Upcoming Courses

go to course
User Experience: The Beginner's Guide
Starts the day after tomorrow !
go to course
User-Centred Design - Module 2
92% booked. Starts in 3 days
 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

 
 
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
start reading
 
 
 
 
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
start reading
 
 
 
 
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
start reading
 
 
 
 
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
start reading
 
 

Andrew Fitzgibbon

 

Publications by Andrew Fitzgibbon (bibliography)

 what's this?
2012
 
Edit | Del

Chen, Jiawen, Izadi, Shahram and Fitzgibbon, Andrew (2012): KinÊtre: animating the world with the human body. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 435-444. Available online

Kintre allows novice users to scan arbitrary physical objects and bring them to life in seconds. The fully interactive system allows diverse static meshes to be animated using the entire human body. Traditionally, the process of mesh animation is laborious and requires domain expertise, with rigging specified manually by an artist when designing the character. Kintre makes creating animations a more playful activity, conducted by novice users interactively "at runtime". This paper describes the Kintre system in full, highlighting key technical contributions and demonstrating many examples of users animating meshes of varying shapes and sizes. These include non-humanoid meshes and incomplete surfaces produced by 3D scanning -- two challenging scenarios for existing mesh animation systems. Rather than targeting professional CG animators, Kintre is intended to bring mesh animation to a new audience of novice users. We demonstrate potential uses of our system for interactive storytelling and new forms of physical gaming.

© All rights reserved Chen et al. and/or ACM Press

2011
 
Edit | Del

Izadi, Shahram, Kim, David, Hilliges, Otmar, Molyneaux, David, Newcombe, Richard, Kohli, Pushmeet, Shotton, Jamie, Hodges, Steve, Freeman, Dustin, Davison, Andrew and Fitzgibbon, Andrew (2011): KinectFusion: real-time 3D reconstruction and interaction using a moving depth camera. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 559-568. Available online

KinectFusion enables a user holding and moving a standard Kinect camera to rapidly create detailed 3D reconstructions of an indoor scene. Only the depth data from Kinect is used to track the 3D pose of the sensor and reconstruct, geometrically precise, 3D models of the physical scene in real-time. The capabilities of KinectFusion, as well as the novel GPU-based pipeline are described in full. Uses of the core system for low-cost handheld scanning, and geometry-aware augmented reality and physics-based interactions are shown. Novel extensions to the core GPU pipeline demonstrate object segmentation and user interaction directly in front of the sensor, without degrading camera tracking or reconstruction. These extensions are used to enable real-time multi-touch interactions anywhere, allowing any planar or non-planar reconstructed physical surface to be appropriated for touch.

© All rights reserved Izadi et al. and/or ACM Press

 
Add publication
Show list on your website
 
 

Join our community and advance:

Your
Skills

Your
Network

Your
Career

 
Join our community!
 
 
 

Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/andrew_fitzgibbon.html