augmented reality presentation in icists 2011

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Going Out Research in Mobile Augmented Reality Mark Billinghurst HIT Lab NZ University of Canterbury

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Page 1: Augmented Reality Presentation in ICISTS 2011

Going Out Research in Mobile Augmented

RealityMark Billinghurst

HIT Lab NZ University of Canterbury

Page 2: Augmented Reality Presentation in ICISTS 2011
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Augmented Reality (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

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1999: AR Face to Face Collaboration

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Siggraph 99 Demo

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$5,000CPU: 300 MhzHDD; 9GBRAM: 512 mbCamera: VGA 30fpsGraphics: 500K poly/sec

1998: SGI O2 2008: Nokia N95

$500CPU: 332 MhzHDD; 8GBRAM: 128 mbCamera: VGA 30 fpsGraphics: 2m poly/sec

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Evolution of Mobile AR

Wearable AR

Handheld AR Displays

Camera phone

1995 1997 2001 2003 2004

Camera phone- Self contained AR

WearableComputers

PDAs-Thin client AR

PDAs-Self contained AR

Camera phone- Thin client AR

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Mobile Phone AR Mobile Phones

camera processor display

AR on Mobile Phones Simple graphics Optimized computer vision Collaborative Interaction

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Collaborative AR

AR Tennis Two user game Audio + haptic

feedback Bluetooth

messaging

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AR Tennis

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Mobile AR

Txt message to download AR application (200K) See virtual content popping out of real paper

advert Tested May 2007 by Saatchi and Saatchi

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Mobile AR: Touring Machine (1997)

University of Columbia Feiner, MacIntyre, Höllerer, Webster

Combines See through head mounted display GPS tracking Orientation sensor Backpack PC (custom) Tablet input

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MARS View

Virtual tags overlaid on the real world “Information in place”

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2008 - Location Aware Phones

Nokia NavigatorMotorola Droid

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Real World Information Overlay Tag real world locations

GPS + Compass input Overlay graphics data on live video

Applications Travel guide, Advertising, etc

Eg: Mobilizy Wikitude Android based, Public API released

Other companies Layar, AcrossAir, Tochnidot, RobotVision,

etc

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Layar – www.layar.com iPhone, Android > 2 million downloads 1500+ information layers

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HIT Lab NZ Outdoor AR Platform

Cross platform Android, iPhone

3D onsite visualization Intuitive user interface

Positions content in space Camera, GPS, compass

Client/Server software architecture Targeting museum guide/outdoor site

applications

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Prototype: Earthquake Reconstruction

See past, present and future building designs

Earthquake survivor stories shown on map view

Collect user comments Android platform

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Benefits of Mobile AR Making the invisible visible

Geo-located services/information Ease interaction with virtual content

Tangible/physical interaction Reduce cognitive load

Intuitive spatial organization of information

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Mobile AR Today Smart Phones (450+ million in 2011)

Cameras, GPS, Compass, Gyroscope Sensors

Fast CPU, GPU chips Free developer kits

Layar, Junaio, outdoor SDKs Qualcomm QCAR vision tracking SDK

User-generated content Flickr, Sketch-up, YouTube, Twitter, etc

Page 24: Augmented Reality Presentation in ICISTS 2011

$784 million USD in 2014

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Looking to the Future

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Directions for Future Research Enabling Technologies

Displays, tracking, information filtering User Experience

Remove social boundaries, increasing ease of use

Crossing Boundaries AR + other interface metaphors

Social Augmented Reality AR 2.0, AR everywhere

Page 27: Augmented Reality Presentation in ICISTS 2011

Tri-corder Problem Handheld AR

Social boundaries Not always available

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Future Displays

Always on, unobtrusive

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Contact Lens Display Babak Parviz

University Washington MEMS components

Transparent elements Micro-sensors

Challenges Miniaturization Assembly Eye-safe

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AR User Experience

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Crossing Boundaries

Jun Rekimoto, Sony CSL

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Invisible Interfaces

Jun Rekimoto, Sony CSL

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The MagicBook

Reality VirtualityAugmented Reality (AR)

Augmented Virtuality (AV)

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ubiHome @ GIST

ubiHome

What/When/How

Where/When

Media services

Who/What/When/How

ubiKey

Couch SensorPDA

Tag-it

Door Sensor

ubiTrack

When/HowWhen/HowWho/What/When/How

Light service MR window

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CAMAR - GIST

(CAMAR: Context-Aware Mobile Augmented Reality)

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Ubiquitous AR (GIST, Korea)

How does your AR device work with other devices?

How is content delivered?

Page 39: Augmented Reality Presentation in ICISTS 2011

Reality Virtual Reality

Terminal

Ubiquitous

Desktop AR VR

Milgram

Weiser

UbiComp

Mobile AR

Ubi AR

Ubi VR

From: Joe Newman

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Reality

VR

Ubiquitous

Terminal

Milgram

Weiser

Single User

Massive Multi User

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Multi-user AR Interfaces

10 years of Collaborative AR – 2 to 8 users cf MSN Chat 29m, Skype 17m, Second Life 50K

Mobile/handheld AR scales to high number of users New applications, infrastructure, content

distribution…

19962 users

19994 users

20048 users

2018?? users

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Social Augmented Reality

Public and private annotations everywhere

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BASIC VIEW

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PERSONAL VIEW

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Augmented Reality 2.0 Infrastructure

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Social Implications Privacy

Who can see my information? Reliability (Wikipedia effect)

How truthful is the information? Just in time education

Information without learning? Attention Becomes a Valuable

Commodity Hyperconnectivity = time slicing

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Conclusions• Mobile AR enhances interaction with real

world• Many possible applications/commercial

possibilities• Important research problems need to be

solved–Enabling Technologies–Experience Design–Crossing Boundaries–Social Augmented Reality

Page 48: Augmented Reality Presentation in ICISTS 2011

More Information

• Mark Billinghurst– [email protected]

• Website– www.hitlabnz.org