐 
1 
= 
푓푥푥푐 + 푐푥 푧푐 
푓푦푥푐 + 푐푦푧푐 
푧푐 
푥푐 = 
푥 − 푐푥 )푧푐 
푓푥 
, 푦푐 = 
푦 − 푐푦 )푧푐 
푓푦 
, 푧푐 = depth map value 
Ideal Image 
coordinates 
Image 
coordinates 
Camera 
coordinates 
Back-projection 
3D hand position in 
camera coordinates 
(푥, 푦) 
Xi 
Yi 
Xc 
Yc 
Zc 
(푥푐 , 푦푐 , 푧푐 )
2. Camera to world coordinate system 
푃푊 = 
푥푤 
푦푤 
푧푤 
1 
= λ푇푊푡표퐶 
−1 
푥푐 
푦푐 
푧푐 
1 
Correct scale relationship between physical and virtual worlds 
λ = 
퐷푣푖푟푡푢푎푙 = 푐푎푚푒푟푎 푡표 표푟푖푔푖푛 푖푛 푣푖푟푡푢푎푙 푠푐푎푙푒 푢푛푖푡푠 
퐷푟푒푎푙 = 푐푎푚푒푟푎 푡표 표푟푖푔푖푛 푖푛 푟푒푎푙 푠푐푎푙푒 푢푛푖푡푠 
Camera 
coordinates 
3D hand position based on 
real-world coordinates 
Xc 
Yc 
Zc 
(푥푐 , 푦푐 , 푧푐 ) 
(푥푤, 푦푤, 푧푤) 
Yw 
Xw 
Zw 
Virtual world scale ≠ 
Physical world scale
3. Virtual hand mapping 
AR version of VR hand interaction technique, HOMER* 
푃푉 = 퐶 + 휔 ∙ 퐷푊 ∙ 
퐷푂푏푗 
퐷퐼푛푖푡 
∙ 
푃푊 − 퐶 
푃푊 − 퐶 
Distance Direction 
Gestures generate input commands with user’s bare hand: 
Virtual 
hand 
푃푊 
Yw 
Xw 
Zw 
푃푉 
Camera 
Real 
hand 
퐶 
Grasping state 
(visible hand, but no visible finger) 
Releasing state 
(visible finger) 
Distant 
object 
Virtual 
hand 
HOMER 
* D. Bowman et al., “HOMER: Hand-centered Object Manipulation Extending Ray-casting technique,” I3D 1997
• Semi-transparent visualization for hand 
Environmental 
occlusion Shadow 
Distance HWD 
Grasping 
* S. Zhai et al., “Investigating The ‘Silk Cursor’: Transparency for 3D Target Acquisition,” CHI 1994.
• Occlusion, semi-transparent grey shadows, and guidelines 
• Voxels of distant physical objects in the environment are 
transparently rendered with relatively larger voxels 
• Semi-transparent grey shadows 
• Horizontal and vertical virtual guidelines 
Dynamic 
environment
<-#Frame
* * 
* 
* * 
* 
* 
* 
* 
*: p<0.05
https://www.youtube.com/watch?v=DbKlOb_K0js 
• 
•

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Hand-Based AR Interaction Technique for VR Using RGB-D Cameras

  • 2. • Hand-based interaction Concept video, Meta and Atheer VUZIX EPSON INTEL GOOGLE
  • 3. Fiducial markers on hand B. Thomas et al., VR 02 V. Buchmann et al., CG&IT 04 Sensors on wrist D. Kim et al., UIST 12 G. Park et al., HCII 14 Fixed camera setting S. Corbett-Davies et al., VR 13 T. Piumsomboon et al., IVC 11 Predefined hand posture T. Lee et al., ISWC 07 Image/camera coordinate-based M. Tosas et al., ECCV Workshop 04 P. Mistry et al., SIGGRAPH ASIA 09 Leap Motion VR Development, 14
  • 4. Object behind a hand appears to be in front Object behind a hand cannot be seen
  • 5. without tethered tracking devices • Depth perception a semi-transparent proxy hand Semi-transparent proxy hand Virtual hand is rendered in local reference coordinates Distant object
  • 6. Color image point clouds Hand and 3D 3D hand position segmentation and detection RGB-D cameras capture color and depth-map images User wears HWD with near and far-range RGB-D cameras Hand and camera pose Commands Hand gestures generate manipulation commands Local reference coordinates are set in real space Visual feedback for hands and environment User’s hand movement Display Start End
  • 7. Near-range RGB-D camera Long-range RGB-D camera Detect hand and close-up occlusion Support occlusion and shadowing of more distant objects y z Origin Physical world ≠ Camera virtual world Determine correct scale relationship
  • 8. Hole filling Largest contour extraction Radial-shaped weighting Distance-transformed image Palm
  • 9. Ideal Image coordinates Observed Image Camera coordinates coordinates Back-projection 3D hand position based on real-world coordinates Real hand Virtual hand 1 2 3D hand position in camera coordinates Virtual hand 4 Rendering 3 Virtual hand mapping (푥, 푦) XI YI Xc Yc Zc (푥푐 , 푦푐 , 푧푐 ) (푥푤, 푦푤, 푧푤) Yw Xw Zw
  • 10. 1. Image to camera coordinate system s 푥 푦 1 = 퐾 푥푐 푦푐 푧푐 1 = 푓푥 0 0 0 푐푥 0 푓푦 푐푦 0 0 1 0 푥푐 푦푐 푧푐 1 = 푓푥푥푐 + 푐푥 푧푐 푓푦푥푐 + 푐푦푧푐 푧푐 푥푐 = 푥 − 푐푥 )푧푐 푓푥 , 푦푐 = 푦 − 푐푦 )푧푐 푓푦 , 푧푐 = depth map value Ideal Image coordinates Image coordinates Camera coordinates Back-projection 3D hand position in camera coordinates (푥, 푦) Xi Yi Xc Yc Zc (푥푐 , 푦푐 , 푧푐 )
  • 11. 2. Camera to world coordinate system 푃푊 = 푥푤 푦푤 푧푤 1 = λ푇푊푡표퐶 −1 푥푐 푦푐 푧푐 1 Correct scale relationship between physical and virtual worlds λ = 퐷푣푖푟푡푢푎푙 = 푐푎푚푒푟푎 푡표 표푟푖푔푖푛 푖푛 푣푖푟푡푢푎푙 푠푐푎푙푒 푢푛푖푡푠 퐷푟푒푎푙 = 푐푎푚푒푟푎 푡표 표푟푖푔푖푛 푖푛 푟푒푎푙 푠푐푎푙푒 푢푛푖푡푠 Camera coordinates 3D hand position based on real-world coordinates Xc Yc Zc (푥푐 , 푦푐 , 푧푐 ) (푥푤, 푦푤, 푧푤) Yw Xw Zw Virtual world scale ≠ Physical world scale
  • 12. 3. Virtual hand mapping AR version of VR hand interaction technique, HOMER* 푃푉 = 퐶 + 휔 ∙ 퐷푊 ∙ 퐷푂푏푗 퐷퐼푛푖푡 ∙ 푃푊 − 퐶 푃푊 − 퐶 Distance Direction Gestures generate input commands with user’s bare hand: Virtual hand 푃푊 Yw Xw Zw 푃푉 Camera Real hand 퐶 Grasping state (visible hand, but no visible finger) Releasing state (visible finger) Distant object Virtual hand HOMER * D. Bowman et al., “HOMER: Hand-centered Object Manipulation Extending Ray-casting technique,” I3D 1997
  • 13. • Semi-transparent visualization for hand Environmental occlusion Shadow Distance HWD Grasping * S. Zhai et al., “Investigating The ‘Silk Cursor’: Transparency for 3D Target Acquisition,” CHI 1994.
  • 14. • Occlusion, semi-transparent grey shadows, and guidelines • Voxels of distant physical objects in the environment are transparently rendered with relatively larger voxels • Semi-transparent grey shadows • Horizontal and vertical virtual guidelines Dynamic environment
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  • 19. * * * * * * * * * *: p<0.05
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