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Billinghurst and Duh 1
Designing Augmented Reality Experiences
Mark Billinghurst
University of Canterbury
Christchurch, New Zealand
Henry B.L. Duh
National University of Singapore
Singapore, Singapore
courses@chi2013.com
http://chi2013.acm.org/
Copyright is held by Billinghurst & Duh
CHI 2013, April 27–May 2, 2013, Paris, France.
ACM 13/04
Billinghurst and Duh 2
Introduction
Billinghurst and Duh 3
Instructors
 Mark Billinghurst
•  Director of HIT Lab NZ, University of Canterbury
•  Degrees in Electrical Engineering, Applied Mathematics
•  Research on collaborative AR, mobile AR, AR usability
•  More than 250 papers in AR, VR, interface design
 Henry Duh
•  Co-director Keio-NUS Joint International Research (CUTE) Center
•  Degrees in Psychology, Industrial design and Engineering
•  Research on interaction design and AR applications
•  More than 80 papers in HCI, AR and Design
Introduction
Billinghurst and Duh 4
How Would You Design This?
 Put nice AR Picture here – and video
Billinghurst and Duh 5
Or This?
Billinghurst and Duh 6
  How to design effective AR experiences
  Understanding AR interaction design possibilities
  Hardware and software tools for rapid prototyping of AR applications
  Effective evaluation methods for AR applications
  Current areas of AR research that will contribute to future AR experiences
  Hands on experiences with AR applications
  Resources for your own research
What You Will Learn
Introduction
Billinghurst and Duh 7
 Introduction [Mark]
 AR and the Interaction Design Process [Mark]
 Design Guidelines and Interaction Metaphors for AR [Mark]
 AR Development/Prototyping Tools [Mark]
 Afternoon Tea – Demos [Mark and Henry]
 AR Evaluation Methods [Henry]
 AR Design Case Studies [Henry]
 AR Research Directions [Mark]
Course Agenda
Introduction
Billinghurst and Duh 8
Course Demos
 AR Authoring
BuildAR, Metaio Creator
 AR Browers
•  Junaio, Layar, Wikitude
 AR Gaming
•  Elite CommandAR, Transformers, etc..
 Marker Based Handheld AR
•  NASA and CCDU
 Outdoor AR
•  CityViewAR
 Displays
•  Vuzix, Google Glass
Billinghurst and Duh 9
Course Motivation
 AR Needs Good Interaction Design
  AR increasingly popular but ergonomics, design and social
issues need to be addressed
  There is a need for deeper understanding of how to uncover,
design build and evaluate effective AR experiences
  AR authoring tools are making it easier than ever before to build
an AR experience, but there are few design guidelines
  Many AR applications are being developed, but there is little
formal evaluation being conducted
  AR experiences are being delivered without an understanding of
the interaction design/experience design process
Introduction
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What is Augmented Reality?
 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
Introduction
Azuma, R., A Survey of Augmented Reality, Presence, Vol. 6, No. 4, August 1997, pp. 355-385.
Billinghurst and Duh 11
From Science Fiction to Fact
1977 – Star Wars
2008 – CNN
Introduction
Billinghurst and Duh 12
AR Part of MR 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.
Billinghurst and Duh 13
AR History
 1960’s – 80’s: Early Experimentation
•  Military, Academic labs
 1980’s – 90’s: Basic Research
•  Tracking, Displays
 1995 – 2005: Tools/Applications
•  Interaction, Usability, Theory
 2005 - : Commercial Applications
•  Games, Medical, Industry, Mobile
Introduction
Billinghurst and Duh 14
Core Technologies
 Combining Real and Virtual Images
•  Display technologies
 Interactive in Real-Time
•  Input and interactive technologies
 Registered in 3D
•  Viewpoint tracking technologies
Introduction
Display
Processing
Input Tracking
Billinghurst and Duh 15
Display Technologies
 Types (Bimber/Raskar 2003)
 Head attached
•  Head mounted display/projector
 Body attached
•  Handheld display/projector
 Spatial
•  Spatially aligned projector/monitor
 HMD Optical vs. Video see-through
 Optical: Direct view of real world -> safer, simpler
 Video: Video overlay -> more image registration options
Introduction
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Display Taxonomy
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Input Technologies
 Tangible objects
•  Tracked items
 Touch (HHD)
•  Glove, touch
 Gesture
•  Glove, free-hand
 Speech/Multimodal
 Device motion
•  HHD + sensors
Introduction
Billinghurst and Duh 18
Tracking Technologies
 Active
•  Mechanical, Magnetic, Ultrasonic
•  GPS, Wifi, cell location
 Passive
•  Inertial sensors (compass, accelerometer, gyro)
•  Computer Vision
•  Marker based
•  Natural feature tracking
 Hybrid Tracking
•  Combined sensors (eg Vision + Inertial)
Introduction
Billinghurst and Duh 19
 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
Introduction
Billinghurst and Duh 20
AR Becoming Big Business
 Marketing
•  Web-based, mobile
 Mobile AR
•  Geo-located information and service
•  Driving demand for high end phones
 Gaming
•  Mobile, Physical input (Kinect)
 Upcoming areas
•  Manufacturing, Medical, Military
 Rapid Growth
•  Market projected to grow 53% 2012 – 2016
•  Over $5 Billion USD in Mobile AR alone by 2017
Billinghurst and Duh 21
Mobile AR Market Size
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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)
Billinghurst and Duh 23
The Interaction Design Process
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“The product is no longer
the basis of value. The
experience is.”
Venkat Ramaswamy
The Future of Competition.
Interaction Design
Billinghurst and Duh 25
experiences
services
products
components
Value
Gilmore + Pine:
Experience Economy
Function
Emotion
Interaction Design
Billinghurst and Duh 26
experiences
applications
tools
components
Designing AR Experiences
Tracking, Display
Authoring
Interaction
Usability
Interaction Design
Billinghurst and Duh 27
The Value of Good User
Experience
20c
50c
$3.50
Interaction Design
Billinghurst and Duh 28
Good Experience Design
 Reactrix
•  Top down projection
•  Camera based input
•  Reactive Graphics
•  No instructions
•  No training
Interaction Design
Billinghurst and Duh 29
Apple: The Value of Good Design
 Good Experience Design Dominates Markets
iPod Sales 2002-2007
Billinghurst and Duh 30
Nokia N-Gage
 Great idea – bad experience design
 See - http://www.sidetalkin.com
Good: Handheld Gaming + Phone Bad: Look like a dork using it
Billinghurst and Duh 31
Interaction Design
 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?
 The Design of User
Experience with Technology
“Designing interactive products to
support people in their everyday and
working lives”
Preece, J., (2002). Interaction Design
Interaction Design
Billinghurst and Duh 32
Interaction Design is All About You
 Users should be involved
throughout the Design
Process
 Consider all the needs of
the user
•  Especially context of use
Interaction Design
Billinghurst and Duh 33
Interaction Design Process
Interaction Design
Billinghurst and Duh 34
Gabbard Model for AR Design
1. user task analysis
2. expert guidelines-based evaluation
3. formative user-centered evaluation
4. summative comparative evaluations
Gabbard, J.L.; Swan, J.E.; , "Usability Engineering
for Augmented Reality: Employing User-Based
Studies to Inform Design,”
Visualization and Computer Graphics, IEEE Transactions
on, vol.14, no.3, pp.513-525, May-June 2008
Billinghurst and Duh 35
Gabbard Model in Context
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Design Guidelines for AR
Design Guidelines
Billinghurst and Duh 37
The Interaction Design Process
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AR Interaction Design
 Designing AR System = Interface Design
•  Using different input and output technologies
 Objective is a high quality of user experience
•  Ease of use and learning
•  Performance and satisfaction
Billinghurst and Duh 39
Design Considerations
 Combining Real and Virtual Images
•  Perceptual issues
 Interactive in Real-Time
•  Interaction issues
 Registered in 3D
•  Technology issues
Introduction
Billinghurst and Duh 40
 Interface Components
•  Physical components
•  Display elements
– Visual/audio
•  Interaction metaphors
Physical
Elements
Display
ElementsInteraction
Metaphor
Input Output
AR Design Elements
Billinghurst and Duh 41
AR UI Design
 Consider your user
 Follow good HCI principles
 Adapt HCI guidelines for AR
 Design to device constraints
 Using Design Patterns to Inform Design
 Design for you interface metaphor
 Design for evaluation
Billinghurst and Duh 42
Consider Your User
 Consider context of user
•  Physical, social, emotional, cognitive, etc
 Mobile Phone AR User
•  Probably Mobile
•  One hand interaction
•  Short application use
•  Need to be able to multitask
•  Use in outdoor or indoor environment
•  Want to enhance interaction with real world
Billinghurst and Duh 43
Good HCI Principles
 Affordance
 Reducing cognitive overload
 Low physical effort
 Learnability
 User satisfaction
 Flexibility in use
 Responsiveness and feedback
 Error tolerance
Billinghurst and Duh 44
Norman’s Principles of Good Practice
•  Ensure a high degree of visibility
– allow the user to work out the current state of the system
and the range of actions possible.
•  Provide feedback
– continuous, clear information about the results of actions.
•  Present a good conceptual model
– allow the user to build up a picture of the way the system
holds together, the relationships between its different parts
and how to move from one state to the next.
•  Offer good mappings
– aim for clear, natural relationships between actions the
user performs and the results they achieve.
Billinghurst and Duh 45
Adapting Existing Guidelines
 Mobile Phone AR
•  Phone HCI Guidelines
•  Mobile HCI Guidelines
 HMD Based AR
•  3D User Interface Guidelines
•  VR Interface Guidelines
 Desktop AR
•  Desktop UI Guidelines
Billinghurst and Duh 46
iPhone Guidelines
 Make it obvious how to use your content.
 Avoid clutter, unused blank space, and busy
backgrounds.
 Minimize required user input.
 Express essential information succinctly.
 Provide a fingertip-sized target area for all links
and controls.
 Avoid unnecessary interactivity.
 Provide feedback when necessary
Billinghurst and Duh 47
Applying Principles to Mobile AR
 Clean
 Large Video View
 Large Icons
 Text Overlay
 Feedback
Billinghurst and Duh 48
AR vs. Non AR Design
 Design Guidelines
•  Design for 3D graphics + Interaction
•  Consider elements of physical world
•  Support implicit interaction
Characteristics Non-AR Interfaces AR Interfaces
Object Graphics Mainly 2D Mainly 3D
Object Types Mainly virtual objects Both virtual and physical objects
Object behaviors Mainly passive objects Both passive and active objects
Communication Mainly simple Mainly complex
HCI methods Mainly explicit Both explicit and implicit
Billinghurst and Duh 49
Maps vs. Junaio
 Google Maps
•  2D, mouse driven, text/image heavy, exocentric
 Junaio
•  3D, location driven, simple graphics, egocentric
Billinghurst and Duh 50
Design to Device Constraints
 Understand the platforms used and design for limitations
•  Hardware, software platforms
 Eg Handheld AR game with visual tracking
•  Use large screen icons
•  Consider screen reflectivity
•  Support one-hand interaction
•  Consider the natural viewing angle
•  Do not tire users out physically
•  Do not encourage fast actions
•  Keep at least one tracking surface in view
50
Art of Defense Game
Billinghurst and Duh 51
Handheld AR Constraints/Affordances
  Camera and screen are linked
•  Fast motions a problem when looking at screen
•  Intuitive “navigation”
  Phone in hand
•  Two handed activities: awkward or intuitive
•  Extended periods of holding phone tiring
•  Awareness of surrounding environment
  Small screen
•  Extended periods of looking at screen tiring
•  In general, small awkward platform
  Vibration, sound
•  Can provide feedback when looking elsewhere
  Networking - Bluetooth, 802.11
•  Collaboration possible
  Guaranteed minimum collection of buttons
  Sensors often available
•  GPS, camera, accelerometer, compass, etc
Billinghurst and Duh 52
Design Patterns
“Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that problem in
such a way that you can use this solution a million
times over, without ever doing it the same way twice.”
– Christopher Alexander et al.
Use Design Patterns to Address Reoccurring Problems
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
Billinghurst and Duh 53
Handheld AR Design Patterns
Title Meaning Embodied Skills
Device Metaphors Using metaphor to suggest available player
actions
Body A&S Naïve physics
Control Mapping Intuitive mapping between physical and
digital objects
Body A&S Naïve physics
Seamful Design Making sense of and integrating the
technological seams through game design
Body A&S
World Consistency Whether the laws and rules in
physical world hold in digital world
Naïve physics
Environmental A&S
Landmarks Reinforcing the connection between digital-
physical space through landmarks
Environmental A&S
Personal Presence The way that a player is represented in the
game decides how much they feel like living
in the digital game world
Environmental A&S
Naïve physics
Living Creatures Game characters that are responsive to
physical, social events that mimic behaviours
of living beings
Social A&S Body A&S
Body constraints Movement of one’s body position
constrains another player’s action
Body A&S Social A&S
Hidden information The information that can be hidden and
revealed can foster emergent social play
Social A&S Body A&S
Billinghurst and Duh 54
Example: Seamless Design
 Design to reduce seams in the user experience
•  Eg: AR tracking failure, change in interaction mode
 Paparazzi Game
•  Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented
reality games, Proceedings of the 2011 IEEE International Symposium on Mixed and
Augmented Reality--Arts, Media, and Humanities, p.19-28, October 26-29, 2011
Billinghurst and Duh 55
Example: Living Creatures
 Virtual creatures should respond to real world events
•  eg. Player motion, wind, light, etc
•  Creates illusion creatures are alive in the real world
 Sony EyePet
•  Responds to player blowing on creature
55
Billinghurst and Duh 56
Physical Elements
Design Guidelines
Billinghurst and Duh 57
AR Design Space
Reality Virtual Reality
Augmented Reality
Physical Design Virtual Design
Billinghurst and Duh 58
Design of Objects
 Objects
•  Purposely built – affordances
•  “Found” – repurposed
•  Existing – already at use in marketplace
 Affordance
•  The quality of an object allowing an action-
relationship with an actor
•  An attribute of an object that allows people to
know how to use it
– e.g. a door handle affords pulling
Billinghurst and Duh 59
Norman on Affordances
"...the term affordance refers to the perceived
and actual properties of the thing, primarily
those fundamental properties that determine
just how the thing could possibly be used.
[...] Affordances provide strong clues to the
operations of things. Plates are for pushing.
Knobs are for turning. Slots are for inserting
things into. Balls are for throwing .. "
(Norman, The Psychology of Everyday
Things 1988, p.9)
Billinghurst and Duh 60
Physical vs. Virtual Affordances
 Physical affordances
-  Physical and material aspects of real object
 Virtual affordance
-  Visual and perceived aspects of digital objects
 AR is mixture of physical and virtual
affordances
•  Physical
– Tangible controllers and objects
•  Virtual
– Virtual graphics and audio
- 
Billinghurst and Duh 61
Affordance Framework
William W. Gaver. 1991. Technology affordances. In Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems (CHI '91), Scott P. Robertson,
Gary M. Olson, and Judith S. Olson (Eds.). ACM, New York, NY, USA, 79-84.
Billinghurst and Duh 62
Affordance Led Design
 Make affordances perceivable
•  Provide visual, haptic, tactile, auditory cues
 Affordance Led Usability
•  Give feedback
•  Provide constraints
•  Use natural mapping
•  Use good cognitive model
Billinghurst and Duh 63
Example: AR Chemistry
 Tangible AR chemistry education (Fjeld)
Fjeld, M., Juchli, P., and Voegtli, B. M. 2003. Chemistry education: A tangible
interaction approach. Proceedings of INTERACT 2003, September 1st -5th
2003, Zurich, Switzerland.
Billinghurst and Duh 64
Input Devices
 Form informs function and use
Billinghurst and Duh 65
Picking up an Atom
Billinghurst and Duh 66
AR Interaction Metaphors
Design Guidelines
Billinghurst and Duh 67
 Interface Components
•  Physical components
•  Display elements
– Visual/audio
•  Interaction metaphors
Physical
Elements
Display
ElementsInteraction
Metaphor
Input Output
AR Design Principles
Billinghurst and Duh 68
Interaction Tasks
 2D (from [Foley]):
•  Selection, Text Entry, Quantify, Position
 3D (from [Bowman]):
•  Navigation (Travel/Wayfinding)
•  Selection
•  Manipulation
•  System Control/Data Input
 AR: 2D + 3D Tasks and.. more specific tasks?
[Foley] The Human Factors of Computer Graphics InteractionTechniques Foley, J. D.,V.Wallace & P. Chan. IEEE
Computer Graphics and Applications (Nov.): 13-48. 1984.
[Bowman]: 3D User Interfaces:Theory and Practice D. Bowman, E. Kruijff, J. Laviola, I. Poupyrev Addison Wesley 2005
Billinghurst and Duh 69
AR Interaction Metaphors
 Viewpoint Control
 Information Browsing
•  establish shared meaning
 3D AR Interfaces
•  establish shared meaning
 Augmented Surfaces
•  serve as cognitive artifacts
 Tangible AR
•  serve as cognitive artifacts
Billinghurst and Duh 70
1. Viewpoint Control
 2D/3D virtual objects are
registered in 3D
•  “VR in Real World”
 Interaction
•  2D/3D virtual viewpoint control
 Applications
•  Visualization, training
Billinghurst and Duh 71
2. Information Browsering
 Information is registered to
real-world context
•  Hand held AR displays
 Interaction
•  Manipulation of a window
into information space
 Applications
•  Context-aware information
displays
Rekimoto, et al. 1997
Billinghurst and Duh 72
3. 3D AR Interfaces
 Virtual objects displayed in 3D
physical space and manipulated
•  HMDs and 6DOF head-tracking
•  6DOF hand trackers for input
 Interaction
•  Viewpoint control
•  Traditional 3D user interface
interaction: manipulation,
selection, etc.
Kiyokawa, et al. 2000
Billinghurst and Duh 73
4. Augmented Surfaces
 Basic principles
•  Virtual objects are projected on a surface
•  Physical objects are used as controls for
virtual objects
•  Support for collaboration
 Rekimoto, et al. 1998
•  Front projection
•  Marker-based tracking
•  Multiple projection surfaces
Billinghurst and Duh 74
5. Tangible User Interfaces
 Create digital shadows for
physical objects
 Foreground
•  graspable UI
 Background
•  ambient interfaces
Billinghurst and Duh 75
Lessons from Tangible
Interfaces
 Physical objects make us smart
•  Norman’s “Things that Make Us Smart”
•  encode affordances, constraints
 Objects aid collaboration
•  establish shared meaning
 Objects increase understanding
•  serve as cognitive artifacts
Billinghurst and Duh 76
TUI Limitations
 Difficult to change object properties
•  Can’t tell state of digital data
 Limited display capabilities
•  projection screen = 2D
•  dependent on physical display surface
 Separation between object and display
•  Augmented Surfaces
Billinghurst and Duh 77
Tangible AR Metaphor
 AR overcomes limitation of TUIs
•  enhance display possibilities
•  merge task/display space
•  provide public and private views
 TUI + AR = Tangible AR
•  Apply TUI methods to AR interface design
Billinghurst and Duh 78
 Space-multiplexed
•  Many devices each with one function
–  Quicker to use, more intuitive, clutter
–  Real Toolbox
 Time-multiplexed
•  One device with many functions
–  Space efficient
–  mouse
Billinghurst and Duh 79
Tangible AR: Tiles (Space
Multiplexed)
 Tiles semantics
•  data tiles
•  operation tiles
 Operation on tiles
•  proximity
•  spatial arrangements
•  space-multiplexed
Billinghurst and Duh 80
Tangible AR: Time-
multiplexed Interaction
 Use of natural physical object manipulations to control
virtual objects
 VOMAR Demo
•  Catalog book:
–  Turn over the page
•  Paddle operation:
–  Push, shake, incline, hit, scoop
Billinghurst and Duh 81
Object Based Interaction:
MagicCup
 Intuitive Virtual Object Manipulation
on a Table-Top Workspace
•  Time multiplexed
•  Multiple Markers
–  Robust Tracking
•  Tangible User Interface
–  Intuitive Manipulation
•  Stereo Display
–  Good Presence
Billinghurst and Duh 82
Billinghurst and Duh 83
Tangible AR Design Principles
 Tangible AR Interfaces use TUI principles
•  Physical controllers for moving virtual content
•  Support for spatial 3D interaction techniques
•  Time and space multiplexed interaction
•  Support for multi-handed interaction
•  Match object affordances to task requirements
•  Support parallel activity with multiple objects
•  Allow collaboration between multiple users
Billinghurst and Duh 84
Interaction with Handheld AR
 Embodied Interaction
•  Focuses on the device itself
•  Touch, gesture, orientation, etc
 Tangible Interaction
•  Direct manipulation of known objects
•  Tracking objects
 Egocentric vs. Exocentric Interaction
•  Egocentric – inside out (eg outdoor AR browsing)
•  Exocentric – outside in (eg marker based AR)
Billinghurst and Duh 85
Handheld AR Metaphors
HandHeld AR
Wearable AR
Output:
Display
Input
Input &
Output
Billinghurst and Duh 86
Handheld Interface Metaphors
 Tangible AR Lens Viewing
•  Look through screen into AR scene
•  Interact with screen to interact with
AR content
–  Eg Invisible Train
 Tangible AR Lens Manipulation
•  Select AR object and attach to device
•  Use the motion of the device as input
–  Eg AR Lego
Billinghurst and Duh 87
Case Study 1: 3D AR Lens
Goal: Develop a lens based AR interface
 MagicLenses
•  Developed at Xerox PARC in 1993
•  View a region of the workspace differently to the rest
•  Overlap MagicLenses to create composite effects
Billinghurst and Duh 88
3D MagicLenses
MagicLenses extended to 3D (Veiga et. al. 96)
  Volumetric and flat lenses
Billinghurst and Duh 89
AR Lens Design Principles
 Physical Components
•  Lens handle
–  Virtual lens attached to real object
 Display Elements
•  Lens view
–  Reveal layers in dataset
 Interaction Metaphor
•  Physically holding lens
Billinghurst and Duh 90
Case Study 2: LevelHead
 Physical Components
•  Real blocks
 Display Elements
•  Virtual person and rooms
 Interaction Metaphor
•  Blocks are rooms
Billinghurst and Duh 91
AR Perceptual + Cognitive Issues
Design Guidelines
Billinghurst and Duh 92
AR and Perception
 Creating the illusion that virtual images are
seamlessly part of the real world
•  Must match real and virtual cues
•  Depth, occlusion, lighting, shadows..
Billinghurst and Duh 93
AR as Perception Problem
 Goal of AR to fool human senses – create illusion that
real and virtual are merged
 Depth
•  Size
•  Occlusion
•  Shadows
•  Relative motion
•  Etc..
Billinghurst and Duh 94
Central goal of AR systems is to fool the
human perceptual system
 Display Modes
•  Direct View
•  Stereo Video
•  Stereo graphics
 Multi-modal display
•  Different objects with different display modes
•  Potential for depth cue conflict
Perceptual Issues
D. Drascic and P. Milgram. Perceptual issues in augmented reality. In M. T. Bolas, S. S. Fisher, and J.
O. Merritt, editors, SPIE Volume 2653: Stereoscopic Displays and Virtual Reality Systems III, pages
123-134, January/February 1996.
Billinghurst and Duh 95
Perceptual Issues
 Combining multiple display modes
•  Direct View, Stereo Video View, Graphics View
 Conflict between display modes
•  Mismatch between depth cues
Billinghurst and Duh 96
Perceptual Issues
 Static and Dynamic registration mismatch
 Restricted Field of View
 Mismatch of Resolution and Image clarity
 Luminance mismatch
 Contrast mismatch
 Size and distance mismatch
 Limited depth resolution
 Vertical alignment mismatches
 Viewpoint dependency mismatch
Billinghurst and Duh 97
Types of Perceptual Issues
 Environment: Issues related to the environment itself.
 Capturing: Issues related to digitizing the environment
 Augmentation: Issues related to the design, layout, and
registration or AR content
 Display device: Technical issues associated with the
display device.
 User: Issues associated with user perceiving content.
E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited.
9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.
Billinghurst and Duh 98
Depth Cues
 Pictorial: visual cues
•  Occlusion, texture, relative brightness
 Kinetic: motion cues
•  Relative motion parallax, motion perspective
 Physiological: motion cues
•  Convergence, accommodation
 Binocular disparity: two different eye images
Billinghurst and Duh 99
Billinghurst and Duh 100
Depth Perception
Billinghurst and Duh 101
Occlusion Handling
Billinghurst and Duh 102
Cognitive Issues in AR
 Three categories of issues
•  Information Presentation – displaying virtual
information on the real world
•  Physical Interaction – content creation,
manipulation and navigation in AR
•  Shared Experience – collaboration and
supporting common experiences in AR
Li, Nai, and Henry Been-Lirn Duh. "Cognitive Issues in Mobile Augmented Reality:
An Embodied Perspective." Human Factors in Augmented Reality Environments.
Springer New York, 2013. 109-135.
Billinghurst and Duh 103
Information Presentation
 Information Presentation
•  Amount of information
•  Clutter, complexity
•  Representation of information
•  Navigation cues, POI representation
•  Placement of information
•  Head, body, world stabilized
•  View combination
•  Multiple views
Billinghurst and Duh 104
Twitter 360
 www.twitter-360.com
 iPhone application
 See geo-located tweets in real world
 Twitter.com supports geo tagging
Billinghurst and Duh 105
Wikitude – www.mobilizy.com
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Billinghurst and Duh 106
Information Filtering
Billinghurst and Duh 107
Information Filtering
Billinghurst and Duh 108
Physical Interaction
 Physical Interaction
•  Navigation
•  Direct Manipulation
•  Embodied vs. Tangible
•  Multimodal interaction
•  Content creation
Billinghurst and Duh 109
Outdoor AR: Limited FOV
Billinghurst and Duh 110
Possible solutions
 Overview + Detail
•  spatial separation; two views
 Focus + Context
•  merges both views into one view
 Zooming
•  temporal separation
Billinghurst and Duh 111
 TU Graz – HIT Lab NZ - collaboration
•  Zooming panorama
•  Zooming Map
Zooming Views
Billinghurst and Duh 112
Gesture Based Interaction
 HMD-based AR frees the users hands
•  Natural hand based interaction
•  Intuitive manipulation – low cognitive load
 Example
•  Tinmith-Hand Two hand manipulation of 3D models
112
Billinghurst and Duh 113
Shared Experiences
 Shared Experience
•  Social context
•  Bodily configuration
•  Artifact manipulation
•  Display space
Billinghurst and Duh 114
TAT Augmented ID
Billinghurst and Duh 115
Billinghurst and Duh 116
Billinghurst and Duh 117
Designing for Children
 Development Psychology Factors
•  Motor Abilities
•  Spatial Abilities
•  Logic Abilities
•  Attention Abilities
Radu, Iulian, and Blair MacIntyre. "Using children's developmental psychology to
guide augmented-reality design and usability." Mixed and Augmented Reality
(ISMAR), 2012 IEEE International Symposium on. IEEE, 2012.
Billinghurst and Duh 118
Motor Abilities
Skill Type Challenging AR Interaction
Multiple hand coordination Holding phone in one hand and
using another hand to move
marker
Hand-eye coordination Using a marker to intercept a
moving object
Fine motor skills Moving a marker on a specified
path
Gross motor skills and endurance Turning body around to look at a
panorama
Billinghurst and Duh 119
Spatial Abilities
Skill Type Challenging AR Interaction
Spatial memory Remembering the configuration of a large
virtual space while handheld screen shows
a limited view
Spatial Perception Understanding when a virtual item is on top
of a physical item
Spatial Visualization Predict when virtual objects are visible by
other people or virtual characters
Billinghurst and Duh 120
Attention and Logic
Skill Type Challenging AR Interaction
Divided attention Playing an AR game, and making sure to
keep marker in view so tracking is not lost
Selective and executive
attention
Playing an AR game while moving outdoors
Skill Type Challenging AR Interaction
Remembering and reversing Remembering how to recover from tracking
loss
Abstract over concrete
thinking
Understanding that virtual objects are
computer generated, and they do not need
to obey physical laws
Attention Abilities
Logic and Memory
Billinghurst and Duh 121121
AR Development Tools
Billinghurst and Duh 122
AR Authoring Tools
 Low Level Software Libraries
•  osgART, Studierstube, MXRToolKit
 Plug-ins to existing software
•  DART (Macromedia Director), mARx, Unity,
 Stand Alone
•  AMIRE, BuildAR, Metaio Creator etc
 Rapid Prototyping Tools
•  Flash, OpenFrameworks, Processing, Arduino, etc
 Next Generation
•  iaTAR (Tangible AR)
Billinghurst and Duh 123
ARToolKit (Kato 1998)
 Open source – computer vision based AR tracking
 http://artoolkit.sourceforge.net/
Billinghurst and Duh 124
ARToolKit Structure
 Three key libraries:
•  AR32.lib – ARToolKit image processing functions
•  ARgsub32.lib – ARToolKit graphics functions
•  ARvideo.lib – DirectShow video capture class
DirectShow
ARvideo.lib
Billinghurst and Duh 125
Software
 Cross platform
•  Windows, Mac, Linux, IRIX, Symbian, iPhone, etc
 Additional basic libraries
•  Video capture library (Video4Linux, VisionSDK)
•  OpenGL, GLUT
 Requires a rendering library
•  Open VRML, Open Inventor, osgART, etc
Billinghurst and Duh 126
OSGART Programming Library
 Integration of ARToolKit with a High-Level Rendering Engine
(OpenSceneGraph)
OSGART= OpenSceneGraph + ARToolKit
 Supporting Geometric + Photometric Registration
Billinghurst and Duh 127
osgART Approach: AR
Scene Graph
Video
Geode
Root
Transform
3D Object
Virtual
Camera
Projection matrix from
tracker calibration
Transformati
on matrix
updated
from marker
tracking in
realtime
Video
Layer
Full-screen
quad with
live
texture
updated
fromVideo
source
Orthographic
projection
Billinghurst and Duh 128
osgART:Features
 C++ (but also Python, Lua, etc).
 Multiple Video Input supports:
•  Direct (Firewire/USB Camera), Files, Network by
ARvideo, PtGrey, CVCam, VideoWrapper, etc.
 Benefits of Open Scene Graph
•  Rendering Engine, Plug-ins, etc
Billinghurst and Duh 129
ARToolKit Family
ARToolKit ARToolKit NFT
ARToolKit (Symbian)
NyToolKit
- Java, C#,
- Android, WM
JARToolKit (Java)
FLARToolKit (Flash)
FLARManager (Flash)
Billinghurst and Duh 130
Why Browser Based AR?
 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
Billinghurst and Duh 131
FLARToolkit
Papervision 3D
Adobe Flash
AR Application Components
Billinghurst and Duh 132
FLARToolKit Example
 Boffswana Living Sasquatch
 In first month
•  100K unique visits
•  500K page views
•  6 minutes on page
Billinghurst and Duh 133
Low Level Mobile AR Tools
 Vuforia Tracking Library (Qualcomm)
•  Vuforia.com
•  iOS, Android
•  Computer vision based tracking
•  Marker tracking, 3D objects, frame markers
 Integration with Unity
•  Interaction, model loading, game logic
Billinghurst and Duh 134
Junaio - www.junaio.com
Billinghurst and Duh 135
Junaio Key Features
 Content provided in information channels
•  Over 2,000 channels available
 Two types of AR channels
•  GLUE channels – visual tracking
•  Location based channels – GPS, compass tracking
 Simple to use interface with multiple views
•  List, map, AR (live) view
 Point of Interest (POI) based
•  POIs are geo-located content
Billinghurst and Duh 136
Billinghurst and Duh 137
AREL
 Augmented Reality Environment Language
•  Overcomes limitations of XML by itself
•  Based on web technologies; XML, HTML5, JavaScript
 Core Components
1.  AREL XML: Static file, specifies scene content
2.  AREL JavaScript: Handles all interactions and animation. Any
user interaction send an event to AREL JS
3.  AREL HTML5: GUI Elements. Buttons, icons, etc
 Advantages
•  Scripting on device, more functionality, GUI customization
Billinghurst and Duh 138
Billinghurst and Duh 139
Billinghurst and Duh 140
Billinghurst and Duh 141
Result
Billinghurst and Duh 142
BirdsView
 Location Based CMS
•  Add content, publish to Layar or Junaio
•  http://www.birdsview.de/
Billinghurst and Duh 143
BirdsView on Junaio
Billinghurst and Duh 144
BirdsView on Junaio
Billinghurst and Duh 145
BuildAR
 http://www.buildar.co.nz/
 Stand alone application
 Visual interface for AR model viewing application
 Enables non-programmers to build AR scenes
Billinghurst and Duh 146
Metaio Creator
 Drag and drop Junaio authoring
Billinghurst and Duh 147
Total Immersion D’Fusion Studio
 Complete commercial authoring platform
•  http://www.t-immersion.com/
•  Multi-platform
•  Markerless tracking
•  Scripting
•  Face tracking
•  Finger tracking
•  Kinect support
Billinghurst and Duh 148
Others
 AR-Media
•  http://www.inglobetechnologies.com/
•  Google sketch-up plug-in
 LinceoVR
•  http://linceovr.seac02.it/
•  AR/VR authoring package
 Libraries
•  JARToolKit, MXRToolKit, ARLib, Goblin XNA
Billinghurst and Duh 149
Research in AR Authoring
 iaTAR (Lee 2004)
•  Immersive AR Authoring
•  Using real objects to create AR applications
Billinghurst and Duh 150
Rapid Prototyping
 Speed development time by using quick
hardware mockups
•  handheld device connected to PC
•  LCD screen
•  USB phone keypad
•  Camera
Billinghurst and Duh 151
Build Your Own Google Glass
 Rapid Prototype Glass-Like HMD
 Myvu HMD + headphone + iOS Device + basic glue skills
•  $300 + less than 3 hours construction
  http://www.instructables.com/id/DIY-Google-Glasses-AKA-the-Beady-i/
Billinghurst and Duh 152
Billinghurst and Duh 153
BUNRATTY FOLK PARK
 Irish visitor attraction run by Shannon Heritage
 19th century life is recreated
 Buildings from the mid-west have been relocated to the
26-land surrounding Bunratty Castle
 30 buildings are set in a rural or village setting there.
Billinghurst and Duh 154
AUGMENTED REALITY
154
In Bunratty Folk Park:
 Allows the visitor to point a camera at an exhibit, the
device recognises its by it’s location and layers digital
information on to the display
 3- dimensional virtual objects can be positioned with real
ones on display
 Leads to dynamic combination of a live camera view and
information
Billinghurst and Duh 155
ITERATIVE DESIGN PROCESS
Prototyping and User Testing
 Low Fidelity Prototyping
• Sketches
• Paper Prototyping
• Post-It Prototyping
• PowerPoint Prototyping
 High Fidelity Prototyping
• Wikitude
Billinghurst and Duh 156
Storyboarding
156
Billinghurst and Duh 157
INITIAL SKETCHES
Pros:	
  
• 	
  Good	
  for	
  idea	
  genera/on	
  
• 	
  Cheap	
  
• 	
  Concepts	
  seem	
  feasible	
  
Cons:	
  
• 	
  Not	
  great	
  feedback	
  gained	
  
• 	
  Photoshop	
  not	
  fast	
  enough	
  
for	
  making	
  changes	
  
Billinghurst and Duh 158
Post-it Note Prototyping
Camera	
  View	
  with	
  3D	
  Annota/on	
  
• 	
  Selec/on	
  highlighted	
  in	
  blue	
   • 	
  Home	
  buBon	
  added	
  for	
  easy	
  
naviga/on	
  to	
  main	
  menu	
  
Billinghurst and Duh 159
POWERPOINT PROTOTYPING
Benefits	
  	
  
• 	
  Used	
  for	
  User	
  Tes/ng	
  
• 	
  Interac/ve	
  
• 	
  Func/onali/es	
  work	
  
• 	
  Quick	
  
• 	
  Easy	
  arrangement	
  of	
  slides	
  
User	
  Tes/ng	
  
• 	
  Par/cipants	
  found	
  
• 	
  15	
  minute	
  sessions	
  screen	
  captured	
  
• 	
  ‘Talk	
  Allowed’	
  technique	
  used	
  	
  
• 	
  Notes	
  taken	
  
• 	
  Post-­‐Interview	
  
Billinghurst and Duh 160
WIKITUDE PROTOTYPE
User Testing
 Application well received
 Understandable
 Participants playful with the
technology
Billinghurst and Duh 161
FINAL VIDEO PROTOTYPE
 Flexible	
  tool	
  for	
  capturing	
  the	
  use	
  
of	
  an	
  interface	
  
 Elaborate	
  simula/on	
  of	
  how	
  the	
  
naviga/onal	
  aid	
  will	
  work	
  
 Does	
  not	
  need	
  to	
  be	
  realis/c	
  in	
  
every	
  detail	
  
 Gives	
  a	
  good	
  idea	
  of	
  how	
  the	
  
finished	
  system	
  will	
  work	
  
Billinghurst and Duh 162162
AR Evaluation Methods
Billinghurst and Duh 163
The Interaction Design Process
Billinghurst and Duh 164
Why Evaluate AR
Applications?
 To test and compare interfaces, new technologies,
interaction techniques
 To validate the efficiency and efficient the AR interface
and system
 Test Usability (learnability, efficiency, satisfaction,...)
 Get user feedback
 Refine interface design
 Better understand your end users
 ...
Billinghurst and Duh 165
Survey of AR Papers
 Edward Swan (2005)
 Surveyed major conference/journals (1992-2004)
– Presence, ISMAR, ISWC, IEEE VR
 Summary
•  1104 total papers
•  266 AR papers
•  38 AR HCI papers (Interaction)
•  21 AR user studies
 Only 21 from 266 AR papers had a formal user study
•  Less than 8% of all AR papers
Billinghurst and Duh 166
HIT Lab NZ Usability Survey
  A Survey of Evaluation Techniques Used in
Augmented Reality Studies
•  Andreas Dünser, Raphaël Grasset, Mark
Billinghurst
 reviewed publications from 1993 to 2007
•  Extracted 6071 papers which mentioned
“Augmented Reality”
•  Searched to find 165 AR papers with User Studies
Billinghurst and Duh 167
Billinghurst and Duh 168
Billinghurst and Duh 169
Types of Experimental
Measures Used
 Types of Experimental Measures
•  Objective measures
•  Subjective measures
•  Qualitative analysis
•  Usability evaluation techniques
•  Informal evaluations
Billinghurst and Duh 170
Types of Experimental
Measures Used
Billinghurst and Duh 171
Types of Experiments and topics
  Sensation, Perception & Cognition
•  How is virtual content perceived ?
•  What perceptual cues are most important ?
•  How to visualize augmented/overlay information on real environment?
•  Visual search/attention/salience issues of human performance
  Interaction
•  How can users interact with virtual content ?
•  Which interaction techniques are most efficient in certain context ?
  Collaboration & Social issues
•  How is collaboration in AR interface different ?
•  Which collaborative cues can be conveyed best ?
•  Privacy and security issues of AR interface
Billinghurst and Duh 172
Types of AR User Studies
Billinghurst and Duh 173
Summary
 Over last 10 years
•  Most user studies focused on user performance
•  Fewest user studies on collaboration
– MobileAR was not popular before 2009
•  Objective performance measures most used
•  Qualitative and usability measures least used
Billinghurst and Duh 174
Sample Size
 … the more the better
•  for quantitative analysis:
•  rule of thumb approx. 15-20 or more (for cognitive
and lab type of experiment)
•  absolute minimum of 8-10 per cell
 Ideal sample size can be calculated - power analysis
•  Power (1- beta) => the chance to reject the null hypothesis
when the null hypothesis is false
•  Power is the probability of observing a difference when it really
exists
•  Power increases with sample size
•  Power decreases with variance
 Large effects can be detected with smaller samples
•  e.g. to discriminate mean speed between turtles and a rabbits
Billinghurst and Duh 175
Data Collection and Analysis
 The choice of a method is dependent on the type of data that
needs to be collected
 In order to test a hypothesis the data has to be analysed using
a statistical method
 The choice of a statistical method depends on
the type of collected data
 All the decisions about an experiment should be made before
it is carried out
Billinghurst and Duh 176
Observe and Measure
 Observations are gathered…
•  manually (human observers)
•  automatically (computers, software, cameras, sensors, etc.)
 A measurement is a recorded observation
 Objective metrics
 Subjective metrics
Billinghurst and Duh 177
Typical objective metrics
 task completion time
 errors (number, percent,…)
 percent of task completed
 ratio of successes to failures
 number of repetitions
 number of commands used
 number of failed commands
 physiological data (heart rate,…)
 …
Billinghurst and Duh 178
Typical subjective metrics
 user satisfaction
 subjective performance
 ratings
 ease of use
 intuitiveness
 judgments
 …
Billinghurst and Duh 179
Data Types
 Subjective
•  Subjective survey
–  Likert Scale, condition rankings
•  Observations
–  Think Aloud
•  Interview responses
 Objective
•  Performance measures
–  Time, accuracy, errors
•  Process measures
–  Video/audio analysis
How easy was the task
1 2 3 4 5
Not very easy Very easy
Billinghurst and Duh 180
Experimental Measures
Measure What does it tell us? How is it
measured?
Timings Performance Via a stopwatch, or
automatically by the device.
Errors Performance, Particular sticking
points in a task
By success in completing the
task correctly. Through
experimenter observation,
examining the route walked.
Perceived Workload Effort invested. User satisfaction Through NASA TLX scales
and other questionnaires.
Distance traveled and
route taken
Depending on the application, these
can be used to pinpoint errors and to
indicate performance
Using a pedometer, GPS or
other location-sensing system.
By experimenter observation.
Percentage preferred
walking speed
Performance By finding average walking
speed, which is compared
with normal walking speed.
Comfort User satisfaction. Device
acceptability
Comfort Rating Scale and
other questionnaires.
User comments and
preferences
User satisfaction and preferences.
Particular sticking points in a task.
Through questionnaires,
interviews and think-alouds.
Experimenter
observations
Different aspects, depending on the
experimenter and on the observations
Through observation and
note-taking
Billinghurst and Duh 181
Statistical Analysis
 Once data is collected statistics can be used for analysis
 Typical Statistical Techniques
•  Comparing between two results
–  Unpaired T-Test (for between subjects – assumes normal distribution)
–  Paired T-Test (for within subjects – assumes normal distribution)
–  Mann–Whitney U (independent samples)
•  Comparing between > two results
–  Followed by post-hoc analysis – Bonferroni Test
–  Analysis of Variance – ANOVA
–  Kruskal–Wallis (does not assume normal distribution)
Billinghurst and Duh 182
Case Study: A Wearable
Information Space
Head Stabilized Body Stabilized
An AR interface provides spatial audio and visual cues
Does a spatial interface aid performance?
– Task time / accuracy
M. Billinghurst, J. Bowskill, Nick Dyer, Jason Morphett (1998). An Evaluation of Wearable
Information Spaces. Proc. Virtual Reality Annual International Symposium.
Billinghurst and Duh 183
Task Performance
 Task
•  find target icons on 8 pages
•  remember information space
 Conditions
A - head-stabilized pages
B - cylindrical display with trackball
C - cylindrical display with head tracking
 Subjects
•  Within subjects (need fewer subjects)
•  12 subjects used
Billinghurst and Duh 184
Experimental Measures
 Objective
•  spatial ability (pre-test)
•  time to perform task
•  information recall
•  workload (NASA TLX)
 Subjective
•  Post Experiment Survey
–  rank conditions (forced choice)
–  Likert Scale Questions
-  “How intuitive was the interface to use?”
Many
Different
Measures
Billinghurst and Duh 185
Post Experiment Survey
For each of these conditions please answer:
1) How easy was it to find the target?
1 2 3 4 5 6 7
1=not very easy 7=very easy
For the head stabilised condition (A):
For the cylindrical condition with mouse input (B):
For the head tracked condition (C):
Rank all the conditions in order on a scale of one to three
1) Which condition was easiest to find target (1 = easiest, 3 = hardest)
A: B: C:
Billinghurst and Duh 186
Results
 Body Stabilization Improved Performance
•  search times significantly faster (One factor ANOVA)
 Head Tracking Improved Information recall
•  no difference between trackball and stack case
 Head tracking involved more physical work
Billinghurst and Duh 187
Subjective Impressions
  Subjects Felt Spatialized Conditions (ANOVA):
•  More enjoyable
•  Easier to find target
Billinghurst and Duh 188
Subjective Impressions
  Subject Rankings (Kruskal-Wallis)
•  Spatialized easier to use than head stabilized
•  Body stabilized gave better understanding
•  Head tracking most intuitive
Billinghurst and Duh 189
AR Evaluation
 Field, Field, Field –
•  Field studies vs. Lab studies
•  Contextual design and evaluation
 Combined methods (qualitative and quantitative
studies)
•  Weakness of each method should be considered
 New/modified evaluation methods may need to be
developed
 Seek for more new evaluation case studies in AR
Billinghurst and Duh 190190
AR Design Case Study
Billinghurst and Duh 191
“The Jackson Plan”
An Educational Location-based Handheld AR Game
Learning while in travel
Mobile AR Entertainment for
Children
Billinghurst and Duh 192
The Jackson Plan	
 Overview	

	

 ‘The Jackson Plan’ is an educational discovery Mobile
Augmented Reality game that is set on the historical
urban plan of the same name (also known as the “Plan
of the Town of Singapore”) 	

	

Using multi-modality features on an Apple iPad2, players
collaboratively experience this location-based Mobile
Augmented Reality game around the several important
historical sites and events that revolve around Sir
Thomas Stamford Raffles and his founding of the island
of Singapore in 1819.	

The Jackson Plan 1822, is on
display at the Singapore
History Gallery, National
Museum of Singapore
Billinghurst and Duh 193
 Learning Goals/Objectives	

Unit	
   Learning objectives	
  
Jackson
Plan	
  
【Knowledge】
1. To acquire a better understanding of the key developments of
the Raffles’s arrival, its early settlers and Raffle’s town plan.
【Skills】
1. To explains the reasons for the founding of Singapore (1819).
2. To explain the importance of trade to Singapore.
3. To describe the contributions of key personalities and
immigrants to the growth and development of Singapore.
【Values & Attitudes】
1. To develop an interest in the past.
2. To appreciate culture heritage as well as to instill a sense of
courage, diligence and perseverance to Singapore.	
  
History Syllabus for Lower Secondary, Year of Implementation: 2006. ISBN 981-05-1669-X.
Source: Curriculum Planning and Development Division, Ministry of Education, Singapore
Learning Content
Billinghurst and Duh 194
Consideration
 How can a new technology help new
learning experience in cultural heritage?
 Interdisciplinary research (Design,
Technology, Education and Learning)
 System building, a single application or
 Recognition in each field
 Real deployment in schools
194
Billinghurst and Duh 195
Theoretical Framework
“Situated cognition via
scaffolding mechanisms
([Vygotsky, 1978])”
Distinct HAR technology
pairings available in a
game, (0=No, 1=Yes),
resulting in four possible
eHAR game types and
play styles, each with an
implementation process.
Y.-N. Chang, R. K. C. Koh, and H. B.-L. Duh, "Handheld AR games - A triarchic conceptual design framework," in Mixed and Augmented Reality -
Arts, Media, and Humanities (ISMAR-AMH), 2011 IEEE International Symposium On, Basel, Switzerland, 2011, pp. 29-36.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Billinghurst and Duh 196
 Triarchic conceptual design framework	

•  GPS navigation: Location-based implementation
for Cultural & Historical (contextual) explorations
•  Overlaying options: ‘Binoculars’ metaphor
(i.e., Panoramic Map)
•  Virtual properties
(game inventory)
•  Geo-tagging / (diary)
•  Blended mini games
(i.e. puzzles)
•  Tasks may exploit
platform’s hardware
features
(GPS,
Accelerometer)
•  Visual identification
of past and present
imagery
•  History comes to life by
exploiting location-
dependent contexts
•  Backend confirmation with
server connectivity
(‘Wizard of Oz’ possibility)
for dynamic situational
exchanges, i.e. messages,
images, induce player-
behaviors, etc
•  Promote Contextual Inquiry
& Collaboration
(Learning Strategies)
Theoretical Framework
Billinghurst and Duh 197
The Jackson Plan	
Textbook:
SINGAPORE: FROM SETTLEMENT
TO NATION - PRE-1819 TO 1971
(Marshall Cavendish Education)
Theme: Chapter 3 - What Part Did the
Different Immigrant Communities Play in
Singapore’s Development?
TheJackson
Plan
Prior Knowledge:
The settlement of
Singapore
-Why Raffles chose
Singapore
Singapore’s
central location
Central location
Excellent port
Good supply of
drinking water
The Dutch had not
occupied the island
Immigrants
Why immigrants
came
Singapore’s
town plan
Lieutenant Philip
Jackson,1822
Improve the
haphazard
building plan
Segregated
population groups
Populations from
trading goods /
countries
Chinese
Coolies
Samsui women
Indians
Labourers
Coolies
Malays Shipbuilders
Europeans Merchants
Arabs Traders
Billinghurst and Duh 198
• Ideation: Use of Historical Illustrations / Images in Situated Augmented Views
•  Panoramic / Still - Visual Imageries of the Past +
GPS
Billinghurst and Duh 199
Game Features, Mechanisms &
Platform - Ideations
• ‘Civic District Trail’ - A tourist’s DIY
exploration experience promoted by the
Singapore Tourism Board
Billinghurst and Duh 200
Virtual
& physical
interaction
Manipulate
knowledge-collect
trading materials
(i.e. spices)
Geo-Tagging
the “right”
locations
Taking pictures
(Wizard of Oz)Blended casual
mini-games with
physical interaction
and collaboration
Game Features, Mechanisms & Platform
Billinghurst and Duh 201
Game Features, Mechanisms & Platform
Billinghurst and Duh 202
Chinese:
Chinatow
n
Indian
s
Europeans
&
Rich Asians
Malays &
Muslims
“Plan of the town of Singapore” by Lieutenant Phillip Jackson,1822
Commerci
al Square
Game Features, Mechanisms & Platform
Billinghurst and Duh 203
Phase
Learning
Objectives
Learning Task(s) Time
1
Understanding of
activities
To understand the
Gameplay and
manipulation of iPad2
devices
- Introduction to
Gameplay
- Game introduction /
Mission Briefing
15
min
2
Constructing
Knowledge
To understand the
background of Singapore
settlement
- Information Collection:
Know who these
immigrants are
15
min
3 Mastering
To analyze how did the
immigrants contribute to
Singapore as a trading
centre
- Experience the entrepot
trade
20
min
4
Knowledge
Application
To make comparisons and
organize information of
the different contributions
of immigrants
- Make an accusation by
evidence (Gain a
summative feedback)
15
min
The Jackson Plan: Planned
Gaming Activities
Billinghurst and Duh 204
The Trail
Billinghurst and Duh 205
Game Design
Billinghurst and Duh 206
Game Design
Billinghurst and Duh 207
The Jackson Plan - Features
Billinghurst and Duh 208
Evaluation	
• 72 students (36 pairs) took
part in the evaluation
• Secondary One classes
(~12-13 years old)
• They were equally divided into
2 main groups, Location-based
and Digital Book versions
Digital Book	
   Location-based AR	
  
Platform	
   Apple iPad2	
   Apple iPad2	
  
Collaboration	
   Yes	
   Yes	
  
Interaction Type	
   Non-AR	
   Location-based AR	
  
Play Space	
   Indoors	
   Outdoors	
  
Billinghurst and Duh 209
 The structure of knowledge
Evaluation
Billinghurst and Duh 210
The Jackson Plan
Billinghurst and Duh 211
The Jackson Plan
Billinghurst and Duh 212
The Jackson Plan
Billinghurst and Duh 213
The Jackson Plan
Billinghurst and Duh 214
The Jackson Plan
Billinghurst and Duh 215
The Jackson Plan
Theory into Practice: Domain-Centric Handheld Augmented Reality Game
Design
Study 3 - Co-creativity fusions in interdisciplinary AR game developments
Billinghurst and Duh 217217
AR Research Directions
Billinghurst and Duh 218Vision of AR
Billinghurst and Duh 219
To Make the Vision Real..
 Hardware/software requirements
•  Contact lens displays
•  Free space hand/body tracking
•  Speech/gesture recognition
•  Etc..
 Most importantly
•  Usability
Billinghurst and Duh 220
Natural Interaction
 Automatically detecting real environment
•  Environmental awareness
•  Physically based interaction
 Gesture Input
•  Free-hand interaction
 Multimodal Input
•  Speech and gesture interaction
•  Implicit rather than Explicit interaction
Environmental Awareness
Billinghurst and Duh 222
AR MicroMachines
 AR experience with environment awareness and
physically-based interaction
•  Based on MS Kinect RGB-D sensor
 Augmented environment supports
•  occlusion, shadows
•  physically-based interaction between real and virtual objects
Billinghurst and Duh 223
Operating Environment
Billinghurst and Duh 224
Architecture
 Our framework uses five libraries:
•  OpenNI
•  OpenCV
•  OPIRA
•  Bullet Physics
•  OpenSceneGraph
Billinghurst and Duh 225
System Flow
 The system flow consists of three sections:
•  Image Processing and Marker Tracking
•  Physics Simulation
•  Rendering
Billinghurst and Duh 226
Physics Simulation
 Create virtual mesh over real world
 Update at 10 fps – can move real objects
 Use by physics engine for collision detection (virtual/real)
 Use by OpenScenegraph for occlusion and shadows
Billinghurst and Duh 227
Rendering
Occlusion Shadows
Gesture Input
Billinghurst and Duh 229
Architecture
5. Gesture
• Static Gestures
• Dynamic Gestures
• Context based Gestures
4. Modeling
• Hand recognition/modeling
• Rigid-body modeling
3. Classification/Tracking
2. Segmentation
1. Hardware Interface
HITLabNZ’s Gesture Library
Billinghurst and Duh 230
Architecture
5. Gesture
•  Static Gestures
•  Dynamic Gestures
•  Context based Gestures
4. Modeling
•  Hand recognition/
modeling
•  Rigid-body modeling
3. Classification/Tracking
2. Segmentation
1. Hardware Interface
HITLabNZ’s Gesture Library
o  Supports PCL, OpenNI, OpenCV,
and Kinect SDK.
o  Provides access to depth, RGB,
XYZRGB.
o  Usage: Capturing color image,
depth image and concatenated
point clouds from a single or
multiple cameras
o  For example:
Kinect for Xbox 360
Kinect for Windows
Asus Xtion Pro Live
Billinghurst and Duh 231
Architecture
5. Gesture
•  Static Gestures
•  Dynamic Gestures
•  Context based Gestures
4. Modeling
•  Hand recognition/
modeling
•  Rigid-body modeling
3. Classification/Tracking
2. Segmentation
1. Hardware Interface
o  Segment images and point
clouds based on color, depth
and space.
o  Usage: Segmenting images or
point clouds using color models,
depth, or spatial properties such
as location, shape and size.
o  For example:
HITLabNZ’s Gesture Library
Skin color segmentation
Depth threshold
Billinghurst and Duh 232
Architecture
5. Gesture
•  Static Gestures
•  Dynamic Gestures
•  Context based Gestures
4. Modeling
•  Hand recognition/
modeling
•  Rigid-body modeling
3. Classification/Tracking
2. Segmentation
1. Hardware Interface
o  Identify and track objects
between frames based on
XYZRGB.
o  Usage: Identifying current
position/orientation of the
tracked object in space.
o  For example:
HITLabNZ’s Gesture Library
Training set of hand
poses, colors represent
unique regions of the
hand.
Raw output (without-
cleaning) classified on
real hand input (depth
image).
Billinghurst and Duh 233
Architecture
5. Gesture
•  Static Gestures
•  Dynamic Gestures
•  Context based Gestures
4. Modeling
•  Hand recognition/
modeling
•  Rigid-body modeling
3. Classification/Tracking
2. Segmentation
1. Hardware Interface
o  Hand Recognition/Modeling
  Skeleton based (for low resolution
approximation)
  Model based (for more accurate
representation)
o  Object Modeling (identification and tracking
rigid-body objects)
o  Physical Modeling (physical interaction)
  Sphere Proxy
  Model based
  Mesh based
o  Usage: For general spatial interaction in AR/VR
environment
HITLabNZ’s Gesture Library
Billinghurst and Duh 234
Method	
  
Represent	
  models	
  as	
  collec1ons	
  of	
  spheres	
  moving	
  with	
  the	
  
models	
  in	
  the	
  Bullet	
  physics	
  engine	
  
Billinghurst and Duh 235
Method	
  
Render	
  AR	
  scene	
  with	
  OpenSceneGraph,	
  using	
  depth	
  map	
  
for	
  occlusion	
  
Shadows	
  yet	
  to	
  be	
  implemented	
  
Billinghurst and Duh 236
Results
Billinghurst and Duh 237
Architecture
5. Gesture
•  Static Gestures
•  Dynamic Gestures
•  Context based Gestures
4. Modeling
•  Hand recognition/
modeling
•  Rigid-body modeling
3. Classification/Tracking
2. Segmentation
1. Hardware Interface
o  Static (hand pose recognition)
o  Dynamic (meaningful movement
recognition)
o  Context-based gesture
recognition (gestures with
context, e.g. pointing)
o  Usage: Issuing commands/
anticipating user intention and
high level interaction.
HITLabNZ’s Gesture Library
Multimodal Interaction
Billinghurst and Duh 239
Multimodal Interaction
 Combined speech input
 Gesture and Speech complimentary
•  Speech
–  modal commands, quantities
•  Gesture
–  selection, motion, qualities
 Previous work found multimodal interfaces intuitive for
2D/3D graphics interaction
Billinghurst and Duh 240
Free Hand Multimodal Input
 Use free hand to interact with AR content
 Recognize simple gestures
 No marker tracking
Point Move Pick/Drop
Billinghurst and Duh 241
Multimodal Architecture
Billinghurst and Duh 242
Multimodal Fusion
Billinghurst and Duh 243
Hand Occlusion
Billinghurst and Duh 244
User Evaluation
 Change object shape, colour and position
 Conditions
•  Speech only, gesture only, multimodal
 Measure
•  performance time, error, subjective survey
Billinghurst and Duh 245
Experimental Setup
Change object shape
and colour
Billinghurst and Duh 246
Results
 Average performance time (MMI, speech fastest)
•  Gesture: 15.44s
•  Speech: 12.38s
•  Multimodal: 11.78s
 No difference in user errors
 User subjective survey
•  Q1: How natural was it to manipulate the object?
–  MMI, speech significantly better
•  70% preferred MMI, 25% speech only, 5% gesture only
Future Directions
Billinghurst and Duh 248
Natural Gesture
Interaction on Mobile
 Use mobile camera for hand tracking
•  Fingertip detection
Billinghurst and Duh 249
Evaluation
 Gesture input more than twice as slow as touch
 No difference in naturalness
Billinghurst and Duh 250
Intelligent Interfaces
 Most AR systems are stupid
•  Don’t recognize user behaviour
•  Don’t provide feedback
•  Don’t adapt to user
 Especially important for training
•  Scaffolded learning
•  Moving beyond check-lists of actions
Billinghurst and Duh 251
Intelligent Interfaces
 AR interface + intelligent tutoring system
•  ASPIRE constraint based system (from UC)
•  Constraints
–  relevance cond., satisfaction cond., feedback
Billinghurst and Duh 252
Domain Ontology
Billinghurst and Duh 253
Intelligent Feedback
 Actively monitors user behaviour
•  Implicit vs. explicit interaction
 Provides corrective feedback
Billinghurst and Duh 254
Billinghurst and Duh 255
Evaluation Results
 16 subjects, with and without ITS
 Improved task completion
 Improved learning
Billinghurst and Duh 256
Intelligent Agents
 AR characters
•  Virtual embodiment of system
•  Multimodal input/output
 Examples
•  AR Lego, Welbo, etc
•  Mr Virtuoso
–  AR character more real, more fun
–  On-screen 3D and AR similar in usefulness
Billinghurst and Duh 257
Contact Lens Display
 Babak Parviz
•  University Washington
 MEMS components
•  Transparent elements
•  Micro-sensors
 Challenges
•  Miniaturization
•  Assembly
•  Eye-safe
Billinghurst and Duh 258
Contact Lens Prototype
Billinghurst and Duh 259
Conclusion
Billinghurst and Duh 260
Conclusion
 There is need for better designed AR experiences
 Through
•  use of Interaction Design principles
•  understanding of the technology
•  use of rapid prototyping tools
•  rigorous user evaluation
 There a number of important areas for future research
•  Natural interaction
•  Multimodal interfaces
•  Intelligent agents
•  Novel displays
Billinghurst and Duh 261
More Information
•  Mark Billinghurst
– mark.billinghurst@hitlabnz.org
•  Websites
– www.hitlabnz.org
•  Henry Duh
– hblduh@gmail.com
Billinghurst and Duh 262262
Resources
Billinghurst and Duh 263
Websites
 Meta List of AR SDKs
•  http://www.icg.tugraz.at/Members/gerhard/augmented-reality-sdks
 ARToolKit Software Download
•  http://artoolkit.sourceforge.net/
 ARToolKit Documentation
•  http://www.hitl.washington.edu/artoolkit/
 ARToolKit Forum
•  https://www.artoolworks.com/community/forum/
 ARToolworks Inc
•  http://www.artoolworks.com/
Billinghurst and Duh 264
 ARToolKit Plus
•  http://studierstube.icg.tu-graz.ac.at/handheld_ar/artoolkitplus.php
 osgART
•  http://www.osgart.org/
 FLARToolKit
•  http://www.libspark.org/wiki/saqoosha/FLARToolKit/
 FLARManager
•  http://words.transmote.com/wp/flarmanager/
Billinghurst and Duh 266
AR Labs
 Europe
•  TU Graz, Cambridge U, TU Munich, FraunhoferIGD
 USA
•  Columbia U, Georgia Tech, USC
 Asia
•  KIST, KAIST
•  AIST, Kyoto U, NAIST, U of Tsukuba
•  NUS, UniSA, HITLab NZ
 Companies
•  Qualcomm, Nokia, Layar, Wikitube, Metaio
Billinghurst and Duh 267
Books
 Interactive Environments with Open-Source
Software: 3D Walkthroughs and Augmented Reality
for Architects with Blender 2.43, DART 3.0 and
ARToolKit 2.72 by Wolfgang Höhl
 A Hitchhikers Guide to Virtual Reality by Karen
McMenemy and Stuart Ferguson
 Bimber, Raskar. Spatial Augmented Reality (2005)
Billinghurst and Duh 268
 Books
Mobile Interaction Design
Matt Jones and Gary Marsden
Designing for Small Screens
Studio 7.5
Handheld Usability
Scott Weiss
Designing the Mobile User Experience
Barbara Ballard
Billinghurst and Duh 269
Publication venues
  Conference
•  IEEE/ACM International Symposium in Mixed and Augmented Reality (IEEE/
ACM ISMAR) (ismar.net)
•  IEEE Virtual Reality (IEEE VR)
•  Korean-Japan Mixed Reality Workshop (KJMR)
  Journal
•  IEEE Transaction on Visualization and Computer Graphics (IEEE)
•  Computer & Graphics (Elsevier)
•  PRESENCE (MIT Press)
  Papers
•  Zhou, F., Duh, H.B.L., and Billinghurst, M. (2008). Trends in Augmented Reality Tracking,
Interaction and Display: A Review of Ten Years of ISMAR. in IEEE International Symposium
on Mixed and Augmented Reality (IEEE/ACM ISMAR) 193-202
•  Azuma, R., Baillot, Behringer, R., Feiner, S., Julier, S., MacIntyre, B., (2001). Recent
Advances in Augmented Reality, IEEE Computer Graphics and Applications, 34-47
Billinghurst and Duh 270
More Papers
  E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality
revisited. 9th IEEE International Symposium on Mixed and Augmented
Reality (ISMAR), 2010, pp. 3--12.
  D. Drascic and P. Milgram. Perceptual issues in augmented reality. In M. T.
Bolas, S. S. Fisher, and J. O. Merritt, editors, SPIE Volume 2653:
Stereoscopic Displays and Virtual Reality Systems III, pages 123-134,
January/February 1996.
270
Billinghurst and Duh 271
Developer Guidelines
 Palm
http://www.access-company.com/developers/documents/docs/ui/
UI_Design.html
 Zen of Palm guidelines
http://www.access-company.com/developers/documents/docs/
zenofpalm.pdf
 Motorola
http://developer.motorola.com/docstools/developerguides/
 iPhone Human Interface Guidelines
http://developer.apple.com/documentation/iPhone/Conceptual/iPhoneHIG/
Billinghurst and Duh 272
Handheld HCI Design
Websites
Do’s and Don’ts of PocketPC design
http://www.pocketpcmag.com/_archives/Nov04/Commandements.aspx
Usability special interest group – handheld usability
http://www.stcsig.org/usability/topics/handheld.html
Usable Mobile website
http://www.smartgroups.com/groups/usablemobile
Mobile Coders Website
http://www.mobilecoders.com/Articles/mc-01.asp
Univ of Waikato Handheld Group
http://www.cs.waikato.ac.nz/hci/pdas.html
Mobile Interaction Website
http://www.cs.waikato.ac.nz/~mattj/mwshop.html

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CHI 2013 DARE Course

  • 1. Billinghurst and Duh 1 Designing Augmented Reality Experiences Mark Billinghurst University of Canterbury Christchurch, New Zealand Henry B.L. Duh National University of Singapore Singapore, Singapore courses@chi2013.com http://chi2013.acm.org/ Copyright is held by Billinghurst & Duh CHI 2013, April 27–May 2, 2013, Paris, France. ACM 13/04
  • 2. Billinghurst and Duh 2 Introduction
  • 3. Billinghurst and Duh 3 Instructors  Mark Billinghurst •  Director of HIT Lab NZ, University of Canterbury •  Degrees in Electrical Engineering, Applied Mathematics •  Research on collaborative AR, mobile AR, AR usability •  More than 250 papers in AR, VR, interface design  Henry Duh •  Co-director Keio-NUS Joint International Research (CUTE) Center •  Degrees in Psychology, Industrial design and Engineering •  Research on interaction design and AR applications •  More than 80 papers in HCI, AR and Design Introduction
  • 4. Billinghurst and Duh 4 How Would You Design This?  Put nice AR Picture here – and video
  • 5. Billinghurst and Duh 5 Or This?
  • 6. Billinghurst and Duh 6   How to design effective AR experiences   Understanding AR interaction design possibilities   Hardware and software tools for rapid prototyping of AR applications   Effective evaluation methods for AR applications   Current areas of AR research that will contribute to future AR experiences   Hands on experiences with AR applications   Resources for your own research What You Will Learn Introduction
  • 7. Billinghurst and Duh 7  Introduction [Mark]  AR and the Interaction Design Process [Mark]  Design Guidelines and Interaction Metaphors for AR [Mark]  AR Development/Prototyping Tools [Mark]  Afternoon Tea – Demos [Mark and Henry]  AR Evaluation Methods [Henry]  AR Design Case Studies [Henry]  AR Research Directions [Mark] Course Agenda Introduction
  • 8. Billinghurst and Duh 8 Course Demos  AR Authoring BuildAR, Metaio Creator  AR Browers •  Junaio, Layar, Wikitude  AR Gaming •  Elite CommandAR, Transformers, etc..  Marker Based Handheld AR •  NASA and CCDU  Outdoor AR •  CityViewAR  Displays •  Vuzix, Google Glass
  • 9. Billinghurst and Duh 9 Course Motivation  AR Needs Good Interaction Design   AR increasingly popular but ergonomics, design and social issues need to be addressed   There is a need for deeper understanding of how to uncover, design build and evaluate effective AR experiences   AR authoring tools are making it easier than ever before to build an AR experience, but there are few design guidelines   Many AR applications are being developed, but there is little formal evaluation being conducted   AR experiences are being delivered without an understanding of the interaction design/experience design process Introduction
  • 10. Billinghurst and Duh 10 What is Augmented Reality?  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 Introduction Azuma, R., A Survey of Augmented Reality, Presence, Vol. 6, No. 4, August 1997, pp. 355-385.
  • 11. Billinghurst and Duh 11 From Science Fiction to Fact 1977 – Star Wars 2008 – CNN Introduction
  • 12. Billinghurst and Duh 12 AR Part of MR 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.
  • 13. Billinghurst and Duh 13 AR History  1960’s – 80’s: Early Experimentation •  Military, Academic labs  1980’s – 90’s: Basic Research •  Tracking, Displays  1995 – 2005: Tools/Applications •  Interaction, Usability, Theory  2005 - : Commercial Applications •  Games, Medical, Industry, Mobile Introduction
  • 14. Billinghurst and Duh 14 Core Technologies  Combining Real and Virtual Images •  Display technologies  Interactive in Real-Time •  Input and interactive technologies  Registered in 3D •  Viewpoint tracking technologies Introduction Display Processing Input Tracking
  • 15. Billinghurst and Duh 15 Display Technologies  Types (Bimber/Raskar 2003)  Head attached •  Head mounted display/projector  Body attached •  Handheld display/projector  Spatial •  Spatially aligned projector/monitor  HMD Optical vs. Video see-through  Optical: Direct view of real world -> safer, simpler  Video: Video overlay -> more image registration options Introduction
  • 16. Billinghurst and Duh 16 Display Taxonomy
  • 17. Billinghurst and Duh 17 Input Technologies  Tangible objects •  Tracked items  Touch (HHD) •  Glove, touch  Gesture •  Glove, free-hand  Speech/Multimodal  Device motion •  HHD + sensors Introduction
  • 18. Billinghurst and Duh 18 Tracking Technologies  Active •  Mechanical, Magnetic, Ultrasonic •  GPS, Wifi, cell location  Passive •  Inertial sensors (compass, accelerometer, gyro) •  Computer Vision •  Marker based •  Natural feature tracking  Hybrid Tracking •  Combined sensors (eg Vision + Inertial) Introduction
  • 19. Billinghurst and Duh 19  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 Introduction
  • 20. Billinghurst and Duh 20 AR Becoming Big Business  Marketing •  Web-based, mobile  Mobile AR •  Geo-located information and service •  Driving demand for high end phones  Gaming •  Mobile, Physical input (Kinect)  Upcoming areas •  Manufacturing, Medical, Military  Rapid Growth •  Market projected to grow 53% 2012 – 2016 •  Over $5 Billion USD in Mobile AR alone by 2017
  • 21. Billinghurst and Duh 21 Mobile AR Market Size
  • 22. Billinghurst and Duh 22 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)
  • 23. Billinghurst and Duh 23 The Interaction Design Process
  • 24. Billinghurst and Duh 24 “The product is no longer the basis of value. The experience is.” Venkat Ramaswamy The Future of Competition. Interaction Design
  • 25. Billinghurst and Duh 25 experiences services products components Value Gilmore + Pine: Experience Economy Function Emotion Interaction Design
  • 26. Billinghurst and Duh 26 experiences applications tools components Designing AR Experiences Tracking, Display Authoring Interaction Usability Interaction Design
  • 27. Billinghurst and Duh 27 The Value of Good User Experience 20c 50c $3.50 Interaction Design
  • 28. Billinghurst and Duh 28 Good Experience Design  Reactrix •  Top down projection •  Camera based input •  Reactive Graphics •  No instructions •  No training Interaction Design
  • 29. Billinghurst and Duh 29 Apple: The Value of Good Design  Good Experience Design Dominates Markets iPod Sales 2002-2007
  • 30. Billinghurst and Duh 30 Nokia N-Gage  Great idea – bad experience design  See - http://www.sidetalkin.com Good: Handheld Gaming + Phone Bad: Look like a dork using it
  • 31. Billinghurst and Duh 31 Interaction Design  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?  The Design of User Experience with Technology “Designing interactive products to support people in their everyday and working lives” Preece, J., (2002). Interaction Design Interaction Design
  • 32. Billinghurst and Duh 32 Interaction Design is All About You  Users should be involved throughout the Design Process  Consider all the needs of the user •  Especially context of use Interaction Design
  • 33. Billinghurst and Duh 33 Interaction Design Process Interaction Design
  • 34. Billinghurst and Duh 34 Gabbard Model for AR Design 1. user task analysis 2. expert guidelines-based evaluation 3. formative user-centered evaluation 4. summative comparative evaluations Gabbard, J.L.; Swan, J.E.; , "Usability Engineering for Augmented Reality: Employing User-Based Studies to Inform Design,” Visualization and Computer Graphics, IEEE Transactions on, vol.14, no.3, pp.513-525, May-June 2008
  • 35. Billinghurst and Duh 35 Gabbard Model in Context
  • 36. Billinghurst and Duh 36 Design Guidelines for AR Design Guidelines
  • 37. Billinghurst and Duh 37 The Interaction Design Process
  • 38. Billinghurst and Duh 38 AR Interaction Design  Designing AR System = Interface Design •  Using different input and output technologies  Objective is a high quality of user experience •  Ease of use and learning •  Performance and satisfaction
  • 39. Billinghurst and Duh 39 Design Considerations  Combining Real and Virtual Images •  Perceptual issues  Interactive in Real-Time •  Interaction issues  Registered in 3D •  Technology issues Introduction
  • 40. Billinghurst and Duh 40  Interface Components •  Physical components •  Display elements – Visual/audio •  Interaction metaphors Physical Elements Display ElementsInteraction Metaphor Input Output AR Design Elements
  • 41. Billinghurst and Duh 41 AR UI Design  Consider your user  Follow good HCI principles  Adapt HCI guidelines for AR  Design to device constraints  Using Design Patterns to Inform Design  Design for you interface metaphor  Design for evaluation
  • 42. Billinghurst and Duh 42 Consider Your User  Consider context of user •  Physical, social, emotional, cognitive, etc  Mobile Phone AR User •  Probably Mobile •  One hand interaction •  Short application use •  Need to be able to multitask •  Use in outdoor or indoor environment •  Want to enhance interaction with real world
  • 43. Billinghurst and Duh 43 Good HCI Principles  Affordance  Reducing cognitive overload  Low physical effort  Learnability  User satisfaction  Flexibility in use  Responsiveness and feedback  Error tolerance
  • 44. Billinghurst and Duh 44 Norman’s Principles of Good Practice •  Ensure a high degree of visibility – allow the user to work out the current state of the system and the range of actions possible. •  Provide feedback – continuous, clear information about the results of actions. •  Present a good conceptual model – allow the user to build up a picture of the way the system holds together, the relationships between its different parts and how to move from one state to the next. •  Offer good mappings – aim for clear, natural relationships between actions the user performs and the results they achieve.
  • 45. Billinghurst and Duh 45 Adapting Existing Guidelines  Mobile Phone AR •  Phone HCI Guidelines •  Mobile HCI Guidelines  HMD Based AR •  3D User Interface Guidelines •  VR Interface Guidelines  Desktop AR •  Desktop UI Guidelines
  • 46. Billinghurst and Duh 46 iPhone Guidelines  Make it obvious how to use your content.  Avoid clutter, unused blank space, and busy backgrounds.  Minimize required user input.  Express essential information succinctly.  Provide a fingertip-sized target area for all links and controls.  Avoid unnecessary interactivity.  Provide feedback when necessary
  • 47. Billinghurst and Duh 47 Applying Principles to Mobile AR  Clean  Large Video View  Large Icons  Text Overlay  Feedback
  • 48. Billinghurst and Duh 48 AR vs. Non AR Design  Design Guidelines •  Design for 3D graphics + Interaction •  Consider elements of physical world •  Support implicit interaction Characteristics Non-AR Interfaces AR Interfaces Object Graphics Mainly 2D Mainly 3D Object Types Mainly virtual objects Both virtual and physical objects Object behaviors Mainly passive objects Both passive and active objects Communication Mainly simple Mainly complex HCI methods Mainly explicit Both explicit and implicit
  • 49. Billinghurst and Duh 49 Maps vs. Junaio  Google Maps •  2D, mouse driven, text/image heavy, exocentric  Junaio •  3D, location driven, simple graphics, egocentric
  • 50. Billinghurst and Duh 50 Design to Device Constraints  Understand the platforms used and design for limitations •  Hardware, software platforms  Eg Handheld AR game with visual tracking •  Use large screen icons •  Consider screen reflectivity •  Support one-hand interaction •  Consider the natural viewing angle •  Do not tire users out physically •  Do not encourage fast actions •  Keep at least one tracking surface in view 50 Art of Defense Game
  • 51. Billinghurst and Duh 51 Handheld AR Constraints/Affordances   Camera and screen are linked •  Fast motions a problem when looking at screen •  Intuitive “navigation”   Phone in hand •  Two handed activities: awkward or intuitive •  Extended periods of holding phone tiring •  Awareness of surrounding environment   Small screen •  Extended periods of looking at screen tiring •  In general, small awkward platform   Vibration, sound •  Can provide feedback when looking elsewhere   Networking - Bluetooth, 802.11 •  Collaboration possible   Guaranteed minimum collection of buttons   Sensors often available •  GPS, camera, accelerometer, compass, etc
  • 52. Billinghurst and Duh 52 Design Patterns “Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem in such a way that you can use this solution a million times over, without ever doing it the same way twice.” – Christopher Alexander et al. Use Design Patterns to Address Reoccurring Problems C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
  • 53. Billinghurst and Duh 53 Handheld AR Design Patterns Title Meaning Embodied Skills Device Metaphors Using metaphor to suggest available player actions Body A&S Naïve physics Control Mapping Intuitive mapping between physical and digital objects Body A&S Naïve physics Seamful Design Making sense of and integrating the technological seams through game design Body A&S World Consistency Whether the laws and rules in physical world hold in digital world Naïve physics Environmental A&S Landmarks Reinforcing the connection between digital- physical space through landmarks Environmental A&S Personal Presence The way that a player is represented in the game decides how much they feel like living in the digital game world Environmental A&S Naïve physics Living Creatures Game characters that are responsive to physical, social events that mimic behaviours of living beings Social A&S Body A&S Body constraints Movement of one’s body position constrains another player’s action Body A&S Social A&S Hidden information The information that can be hidden and revealed can foster emergent social play Social A&S Body A&S
  • 54. Billinghurst and Duh 54 Example: Seamless Design  Design to reduce seams in the user experience •  Eg: AR tracking failure, change in interaction mode  Paparazzi Game •  Change between AR tracking to accelerometer input Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--Arts, Media, and Humanities, p.19-28, October 26-29, 2011
  • 55. Billinghurst and Duh 55 Example: Living Creatures  Virtual creatures should respond to real world events •  eg. Player motion, wind, light, etc •  Creates illusion creatures are alive in the real world  Sony EyePet •  Responds to player blowing on creature 55
  • 56. Billinghurst and Duh 56 Physical Elements Design Guidelines
  • 57. Billinghurst and Duh 57 AR Design Space Reality Virtual Reality Augmented Reality Physical Design Virtual Design
  • 58. Billinghurst and Duh 58 Design of Objects  Objects •  Purposely built – affordances •  “Found” – repurposed •  Existing – already at use in marketplace  Affordance •  The quality of an object allowing an action- relationship with an actor •  An attribute of an object that allows people to know how to use it – e.g. a door handle affords pulling
  • 59. Billinghurst and Duh 59 Norman on Affordances "...the term affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. [...] Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning. Slots are for inserting things into. Balls are for throwing .. " (Norman, The Psychology of Everyday Things 1988, p.9)
  • 60. Billinghurst and Duh 60 Physical vs. Virtual Affordances  Physical affordances -  Physical and material aspects of real object  Virtual affordance -  Visual and perceived aspects of digital objects  AR is mixture of physical and virtual affordances •  Physical – Tangible controllers and objects •  Virtual – Virtual graphics and audio - 
  • 61. Billinghurst and Duh 61 Affordance Framework William W. Gaver. 1991. Technology affordances. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91), Scott P. Robertson, Gary M. Olson, and Judith S. Olson (Eds.). ACM, New York, NY, USA, 79-84.
  • 62. Billinghurst and Duh 62 Affordance Led Design  Make affordances perceivable •  Provide visual, haptic, tactile, auditory cues  Affordance Led Usability •  Give feedback •  Provide constraints •  Use natural mapping •  Use good cognitive model
  • 63. Billinghurst and Duh 63 Example: AR Chemistry  Tangible AR chemistry education (Fjeld) Fjeld, M., Juchli, P., and Voegtli, B. M. 2003. Chemistry education: A tangible interaction approach. Proceedings of INTERACT 2003, September 1st -5th 2003, Zurich, Switzerland.
  • 64. Billinghurst and Duh 64 Input Devices  Form informs function and use
  • 65. Billinghurst and Duh 65 Picking up an Atom
  • 66. Billinghurst and Duh 66 AR Interaction Metaphors Design Guidelines
  • 67. Billinghurst and Duh 67  Interface Components •  Physical components •  Display elements – Visual/audio •  Interaction metaphors Physical Elements Display ElementsInteraction Metaphor Input Output AR Design Principles
  • 68. Billinghurst and Duh 68 Interaction Tasks  2D (from [Foley]): •  Selection, Text Entry, Quantify, Position  3D (from [Bowman]): •  Navigation (Travel/Wayfinding) •  Selection •  Manipulation •  System Control/Data Input  AR: 2D + 3D Tasks and.. more specific tasks? [Foley] The Human Factors of Computer Graphics InteractionTechniques Foley, J. D.,V.Wallace & P. Chan. IEEE Computer Graphics and Applications (Nov.): 13-48. 1984. [Bowman]: 3D User Interfaces:Theory and Practice D. Bowman, E. Kruijff, J. Laviola, I. Poupyrev Addison Wesley 2005
  • 69. Billinghurst and Duh 69 AR Interaction Metaphors  Viewpoint Control  Information Browsing •  establish shared meaning  3D AR Interfaces •  establish shared meaning  Augmented Surfaces •  serve as cognitive artifacts  Tangible AR •  serve as cognitive artifacts
  • 70. Billinghurst and Duh 70 1. Viewpoint Control  2D/3D virtual objects are registered in 3D •  “VR in Real World”  Interaction •  2D/3D virtual viewpoint control  Applications •  Visualization, training
  • 71. Billinghurst and Duh 71 2. Information Browsering  Information is registered to real-world context •  Hand held AR displays  Interaction •  Manipulation of a window into information space  Applications •  Context-aware information displays Rekimoto, et al. 1997
  • 72. Billinghurst and Duh 72 3. 3D AR Interfaces  Virtual objects displayed in 3D physical space and manipulated •  HMDs and 6DOF head-tracking •  6DOF hand trackers for input  Interaction •  Viewpoint control •  Traditional 3D user interface interaction: manipulation, selection, etc. Kiyokawa, et al. 2000
  • 73. Billinghurst and Duh 73 4. Augmented Surfaces  Basic principles •  Virtual objects are projected on a surface •  Physical objects are used as controls for virtual objects •  Support for collaboration  Rekimoto, et al. 1998 •  Front projection •  Marker-based tracking •  Multiple projection surfaces
  • 74. Billinghurst and Duh 74 5. Tangible User Interfaces  Create digital shadows for physical objects  Foreground •  graspable UI  Background •  ambient interfaces
  • 75. Billinghurst and Duh 75 Lessons from Tangible Interfaces  Physical objects make us smart •  Norman’s “Things that Make Us Smart” •  encode affordances, constraints  Objects aid collaboration •  establish shared meaning  Objects increase understanding •  serve as cognitive artifacts
  • 76. Billinghurst and Duh 76 TUI Limitations  Difficult to change object properties •  Can’t tell state of digital data  Limited display capabilities •  projection screen = 2D •  dependent on physical display surface  Separation between object and display •  Augmented Surfaces
  • 77. Billinghurst and Duh 77 Tangible AR Metaphor  AR overcomes limitation of TUIs •  enhance display possibilities •  merge task/display space •  provide public and private views  TUI + AR = Tangible AR •  Apply TUI methods to AR interface design
  • 78. Billinghurst and Duh 78  Space-multiplexed •  Many devices each with one function –  Quicker to use, more intuitive, clutter –  Real Toolbox  Time-multiplexed •  One device with many functions –  Space efficient –  mouse
  • 79. Billinghurst and Duh 79 Tangible AR: Tiles (Space Multiplexed)  Tiles semantics •  data tiles •  operation tiles  Operation on tiles •  proximity •  spatial arrangements •  space-multiplexed
  • 80. Billinghurst and Duh 80 Tangible AR: Time- multiplexed Interaction  Use of natural physical object manipulations to control virtual objects  VOMAR Demo •  Catalog book: –  Turn over the page •  Paddle operation: –  Push, shake, incline, hit, scoop
  • 81. Billinghurst and Duh 81 Object Based Interaction: MagicCup  Intuitive Virtual Object Manipulation on a Table-Top Workspace •  Time multiplexed •  Multiple Markers –  Robust Tracking •  Tangible User Interface –  Intuitive Manipulation •  Stereo Display –  Good Presence
  • 83. Billinghurst and Duh 83 Tangible AR Design Principles  Tangible AR Interfaces use TUI principles •  Physical controllers for moving virtual content •  Support for spatial 3D interaction techniques •  Time and space multiplexed interaction •  Support for multi-handed interaction •  Match object affordances to task requirements •  Support parallel activity with multiple objects •  Allow collaboration between multiple users
  • 84. Billinghurst and Duh 84 Interaction with Handheld AR  Embodied Interaction •  Focuses on the device itself •  Touch, gesture, orientation, etc  Tangible Interaction •  Direct manipulation of known objects •  Tracking objects  Egocentric vs. Exocentric Interaction •  Egocentric – inside out (eg outdoor AR browsing) •  Exocentric – outside in (eg marker based AR)
  • 85. Billinghurst and Duh 85 Handheld AR Metaphors HandHeld AR Wearable AR Output: Display Input Input & Output
  • 86. Billinghurst and Duh 86 Handheld Interface Metaphors  Tangible AR Lens Viewing •  Look through screen into AR scene •  Interact with screen to interact with AR content –  Eg Invisible Train  Tangible AR Lens Manipulation •  Select AR object and attach to device •  Use the motion of the device as input –  Eg AR Lego
  • 87. Billinghurst and Duh 87 Case Study 1: 3D AR Lens Goal: Develop a lens based AR interface  MagicLenses •  Developed at Xerox PARC in 1993 •  View a region of the workspace differently to the rest •  Overlap MagicLenses to create composite effects
  • 88. Billinghurst and Duh 88 3D MagicLenses MagicLenses extended to 3D (Veiga et. al. 96)   Volumetric and flat lenses
  • 89. Billinghurst and Duh 89 AR Lens Design Principles  Physical Components •  Lens handle –  Virtual lens attached to real object  Display Elements •  Lens view –  Reveal layers in dataset  Interaction Metaphor •  Physically holding lens
  • 90. Billinghurst and Duh 90 Case Study 2: LevelHead  Physical Components •  Real blocks  Display Elements •  Virtual person and rooms  Interaction Metaphor •  Blocks are rooms
  • 91. Billinghurst and Duh 91 AR Perceptual + Cognitive Issues Design Guidelines
  • 92. Billinghurst and Duh 92 AR and Perception  Creating the illusion that virtual images are seamlessly part of the real world •  Must match real and virtual cues •  Depth, occlusion, lighting, shadows..
  • 93. Billinghurst and Duh 93 AR as Perception Problem  Goal of AR to fool human senses – create illusion that real and virtual are merged  Depth •  Size •  Occlusion •  Shadows •  Relative motion •  Etc..
  • 94. Billinghurst and Duh 94 Central goal of AR systems is to fool the human perceptual system  Display Modes •  Direct View •  Stereo Video •  Stereo graphics  Multi-modal display •  Different objects with different display modes •  Potential for depth cue conflict Perceptual Issues D. Drascic and P. Milgram. Perceptual issues in augmented reality. In M. T. Bolas, S. S. Fisher, and J. O. Merritt, editors, SPIE Volume 2653: Stereoscopic Displays and Virtual Reality Systems III, pages 123-134, January/February 1996.
  • 95. Billinghurst and Duh 95 Perceptual Issues  Combining multiple display modes •  Direct View, Stereo Video View, Graphics View  Conflict between display modes •  Mismatch between depth cues
  • 96. Billinghurst and Duh 96 Perceptual Issues  Static and Dynamic registration mismatch  Restricted Field of View  Mismatch of Resolution and Image clarity  Luminance mismatch  Contrast mismatch  Size and distance mismatch  Limited depth resolution  Vertical alignment mismatches  Viewpoint dependency mismatch
  • 97. Billinghurst and Duh 97 Types of Perceptual Issues  Environment: Issues related to the environment itself.  Capturing: Issues related to digitizing the environment  Augmentation: Issues related to the design, layout, and registration or AR content  Display device: Technical issues associated with the display device.  User: Issues associated with user perceiving content. E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited. 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.
  • 98. Billinghurst and Duh 98 Depth Cues  Pictorial: visual cues •  Occlusion, texture, relative brightness  Kinetic: motion cues •  Relative motion parallax, motion perspective  Physiological: motion cues •  Convergence, accommodation  Binocular disparity: two different eye images
  • 100. Billinghurst and Duh 100 Depth Perception
  • 101. Billinghurst and Duh 101 Occlusion Handling
  • 102. Billinghurst and Duh 102 Cognitive Issues in AR  Three categories of issues •  Information Presentation – displaying virtual information on the real world •  Physical Interaction – content creation, manipulation and navigation in AR •  Shared Experience – collaboration and supporting common experiences in AR Li, Nai, and Henry Been-Lirn Duh. "Cognitive Issues in Mobile Augmented Reality: An Embodied Perspective." Human Factors in Augmented Reality Environments. Springer New York, 2013. 109-135.
  • 103. Billinghurst and Duh 103 Information Presentation  Information Presentation •  Amount of information •  Clutter, complexity •  Representation of information •  Navigation cues, POI representation •  Placement of information •  Head, body, world stabilized •  View combination •  Multiple views
  • 104. Billinghurst and Duh 104 Twitter 360  www.twitter-360.com  iPhone application  See geo-located tweets in real world  Twitter.com supports geo tagging
  • 105. Billinghurst and Duh 105 Wikitude – www.mobilizy.com Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah
  • 106. Billinghurst and Duh 106 Information Filtering
  • 107. Billinghurst and Duh 107 Information Filtering
  • 108. Billinghurst and Duh 108 Physical Interaction  Physical Interaction •  Navigation •  Direct Manipulation •  Embodied vs. Tangible •  Multimodal interaction •  Content creation
  • 109. Billinghurst and Duh 109 Outdoor AR: Limited FOV
  • 110. Billinghurst and Duh 110 Possible solutions  Overview + Detail •  spatial separation; two views  Focus + Context •  merges both views into one view  Zooming •  temporal separation
  • 111. Billinghurst and Duh 111  TU Graz – HIT Lab NZ - collaboration •  Zooming panorama •  Zooming Map Zooming Views
  • 112. Billinghurst and Duh 112 Gesture Based Interaction  HMD-based AR frees the users hands •  Natural hand based interaction •  Intuitive manipulation – low cognitive load  Example •  Tinmith-Hand Two hand manipulation of 3D models 112
  • 113. Billinghurst and Duh 113 Shared Experiences  Shared Experience •  Social context •  Bodily configuration •  Artifact manipulation •  Display space
  • 114. Billinghurst and Duh 114 TAT Augmented ID
  • 117. Billinghurst and Duh 117 Designing for Children  Development Psychology Factors •  Motor Abilities •  Spatial Abilities •  Logic Abilities •  Attention Abilities Radu, Iulian, and Blair MacIntyre. "Using children's developmental psychology to guide augmented-reality design and usability." Mixed and Augmented Reality (ISMAR), 2012 IEEE International Symposium on. IEEE, 2012.
  • 118. Billinghurst and Duh 118 Motor Abilities Skill Type Challenging AR Interaction Multiple hand coordination Holding phone in one hand and using another hand to move marker Hand-eye coordination Using a marker to intercept a moving object Fine motor skills Moving a marker on a specified path Gross motor skills and endurance Turning body around to look at a panorama
  • 119. Billinghurst and Duh 119 Spatial Abilities Skill Type Challenging AR Interaction Spatial memory Remembering the configuration of a large virtual space while handheld screen shows a limited view Spatial Perception Understanding when a virtual item is on top of a physical item Spatial Visualization Predict when virtual objects are visible by other people or virtual characters
  • 120. Billinghurst and Duh 120 Attention and Logic Skill Type Challenging AR Interaction Divided attention Playing an AR game, and making sure to keep marker in view so tracking is not lost Selective and executive attention Playing an AR game while moving outdoors Skill Type Challenging AR Interaction Remembering and reversing Remembering how to recover from tracking loss Abstract over concrete thinking Understanding that virtual objects are computer generated, and they do not need to obey physical laws Attention Abilities Logic and Memory
  • 121. Billinghurst and Duh 121121 AR Development Tools
  • 122. Billinghurst and Duh 122 AR Authoring Tools  Low Level Software Libraries •  osgART, Studierstube, MXRToolKit  Plug-ins to existing software •  DART (Macromedia Director), mARx, Unity,  Stand Alone •  AMIRE, BuildAR, Metaio Creator etc  Rapid Prototyping Tools •  Flash, OpenFrameworks, Processing, Arduino, etc  Next Generation •  iaTAR (Tangible AR)
  • 123. Billinghurst and Duh 123 ARToolKit (Kato 1998)  Open source – computer vision based AR tracking  http://artoolkit.sourceforge.net/
  • 124. Billinghurst and Duh 124 ARToolKit Structure  Three key libraries: •  AR32.lib – ARToolKit image processing functions •  ARgsub32.lib – ARToolKit graphics functions •  ARvideo.lib – DirectShow video capture class DirectShow ARvideo.lib
  • 125. Billinghurst and Duh 125 Software  Cross platform •  Windows, Mac, Linux, IRIX, Symbian, iPhone, etc  Additional basic libraries •  Video capture library (Video4Linux, VisionSDK) •  OpenGL, GLUT  Requires a rendering library •  Open VRML, Open Inventor, osgART, etc
  • 126. Billinghurst and Duh 126 OSGART Programming Library  Integration of ARToolKit with a High-Level Rendering Engine (OpenSceneGraph) OSGART= OpenSceneGraph + ARToolKit  Supporting Geometric + Photometric Registration
  • 127. Billinghurst and Duh 127 osgART Approach: AR Scene Graph Video Geode Root Transform 3D Object Virtual Camera Projection matrix from tracker calibration Transformati on matrix updated from marker tracking in realtime Video Layer Full-screen quad with live texture updated fromVideo source Orthographic projection
  • 128. Billinghurst and Duh 128 osgART:Features  C++ (but also Python, Lua, etc).  Multiple Video Input supports: •  Direct (Firewire/USB Camera), Files, Network by ARvideo, PtGrey, CVCam, VideoWrapper, etc.  Benefits of Open Scene Graph •  Rendering Engine, Plug-ins, etc
  • 129. Billinghurst and Duh 129 ARToolKit Family ARToolKit ARToolKit NFT ARToolKit (Symbian) NyToolKit - Java, C#, - Android, WM JARToolKit (Java) FLARToolKit (Flash) FLARManager (Flash)
  • 130. Billinghurst and Duh 130 Why Browser Based AR?  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
  • 131. Billinghurst and Duh 131 FLARToolkit Papervision 3D Adobe Flash AR Application Components
  • 132. Billinghurst and Duh 132 FLARToolKit Example  Boffswana Living Sasquatch  In first month •  100K unique visits •  500K page views •  6 minutes on page
  • 133. Billinghurst and Duh 133 Low Level Mobile AR Tools  Vuforia Tracking Library (Qualcomm) •  Vuforia.com •  iOS, Android •  Computer vision based tracking •  Marker tracking, 3D objects, frame markers  Integration with Unity •  Interaction, model loading, game logic
  • 134. Billinghurst and Duh 134 Junaio - www.junaio.com
  • 135. Billinghurst and Duh 135 Junaio Key Features  Content provided in information channels •  Over 2,000 channels available  Two types of AR channels •  GLUE channels – visual tracking •  Location based channels – GPS, compass tracking  Simple to use interface with multiple views •  List, map, AR (live) view  Point of Interest (POI) based •  POIs are geo-located content
  • 137. Billinghurst and Duh 137 AREL  Augmented Reality Environment Language •  Overcomes limitations of XML by itself •  Based on web technologies; XML, HTML5, JavaScript  Core Components 1.  AREL XML: Static file, specifies scene content 2.  AREL JavaScript: Handles all interactions and animation. Any user interaction send an event to AREL JS 3.  AREL HTML5: GUI Elements. Buttons, icons, etc  Advantages •  Scripting on device, more functionality, GUI customization
  • 141. Billinghurst and Duh 141 Result
  • 142. Billinghurst and Duh 142 BirdsView  Location Based CMS •  Add content, publish to Layar or Junaio •  http://www.birdsview.de/
  • 143. Billinghurst and Duh 143 BirdsView on Junaio
  • 144. Billinghurst and Duh 144 BirdsView on Junaio
  • 145. Billinghurst and Duh 145 BuildAR  http://www.buildar.co.nz/  Stand alone application  Visual interface for AR model viewing application  Enables non-programmers to build AR scenes
  • 146. Billinghurst and Duh 146 Metaio Creator  Drag and drop Junaio authoring
  • 147. Billinghurst and Duh 147 Total Immersion D’Fusion Studio  Complete commercial authoring platform •  http://www.t-immersion.com/ •  Multi-platform •  Markerless tracking •  Scripting •  Face tracking •  Finger tracking •  Kinect support
  • 148. Billinghurst and Duh 148 Others  AR-Media •  http://www.inglobetechnologies.com/ •  Google sketch-up plug-in  LinceoVR •  http://linceovr.seac02.it/ •  AR/VR authoring package  Libraries •  JARToolKit, MXRToolKit, ARLib, Goblin XNA
  • 149. Billinghurst and Duh 149 Research in AR Authoring  iaTAR (Lee 2004) •  Immersive AR Authoring •  Using real objects to create AR applications
  • 150. Billinghurst and Duh 150 Rapid Prototyping  Speed development time by using quick hardware mockups •  handheld device connected to PC •  LCD screen •  USB phone keypad •  Camera
  • 151. Billinghurst and Duh 151 Build Your Own Google Glass  Rapid Prototype Glass-Like HMD  Myvu HMD + headphone + iOS Device + basic glue skills •  $300 + less than 3 hours construction   http://www.instructables.com/id/DIY-Google-Glasses-AKA-the-Beady-i/
  • 153. Billinghurst and Duh 153 BUNRATTY FOLK PARK  Irish visitor attraction run by Shannon Heritage  19th century life is recreated  Buildings from the mid-west have been relocated to the 26-land surrounding Bunratty Castle  30 buildings are set in a rural or village setting there.
  • 154. Billinghurst and Duh 154 AUGMENTED REALITY 154 In Bunratty Folk Park:  Allows the visitor to point a camera at an exhibit, the device recognises its by it’s location and layers digital information on to the display  3- dimensional virtual objects can be positioned with real ones on display  Leads to dynamic combination of a live camera view and information
  • 155. Billinghurst and Duh 155 ITERATIVE DESIGN PROCESS Prototyping and User Testing  Low Fidelity Prototyping • Sketches • Paper Prototyping • Post-It Prototyping • PowerPoint Prototyping  High Fidelity Prototyping • Wikitude
  • 156. Billinghurst and Duh 156 Storyboarding 156
  • 157. Billinghurst and Duh 157 INITIAL SKETCHES Pros:   •   Good  for  idea  genera/on   •   Cheap   •   Concepts  seem  feasible   Cons:   •   Not  great  feedback  gained   •   Photoshop  not  fast  enough   for  making  changes  
  • 158. Billinghurst and Duh 158 Post-it Note Prototyping Camera  View  with  3D  Annota/on   •   Selec/on  highlighted  in  blue   •   Home  buBon  added  for  easy   naviga/on  to  main  menu  
  • 159. Billinghurst and Duh 159 POWERPOINT PROTOTYPING Benefits     •   Used  for  User  Tes/ng   •   Interac/ve   •   Func/onali/es  work   •   Quick   •   Easy  arrangement  of  slides   User  Tes/ng   •   Par/cipants  found   •   15  minute  sessions  screen  captured   •   ‘Talk  Allowed’  technique  used     •   Notes  taken   •   Post-­‐Interview  
  • 160. Billinghurst and Duh 160 WIKITUDE PROTOTYPE User Testing  Application well received  Understandable  Participants playful with the technology
  • 161. Billinghurst and Duh 161 FINAL VIDEO PROTOTYPE  Flexible  tool  for  capturing  the  use   of  an  interface    Elaborate  simula/on  of  how  the   naviga/onal  aid  will  work    Does  not  need  to  be  realis/c  in   every  detail    Gives  a  good  idea  of  how  the   finished  system  will  work  
  • 162. Billinghurst and Duh 162162 AR Evaluation Methods
  • 163. Billinghurst and Duh 163 The Interaction Design Process
  • 164. Billinghurst and Duh 164 Why Evaluate AR Applications?  To test and compare interfaces, new technologies, interaction techniques  To validate the efficiency and efficient the AR interface and system  Test Usability (learnability, efficiency, satisfaction,...)  Get user feedback  Refine interface design  Better understand your end users  ...
  • 165. Billinghurst and Duh 165 Survey of AR Papers  Edward Swan (2005)  Surveyed major conference/journals (1992-2004) – Presence, ISMAR, ISWC, IEEE VR  Summary •  1104 total papers •  266 AR papers •  38 AR HCI papers (Interaction) •  21 AR user studies  Only 21 from 266 AR papers had a formal user study •  Less than 8% of all AR papers
  • 166. Billinghurst and Duh 166 HIT Lab NZ Usability Survey   A Survey of Evaluation Techniques Used in Augmented Reality Studies •  Andreas Dünser, Raphaël Grasset, Mark Billinghurst  reviewed publications from 1993 to 2007 •  Extracted 6071 papers which mentioned “Augmented Reality” •  Searched to find 165 AR papers with User Studies
  • 169. Billinghurst and Duh 169 Types of Experimental Measures Used  Types of Experimental Measures •  Objective measures •  Subjective measures •  Qualitative analysis •  Usability evaluation techniques •  Informal evaluations
  • 170. Billinghurst and Duh 170 Types of Experimental Measures Used
  • 171. Billinghurst and Duh 171 Types of Experiments and topics   Sensation, Perception & Cognition •  How is virtual content perceived ? •  What perceptual cues are most important ? •  How to visualize augmented/overlay information on real environment? •  Visual search/attention/salience issues of human performance   Interaction •  How can users interact with virtual content ? •  Which interaction techniques are most efficient in certain context ?   Collaboration & Social issues •  How is collaboration in AR interface different ? •  Which collaborative cues can be conveyed best ? •  Privacy and security issues of AR interface
  • 172. Billinghurst and Duh 172 Types of AR User Studies
  • 173. Billinghurst and Duh 173 Summary  Over last 10 years •  Most user studies focused on user performance •  Fewest user studies on collaboration – MobileAR was not popular before 2009 •  Objective performance measures most used •  Qualitative and usability measures least used
  • 174. Billinghurst and Duh 174 Sample Size  … the more the better •  for quantitative analysis: •  rule of thumb approx. 15-20 or more (for cognitive and lab type of experiment) •  absolute minimum of 8-10 per cell  Ideal sample size can be calculated - power analysis •  Power (1- beta) => the chance to reject the null hypothesis when the null hypothesis is false •  Power is the probability of observing a difference when it really exists •  Power increases with sample size •  Power decreases with variance  Large effects can be detected with smaller samples •  e.g. to discriminate mean speed between turtles and a rabbits
  • 175. Billinghurst and Duh 175 Data Collection and Analysis  The choice of a method is dependent on the type of data that needs to be collected  In order to test a hypothesis the data has to be analysed using a statistical method  The choice of a statistical method depends on the type of collected data  All the decisions about an experiment should be made before it is carried out
  • 176. Billinghurst and Duh 176 Observe and Measure  Observations are gathered… •  manually (human observers) •  automatically (computers, software, cameras, sensors, etc.)  A measurement is a recorded observation  Objective metrics  Subjective metrics
  • 177. Billinghurst and Duh 177 Typical objective metrics  task completion time  errors (number, percent,…)  percent of task completed  ratio of successes to failures  number of repetitions  number of commands used  number of failed commands  physiological data (heart rate,…)  …
  • 178. Billinghurst and Duh 178 Typical subjective metrics  user satisfaction  subjective performance  ratings  ease of use  intuitiveness  judgments  …
  • 179. Billinghurst and Duh 179 Data Types  Subjective •  Subjective survey –  Likert Scale, condition rankings •  Observations –  Think Aloud •  Interview responses  Objective •  Performance measures –  Time, accuracy, errors •  Process measures –  Video/audio analysis How easy was the task 1 2 3 4 5 Not very easy Very easy
  • 180. Billinghurst and Duh 180 Experimental Measures Measure What does it tell us? How is it measured? Timings Performance Via a stopwatch, or automatically by the device. Errors Performance, Particular sticking points in a task By success in completing the task correctly. Through experimenter observation, examining the route walked. Perceived Workload Effort invested. User satisfaction Through NASA TLX scales and other questionnaires. Distance traveled and route taken Depending on the application, these can be used to pinpoint errors and to indicate performance Using a pedometer, GPS or other location-sensing system. By experimenter observation. Percentage preferred walking speed Performance By finding average walking speed, which is compared with normal walking speed. Comfort User satisfaction. Device acceptability Comfort Rating Scale and other questionnaires. User comments and preferences User satisfaction and preferences. Particular sticking points in a task. Through questionnaires, interviews and think-alouds. Experimenter observations Different aspects, depending on the experimenter and on the observations Through observation and note-taking
  • 181. Billinghurst and Duh 181 Statistical Analysis  Once data is collected statistics can be used for analysis  Typical Statistical Techniques •  Comparing between two results –  Unpaired T-Test (for between subjects – assumes normal distribution) –  Paired T-Test (for within subjects – assumes normal distribution) –  Mann–Whitney U (independent samples) •  Comparing between > two results –  Followed by post-hoc analysis – Bonferroni Test –  Analysis of Variance – ANOVA –  Kruskal–Wallis (does not assume normal distribution)
  • 182. Billinghurst and Duh 182 Case Study: A Wearable Information Space Head Stabilized Body Stabilized An AR interface provides spatial audio and visual cues Does a spatial interface aid performance? – Task time / accuracy M. Billinghurst, J. Bowskill, Nick Dyer, Jason Morphett (1998). An Evaluation of Wearable Information Spaces. Proc. Virtual Reality Annual International Symposium.
  • 183. Billinghurst and Duh 183 Task Performance  Task •  find target icons on 8 pages •  remember information space  Conditions A - head-stabilized pages B - cylindrical display with trackball C - cylindrical display with head tracking  Subjects •  Within subjects (need fewer subjects) •  12 subjects used
  • 184. Billinghurst and Duh 184 Experimental Measures  Objective •  spatial ability (pre-test) •  time to perform task •  information recall •  workload (NASA TLX)  Subjective •  Post Experiment Survey –  rank conditions (forced choice) –  Likert Scale Questions -  “How intuitive was the interface to use?” Many Different Measures
  • 185. Billinghurst and Duh 185 Post Experiment Survey For each of these conditions please answer: 1) How easy was it to find the target? 1 2 3 4 5 6 7 1=not very easy 7=very easy For the head stabilised condition (A): For the cylindrical condition with mouse input (B): For the head tracked condition (C): Rank all the conditions in order on a scale of one to three 1) Which condition was easiest to find target (1 = easiest, 3 = hardest) A: B: C:
  • 186. Billinghurst and Duh 186 Results  Body Stabilization Improved Performance •  search times significantly faster (One factor ANOVA)  Head Tracking Improved Information recall •  no difference between trackball and stack case  Head tracking involved more physical work
  • 187. Billinghurst and Duh 187 Subjective Impressions   Subjects Felt Spatialized Conditions (ANOVA): •  More enjoyable •  Easier to find target
  • 188. Billinghurst and Duh 188 Subjective Impressions   Subject Rankings (Kruskal-Wallis) •  Spatialized easier to use than head stabilized •  Body stabilized gave better understanding •  Head tracking most intuitive
  • 189. Billinghurst and Duh 189 AR Evaluation  Field, Field, Field – •  Field studies vs. Lab studies •  Contextual design and evaluation  Combined methods (qualitative and quantitative studies) •  Weakness of each method should be considered  New/modified evaluation methods may need to be developed  Seek for more new evaluation case studies in AR
  • 190. Billinghurst and Duh 190190 AR Design Case Study
  • 191. Billinghurst and Duh 191 “The Jackson Plan” An Educational Location-based Handheld AR Game Learning while in travel Mobile AR Entertainment for Children
  • 192. Billinghurst and Duh 192 The Jackson Plan  Overview ‘The Jackson Plan’ is an educational discovery Mobile Augmented Reality game that is set on the historical urban plan of the same name (also known as the “Plan of the Town of Singapore”) Using multi-modality features on an Apple iPad2, players collaboratively experience this location-based Mobile Augmented Reality game around the several important historical sites and events that revolve around Sir Thomas Stamford Raffles and his founding of the island of Singapore in 1819. The Jackson Plan 1822, is on display at the Singapore History Gallery, National Museum of Singapore
  • 193. Billinghurst and Duh 193  Learning Goals/Objectives Unit   Learning objectives   Jackson Plan   【Knowledge】 1. To acquire a better understanding of the key developments of the Raffles’s arrival, its early settlers and Raffle’s town plan. 【Skills】 1. To explains the reasons for the founding of Singapore (1819). 2. To explain the importance of trade to Singapore. 3. To describe the contributions of key personalities and immigrants to the growth and development of Singapore. 【Values & Attitudes】 1. To develop an interest in the past. 2. To appreciate culture heritage as well as to instill a sense of courage, diligence and perseverance to Singapore.   History Syllabus for Lower Secondary, Year of Implementation: 2006. ISBN 981-05-1669-X. Source: Curriculum Planning and Development Division, Ministry of Education, Singapore Learning Content
  • 194. Billinghurst and Duh 194 Consideration  How can a new technology help new learning experience in cultural heritage?  Interdisciplinary research (Design, Technology, Education and Learning)  System building, a single application or  Recognition in each field  Real deployment in schools 194
  • 195. Billinghurst and Duh 195 Theoretical Framework “Situated cognition via scaffolding mechanisms ([Vygotsky, 1978])” Distinct HAR technology pairings available in a game, (0=No, 1=Yes), resulting in four possible eHAR game types and play styles, each with an implementation process. Y.-N. Chang, R. K. C. Koh, and H. B.-L. Duh, "Handheld AR games - A triarchic conceptual design framework," in Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH), 2011 IEEE International Symposium On, Basel, Switzerland, 2011, pp. 29-36. Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
  • 196. Billinghurst and Duh 196  Triarchic conceptual design framework •  GPS navigation: Location-based implementation for Cultural & Historical (contextual) explorations •  Overlaying options: ‘Binoculars’ metaphor (i.e., Panoramic Map) •  Virtual properties (game inventory) •  Geo-tagging / (diary) •  Blended mini games (i.e. puzzles) •  Tasks may exploit platform’s hardware features (GPS, Accelerometer) •  Visual identification of past and present imagery •  History comes to life by exploiting location- dependent contexts •  Backend confirmation with server connectivity (‘Wizard of Oz’ possibility) for dynamic situational exchanges, i.e. messages, images, induce player- behaviors, etc •  Promote Contextual Inquiry & Collaboration (Learning Strategies) Theoretical Framework
  • 197. Billinghurst and Duh 197 The Jackson Plan Textbook: SINGAPORE: FROM SETTLEMENT TO NATION - PRE-1819 TO 1971 (Marshall Cavendish Education) Theme: Chapter 3 - What Part Did the Different Immigrant Communities Play in Singapore’s Development? TheJackson Plan Prior Knowledge: The settlement of Singapore -Why Raffles chose Singapore Singapore’s central location Central location Excellent port Good supply of drinking water The Dutch had not occupied the island Immigrants Why immigrants came Singapore’s town plan Lieutenant Philip Jackson,1822 Improve the haphazard building plan Segregated population groups Populations from trading goods / countries Chinese Coolies Samsui women Indians Labourers Coolies Malays Shipbuilders Europeans Merchants Arabs Traders
  • 198. Billinghurst and Duh 198 • Ideation: Use of Historical Illustrations / Images in Situated Augmented Views •  Panoramic / Still - Visual Imageries of the Past + GPS
  • 199. Billinghurst and Duh 199 Game Features, Mechanisms & Platform - Ideations • ‘Civic District Trail’ - A tourist’s DIY exploration experience promoted by the Singapore Tourism Board
  • 200. Billinghurst and Duh 200 Virtual & physical interaction Manipulate knowledge-collect trading materials (i.e. spices) Geo-Tagging the “right” locations Taking pictures (Wizard of Oz)Blended casual mini-games with physical interaction and collaboration Game Features, Mechanisms & Platform
  • 201. Billinghurst and Duh 201 Game Features, Mechanisms & Platform
  • 202. Billinghurst and Duh 202 Chinese: Chinatow n Indian s Europeans & Rich Asians Malays & Muslims “Plan of the town of Singapore” by Lieutenant Phillip Jackson,1822 Commerci al Square Game Features, Mechanisms & Platform
  • 203. Billinghurst and Duh 203 Phase Learning Objectives Learning Task(s) Time 1 Understanding of activities To understand the Gameplay and manipulation of iPad2 devices - Introduction to Gameplay - Game introduction / Mission Briefing 15 min 2 Constructing Knowledge To understand the background of Singapore settlement - Information Collection: Know who these immigrants are 15 min 3 Mastering To analyze how did the immigrants contribute to Singapore as a trading centre - Experience the entrepot trade 20 min 4 Knowledge Application To make comparisons and organize information of the different contributions of immigrants - Make an accusation by evidence (Gain a summative feedback) 15 min The Jackson Plan: Planned Gaming Activities
  • 204. Billinghurst and Duh 204 The Trail
  • 205. Billinghurst and Duh 205 Game Design
  • 206. Billinghurst and Duh 206 Game Design
  • 207. Billinghurst and Duh 207 The Jackson Plan - Features
  • 208. Billinghurst and Duh 208 Evaluation • 72 students (36 pairs) took part in the evaluation • Secondary One classes (~12-13 years old) • They were equally divided into 2 main groups, Location-based and Digital Book versions Digital Book   Location-based AR   Platform   Apple iPad2   Apple iPad2   Collaboration   Yes   Yes   Interaction Type   Non-AR   Location-based AR   Play Space   Indoors   Outdoors  
  • 209. Billinghurst and Duh 209  The structure of knowledge Evaluation
  • 210. Billinghurst and Duh 210 The Jackson Plan
  • 211. Billinghurst and Duh 211 The Jackson Plan
  • 212. Billinghurst and Duh 212 The Jackson Plan
  • 213. Billinghurst and Duh 213 The Jackson Plan
  • 214. Billinghurst and Duh 214 The Jackson Plan
  • 215. Billinghurst and Duh 215 The Jackson Plan
  • 216. Theory into Practice: Domain-Centric Handheld Augmented Reality Game Design Study 3 - Co-creativity fusions in interdisciplinary AR game developments
  • 217. Billinghurst and Duh 217217 AR Research Directions
  • 218. Billinghurst and Duh 218Vision of AR
  • 219. Billinghurst and Duh 219 To Make the Vision Real..  Hardware/software requirements •  Contact lens displays •  Free space hand/body tracking •  Speech/gesture recognition •  Etc..  Most importantly •  Usability
  • 220. Billinghurst and Duh 220 Natural Interaction  Automatically detecting real environment •  Environmental awareness •  Physically based interaction  Gesture Input •  Free-hand interaction  Multimodal Input •  Speech and gesture interaction •  Implicit rather than Explicit interaction
  • 222. Billinghurst and Duh 222 AR MicroMachines  AR experience with environment awareness and physically-based interaction •  Based on MS Kinect RGB-D sensor  Augmented environment supports •  occlusion, shadows •  physically-based interaction between real and virtual objects
  • 223. Billinghurst and Duh 223 Operating Environment
  • 224. Billinghurst and Duh 224 Architecture  Our framework uses five libraries: •  OpenNI •  OpenCV •  OPIRA •  Bullet Physics •  OpenSceneGraph
  • 225. Billinghurst and Duh 225 System Flow  The system flow consists of three sections: •  Image Processing and Marker Tracking •  Physics Simulation •  Rendering
  • 226. Billinghurst and Duh 226 Physics Simulation  Create virtual mesh over real world  Update at 10 fps – can move real objects  Use by physics engine for collision detection (virtual/real)  Use by OpenScenegraph for occlusion and shadows
  • 227. Billinghurst and Duh 227 Rendering Occlusion Shadows
  • 229. Billinghurst and Duh 229 Architecture 5. Gesture • Static Gestures • Dynamic Gestures • Context based Gestures 4. Modeling • Hand recognition/modeling • Rigid-body modeling 3. Classification/Tracking 2. Segmentation 1. Hardware Interface HITLabNZ’s Gesture Library
  • 230. Billinghurst and Duh 230 Architecture 5. Gesture •  Static Gestures •  Dynamic Gestures •  Context based Gestures 4. Modeling •  Hand recognition/ modeling •  Rigid-body modeling 3. Classification/Tracking 2. Segmentation 1. Hardware Interface HITLabNZ’s Gesture Library o  Supports PCL, OpenNI, OpenCV, and Kinect SDK. o  Provides access to depth, RGB, XYZRGB. o  Usage: Capturing color image, depth image and concatenated point clouds from a single or multiple cameras o  For example: Kinect for Xbox 360 Kinect for Windows Asus Xtion Pro Live
  • 231. Billinghurst and Duh 231 Architecture 5. Gesture •  Static Gestures •  Dynamic Gestures •  Context based Gestures 4. Modeling •  Hand recognition/ modeling •  Rigid-body modeling 3. Classification/Tracking 2. Segmentation 1. Hardware Interface o  Segment images and point clouds based on color, depth and space. o  Usage: Segmenting images or point clouds using color models, depth, or spatial properties such as location, shape and size. o  For example: HITLabNZ’s Gesture Library Skin color segmentation Depth threshold
  • 232. Billinghurst and Duh 232 Architecture 5. Gesture •  Static Gestures •  Dynamic Gestures •  Context based Gestures 4. Modeling •  Hand recognition/ modeling •  Rigid-body modeling 3. Classification/Tracking 2. Segmentation 1. Hardware Interface o  Identify and track objects between frames based on XYZRGB. o  Usage: Identifying current position/orientation of the tracked object in space. o  For example: HITLabNZ’s Gesture Library Training set of hand poses, colors represent unique regions of the hand. Raw output (without- cleaning) classified on real hand input (depth image).
  • 233. Billinghurst and Duh 233 Architecture 5. Gesture •  Static Gestures •  Dynamic Gestures •  Context based Gestures 4. Modeling •  Hand recognition/ modeling •  Rigid-body modeling 3. Classification/Tracking 2. Segmentation 1. Hardware Interface o  Hand Recognition/Modeling   Skeleton based (for low resolution approximation)   Model based (for more accurate representation) o  Object Modeling (identification and tracking rigid-body objects) o  Physical Modeling (physical interaction)   Sphere Proxy   Model based   Mesh based o  Usage: For general spatial interaction in AR/VR environment HITLabNZ’s Gesture Library
  • 234. Billinghurst and Duh 234 Method   Represent  models  as  collec1ons  of  spheres  moving  with  the   models  in  the  Bullet  physics  engine  
  • 235. Billinghurst and Duh 235 Method   Render  AR  scene  with  OpenSceneGraph,  using  depth  map   for  occlusion   Shadows  yet  to  be  implemented  
  • 236. Billinghurst and Duh 236 Results
  • 237. Billinghurst and Duh 237 Architecture 5. Gesture •  Static Gestures •  Dynamic Gestures •  Context based Gestures 4. Modeling •  Hand recognition/ modeling •  Rigid-body modeling 3. Classification/Tracking 2. Segmentation 1. Hardware Interface o  Static (hand pose recognition) o  Dynamic (meaningful movement recognition) o  Context-based gesture recognition (gestures with context, e.g. pointing) o  Usage: Issuing commands/ anticipating user intention and high level interaction. HITLabNZ’s Gesture Library
  • 239. Billinghurst and Duh 239 Multimodal Interaction  Combined speech input  Gesture and Speech complimentary •  Speech –  modal commands, quantities •  Gesture –  selection, motion, qualities  Previous work found multimodal interfaces intuitive for 2D/3D graphics interaction
  • 240. Billinghurst and Duh 240 Free Hand Multimodal Input  Use free hand to interact with AR content  Recognize simple gestures  No marker tracking Point Move Pick/Drop
  • 241. Billinghurst and Duh 241 Multimodal Architecture
  • 242. Billinghurst and Duh 242 Multimodal Fusion
  • 243. Billinghurst and Duh 243 Hand Occlusion
  • 244. Billinghurst and Duh 244 User Evaluation  Change object shape, colour and position  Conditions •  Speech only, gesture only, multimodal  Measure •  performance time, error, subjective survey
  • 245. Billinghurst and Duh 245 Experimental Setup Change object shape and colour
  • 246. Billinghurst and Duh 246 Results  Average performance time (MMI, speech fastest) •  Gesture: 15.44s •  Speech: 12.38s •  Multimodal: 11.78s  No difference in user errors  User subjective survey •  Q1: How natural was it to manipulate the object? –  MMI, speech significantly better •  70% preferred MMI, 25% speech only, 5% gesture only
  • 248. Billinghurst and Duh 248 Natural Gesture Interaction on Mobile  Use mobile camera for hand tracking •  Fingertip detection
  • 249. Billinghurst and Duh 249 Evaluation  Gesture input more than twice as slow as touch  No difference in naturalness
  • 250. Billinghurst and Duh 250 Intelligent Interfaces  Most AR systems are stupid •  Don’t recognize user behaviour •  Don’t provide feedback •  Don’t adapt to user  Especially important for training •  Scaffolded learning •  Moving beyond check-lists of actions
  • 251. Billinghurst and Duh 251 Intelligent Interfaces  AR interface + intelligent tutoring system •  ASPIRE constraint based system (from UC) •  Constraints –  relevance cond., satisfaction cond., feedback
  • 252. Billinghurst and Duh 252 Domain Ontology
  • 253. Billinghurst and Duh 253 Intelligent Feedback  Actively monitors user behaviour •  Implicit vs. explicit interaction  Provides corrective feedback
  • 255. Billinghurst and Duh 255 Evaluation Results  16 subjects, with and without ITS  Improved task completion  Improved learning
  • 256. Billinghurst and Duh 256 Intelligent Agents  AR characters •  Virtual embodiment of system •  Multimodal input/output  Examples •  AR Lego, Welbo, etc •  Mr Virtuoso –  AR character more real, more fun –  On-screen 3D and AR similar in usefulness
  • 257. Billinghurst and Duh 257 Contact Lens Display  Babak Parviz •  University Washington  MEMS components •  Transparent elements •  Micro-sensors  Challenges •  Miniaturization •  Assembly •  Eye-safe
  • 258. Billinghurst and Duh 258 Contact Lens Prototype
  • 259. Billinghurst and Duh 259 Conclusion
  • 260. Billinghurst and Duh 260 Conclusion  There is need for better designed AR experiences  Through •  use of Interaction Design principles •  understanding of the technology •  use of rapid prototyping tools •  rigorous user evaluation  There a number of important areas for future research •  Natural interaction •  Multimodal interfaces •  Intelligent agents •  Novel displays
  • 261. Billinghurst and Duh 261 More Information •  Mark Billinghurst – mark.billinghurst@hitlabnz.org •  Websites – www.hitlabnz.org •  Henry Duh – hblduh@gmail.com
  • 262. Billinghurst and Duh 262262 Resources
  • 263. Billinghurst and Duh 263 Websites  Meta List of AR SDKs •  http://www.icg.tugraz.at/Members/gerhard/augmented-reality-sdks  ARToolKit Software Download •  http://artoolkit.sourceforge.net/  ARToolKit Documentation •  http://www.hitl.washington.edu/artoolkit/  ARToolKit Forum •  https://www.artoolworks.com/community/forum/  ARToolworks Inc •  http://www.artoolworks.com/
  • 264. Billinghurst and Duh 264  ARToolKit Plus •  http://studierstube.icg.tu-graz.ac.at/handheld_ar/artoolkitplus.php  osgART •  http://www.osgart.org/  FLARToolKit •  http://www.libspark.org/wiki/saqoosha/FLARToolKit/  FLARManager •  http://words.transmote.com/wp/flarmanager/
  • 265.
  • 266. Billinghurst and Duh 266 AR Labs  Europe •  TU Graz, Cambridge U, TU Munich, FraunhoferIGD  USA •  Columbia U, Georgia Tech, USC  Asia •  KIST, KAIST •  AIST, Kyoto U, NAIST, U of Tsukuba •  NUS, UniSA, HITLab NZ  Companies •  Qualcomm, Nokia, Layar, Wikitube, Metaio
  • 267. Billinghurst and Duh 267 Books  Interactive Environments with Open-Source Software: 3D Walkthroughs and Augmented Reality for Architects with Blender 2.43, DART 3.0 and ARToolKit 2.72 by Wolfgang Höhl  A Hitchhikers Guide to Virtual Reality by Karen McMenemy and Stuart Ferguson  Bimber, Raskar. Spatial Augmented Reality (2005)
  • 268. Billinghurst and Duh 268  Books Mobile Interaction Design Matt Jones and Gary Marsden Designing for Small Screens Studio 7.5 Handheld Usability Scott Weiss Designing the Mobile User Experience Barbara Ballard
  • 269. Billinghurst and Duh 269 Publication venues   Conference •  IEEE/ACM International Symposium in Mixed and Augmented Reality (IEEE/ ACM ISMAR) (ismar.net) •  IEEE Virtual Reality (IEEE VR) •  Korean-Japan Mixed Reality Workshop (KJMR)   Journal •  IEEE Transaction on Visualization and Computer Graphics (IEEE) •  Computer & Graphics (Elsevier) •  PRESENCE (MIT Press)   Papers •  Zhou, F., Duh, H.B.L., and Billinghurst, M. (2008). Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR. in IEEE International Symposium on Mixed and Augmented Reality (IEEE/ACM ISMAR) 193-202 •  Azuma, R., Baillot, Behringer, R., Feiner, S., Julier, S., MacIntyre, B., (2001). Recent Advances in Augmented Reality, IEEE Computer Graphics and Applications, 34-47
  • 270. Billinghurst and Duh 270 More Papers   E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited. 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.   D. Drascic and P. Milgram. Perceptual issues in augmented reality. In M. T. Bolas, S. S. Fisher, and J. O. Merritt, editors, SPIE Volume 2653: Stereoscopic Displays and Virtual Reality Systems III, pages 123-134, January/February 1996. 270
  • 271. Billinghurst and Duh 271 Developer Guidelines  Palm http://www.access-company.com/developers/documents/docs/ui/ UI_Design.html  Zen of Palm guidelines http://www.access-company.com/developers/documents/docs/ zenofpalm.pdf  Motorola http://developer.motorola.com/docstools/developerguides/  iPhone Human Interface Guidelines http://developer.apple.com/documentation/iPhone/Conceptual/iPhoneHIG/
  • 272. Billinghurst and Duh 272 Handheld HCI Design Websites Do’s and Don’ts of PocketPC design http://www.pocketpcmag.com/_archives/Nov04/Commandements.aspx Usability special interest group – handheld usability http://www.stcsig.org/usability/topics/handheld.html Usable Mobile website http://www.smartgroups.com/groups/usablemobile Mobile Coders Website http://www.mobilecoders.com/Articles/mc-01.asp Univ of Waikato Handheld Group http://www.cs.waikato.ac.nz/hci/pdas.html Mobile Interaction Website http://www.cs.waikato.ac.nz/~mattj/mwshop.html