Long journey of Ruby standard library at RubyConf AU 2024
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
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
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
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
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“The product is no longer
the basis of value. The
experience is.”
Venkat Ramaswamy
The Future of Competition.
Interaction Design
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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
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Good Experience Design
Reactrix
• Top down projection
• Camera based input
• Reactive Graphics
• No instructions
• No training
Interaction Design
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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
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
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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
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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
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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
57. Billinghurst and Duh 57
AR Design Space
Reality Virtual Reality
Augmented Reality
Physical Design Virtual Design
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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.
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
216. Theory into Practice: Domain-Centric Handheld Augmented Reality Game
Design
Study 3 - Co-creativity fusions in interdisciplinary AR game developments
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
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
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
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
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
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
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
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.
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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