Standard VENTURI presentation (10min)

13
FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies “creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way” Oct ‘11 – Oct ‘14

description

VENTURI is a collaborative European project targeting the shortcomings of current Augmented Reality design; bringing together the forces of mobile platform manufacturers, technology providers, content creators, and researchers in the field. VENTURI aims to place engaging, innovative and useful mixed reality experiences into the hands of ordinary people, by co-evolving next generation AR platforms and algorithms. VENTURI plans to create a seamless and optimal user experience through a thorough analysis and evolution of the AR technology chain, spanning device hardware capabilities to user satisfaction.

Transcript of Standard VENTURI presentation (10min)

Page 1: Standard VENTURI presentation (10min)

FP7-ICT-2011-1.5 Networked Media and Search Systems

End-to-end Immersive and Interactive Media Technologies

“creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way”

Oct ‘11 – Oct ‘14

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Partners FBK - Italy

Fraunhofer HHI - Germany

ST-Microelectronics – Italy

Metaio - Germany

ST-Microelectronics and ST-Ericsson – France

e-Diam Sistemas - Spain

Sony Mobile - Sweden

INRIA - France

37%

25%

38% Research

Istitutions

SME

Industry

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Coverage

Pu

re R

esearch

Ap

plied

R

esearch

Lab

P

rototypes

Mob

ile P

rototypes

Pre-p

rodu

ct

Prod

ucts

Ma

rket End

Users

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Challenges

O AR focused platform development

O Visual registration chain user-device-world

O World modelling using consumer-level mobile devices

O Mobile contextual understanding

O Context sensitive content delivery

O User interactions with AR

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AR Platform Evolution

O Multi-core CPU & GPU

O Hi-res single or dual cameras,

plus large set of sensors

O Smart power management

policies

O Address AR requirements in development of platform SW framework and services (e.g. sensor fusion, video pipe optimized for AR use)

O Optimize the whole processing chain, taking server side resources (i.e. The cloud) when possible

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Registration chain

O Match visual features with nearby

photos to identify ‘tagged’ landmarks

O Match visual features to synthetic

models of the World

O Locate text/logos/signs in the

environment then check against local

geo-objects/events

O Use on-board sensors to guide image /

audio processing algorithms

O Estimate user (body, face, hands)

position with respect to the device

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World modelling O Photogrammetric 3D

reconstruction using mono/

stereo cameras (including

historical imagery)

O Structure from motion for

modelling dynamic objects in

the scene

O Planar surface identification

for ad-hoc interactive surfaces

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Mobile context understanding

O User motion/activity analysis using on-board sensors

O Fusion of cues from:

O modelling and registration

O geo-objects

O geo-social activity

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Context sensitive AR delivery

O Inject AR data in a natural manner according to:

O The environment

O Occlusions

O Lighting and shadows

O User activity

O Exploit user and environment ‘context’ to select

best delivery modality (text, graphics, audio,

haptic, etc.), i.e. scalable/simplify-able audio-

visual content

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User Interactions O Explore evolving means of AR

delivery and interaction

O In-air interfaces for sensing

gestures (motion of device,

hands, face, etc..)

O 3D audio

O Micro-projection for multi-user,

social-AR

O AR visors/glasses

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Prototypes O A consolidated prototype at the end of each year to be

evaluated through Use Cases

O 3 Use Cases

O Tourism

O Gaming

O Personal assistant

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“creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way”