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Transcript of 426 lecture1: Introduction to AR
COSC 426: Augmented Reality
Mark Billinghurst
July 11th 2012
Lecture 1: Introduction
Mark Billinghurst PhD Electrical Engineering
University of Washington
Interaction Design Museum experiences Tools for designers
Augmented Reality Mobile AR, Evaluation, Multimodal Interfaces, Collaborative
Collaboration Enhanced FtF and remote collaboration Social networking
Overview One two hour lecture a week
Wednesday 1pm – 3pm
You will learn Introduction to Augmented Reality Augmented Reality technology AR Interaction techniques Interaction Design AR authoring tools Research directions in AR
Complete a simple project
Course Outline Wk 1 (July 11th): Introduction to Augmented Reality (AR) Wk 2 (July 18th): AR Technology Wk 3 (July 25th): AR Developer Tools Wk 4 (Aug 1st): AR Interaction Techniques Wk 5 (Aug 8th): AR Applications Wk 6 (Aug 15th): Outdoor and Mobile AR Wk 7,8 (Aug 22nd, Aug 29th): Holidays Wk 9 (Sept 5th): Collaborative AR Wk 10 (Sept 12th): Usability Testing Wk 11 (Sept 19th): AR research Directions Wk 12 (Sept 26th): Final Project Presentations
Assessment - Update
Research project – 40% Group work (2-4 people) Due Sept 28th
Two Class Assignments – 20 % Programming assignments, individual work
Final Exam – 40% Exam week Oct 3rd – 14th
Introduction
A Brief History of Time
Trend smaller, cheaper, more functions, more intimate
Technology becomes invisible Intuitive to use Interface over internals Form more important than function Human centered design
A Brief History of Computing
Trend smaller, cheaper, faster, more intimate, intelligent objects
Computers need to become invisible hide the computer in the real world
- Ubiquitous / Tangible Computing
put the user inside the computer - Virtual Reality
Invisible Interfaces
Jun Rekimoto, Sony CSL
Graphical User Interfaces
Separation between real and digital worlds WIMP (Windows, Icons, Menus, Pointer) metaphor
Ubiquitous Computing
Computing and sensing embedded in real world Particle devices, RFID, motes, arduino, etc
Virtual Reality
1985…
Virtual Reality
Immersive VR Head mounted display, gloves Separation from the real world
1977 – Star Wars
Augmented Reality Definition Defining Characteristics [Azuma 97]
Combines Real and Virtual Images - Both can be seen at the same time
Interactive in real-time - The virtual content can be interacted with
Registered in 3D - Virtual objects appear fixed in space
2008 - CNN
Put AR pictures here
Augmented Reality Examples
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
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
Reality - Virtuality (RV) Continuum
Real Environment
Augmented Reality (AR)
Augmented Virtuality (AV)
Virtual Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
Augmented Virtuality
VR with windows into the real world
Metaverse Neal Stephenson’s “SnowCrash” The Metaverse is the convergence of:
1) virtually enhanced physical reality 2) physically persistent virtual space
Metaverse Roadmap http://metaverseroadmap.org/
Metaverse Dimensions • Augmentation technologies that layer information onto
our perception of the physical environment. • Simulation refers to technologies that model reality • Intimate technologies are focused inwardly, on the
identity and actions of the individual or object; • External technologies are focused outwardly, towards
the world at large;
Metaverse Components Four Key Components
Virtual Worlds Augmented Reality Mirror Worlds Lifelogging
Mirror Worlds Mirror worlds are informationally-enhanced
virtual models of the physical world. Google Earth, MS Street View, Google Maps
LifeLogging Technologies record and report the intimate
states and life histories of objects and users Nokia LifeBlog, Nike+, FitBits
Steve Mann - LifeLogging
Gordon Bell: LifeLogging
1 TB to store 65 years of data
Summary Augmented Reality has three key features
Combines Real and Virtual Images Interactive in real-time Registered in 3D
AR can be classified alongside other technologies Invisible Interfaces Milgram’s Mixed Reality continuum MetaVerse
AR History
A Brief History of AR (1) 1960’s: Sutherland / Sproull’s
first HMD system was see-through
A Brief History of AR (2)
F16 – Head Up Display
A Brief History of AR (3)
1960 - 70’s: US Air Force helmet mounted displays (T. Furness)
A Brief History of AR (4)
1970 - 80’s: US Air Force Super Cockpit (T. Furness)
A Brief History of AR (5)
Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).
A Brief History of AR (6)
1994: Motion stabilized display [Azuma] 1995: Fiducial tracking in video see-through [Bajura / Neumann] 1996: UNC hybrid magnetic-vision tracker
A Brief History of AR (7)
1996: MIT Wearable Computing efforts 1998: Dedicated conferences begin (ISMAR) Late 90’s: Collaboration, outdoor, interaction Late 90’s: Augmented sports broadcasts
History Summary 1960’s – 80’s: Early Experimentation 1980’s – 90’s: Basic Research
Tracking, displays
1995 – 2005: Tools/Applications Interaction, usability, theory
2005 - : Commercial Applications Games, Medical, Industry
2007 - AR Reaches Mainstream
MIT Technology Review March 2007 list of the 10 most
exciting technologies Economist
Dec 6th 2007 Reality, only better
Gartner Hype Cycle
2009 - AR in Magazines Esquire Magazine
Dec 2009 issue 12 pages AR content
Many Others Wired Colors Red Bull Etc
Google Searches for AR
2008 - Browser Based AR Flash + camera + 3D graphics High impact
High marketing value
Large potential install base 1.6 Billion web users
Ease of development Lots of developers, mature tools
Low cost of entry Browser, web camera
Impact of Web-based AR Boffswana Living Sasquatch
http://www.boffswana.com/news/?p=605
In first month 100K unique visits 500K page views 6 minutes on page
2005 - Mobile Phone AR Mobile Phones
camera processor display
AR on Mobile Phones Simple graphics Optimized computer vision Collaborative Interaction
AR Advertising (HIT Lab NZ 2007)
Txt message to download AR application (200K) See virtual content popping out of real paper advert Tested May 2007 by Saatchi and Saatchi
2008: Location Aware Phones
Nokia Navigator Motorola Droid
2009 - Outdoor Information Overlay Mobile phone based Tag real world locations
GPS + Compass input 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 Customized data Audio, 3D, 2D content
Easy authoring Android, iPhone
$784 million USD in 2014
AR Today Key Technologies Available
- Robust tracking (Computer Vision, GPS/sensors) - Display (Handheld HMDs) - Input Devices (Kinect, etc) - Developer tools (Qualcomm, Metaio, ARTW)
Commercial Business Growing - Gaming, GPS/Mobile, Online Advertisement
• >$5 Billion USD by 2016 (Markets andMarkets) • >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
AR Business Today Marketing
Web-based, mobile
Mobile AR Geo-located information and service Driving demand for high end phones
Gaming Mobile, Physical input (Kinect, PS Move)
Upcoming areas Manufacturing, Medical, Military
Some Commercial AR Companies ARToolworks (http://www.artoolworks.com/)
ARToolKit, FLARToolKit, SDKs
Metaio (http://www.metaio.com/) Marketing, Industry, SDKs
Total Immersion (http://www.t-immersion.com/) Marketing, Theme Parks, AR Experiences
Qualcomm (http://developer.qualcomm.com/dev/augmented-reality) Mobile AR, Vuforia SDK
Many small start-ups (String, Ogmento, etc)
Summary Augmented Reality has a long history going
back to the 1960’s Interest in AR has exploded over the last few
years and is being commercialized quickly AR is growing in a number of areas
Mobile AR Web based AR Marketing experiences
Sample AR Applications
Applications
Medicine Manufacturing Information overlay Architecture Museum Marketing Gaming
Applications: medical “X-ray vision” for surgeons Aid visualization, minimally-invasive operations.
Training. MRI, CT data. Ultrasound project, UNC Chapel Hill.
Courtesy UNC Chapel Hill
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
Assembly and maintenance
© 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University
© 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University
PS3 - Eye of Judgment (2007) Computer Vision Tracking Card based battle game Collaborative AR October 24th 2007
AR Books – Markerless Tracking
AR Annotations
Columbia University
HRL
© 1993 S. Feiner, B. MacIntyre, M. Haupt, & E. Solomon, Columbia University
© 1997 S. Feiner, B. MacIntyre, T. Höllerer, & A. Webster, Columbia University
Broadcast TV
Interactive Museum Experiences BlackMagic
Virtual America’s Cup 410,000 people in six months
MagicPlanet TeManawa science museum Virtual Astronomy Collaborative AR experience
AR Volcano Interactive AR kiosk Scienceworks museum, Melbourne
Digital Binocular Station
http://www.DigitalBinocularStation.com/
Museum Archeology LifePlus (2002-2004)
Natural feature tracking Virtual characters Mobile AR system
Archeoguide (2000-2002) Cultural heritage on-site guide Hybrid tracking Virtual overlay
Sales and Marketing Connect with brands and branded objects Location Based Experiences
Lynx Angels
Web based Rayban glasses
Mobile Ford Ka campaign
Print based Red Bull Magazine
Summary AR technology can be used to develop a wide
range of applications Promising application areas include
Games Education Engineering Medicine Museums Etc..
AR Experience Design
“The product is no longer the basis of value. The
experience is.”
Venkat Ramaswamy The Future of Competition.
experiences
services
products
components
Valu
e
Sony CSL © 2004
Gilmore + Pine: Experience Economy
Function
Emotion
The Value of Good User Experience
20c
50c
$3.50
Good Experience Design Reactrix
Top down projection Camera based input Reactive Graphics No instructions No training
Using the N-gage
SideTalking http://www.sidetalkin.com
Interaction Design
“Designing interactive products to support people in their everyday and working lives” Preece, J., (2002). Interaction Design
Design of User Experience with Technology Higher in the value chain than product design
Interaction Design involves answering three questions: What do you do? - How do you affect the world? What do you feel? – What do you sense of the world? What do you know? – What do you learn?
Interaction Design is All About You
Users should be involved throughout the Design Process
Consider all the needs of the user
Google Glasses
Interaction Design Process
experiences
applications
tools
components
Building Compelling AR Experiences
Tracking, Display
Authoring
Interaction
Usability
Summary In order to build AR applications you need to
focus on the user experience Great user experience is based on
Low level AR component technology Authoring tools Application/Interaction design User experience texting