|AR Virtual Monitors for PC
This was my favorite project at Lenovo: creating a very lightweight AR headset with a very specific use case – virtual monitors for laptops. I pitched this idea while in Lenovo Research and worked with a very talented team to create the first hardware and software prototypes. I don’t know whether they will be launching it or not, but I am glad they made the prototype public so now I can talk about it. We also filed some interesting patents for it (see below).
- ThinkReality A3 – Enterprise Smart Glasses. Lenovo
- Lenovo plans sleek AR glasses that let PC users see multiple workspaces. Venture Beat.
- Lenovo Unveils New AR Headset Prototype Aimed at Business Travelers. Road to VR.
- Xin Jiang, Hincapié-Ramos, J.D. (黄大卫). 2019. Method of displaying contents, a first electronic device and a second electronic device. Filed by Lenovo. US20190197262A1.
- Xin Jiang, Hincapié-Ramos, J.D. (黄大卫). 2019. Display screen processing method and system. Filed by Lenovo. US20190196710A1.
|ThinkReality A6 – An Augmented Reality Headset for Industrial Users
During my last year at Lenovo, I worked in the product design for the ThinkReality A6 headset. This is Lenovo’s first commercial AR headset (meaning aimed at Lenovo’s industrial partners) and has the complete set of AR sensors and functionalities.
- ThinkReality A6 – Datasheet [link]
- Red Dot design award [link]
- iF Design Award 2019 – Discipline: Product [link].
||Interaction Techniques for Augmented Reality in Head-Mounted Displays
A new generation of head-mounted displays such as Microsoft HoloLens, EPSON Moverio, and ODG devices are able to generate 3D content which seems to exist in the real world around us. A major challenge is how to interact with such digital content, including input devices and interaction techniques as well as the corresponding UI paradigms and elements to support such input.
- Özacar, K., Hincapié-Ramos, J.D., Takashima, K., and Kitamura, Y. 2016. 3D Selection Techniques for Mobile Augmented Reality Head-Mounted Displays. Interacting with Computers. [pdf (1MB)]
- Ens, B., Byagowi, A., Han, T., Hincapié-Ramos, J.D., and Irani, P. 2016. Combining ring input with hand tracking for precise, natural interaction with spatial analytic interfaces. In Proc SUI ’16. ACM. Best Paper Award. [pdf (2.3MB)].
- Hincapié-Ramos, J.D., Özacar, K., Irani, P.P. and Kitamura, Y., 2016. GyroWand: An Approach to IMU-Based Raycasting for Augmented Reality.IEEE Computer Graphics and Applications, 36(2), pp.90-96. [pdf (1.7MB)]
- Hincapié-Ramos, J.D., Ozacar, K., Irani, P. and Kitamura, Y. 2015. GyroWand: IMU-based Raycasting for Augmented Reality Head-Mounted Displays. In Proc. SUI ’15. ACM. Best Paper Award. [pdf (1.6MB)].
- Enns, B., Hincapié-Ramos, J.D., and Irani, P. 2014. Ethereal Planes: A Design Framework for 2D Information Spaces in 3D Mixed Reality Environments. In Proc. SUI ’14. ACM. [pdf (1.6MB)].
||Color Correction on Transparent (Optical See-Through) Displays
Transparent displays, whether used for spatial augmented reality or for head-mounted displays, are subject to color blending — users perceive color as a combination of the display color and the background. In this project we investigate the theoretical foundations of color blending, and propose practical solutions to this problem by means of color correction algorithms. Our results not only outperform existing solutions, but also do so without requiring extra hardware and in real-time.
- Hincapié-Ramos, J.D., Ivanchuk, L., Sridharan, S.K. and Irani, P. 2015. SmartColor – Real-Time Color and Contrast Correction for Optical See-Through Head-Mounted Displays. Visualization and Computer Graphics, IEEE Transactions on. [pdf (2.5MB)]
- Hincapié-Ramos, J.D., Ivanchuk, L., Sridharan, S.K. and Irani, P. 2014. SmartColor: Real-Time Color Correction and Contrast for Optical See-Through Head-Mounted Displays. In Proc. ISMAR ’14. ACM. [pdf (1.7MB)]
- Sridharan, S.K., Hincapié-Ramos, J.D., Flatla, D.R. and Irani, P. 2013. Color correction for optical see-through displays using display color profiles. In Proc VRST ’13. ACM. [pdf (7.2MB)]
- Samples images and other details [here]
- A sample [video] showcasing simple correction scenarios
||Consumed Endurance (CE) – Arm Fatigue in Mid-Air Interactions
Consumed Endurance (CE) is a metric that captures the degree of arm fatigue during mid-air interactions. Based on the bio-mechanical structure of the arm, CE can assist with the design of minimally fatiguing gestural interfaces. CE derives its validity from a strong to perfect correlation to the Borg CR10 scale for physical exertion.
- Hincapié-Ramos, J.D., Guo, X., Moghadasian P., and Irani, P. 2014. Consumed Endurance: A Metric to Quantify Arm Fatigue of Mid-Air Interactions. In Proc. CHI 2014, May 2014, Toronto, Canada. [pdf (1.0MB)]
- Hincapié-Ramos, J.D., Guo, X., and Irani, P. 2014. The Consumed Endurance Workbench: A Tool to Assess Arm Fatigue during Mid-Air Interactions. In Proc. DIS ’14 Demos. ACM. [pdf (1.0MB)]
- Consumed Endurance (CE) [video]
- Consumed Endurance (CE) Workbench [download]
||tPad – Transparent-Display Mobile Devices
Transparent display mobile devices have long been the focus of science fiction and design concepts for future technologies. However, research is scarce about the actual benefits they can bring to mobile interactions. This project explores how transparent display mobile devices can help everyday mobile tasks such as task switching and photo capture. We present two different prototypes and discuss technical challenges.
- Hincapié-Ramos, J.D., Roscher, S., Büschel, W., Kister, U., Dachselt, R. and Irani, P. 2014. tPad: Designing Transparent-Display Mobile Interactions. In Proc. DIS ’14. ACM. Honorable Mention Award. [pdf (1.8MB)]
- Hincapié-Ramos, J.D., Roscher, S., Büschel, W., Kister, U., Dachselt, R. and Irani, P. 2014. cAR: Contact Augmented Reality with Transparent-Display Mobile Devices. In Proc. PerDis ’14. ACM. [pdf (1.14MB)]
- tPad interactions [video] showcase.
- Tech Radar – Why we aren’t using transparent phones – [online]
In this project we look at how depth cameras can assist mobile phone users when they are texting and walking. The prototype, called CrashAlert, detects obstacles on the walking path of the user and presents notifications in the form of ambient visualizations on the top of the device.
- BBC News – Avoiding the pitfalls of texting and walking – [online]
- MIT Technology Review – Safe Texting While Walking? Soon, There May Be an App for That – [online]
- Forbes – 3D Sensors Give Vision To CrashAlert App – [online]
- Discovery News – CrashAlert App Clears Way to Walk and Text – [online]
- Asia One – New app to save you from embarrassing tumbles – [online]
The eLabBench is a interactive tabletop designed to support the laboratory work of molecular biologists. Our design allows users to capture information while in the lab, to execute digital tasks, and to move information between the lab and their offices in a seamless fashion.
- Tabard, A., Hincapié-Ramos, J.D. and Bardram, J.E. 2012. The eLabBench in the wild: supporting exploration in a molecular biology lab. In Proc. CHI ’12. ACM. [pdf (10.9MB)]
- Tabard, A., Hincapié-Ramos, J.D., Esbensen, M. and Bardram, J.E. 2011. The eLabBench: an interactive tabletop system for the biology laboratory. In Proc. ITS ’11. ACM. Best Paper Award. [pdf (3.3MB)]
- BT – AU har Verdens første digitale laboratoriebord – [online]
- Dangerous Prototypes – eLabBench digital laboratory workbench – [online]
- Videnskab – Se fremtidens vilde laboratorium – [online]
- Version 2 – Wow! Lab-bænk med 46″ touch skærm og objektgenkendelse gør forskning til en leg – [online]
||Mediated Tabletop Interactions
In this project we explore tangible interactions on a tabletop with objects which are too small to be tagged with fiducial markers or to be tracked with a camera. Our approach, called Mediated Tabletop Interactions, uses an intermediate device to identify the objects and communicate their location and orientation to the tabletop. Our prototype, the Rabbit, was design to support the integration of laboratory test tubes and tabletops.
- Hincapié-Ramos, J.D., Tabard, A. and Bardram, J.E. 2011. Mediated tabletop interaction in the biology lab: exploring the design space of the rabbit. In Proc. UbiComp ’11. ACM. [pdf (6.5MB)][talk slides PPTX (12.4 MB)][talk slides PDF (32 MB)]
- Hincapié-Ramos, J.D. and Bardram, J.E. 2010. Device enabling a user to interact with a computer system. Filed by IT University of Copenhagen on June 2010. PCT/EP2010/059227.
- A short demo [video] of the working rabbit
In this project we explored the use of ambient information displays to induce behaviors which people perceive as voluntary. GridOrbit is set of distributed public displays which motivate users to donate computational power to a volunteer computing infrastructure (see the MiniGrid below). An in-the-wild study of GridOrbit showed a significant increase in the number volunteers and their contribution levels after the introduction of the displays.
- Hincapié-Ramos, J.D. 2011. Using Infrastructure Awareness to Support the Recruitment of Volunteer Computing Participants. PhD Thesis. Copenhagen, Denmark. IT University of Copenhagen. [pdf (58.5MB)][talk pptx (32.5MB)][talk pdf (24.6MB)]
- Hincapié Ramos, J.D., Tabard, A. and Bardram, J.E. 2011. Gridorbit: an infrastructure awareness system for increasing contribution in volunteer computing. In Proc. CHI ’11. ACM. Honorary Mention Award. [pdf (15MB)][talk slides PPTX (11.1MB)][talk slides PDF (1.61MB)]
- Hincapié-Ramos, J.D. 2010. Infrastructure awareness. In Proc. Ubicomp ’10 Adjunct. ACM. [pdf (985KB)][talk pptx (6.5MB)]
- Hincapié-Ramos, J.D., Tabard, A., Bardram, J. and Sokoler, T. 2010. GridOrbit public display: providing grid awareness in a biology laboratory. In Proc. CHI’10 EA. ACM. [pdf (227KB)][poster pdf (19.8MB)]
- Hincapié-Ramos, J.D., Tabard, A. and Bardram, J.E. 2012. Designing for the Invisible — User-Centered Design of Infrastructure Awareness Systems. In Proc. DIS ’10. ACM. [pdf (567KB)]
- Hincapié-Ramos, J.D., Tabard, A. and Alt, F. 2010. Contextual-analysis for infrastructure awareness systems. In CHI ’10 Workshop – Bridging the Gap: Moving From Contextual Analysis to Design. [pdf (258KB)][short talk slides (508KB)]
- Hincapié-Ramos, J.D. 2010. Fieldwork Report for the Nucleic Acid Technology Lab. TR-2010-130. IT University of Copenhagen.
InterruptMe provides users with awareness of a colleague’s availability. InterruptMe provides availability information tailored to the communication medium and personal relationship, implements an asymmetric-traceable approach, and delivers information by means of implicit interaction. InterruptMe uses a set of sensors to capture availability information and support the triggers for implicit interaction.
||TIDE (a.k.a. PhoneVortex)
TIDE explores the integration between smartphones and interactive tabletops. Our goal is twofold. By integrating the smartphone to a large tabletop display, the smartphone application gain a large display real state for a better user experience, particularly in collaborative settings. On the other side, using applications loaded on a smartphone circumvents the shortage of applications available for such devices and the possible privacy issues associated to using your personal data on a public tabletop.
- Sicard, L., Tabard, A., Hincapié-Ramos, J.D. and Bardram, J.E. 2013. TIDE: Lightweight Device Composition for Enhancing Tabletop Environments with Smartphone Applications. In Human-Computer Interaction–INTERACT 2013. Springer Berlin Heidelberg. [pdf (1.98MB)]
- PhoneVortex initial proof of concept [video]
- TIDE design and evaluation [video]
||Transparent-Display Exhibition Cases
The use of transparent displays in a museum setting require much more than simply placing the display in front of an artifact. In this project we investigate the elements of the design and implementation of transparent display exhibition cases, taking into account the engagement and educational goals of museums and art galleries.
- Hincapié-Ramos, J.D., Guo, X. and Irani, P. 2014. Designing Interactive Transparent Exhibition Cases. In Proc. PATCH ’14. ACM. [pdf (0.5MB)]
||Rapid Prototyping of Tangibles – TOKY DIY Toolkit
The TOKY Do-it-yourself Toolkit explores how a capacity mouse can be repurposed to facilitate the creation of tangibles. We used a capacity mouse to supplement the sensing and communication requirements of creating tangible interactions.
- Hincapié-Ramos, J.D., Esbensen, M. and Kogutowska, M. 2011. Rapid Prototyping of Tangibles with a Capacitive Mouse. In Proc. DHRS ’11. Copenhagen Business School. [pdf (6.6MB)]
- Hincapié-Ramos, J.D., Esbensen, M. and Kogutowska, M. 2011. Toki D.I.Y Pyjamas. In UIST ’11 Student Competition. First Place, Best Implementation. [More Info]
||Cleanly – An Interactive Trash-ducation System
Cleanly is a trash-ducation urban system aimed at creating awareness of the garbage production and its management, serving as an educational platform in the urban environment.
- Reif, I., Alt, F., Hincapié-Ramos, J.D., Poteriaykina, K. and Wagner, J. 2010. Cleanly – trashducation urban system. In Proc. CHI ’10 EA. Atlanta, Georgia, USA. ACM. [pdf (298KB)][poster pdf (10.7MB)]
The MiniGrid is a distributed computing infrastructure used to distribute computational power in a local network. Our implementation was aimed at supporting the execution of parallelized bioinformatics algorithms, making research into RNA-based diseases like HIV, SARS, and bird flu more efficient than with current approaches.
- See detailed description [here]
The ProximityBar is a simple hardware prototype to capture how far from a public display are its users standing at. At its core, the ProximityBar uses three ultrasonic sensors and an Arduino board.
- See detailed description [here]
||P2P Game Network Framework
Multiplayer games require a network infrastructure to communicate and synchronize the devices of each player. In this project we built an framework for making those connections in a P2P fashion, avoiding any central controlling entity.
- Hincapié-Ramos, J.D. and Castaño, A. 2007. Framework de comunicaciones y contexto para la construcción de juegos multiusuario (context and communications framework for multi player games). Engineering thesis. Medellin, Colombia. Universidad EAFIT. [pdf]