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Where’s the Reality in Augmented Reality?
Mark BillinghurstHIT Lab NZ
University of Canterbury
Falling in Love
1989…
Virtual Reality Was COOL!
Joining the HIT Lab in Seattle
Only $250K for 1500 polygons/sec!
Cheap HMDs
I knew everyone would use VR when: HMDs were cheap (<$300) Computers generate millions of
polys/sec Tracking was inexpensive Good 3D input devices
1990-95
1995-2000
April 2007 Computer World Voted 7th on list of 21 biggest technology flops
- MS Bob Winner
Back to Reality 1999 Fred Brooks – “What’s Real about
Virtual Reality” In 1994 VR barely works In 1999 VR is now really real
3 stages of application maturity: Demonstration Pilot Production
Production VR applications in 1999 Vehicle simulation Entertainment Vehicle design Architectural design Training Medicine
Niche markets with heavy input by domain experts
VR Today
$3-5 Billion VR business (+ > $150 Billion Graphics Industry) Visualization, simulation, gaming, CAD/CAE, multimedia, graphics arts
$3-5 Billion
Lessons learned Don’t over hype Design for users Need to move from Demo to
Production- Profitable niche markets
Follow the money
What’s Real About Augmented Reality?
AR History Summary1960’s – 80’s: Early
Experimentation1980’s – 90’s: Basic
Research Tracking, displays
1995 – 2005: Tools/Applications Interaction, usability, theory
2005 - : Commercial Applications Games, Medical, Industry
Shared Space
Goal create compelling
collaborative AR interface usable by novices
Exhibit content matching card game face to face collaboration physical interaction
We Have The Technology The technology is good enough
Reliable tracking Good displays Widespread hardware platforms- PC + camera, mobile phone
There are research problems to be solved but the technology is good enough for many applications
BBC AR Jam
AR Advertising
Txt message to download AR application (200K) See virtual content popping out of real paper
advert Tested May 2007 by Saatchi and Saatchi
MIT Technology Review March 2007 list of the 10 most
exciting technologies
Current AR Application Areas Production level applications
Education Medicine Broadcast Automotive
PS3 - Eye of Judgement Computer Vision Tracking Card based battle game Collaborative AR October 24th 2007
Excellent reviews Largest deployed AR application
- 24,000 sales since release (in two weeks)- Amazon.com #24 on PS3 games
VR vs. AR Don’t oversell it.. Be Honest
How do we make AR more real?
1. Make Friends
Meeting Seattle 1997 Great working
relationship Complementary
interests
My Friend
2. Share Your Toys
Build and Share Tools Address important problems Make tool available to others Support the community
ARToolKit Provided Tracking, Object based
interaction Tutorials, email, mailing list, tutorials
>55,000 downloads since 2004
ARToolKit in the World
Hundreds of projects Large research community
Tracking, Tracking, Tracking
3. Play With Strangers
Work with others outside the field
Roger Bays
Gavin Bishop
Convergent Creation
Story Telling Workshop
Educational Goals Children build their own AR Book (Free
software) Modeling, spatial concepts, mathematics, story
telling etc..
Final Results
4. Learn from Your Mistakes
Interaction Design Process
Evaluate the Technology Edward Swan (2005) Surveyed major conference/journals (1992-
2004)- Presence, ISMAR, ISWC, IEEE VR
Summary 1104 total papers 266 AR papers 38 AR HCI papers (Interaction) 21 Formal AR user studies
Only 8% of all AR papers have a formal user study
ISMAR 2007 Evaluation
ISMAR 2007 Papers with Formal User Studies 2 from14 full papers - 14% 7 from 22 short papers – 32% 0 from 15 Posters - 0 %
5. Make Magic
Put Magic in Your Project NameMagic + AR = 116,000 Google Hits
MagicBook MagicAR Magic Story Cube Magic Music Desk Magic Desk Magic Meeting Magic Bench Magic frame Magic Cauldron MagicCubeMAGIC MagicCup Magic Window MagicLens Magic Mirror MagicPaddle
Magic Board MagicLand Magic Examiner MagicEye Black Magic Book Tangible Magic
LensMagic Touch Magic Box Magic Pen
MagicBook (2001)
Conclusions
Conclusions
We can make AR more real
Follow Kindergarten Lessons Make friends (collaboration in field) Share your toys (building tools) Talking to strangers (collaboration out
of field) Learn from your mistakes (Evaluation) Make Magic