COSC 426 Lecture 1: Introduction to Augmented Reality
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Transcript of COSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426: Augmented Reality
Mark Billinghurst
July 17th 2014
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
Thursday 11am – 1pm 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 17th): Introduction to Augmented Reality (AR) Wk 2 (July 24th): AR Technology (Assign 1) Wk 3 (July 31st): AR Tracking Wk 4 (Aug 7th): Designing AR Interfaces (Assign 2) Wk 5 (Aug 14th): Project presentation + AR Interaction Wk 6 (Aug 21st): Mobile AR (Assign 3)
Wk 9 (Sept 11th): Evaluating AR Interfaces (Assign 4) Wk 10 (Sept 18th): AR research Directions Wk 11 (Sept 25th): Final Project Presentations
Assessment - Update Research project – 40%
Group work (2-4 people) Due Sept 27th
Four Class Assignments – 20 % Design, programming, individual work
Final Exam – 40% Exam date TBD
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
Occulus Rift
$300 USD 360 degree head tracking 100 degree field of view
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
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
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
Narrative Clip
Wearable camera Automatic picture capture - 2 pics/minute http://getnarrative.com
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
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)
Google Glass (2011 - )
Epson Moverio BT-200
▪ Stereo see-through display ($700) ▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪ Android Powered, separate controller ▪ VGA camera, GPS, gyro, accelerometer
Web based AR Flash, HTML 5 based AR Marketing, education
Outdoor Mobile AR GPS, compass tracking Viewing Points of Interest in real world Eg: Junaio, Layar, Wikitude
Handheld AR Vision based tracking Marketing, gaming
Location Based Experiences HMD, fixed screens Museums, point of sale, advertising
Typical AR Experiences
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://www.vuforia.com/)
Mobile AR, Vuforia SDK Many small start-ups
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..
Things to Do.. Find your favourite YouTube video showing
an AR interface – send to Mark Try AR for yourself
Install Junaio, or other mobile AR application
Read Articles Find a friend for the project Think about project ideas