I am a principal researcher at Microsoft Research lab in Redmond, WA. My research interests include Augmented Reality (AR)/Virtual Reality (VR), Haptics, interactive projection mapping and computer vision for human-computer interaction.
He is on the editorial board of IEEE Computer Graphics and Application (CG&A), an associated editor of Virtual Reality and Human Behavior Journal (part of Frontiers in VR), co-chaired the 19th ACM SIGSPATIAL 2011, and on program committee for several leading conferences.
Prior to joining Microsoft Research Dr. Ofek obtained my PhD at the Hebrew University of Jerusalem and has founded a couple of companies in the area of computer graphics, including a successful drawing and photo editing application (Photon-Paint ) and developing the world first time-of-flight video cameras (ZCam).
For more Up-To-Date information, please see Eyal’s external homepage at: http://eyalofek.org/
Dr. Eyal Ofek is a senior researcher at Microsoft Research and his work deals mainly with, well, reality. Augmented and virtual reality, to be precise. A serial entrepreneur before he came to MSR, Dr. Ofek knows a lot about the “long nose of innovation” and what it takes to bring a revolutionary new technology to a world that’s ready for it.
On today’s podcast, Dr. Ofek talks about the unique challenges and opportunities of augmented and virtual reality from both a technical and social perspective; tells us why he believes AR and VR have the potential to be truly revolutionary, particularly for people with disabilities; explains why, while we’re doing pretty well in the virtual worlds of sight and sound, our sense of virtual touch remains a bit more elusive; and reveals how, if he and his colleagues are wildly successful, it won’t be that long before we’re living in a whole new world of extension, expansion, enhancement and equality.
I am interesting in the way that AR & VR effect and being effected by the real environment, and ways in which AR &VR can influence new experiences, for example social interaction.
Virtual reality (VR) is an incredibly exciting way to experience computing, providing users with intuitive and immersive means of interacting with information that attempts to mirror the way we naturally experience the world around us. It also an opportunity to level the plane field of people with physical limitation as they access the non physical virtual world.
We published the open source 'SeeingVR' toolkit for people with low vision, and at CHI 2020 we presented an access of blind people to VR experiences.
Researchers will be showing off a method for allowing people to safely navigate a given route in real-world environments, such as a daily walk to work, while seeing themselves strolling a different VR world, such as a city of their choosing. They’ve also developed a technology that leverages newly introduced eye-tracking of users so that visual details in VR can be changed in real time without those changes being detected. Finally, researchers have invented a new haptic feedback controller that uniquely emulates the human sense of touch by meshing centuries-old and cutting-edge technologies.
The use of projector enable large area augmentation that can be shared by multiple users.
While visual display and 3D audio are progressing at a fast pase, Haptics is still and mostly untapped sense. Many times, due to the severe limitations of haptic rendering capability, there is a need to manipulate our senses to generate a convincing AR & VR experience of touch.
Researchers at Microsoft strive to advance perhaps one of the most challenging areas of research and development in virtual reality. Mike Sinclair showcases four haptic controllers and discusses their goal to realize and deliver truly immersive and convincing tactile experiences…
The notion of an “uncanny valley” is well known in robotics. This is when increasing the realism of a robot’s human-like appearance can lead to feelings of unease—or even revulsion—as a robot becomes more and more (but never quite fully)…
Text detection, Analysis by Synthesis, 2D & 3D completion
Cameras are cheep and powerful sensors. I am looking in ways that we can leverage of cameras capabilities to compensate for the physical limitations of existing displays and input techniques.