CS-3120 Human-Computer Interaction …...CS-3120 Human-Computer Interaction From Real to Virtual...

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Augmented and Virtual Reality Mikko Kytö 7.11.2017 CS-3120 Human-Computer Interaction

Transcript of CS-3120 Human-Computer Interaction …...CS-3120 Human-Computer Interaction From Real to Virtual...

Page 1: CS-3120 Human-Computer Interaction …...CS-3120 Human-Computer Interaction From Real to Virtual 21.11.2017 2 [1]Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual

Augmented and Virtual RealityMikko Kytö7.11.2017

CS-3120 Human-Computer Interaction

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From Real to Virtual

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[1] Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, E77-D(12), 1321–1329.

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Augmented Reality (AR)

According to definition: 1. AR application must mix real and virtual2. Registered in 3D with physical world3. Interactive in Real Time

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Why AR?

Enables providing augmented information and guidance in the physical context

Enables investigating virtual 3D models in physical environment

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http://www.nlr.org/article/x-lab-frontrunner-augmented-reality-mro-aerospace/

http://ngm.nationalgeographic.com/img/big-idea/augmented/augmented.jpg

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Augmented Reality (AR)

According to definition: 1. AR application must mix real and virtual

• DISPLAY TECHNOLOGIES2. Registered in 3D with physical world

• TRACKING TECHNOLOGIES• CAPTURING TECHNOLOGIES

3. Interactive in Real Time• INTERACTION TECHNOLOGIES

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AR display technologies

Modalities• Visual• Aural• Haptic• Kinaesthetic• Olfactory

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Development of AR Displays

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1990 2000 2010 2020?

http://foonacha.blogspot.fi/2015/06/the-dangers-of-augmented-reality.html

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Hand-held displays

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https://binocular.io/insights/augmented-reality-for-retailers-in-furniture-and-interior-design

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Wearable displaysTwo approaches1. Optical see-through2. Video see-through

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www.youtube.com/watch?v=_x9462x6A0k

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Basic optical principle of near-eye display204 JOURNAL OF DISPLAY TECHNOLOGY, VOL. 2, NO. 3, SEPTEMBER 2006

Fig. 1. (a) Geometry of a magnifier. A magnifier forms a virtual image and the observer’s pupil becomes the exit pupil of the system. The distance from the vertexof the last physical surface of the system to the exit pupil is called the eye relief. (b) Example 45-mm focal length magnifiers. Monocular (left) and biocular (right).Both systems are working with a 30-mm screen diameter. The monocular system has a 40-mm ’exit pupil’ and the biocular system has an 84-mm ’exit pupil’, thelatter being large enough to cover both eyes. (Adapted from Williamson [24]). (Color version available online at http://ieeexplore.ieee.org.)

requirement since the microdisplay typically is too small toview with the unaided eye.

Regardless of complexity (i.e., types or number of surfaces),an optical system can always be characterized by an effectivefocal length along with principal planes and nodal points. Amagnifier forms a virtual image when the object lies inside ofits focal length, as shown in Fig. 1. Distance is the object dis-tance and it is measured from the principal plane . Distance

is the image distance and it is measured from the principalplane . We assume the object and image spaces to reside inair, therefore, the nodal points ( and ) are at the same pointsas the principal planes. The formation of the virtual image is il-lustrated by tracing an off-axis ray through the nodal point anda ray parallel to the optical axis of the system, the intersectionpoint of these rays determine the location and size of the virtualimage. The virtual image formed by a magnifier has the sameorientation as the object—sometimes referred to as erect in theoptics community. In HWDs, the virtual image can be placedwithin about 1 m for near-field tasks or beyond 1 m for far-fieldtasks. Optical distances can also be measured in diopters whichis a reciprocal of the optical distance expressed in meters. Thepupil of the observer becomes the limiting aperture and the exitpupil in a magnifier. Magnifiers are typically designed to accom-modate a range of eye movements such as translations and rota-tions while observing the virtual image formed by the magnifier.The eye motion requirement combined with a desire to achievegood image quality motivates designs more complicated than asingle lens. In terms of image quality, we desire that the pointsin the object map to points in the image, as limited by the size

of the pixel or the resolution of the eye, planes map to planesand that the desired magnification remains constant across theimage. Deviations from these desires are called aberrations andit is the task of the optical designer to minimize them.

As an example of noncollimated single lens magnifier,Coulman and Petrie [113] discuss the design of a binocularmagnifier with a conic surface. They compare the shapes andrelative positions of images formed for each eye through abinocular magnifier with spherical surfaces and another mag-nifier combining a spherical and a conic surface. For each lineof sight of each eye, there will be an astigmatic focus, differentfor the tangential and the sagittal directions. The middle pointbetween the tangential and the sagittal surfaces can be takenas the focus surface, which is not necessarily the convergencesurface. Therefore, the magnifier based on spherical surfacescreates images considerably different for each eye whichrequires the eyes to fuse two completely different images,especially toward the edge, leading to a disturbance of theaccommodation and convergence relation. Rogers and Freemanreoptimized the design given by Couldman and Petrie to havea diameter of 79 mm and having a sixth-order aspheric surfaceand they reported a magnification of 2.3 [112].

An eyepiece, in addition to creating a virtual image for thehuman visual system, forms an exit pupil by imaging the pupilof the system prior to it to the image space. The distance betweenthe edge of the last surface and the exit pupil is referred to as eyeclearance. The distance from the vertex of the last surface tothe exit pupil is called the eye relief. A minimum eye clearancedistance is considered to be 20 mm according to Kocian [17]

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Display comparison

Optical see-through Video see-through+ Better visibility of surrounding real world

+ Video image can be controlled àMatching graphics and video feed

+ Lighter - Perception of real world is distorted- Brightness (current displays difficult to use outdoors)

- Latency

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Social acceptability of wearable displays• Lack of knowledge what the

wearer is doing • ‘Glassholes’

• Still bulky and interfere with face-to-face interaction

• Lighter and less noticeable wearable displays will open a lot new possibilities for AR

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Spatial augmented reality

Using projectors • Augmented Climbing Wall

https://www.youtube.com/watch?v=kwticv9ai_Q

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Future display technologies

• Retinal display• Photons projected into eye• Bright (works also outdoors

in a day light)• Challenge in viewing

frustum• Contact lens display

• Big challenges (e.g., power and resolution) to be solved

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http://inhabitat.com/solar-powered-augmented-contact-lenses-cover-your-eye-with-100s-of-leds/

Microvision Virtual Retinal Display

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Augmented Reality (AR)

According to definition: 1. AR application must mix real and virtual

• DISPLAY TECHNOLOGIES2. Registered in 3D with physical world

• TRACKING TECHNOLOGIES• CAPTURING TECHNOLOGIES

3. Interactive in Real Time• INTERACTION TECHNOLOGIES

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Tracking technologies

• Active (sending and receiving)• Mechanical, Magnetic, Ultrasonic• GPS, Wifi, Bluetooth, cell location

• Passive• Inertial sensors (Compass, gyroscope, accelerometer)• Optical (markers or natural features)

• Hybrid• Combination of sensors

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Active tracking

• Mechanical tracking: Measuring joints of mechanical arms

• Magnetic tracking: Measuring current generated from moving coil in magnetic field

• Ultrasonic tracking: Measuring changes of travel time of ultrasonic waves

• Wifi, Bluetooth, GSM cell location: Changes in signal strength

• GPS: Changes in radio signal travel time

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MOVEMENT RANGE INCREASES

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Tracking with Inertial measurement units (INU)Accelerometers, gyroscopes (and sometimes magnetometer) combined+ Good for tracking orientation+ Cheap and small

- Bad for tracking absolute position over time- Drift, requires calibration

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Optical tracking (with markers)

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http://www.hitl.washington.edu/artoolkit/documentation/userarwork.htm

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Optical tracking (markerless)

Tracking based on local image features (for example SURF-features)

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http://www.vision.ee.ethz.ch/~surf/download.html

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Optical tracking (unknown environment)SLAM (Simultaneous Localisation and Mapping)

Derived from robotics: ”Where am I?”

https://www.youtube.com/watch?v=5I5pbSs-yrU

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Inertial and optical tracking combined

Good accuracy• Support by operating

systems• Android: ARCore SDK• iOS: ARKit part of iOS

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Scene capturing technologies

Depth sensors (like Kinect) needed for improving interaction between virtual and physical

• Solving what is between image features (e.g., texturelessareas)

• Solving changes in the scene (e.g., changes in occlusion)

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Augmented Reality (AR)

According to definition: 1. AR application must mix real and virtual

• DISPLAY TECHNOLOGIES2. Registered in 3D with physical world

• TRACKING TECHNOLOGIES• CAPTURING TECHNOLOGIES

3. Interactive in Real Time• INTERACTION TECHNOLOGIES

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Interaction technologies

How do I interact with that thing?

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Interaction technologies

• 3D gestural input• Considered to be natural, but how natural

it is to move your hands in the air?• Can become tiring • Haptic feedback?

• Tangible interaction• Data gloves• Head movements• Eye movements• Voice input

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5DT data gloves: http://metamotion.com/hardware/motion-capture-hardware-gloves-Datagloves.htm

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3D gestural input

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Device Distance range (m)

Purpose

Leap 0.2 – 1 m Hand trackingKinect 0.7 – 6 m Skeleton tracking, 3D

reconstructionLaser scanners

1 – approx. 200 m

3D reconstruction

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AR experience challengesDisplay technology• Especially in terms of depth

perception, 3D stereoscopic displays used mainly in HMDs

Tracking technology

Capturing technology• Lack of interaction between real

and virtual (e.g., occlustions and shadows)

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Applications so far

• Applications in industry• Maintenance (e.g., X-Ray Visualisation), Design,

Training• Consumer applications

• Games (e.g., Pokemon GO), Social media• Navigation, AR Browsers (Layar, Wikitude,..),

language• Interior design• Advertising

• Education (e.g., medical training)

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Social media

• Snapshat• Cinco de Mayo lens

• Facebook• Camera masks

• Not real time (yet)

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X-RAY Visualisation

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https://www.youtube.com/watch?v=OcUTlEMTUsUhttp://www.inautonews.com/x-ray-vision-gives-volkswagen-a-virtual-training-advantage

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Maintenance

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https://www.youtube.com/watch?v=Y5ywMb6SeGc

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Interior design

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https://www.youtube.com/watch?v=wITqCim0nTM

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Advertising

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https://www.youtube.com/user/layarmobile

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Possible Future applications

Social interactionhttps://www.youtube.com/watch?v=tb0pMeg1UN0

AR Sci-Fi video, Sight:https://www.youtube.com/watch?v=lK_cdkpazjI

AR-glasses concept videos:https://www.youtube.com/watch?v=FM-Cqr4mYoA

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From Real to Virtual

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[1] Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, E77-D(12), 1321–1329.

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Augmented Virtuality

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https://www.leapmotion.com/product/vr

http://basilic.informatik.uni-hamburg.de/Publications/2009/SBRH09a

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Virtual Reality

The environment is purely virtual

Two approaches1. Cave automated virtual environment

(CAVE) 2. Head-mounted display

(HMD)

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Kuva 6: Eri versiot Oculus Rift -laseista. Ylhaalla kehittajien version 1 ja 2, alhaalla

ensimmainen kuluttajaversio.

Ominaisuusvertailu on Taulukossa 1. Ominaisuuksista huolimatta tata versiota myytiin

65,000 kappaletta. (Ostrow et al., 2015)

Oculus Rift

DK1 DK2 CV1 Silma

Nayton resoluutio / silma 640x800 960x1080 1080x1200 17000x13500

Virkistystaajuus 60 Hz 75 Hz 90 Hz -

Nakokentta 110 astetta 100 astetta 110 astetta 270 astetta

Yhden silman 109�H, 113�V 94�H, 106�V 80�H, 90�V 170�H, 135�V

Kahden silman 117�H, 113�V 95�H, 106�V 88�H, 90�V 200�H, 135�V

Paino 380 g 440 g 470 g -

Taulukko 1: Oculus Rift myyntiversioiden vertailu. (Desai et al., 2014)

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Key Characteristics of Virtual Reality

• Fast and accurate tracking• More controlled environment than in AR

• 3D Stereoscopic display• Wide field-of-view display

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Virtual reality experience

ImmersionPresence• Feeling of

“being there”

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https://www.youtube.com/watch?v=pAC5SeNH8jw

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Possibilities for VR

Games

Simulators

Remote collaboration

360 Video recording

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Challenges in VR experience

• Visual discomfort• Accommodation and convergence

mismatch, wearing display • Motion sickness

• Mismatch between visual and vestibular systems

• Limited resolution • Oculus Rift, Consumer Version

1080x1200, Human eye about ten times more

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Jason Geng, "Three-dimensional display technologies," Adv. Opt. Photon. 5, 456-535 (2013)

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Challenges in VR experience

How to implement moving in virtual space?

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Challenges in VR experience

• Content creation• Virtual content creation

• 3D software (e.g., Unity3D)

• Content from real environment• 360 Video recording

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AR

VR

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Next week’s lecture

Prof. Antti Oulasvirta will talk about computational user interfaces

Note: Location is AS1!

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Conclusion

Do not believe in hype, there is still a large gap between real and virtual environment

In mixed reality the key is a meaningful interplay between physical environment and virtual environment

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Further reading

Course book (Benyon’s) Chapter 13: pp. 291 – 293

Furht, B. Handbook of Augmented Reality, 2011, Springer

Mark Billinghurst’s lecture notes in SlideShare: http://www.slideshare.net/search/slideshow?searchfrom=header&q=COMP+4010&ud=any&ft=all&lang=**&sort=

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