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Anton Treskunov

Computer Science Lab, Samsung, California
anton@treskunov.net
Anton Treskunov graduated from the mathematics department at Moscow University. Dr. Treskunov completed his Ph.D. in Computer Science at the Keldysh Institute of the Russian Academy of Science. His Ph.D. work focused upon issues related to the application of machine vision techniques for automated industrial inspection. In 1999, he moved to United States, where he worked as a multimedia software developer at Phantom Reality. In 2003-2009, Dr. Treskunov worked for Institute for Creative Technologies (University of Southern California) as the lead researcher. Among his many responsibilities, Dr. Treskunov oversaw software engineering decisions related to the development of various mixed reality projects. His research at ICT has been focused upon computer vision based techniques for enhancing tracking and rendering in mixed reality systems. In 2009, Anton joined Silicon valley based Computer Science Lab of Samsung Electronics; his research here targets Human Computer Interaction and presenting 3D information in novel ways.

Journal articles

2010
Andrei Sherstyuk, Dale Vincent, Anton Treskunov (2010)  Toward Natural Selection in Virtual Reality   IEEE Computer Graphics and Applications 30: 2. 93-96, C3 Mar./Apr.  
Abstract: Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors propose several steps that might help this merger happen sooner. Specifically, a mechanism of natural selection among players could solve the longstanding problem of limited access to VR hardware. The authors also discuss serious applications of VR games and their social impact.
Notes: virtual reality, computer games, computer graphics, graphics and multimedia, augmented reality, virtual worlds, natural selection, massively multiplayer virtual worlds
Andrei Sherstyuk, Anton Treskunov, Benjamin Berg (2010)  Semi-Automatic Surface Scanner for Medical Tangible User Interfaces   International Journal of Image and Graphics (IJIG) 10: 2. 219-233  
Abstract: Mixing real and virtual components into one consistent environment often involves creating geometry models of physical objects. Traditional approaches include manual modeling by 3D artists or use of dedicated devices. Both approaches require special skills or special hardware and may be costly. We propose a new method for fast semi-automatic 3D geometry acquisition, based upon unconventional use of motion tracking equipment. The proposed method is intended for quick surface prototyping for Virtual, Augmented and Mixed reality applications (VR/AR/MR), where quality of visualization of scanned objects is not required or is of low priority.
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Book chapters

1991

Conference papers

2009
Shih-Ching Yeh, Brad Newman, Matt Liewer, Jarrell Pair, Anton Treskunov, Greg Reger, Barbara O Rothbaum, JoAnn Difede, Josh Spitalnick, Rob McLay, Thomas D Parsons, Albert A Rizzo (2009)  A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder   In: Proceedings of IEEE Virtual Reality Conference 2009 (VR 2009) 163-170 Lafayette, Louisiana, USA: IEEE  
Abstract: Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.
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Andrei Sherstyuk, Anton Treskunov (2009)  Dynamic Light Amplification for Head Mounted Displays   In: Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology, Kyoto, Japan Edited by:Steven N. Spencer. 235-236 New York, NY, USA: ACM  
Abstract: Two common limitations of modern Head Mounted Displays (HMD): the narrow field of view and limited dynamic range, call for rendering techniques that can circumvent or even take advantage of these factors. We describe a simple practical method of enhancing visual response from HMDs by using view-dependent control over lighting. One example is provided for simulating blinding lights in dark environments.
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Andrei Sherstyuk, Anton Treskunov (2009)  Dynamic Light Ampli cation for Immersive Environment Rendering   In: Proceedings of the 8th international Conference on Virtual Reality Continuum and Its Applications in industry (VRCAI '09, Yokohama, Japan, December 14 - 15, 2009) Edited by:S. N. Spencer. 247--251 ACM  
Abstract: Two common limitations of modern Head Mounted Displays (HMD): the narrow field of view and limited dynamic range, call for rendering techniques that can circumvent or even take advantage of these limiting factors. In order to improve visual response from HMDs, we propose a new method of creating various lighting effects, by using view-dependent control over lighting. Two implemented examples are provided: simulation of a blinding effect in dark environments, and contrast enhancement. The paper is intended for the audience interested in developing HMD-based Virtual Reality applications with improved scene illumination.
Notes: ISBN: 978-1-60558-912-1
Andrei Sherstyuk, Anton Treskunov (2009)  Collision-free Travel with Terrain Maps   In: Proceedings of the 8th international Conference on Virtual Reality Continuum and Its Applications in industry (VRCAI '09, Yokohama, Japan, December 14 - 15, 2009) Edited by:S. N. Spencer. 175-178 ACM  
Abstract: Terrain maps, commonly used for updating elevation values of a moving object (i.e., a traveler), may be conveniently used for detecting and preventing collisions between the traveler and other objects on the scene. For that purpose, we project the geometry of all collidable objects onto the map and store it in a dedicated color channel. Combined with adaptive speed control, this information provides fast and reliable collision-avoidance during travel, independent of scene complexity. We present implementation details of the base system for a Virtual Reality application and discuss a number of extensions.
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Andrei Sherstyuk, Dale Vincent, Anton Treskunov (2009)  Towards Virtual Reality Games   In: Proceedings of the 8th international Conference on Virtual Reality Continuum and Its Applications in industry (VRCAI '09, Yokohama, Japan, December 14 - 15, 2009) Edited by:S. N. Spencer. 315-316 ACM  
Abstract: Game engines of cinematic quality, broadband networking and advances in Virtual Reality (VR) technologies are setting the stage to allow players to have shared, “better-than-life” experiences in online virtual worlds. We propose a mechanism of merit-based selection of players, as solution to the long-standing problem of limited access to VR hardware.
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2008
Andrei Sherstyuk, Kin Lik Wang, Anton Treskunov, Jarrell Pair (2008)  Real binoculars with virtual functions for mixed environments   In: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (ACE) 120-125 New York, NY, USA: ACM  
Abstract: Though often desirable, the integration of real and virtual elements in mixed reality environments can be dicult. We propose a number of techniques to facilitate scene exploration and object selection by giving users real instruments as props while implementing their functionality in a virtual part of the environment. Speci cally, we present a family of tools built upon the idea of using real binoculars for viewing virtual content. This approach matches user expectations with the tool's capabilities enhancing the sense of presence and increasing the depth of interaction between the real and virtual components of the scene. We also discuss possible applications of these tools and the results of our user study. This paper is an extended version of earlier work presented at the 4th International Workshop on the Tangible Space Initiative.
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Andrei Sherstyuk, Anton Treskunov, Benjamin Berg (2008)  Fast geometry acquisition for mixed reality applications using motion tracking   In: Proceedings of the 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality 179-180 Cambridge, UK: IEEE Computer Society  
Abstract: Mixing real and virtual elements into one environment often involves creating geometry models of physical objects. Traditional approaches include manual modeling by 3D artists or use of dedicated devices. Both approaches require special skills or special hardware and may be costly. We propose a new method for fast semi-automatic 3D geometry acquisition, based upon unconventional use of motion tracking equipment. The proposed method is intended for quick surface prototyping for Virtual, Augmented and Mixed reality applications where quality of visualization of objects is not required or is of low priority.
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2007
Andrei Sherstyuk, Kin Lik Wang, Anton Treskunov, Jarrell Pair (2007)  View Enhancement Techniques for Scene Exploration and Object Selection in Virtual and Mixed Environments   In: 4th International Workshop on the Tangible Space Initiative Nara, Japan:  
Abstract: Though often desirable, the integration of real and virtual elements in mixed reality environments can be difcult. We propose a number of techniques to facilitate scene exploration and object selection by giving users real instruments as props while implementing their functionality in a virtual part of the environment. Specically, we present a family of tools built upon the idea of using real binoculars for viewing virtual content. This approach matches user expectations with the tool's capabilities enhancing the sense of presence and increasing the depth of interaction between the real and virtual components of the scene. We also discuss possible applications of these tools and the results of our user study.
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Andrei Sherstyuk, Jarrell Pair, Anton Treskunov (2007)  Optical Sight Metaphor for Virtual Environments   In: IEEE Symposium on 3D User Interfaces Charlotte, North Carolina, USA: IEEE Computer Society  
Abstract: Optical sight is a new metaphor for selecting distant objects or precisely pointing at close objects in virtual environments. Optical sight combines ray-casting, hand based camera control, and variable zoom into one virtual instrument that can be easily implemented for a variety of Virtual, Mixed, and Augmented Reality systems. The optical sight can be modied into a wide family of tools for viewing and selecting objects. Optical sight scales well from desktop environments to fully immersive systems.
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2006
Anton Treskunov, Jarrell Pair (2006)  Projector-Camera Systems For Immersive Training   In: Proceedings of the 25th Army Science Conference Orlando, FL:  
Abstract: Real time computer graphics are limited in that they can only be displayed on projection screens and monitors. Monitors and projection screens cannot be used in live fire training or scenarios in which the displays could be physically damaged by trainees. To address this issue, we have developed projection systems using computer vision based color correction and image processing to project onto non-ideal surfaces such as painted walls, cinder blocks, and concrete floors. These projector-camera systems effectively paint the real world with digital light. Any surface can become an interactive projection screen allowing unprepared spaces to be transformed into an immersive environment. Virtual bullet holes, charring, and cracks can be added to real doors, walls, tables, chairs, cabinets, and windows. Distortion correction algorithms allow positioning of projection devices out of the field of view of trainees and their weapons. This paper describes our motivation and approach for implementing projector-camera systems for use within the FlatWorld wide area mixed reality system.
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Jarrell Pair, Brian Allen, Matthieu Dautricourt, Anton Treskunov, Matt Liewer, Ken Graap, Greg Reger (2006)  A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder   In: VR ’06 : Proceedings of the IEEE conference on Virtual Reality 62-72 Washington, DC, USA: IEEE Computer Society  
Abstract: Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-Centered tests with the application are currently underway at the Naval Medical Center–San Diego and within an Army Combat Stress Control Team in Iraq with clinical trials scheduled to commence in February 2006.
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2005
Jarrell Pair, Anton Treskunov, Diane Piepol (2005)  Leveraging Hollywood Set Design Techniques to Enhance Ad Hoc Immersive Display Systems   In: VR 2005 Workshop on Emerging Display Technologies, Bonn, Germany:  
Abstract: Over the past four years, the FlatWorld project [1] at the University of Southern California Institute for Creative Technologies has exploited ad hoc immersive display techniques to prototype virtual reality education and training applications. While our approach is related to traditional immersive projection systems such as the CAVE [2], our work draws extensively upon techniques widely used in Hollywood sets and theme parks. Our first display system, initially prototyped in 2001, enables wide area virtual environments in which participants can maneuver through simulated rooms, buildings, or streets. In 2004, we expanded our work by experimenting with transparent projection screens. To date, we have used this display technique for presenting life size interactive characters with a pseudo-holographic appearance.
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1992
Sergey Sokolov, Anton Treskunov (1992)  Automatic vision system for final test of liquid crystal displays   In: IEEE International Conference on Robotics and Automation 1578-1582 vol.2 Nice, France: IEEE  
Abstract: The authors describe algorithms and hardware for an automatic output check system for liquid crystal display (LCD) manufacturing. A TV camera and a high-speed video processor with a data flow architecture are presented. The main algorithmic difficulty on the LCD check problem is detection of small defects in real-time. To do this, the algorithm utilizing a priori information was designed. The methods used for functional LCD check do not require any human interference for its application to new LCD types
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Other

2004

Technical reports

2005
Anton Treskunov, Jarrell Pair (2005)  Integrating an Open Source Game Engine Into a Virtual Reality Application Framework   Institute for Creative Technologies technical report  
Abstract: Increasingly, 3D game engine technology is being utilized in the virtual reality community. Game engines enable researchers and developers to quickly author scenes and easily exploit the rapidly advancing capabilities of PC 3D graphics cards. However, game engines lack key features required by virtual reality applications such as support for tracking, stereoscopic graphics, and multiple displays. We describe our experience extending an open source game engine, OGRE (Object Oriented Graphics Rendering Engine) [15] for use in our immersive virtual reality research project, FlatWorld. This task required the integration of the engine into an existing virtual reality application framework. Our completed system utilized OGRE for stereoscopic 3D graphics rendering, OpenAL [16] for audio processing, ACE [1] for network communications, and Boost.Spirit [3] for parsing configuration files. Our process of adding multi-screen, tracked stereoscopic display capabilities to the engine is also described. Furthermore, benefits and limitations of 3D games engines compared to dedicated VR toolkits are discussed. We also describe a prototype application built with our game engine based system.
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1987

PhD theses

1993

Accepted for publication

2010
Andrei Sherstyuk, Caroline Jay, Anton Treskunov (2010)  Impact of Hand-Assisted Viewing on User Performance and Learning Patterns in Virtual Environments   to appear in "The Visual Computer" [Accepted for publication]  
Abstract: The ability to locate, select and interact with objects is fundamental to most Virtual Reality (VR) applications. Recently, it was demonstrated that the virtual hand metaphor, a technique commonly used for these tasks, can also be employed to control the virtual camera, resulting in improved performance and user evaluation in visual search tasks. In this work, we further investigate the effects of hand-assisted viewing on user behavior in immersive virtual environments. We demonstrate that hand-assisted camera control significantly changes the way how people operate their virtual hands, on motor, cognitive, and behavioral levels.
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