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Mark Billinghurst's keynote talk given at the SVR 2011 conference on Augmented and Virtual Reality in Brazil - May 24th 2011
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Research Directions in Augmented Reality
Mark Billinghurst
The HIT Lab NZ
University of Canterbury
Augmented Reality Definition
� Defining Characteristics [Azuma 97]� Combines Real and Virtual Images
- Both can be seen at the same time
� Interactive in real-timeInteractive in real-time- The virtual content can be interacted with
� Registered in 3D- Virtual objects appear fixed in space
� Put AR pictures here
Augmented Reality Examples
Virtual Reality
� 1989…
Virtual Reality
� Immersive VR
� Head mounted display, gloves
� Separation from the real world
AR vs VR
� Virtual Reality: Replaces Reality
� Scene Generation: requires realistic images
� Display Device: fully immersive, wide FOV
� Tracking and Sensing: low accuracy is okay� Tracking and Sensing: low accuracy is okay
� Augmented Reality: Enhances Reality
� Scene Generation: minimal rendering okay
� Display Device: non-immersive, small FOV
� Tracking and Sensing: high accuracy needed
Milgram’s Reality-Virtuality continuum
Mixed Reality
Real Augmented Augmented Virtual
Reality - Virtuality (RV) Continuum
Environment Reality (AR) Virtuality (AV) Environment
AR History
AR Beginnings� 1960’s: Sutherland / Sproull’s
first HMD system was see-through
1960 - 80’s: US Air Force SuperCockpit (T. Furness)
� Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).
� Early to mid 1990’s: UNC ultrasound visualization projectultrasound visualization project
� Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).
� 1994 - : UNC Research
� Motion stabilized display, Hybrid tracking, Ultrasound visualization
A Brief History of AR
� 1996: MIT Wearable Computing efforts� 1998: Dedicated conferences begin� Late 90’s: Collaboration, outdoor, interaction� Late 90’s: Augmented sports broadcasts� 1998 - 2001: Mixed Reality Systems Lab
History Summary
� 1960’s – 80’s: Early Experimentation
� 1980’s – 90’s: Basic Research
� Tracking, displays
� 1995 – 2005: Tools/Applications� 1995 – 2005: Tools/Applications
� Interaction, usability, theory
� 2005 - : Commercial Applications
� Games, Medical, Industry
Medical AR Trials� Sauer et al. 2000 at Siemens
Corporate Research, NJ
� Stereo video see through
F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,MICCAI 2002
AR Reaches Mainstream
� MIT Technology Review � March 2007� list of the 10 most exciting
technologies� Economist� Economist
� Dec 6th 2007� Reality, only better
Virtual Reality, Augmented Reality
� Esquire Magazine
� Dec 2009 issue
� 12 pages AR content
Trend One: Browser Based AR
� Adobe Flash + camera + 3D graphics
� High impact
� High marketing value
� Large potential install base� Large potential install base
� 1.6 Billion web users
� Ease of development
� Lots of developers, mature tools
� Low cost of entry
� Browser, web camera
1983 – Star Wars
1999: AR Face to Face Collaboration
1998: SGI O2 2008: Nokia N95
CPU: 300 MhzHDD; 9GBRAM: 512 mbCamera: VGA 30fpsGraphics: 500K poly/sec
CPU: 332 MhzHDD; 8GBRAM: 128 mbCamera: VGA 30 fpsGraphics: 2m poly/sec
Trend Two: Mobile Phone AR
� Mobile Phones
� camera, sensors
� processor
� display� display
� AR on Mobile Phones
� Simple graphics
� Optimized computer vision
� Collaborative Interaction
Collaborative AR
� AR Tennis� Shared AR content
� Two user game
� Audio + haptic feedback
� Bluetooth networking
Location Aware Phones
Nokia NavigatorMotorola Droid
2009 - Outdoor Information Overlay
� Mobile phone based
� Tag real world locations � GPS + Compass input
� Overlay graphics data on live video� Overlay graphics data on live video
� Applications� Travel guide, Advertising, etc
� Wikitude, Layar, Junaio, etc..� Android based, Public API released
Layar (www.layar.com)
� Location based data
� GPS + compass location
� Map + camera view
� AR Layers on real world� AR Layers on real world
� Customized data
� Audio, 3D, 2D content
� Easy authoring
� Android, iPhone
Android AR Platform
� Architectural Application
� Loads 3D models
� a OBJ/MTL format
� Positions content in space� Positions content in space
� GPS, compass
� Intuitive user interface
� toolkit to modify the model
� Connects to back end model database
Mobile Outdoor AR
Client/Server
Web Interface
Add models
Androidapplication
Web application java and php server
Database serverPostgres
$784 million USD in 2014
Summary
� Augmented Reality has a long history going back to the 1960’s
� Interest in AR has exploded over the last two years and is being commercialized quicklyyears and is being commercialized quickly
� AR is growing in a number of areas
� Mobile AR
� Web based AR
� Advertising experiences
Looking to the Future
What’s Next?
Sony CSL © 2004
“The product is no longer the basis of value. The
experience is.”experience is.”
Venkat Ramaswamy
The Future of Competition.
PS3 - Eye of Judgement
� Computer Vision Tracking
� Card based battle game
� Collaborative AR
� October 24th 2007� October 24th 2007
experiences
applications
Building Compelling AR Experiences
Interaction
Usability
tools
components
Sony CSL © 2004
Tracking, Display
Authoring
AR Components
experiences
applications
Building Compelling AR Experiences
tools
components
Sony CSL © 2004
Tracking, Display
Low Level AR Libraries
� ARToolKit Enhancements
� Occlusion Handling
� SSTT
� Simple Spatial Template Tracking� Simple Spatial Template Tracking
� Opira
� Robust Natural Feature Tracking
Markerless Tracking
AR Tools
experiences
applications
Building Compelling AR Experiences
tools
components
Sony CSL © 2004
Tracking, Display
Authoring
AR Authoring
� Software Libraries
� OSGART, Studierstube, MXRToolKit
� Plugin to existing software
� DART (Macromedia Director)� DART (Macromedia Director)
� Stand Alone
� AMIRE, etc
� Next Generation
� iaTAR (Tangible AR)
mARx Plug-in
� 3D Studio Max Plug-in
� Can model and view AR content at the same time
BuildAR
� http://www.buildar.co.nz/
� Stand alone application
� Visual interface for AR model viewing application
� Enables non-programmers to build AR scenes
AR Applications
experiences
applications
Building Compelling AR Experiences
Interaction
tools
components
Sony CSL © 2004
Tracking, Display
Authoring
� Interface Components
� Physical components
� Display elements
AR Design Principles
- Visual/audio
� Interaction metaphors
Physical Elements
Display ElementsInteraction
MetaphorInput Output
Tangible User Interfaces (Ishii 97)
� Create digital shadows for physical objects
� Foreground� Foreground
� graspable UI
� Background
� ambient interfaces
Tangible AR Metaphor
� AR overcomes limitation of TUIs
� enhance display possibilities
� merge task/display space
provide public and private views � provide public and private views
� TUI + AR = Tangible AR
� Apply TUI methods to AR interface design
Tangible AR Design Principles
� Tangible AR Interfaces use TUI principles
� Physical controllers for moving virtual content
� Support for spatial 3D interaction techniques
� Support for multi-handed interaction� Support for multi-handed interaction
� Match object affordances to task requirements
� Support parallel activity with multiple objects
� Allow collaboration between multiple users
Case Study: 3D AR Lens
Goal: Develop a lens based AR interface
� MagicLenses� Developed at Xerox PARC in 1993
� View a region of the workspace differently to the rest� View a region of the workspace differently to the rest
� Overlap MagicLenses to create composite effects
3D MagicLenses
MagicLenses extended to 3D (Veiga et. al. 96)
� Volumetric and flat lenses
AR Lens Design Principles
� Physical Components� Lens handle
- Virtual lens attached to real object
� Display Elements� Display Elements� Lens view
- Reveal layers in dataset
� Interaction Metaphor� Physically holding lens
3D AR Lenses: Model Viewer
� Displays models made up of multiple parts
� Each part can be shown or hidden through the lens
� Allows the user to peer inside the model
� Maintains focus + context� Maintains focus + context
AR Lens Demo
HandHeld ARWearable AR
Output:Display Input &
Output
HMD vs Handheld AR Interface
Input
Handheld Interface Metaphors
� Tangible AR Lens Viewing
� Look through screen into AR scene
� Interact with screen to interact with AR content
- Eg Invisible TrainEg Invisible Train
� Tangible AR Lens Manipulation
� Select AR object and attach to device
� Use the motion of the device as input
- Eg AR Lego
Next Interaction Techniques
� Natural Gestures
� Depth sensing
� Natural body input
� Multimodal� Multimodal
� Speech + gesture
AR Experiences
experiences
applications
Building Compelling AR Experiences
Interaction
Usability
tools
components
Sony CSL © 2004
Tracking, Display
Authoring
Survey of AR Papers� Edward Swan (2005)
� Surveyed major conference/journals (1992-2004)- Presence, ISMAR, ISWC, IEEE VR
� Summary� 1104 total papers� 1104 total papers
� 266 AR papers
� 38 AR HCI papers (Interaction)
� 21 AR user studies
� Only 21 from 266 AR papers have formal user study (<8% of all AR papers)
Types of Experiments
� Perception� How is virtual content perceived ?
� What perceptual cues are most important ?
� InteractionInteraction� How can users interact with virtual content ?
� Which interaction techniques are most efficient ?
� Collaboration� How is collaboration in AR interface different ?
� Which collaborative cues can be conveyed best ?
AR Browser Interface
� Layar (www.layar.com)
� show POI on real world
� Typical Interface Elements
� Live camera view� Live camera view
� Radar view
� Virtual graphics of POI
� 2D map view
� Information area
Navigation
� How useful is AR view for navigation
� ego- vs. exo-centric
� Experiment� Experiment
� AR only
� Map only
� AR + map
Experiment Design
� Conditions
� AR: Using only an AR view
� 2D-map: Using only a top down 2D map view
� AR+2D-map: Using both an AR and 2D map view� AR+2D-map: Using both an AR and 2D map view
� Measures
� Time to complete, Distance travelled
� User preference, subjective measures
Paths Walked
� three different paths walked around campus
� between buildings/under trees
Performance Measures
Map
AR+Map
Map
AR+Map
� No difference between conditions
Average Time Taken (sec)
0 200 400 600 800 1000 1200 1400
AR
Average Distance Travelled (m)
0 200 400 600 800 1000
AR
Path Trails
User Feedback
� AR + Map easy to identify points of interest
� AR only hard to know where things werewhere things were
� Liked being able to switch between modes
� AR+Map preferred best
Typical User Comments
� “With the AR mode, I didn’t know where any of the buildings were, a couple of times I went round in a circle because I didn’t know where things were.”
� “I found the map interface the best one to use � “I found the map interface the best one to use because you are actually able to see the physical objects around you"
� “I used the map at the beginning to understand where the buildings were and the AR between each point”
Navigation Conclusion
� AR alone provides no improvement
� Lack of depth cues
� Difficult to create spatial awareness
� AR + Map preferred interface� AR + Map preferred interface
� Map for creating mental mode
� AR for near navigation
Conclusions
“We’re living in the experience economy and the customer is the star of the show. If I’m going to spend thousands of dollars on something. I want the whole on something. I want the whole experience to be a fairy-tale”
Milton Pedraza,
The Luxury Institute Illustrative
experiences
applications
Building Compelling AR Experiences
Interaction
Usability
tools
components
Sony CSL © 2004
Tracking, Display
Authoring
Conclusions
� AR is on the verge of commercialization
� There are interesting research opportunities in
� Developing AR Component Technology
� Build Easy to Use Tools� Build Easy to Use Tools
� Identify Application Domains
� Develop Compelling AR Experiences
More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
• Websites– http://www.hitlabnz.org/ – http://www.hitlabnz.org/
– http://artoolkit.sourceforge.net/
– http://www.osgart.org/
– http://www.hitlabnz.org/wiki/buildAR/
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