1996
DOI: 10.1162/pres.1996.5.1.122
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Methods to Calibrate Projection Transformation Parameters for See-Through Head-Mounted Displays

Abstract: See-through head-mounted displays (STHMDs), which superimpose the virtual environment generated by computer graphics (CG) on the real world, are expected to be able to vividly display various simulations and designs by using both the real environment and the virtual environment around us. However, we must ensure that the virtual environment is superimposed exactly on the real environment because both environments are visible. Disagreement in matching locations and size between real and virtual objects is likel… Show more

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Cited by 24 publications
(11 citation statements)
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“…The STHMD, in which the virtual environment can be superimposed on the real environment by a beam splitter, can be calibrated to make the coordinates of the visual space for a virtual environment coincide with those of the visual space for a real environment by the superimposition. A calibration method was developed and applied to the visual parameters of the STHMD to eliminate errors caused by mechanical misalignments in the STHMD [11] and by individual differences between actual and designed location of pupils of eyes, which ensured the coincidence of the apparent distance in a virtual environment with that in the real environment [12]. Using one of the computers, auditory signals were synthesized, output through DSP, and input through headphones (Senheiser HD25SP) to both ears of the subject.…”
Section: Introductionmentioning
confidence: 99%
“…The STHMD, in which the virtual environment can be superimposed on the real environment by a beam splitter, can be calibrated to make the coordinates of the visual space for a virtual environment coincide with those of the visual space for a real environment by the superimposition. A calibration method was developed and applied to the visual parameters of the STHMD to eliminate errors caused by mechanical misalignments in the STHMD [11] and by individual differences between actual and designed location of pupils of eyes, which ensured the coincidence of the apparent distance in a virtual environment with that in the real environment [12]. Using one of the computers, auditory signals were synthesized, output through DSP, and input through headphones (Senheiser HD25SP) to both ears of the subject.…”
Section: Introductionmentioning
confidence: 99%
“…The problem of registering the users head position with the position of the virtual camera and the virtual objects with the real environment has already been covered extensively [AZ94,ST96a,TA96,WH95]. Here -like in the previously cited approach to occlusion by [BE97] -a 2D image-based approach presented by Kutulakos [KU98] seems to be an adequate solution for video-based systems.…”
Section: Registration Problemsmentioning
confidence: 99%
“…Tuceryan and Navab present a user-friendly calibration method for optical see-through HMDs [29]. Oisho and Tachi discuss the calibration of a rigidly mounted optical see-through display [26]. MacIntyre and Coelho describe a method for adapting to the level of tracking error for AR systems [20].…”
Section: Previous Workmentioning
confidence: 99%