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In addition to adapting to transformations of the perceptual world,
the author noticed
a loss of the perception of 3-D depth.
(A typical video camera lacks depth
from stereo, depth from focus, etc..)
In this sense, the author developed a
``photographic mindset'' in which an enhanced sense of
awareness of light and shade, and of simple renaissance perspective
were attained.
It was found [4]
that this effect persisted, even when the apparatus
was removed, and that the effect
would revisit in the form of 2-D ``flashbacks'', so that
the world was seen in two ways, much like we see the Necker cube
illusion in two possible ways. This discovery gave rise to
the fingerpointing process (Fig 6)
Figure 6:
Living in a 2-D world, through long-term adaptation.
Fingerpointing from the perspective of life through the screen.
Adaptation was in the ``rot90'' coordinate transformation
described in the text. Notice how natural interactions with the
world (such as pointing at the video surveillance cameras
on the ceiling of the department store, or the signage
on the wall) take place in 2-D
projection on the image plane rather than
3-D space.
![\begin{figure*}\centerline{ \vbox{
\hbox{
\vspace{-.2in} \makebox[2.25in][l]{\...
...25in]{~(a)} \makebox[2.25in]{~(b)} \makebox[2.25in]{~(c)} }
} }
\end{figure*}](img7.gif) |
where it was found that pointing at objects was as though though
a 2-D plane projection.
The notion of attaching a light to the finger arose out of
various expressive lightpainting efforts, where the world was viewed
as 2-D video,
while a light source, attached to the finger, was moved around in
3-D space (Fig 7), while recording the process
simultaneously on film (a beam splitter being used to combine video
and film cameras).
Figure 7:
Examples of tracing out a locus of points in 3-D space
that are mapped onto a 2-D image. Here a small light
source, attached to the author's finger, takes the form of a pointing
device, which is used to outline objects in 3-D space,
but falling upon their 2-D projection.
(a) One of the early lightpaintings using this technique.
(b) Image which won best color entry, in the National
Fuju Film competition, 1986. Here the method is
perfected somewhat, where we begin to see how the Personal
Imaging system functions more like the artist's sketch pad
than like a traditional camera.
(C) Steve Mann, 1985.
|
In Mediated Reality the drawing takes place right on top of the
video stream, so that registration is, for all practical purposes, exact to
within the pixel resolution of the devices [5],
in contrast to the registration problem of Augmented Reality [10].
This characteristic of Mediated Reality (perfect registration)
has been suggested as a means of
using the finger as a mouse to outline
actual objects in the scene[2].
This form of interaction with the real world, through the apparatus, is
yet another example of the human-machine symbiosis that is at the
core of Personal Imaging.
Next: Lookpainting: Towards developing a
Up: Deconfigured eye: On becoming
Previous: From ``fly on the
Steve Mann
1999-04-11