<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Augmented Reality | Evgeny Stemasov - HCI Research</title><link>https://stemasov.dev/tags/augmented-reality/</link><description>Augmented Reality — Evgeny Stemasov - HCI Research</description><language>en-ca</language><atom:link href="https://stemasov.dev/tags/augmented-reality/index.xml" rel="self" type="application/rss+xml"/><item><title>Enabling Ubiquitous Personal Fabrication: Low-Effort and Expressive In-Situ Interactions Using Extended Reality</title><link>https://stemasov.dev/research/phd-thesis/</link><guid>https://stemasov.dev/research/phd-thesis/</guid><pubDate>Mon, 03 Mar 2025 20:18:00 +0200</pubDate><description>&lt;p&gt;Between late 2018 and late 2024, I have been working on my &lt;a href="https://doi.org/10.18725/OPARU-55953"&gt;dissertation&lt;/a&gt; at Ulm University, defending it on January 22nd, 2025.
The dissertation is based on 8 publications in total:
&lt;a href="https://stemasov.dev/research/modeling-free-fabrication/"&gt;Ubiquitous Fabrication&lt;/a&gt;,
&lt;a href="https://stemasov.dev/research/immersive-sampling/"&gt;Immersive Sampling&lt;/a&gt;,
&lt;a href="https://stemasov.dev/research/mixandmatch/"&gt;Mix&amp;amp;Match&lt;/a&gt;,
&lt;a href="https://stemasov.dev/research/shapefindar/"&gt;ShapeFindAR&lt;/a&gt;,
&lt;a href="https://stemasov.dev/research/param/"&gt;pARam&lt;/a&gt;,
&lt;a href="https://stemasov.dev/research/brickstart/"&gt;BrickStARt&lt;/a&gt;,
&lt;a href="https://stemasov.dev/research/dungeonmaker/"&gt;DungeonMaker&lt;/a&gt;, and
&lt;a href="https://stemasov.dev/research/ephemeral-fabrication/"&gt;Ephemeral Fabrication&lt;/a&gt;.
All projects explore futures of personal digital fabrication by developing design tools, interaction approaches, and proposing alternative lenses on personal fabrication.
The document itself provides an overarching structure for all 8 papers to be situated in (expanding upon &lt;a href="https://stemasov.dev/research/modeling-free-fabrication/"&gt;Ubiquitous Fabrication&lt;/a&gt;), but similarly aims to provide additional detail, context, and motivation for all projects.&lt;/p&gt;</description></item><item><title>pARam: Leveraging Parametric Design in Extended Reality to Support the Personalization of Artifacts for Personal Fabrication</title><link>https://stemasov.dev/research/param/</link><guid>https://stemasov.dev/research/param/</guid><pubDate>Sun, 10 Mar 2024 09:56:15 +0100</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Extended Reality (XR) allows in-situ previewing of designs to be manufactured through Personal Fabrication (PF). These in-situ interactions exhibit advantages for PF, like incorporating the environment into the design process.
However, design-for-fabrication in XR often happens through either highly complex 3D-modeling or is reduced to rudimentary adaptations of crowd-sourced models. We present pARam, a tool combining parametric designs (PDs) and XR, enabling in-situ configuration of artifacts for PF.
In contrast to modeling- or search-focused approaches, pARam supports customization through embodied and practical inputs (e.g., gestures, recommendations) and evaluation (e.g., lighting estimation) without demanding complex 3D-modeling skills.
We implemented pARam for HoloLens 2 and evaluated it (n=20), comparing XR and desktop conditions. Users succeeded in choosing context-related parameters and took their environment into account for their configuration using pARam. We reflect on the prospects and challenges of PDs in XR to streamline complex design methods for PF while retaining suitable expressivity.&lt;/p&gt;</description></item><item><title>BrickStARt: Enabling In-situ Design and Tangible Exploration for Personal Fabrication using Mixed Reality</title><link>https://stemasov.dev/research/brickstart/</link><guid>https://stemasov.dev/research/brickstart/</guid><pubDate>Mon, 02 Oct 2023 20:18:36 +0200</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;3D-printers enable end-users to design and fabricate unique physical artifacts but maintain an increased entry barrier and friction. End users must design tangible artifacts through intangible media away from the main problem space (ex-situ) and transfer spatial requirements to an abstract software environment. To allow users to evaluate dimensions, balance, or fit early and in-situ, we developed BrickStARt, a design tool using tangible construction blocks paired with a mixed-reality headset. Users assemble a physical block model at the envisioned location of the fabricated artifact.
Designs can be tested tangibly, refined, and digitally post-processed, remaining continuously in-situ. We implemented BrickStARt using a Magic Leap headset and present walkthroughs, highlighting novel interactions for 3D-design. In a user study (n=16), first-time 3D-modelers succeeded more often using BrickStARt than Tinkercad. Our results suggest that BrickStARt provides an accessible and explorative process while facilitating quick, tangible design iterations that allow users to detect physics-related issues (e.g., clearance) early on.&lt;/p&gt;</description></item><item><title>ShapeFindAR: Exploring In-Situ Spatial Search for Physical Artifact Retrieval using Mixed Reality</title><link>https://stemasov.dev/research/shapefindar/</link><guid>https://stemasov.dev/research/shapefindar/</guid><pubDate>Thu, 10 Mar 2022 09:56:15 +0100</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Personal fabrication is made more accessible through repositories like Thingiverse, as they replace modeling with retrieval. However, they require users to translate spatial requirements to keywords, which paints an incomplete picture of physical artifacts: proportions or morphology are non-trivially encoded through text only. We explore a vision of in-situ spatial search for (future) physical artifacts, and present ShapeFindAR, a mixed-reality tool to search for 3D models using in-situ sketches blended with textual queries. With ShapeFindAR, users search for geometry, and not necessarily precise labels, while coupling the search process to the physical environment (e.g., by sketching in-situ, extracting search terms from objects present, or tracing them). We developed ShapeFindAR for HoloLens 2, connected to a database of 3D-printable artifacts. We specify in-situ spatial search, describe its advantages, and present walkthroughs using ShapeFindAR, which highlight novel ways for users to articulate their wishes, without requiring complex modeling tools or profound domain knowledge.&lt;/p&gt;</description></item><item><title>Mix&amp;Match: Towards Omitting Modelling Through In-situ Remixing of Model Repository Artifacts in Mixed Reality</title><link>https://stemasov.dev/research/mixandmatch/</link><guid>https://stemasov.dev/research/mixandmatch/</guid><pubDate>Wed, 22 Apr 2020 12:00:00 +0100</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;The accessibility of tools to model artifacts is one of the core driving factors for the adoption of Personal Fabrication. Subsequently, model repositories like Thingiverse became important tools in (novice) makers&amp;rsquo; processes. They allow them to shorten or even omit the design process, offloading a majority of the effort to other parties. However, steps like measurement of surrounding constraints (e.g., clearance) which exist only inside the users&amp;rsquo; environment, can not be similarly outsourced. We propose Mix&amp;amp;Match a mixed-reality-based system which allows users to browse model repositories, preview the models in-situ, and adapt them to their environment in a simple and immediate fashion. Mix&amp;amp;Match aims to provide users with CSG operations which can be based on both virtual and real geometry. We present interaction patterns and scenarios for Mix&amp;amp;Match, arguing for the combination of mixed reality and model repositories. This enables almost modeling-free personal fabrication for both novices and expert makers.&lt;/p&gt;</description></item><item><title>ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays</title><link>https://stemasov.dev/research/share/share/</link><guid>https://stemasov.dev/research/share/share/</guid><pubDate>Tue, 01 Oct 2019 18:31:12 +0200</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Head-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent research on asymmetric interaction for VR HMDs has contributed to solving this problem in the VR domain, AR HMDs come with similar but also different problems, such as conflicting information in visualization through the HMD and projection. In this work, we propose ShARe, a modified AR HMD combined with a projector that can display augmented content onto planar surfaces to include the outside users (non-HMD users). To combat the challenge of conflicting visualization between augmented and projected content, ShARe visually aligns the content presented through the AR HMD with the projected content using an internal calibration procedure and a servo motor. Using marker tracking, non-HMD users are able to interact with the projected content using touch and gestures. To further explore the arising design space, we implemented three types of applications (collaborative game, competitive game, and external visualization). ShARe is a proof-of-concept system that showcases how AR HMDs can facilitate interaction with outside users to combat exclusion and instead foster rich, enjoyable social interactions.&lt;/p&gt;</description></item></channel></rss>