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Supported by GIST, KIST and KOCCA of MCST, Korea




Mobile AR 핵심 기술 R&D 동향 및 전망:
  CAMAR2.0: Context-aware Mobile AR Applications
Mobile AR Core-Technology R&D Activities and its Applications


           Woontack Woo (우운택), Ph.D.
                       GIST CTI
                       U-VR Lab.
                   Twitter: @wwoo_ct
               Dec. 4, 2009 @ MobileWebAppsCamp
GIST CTI/U-VR Lab    Overview




             GIST U-VR Lab(since 2001)
               GIST CTRC (since 2005)
               GIST CTI (since 2007)
                 Supported by KOCCA

                       1 Director
                      (2) Post Doc
               14 Ph.D. & 4 MS Students
                   4 Research Staffs
                     1 Admin Staff

                 Alumni: 3 Ph.D., 9 MS
GIST CTI/U-VR Lab                                    International Collaboration


         German                                                                 China
   U. Of Munchen, Germany:                                                MS Research Asia:
  Yoosoo Oh (2005.10-2006.2)                                          Hyseok Yoon (2009.8-2010.2)
 Frederike Otto (2005.10-2006.1)                                     Jonghyun Han((2009.8-2010.2)


         France                                                                 Japan
  INRIA Rhone-Aples, France:                                            Univ. of Nagoya , Japan:
  Kiyoung Kim (2005.10-2006.3)                                       Dr. Seiie Jang (2005.10-2007.9)
  Wonwoo Lee (2007.1-2007.6)

                                                                               USA
          Swiss                                                            GATECH, USA:
   EPFL CVLab., Switzerland                                          Dr. Jaeseok Yun (07.4-09.08)
  Youngmin Park(2007.9-2008.2)                                        Youngjung Suh (07.9-08.2)
   Dr. Vincent Lapetit (2010.1)
                                                                          CMU HCII, USA:
                                                                       Dr. Seungjun Kim (06.9-)
          Austria                                                     Choonsung Shin (07.9-08.2)
        UASU., Austria
 Woonhyuk Baek (2009.12-2010.2)            Newzealand                        UCSB, USA:
 Kyungdahm Yun (2007.12-2008.2)                HIT Lab. NZ:            Dr. Sehwan Kim (06.10-)
                                   Taejin Ha (2007.1-2; 2010.2-8)         USC ICT, USA:
                                   Sewon Na (2007.6-8; 2008.1-2)       Sejin Oh (06.10-07.3)
         Singapore                 Hyeongmook Lee (2007.12-2008.2)    Ahyoung Choi (09.7-10.1)
                                   Dongpyo Hong (2008.3-5)
     MR Lab., Singapore:
                                   Dr. Raphael Grasset (2009.3-4)         UIC EVL, USA:
  Minkyung Lee (2005.2-2005.6)     Minkyung Lee (2009.11-12)            Youngho Lee(2002.3-6)
Outline

Introduction: Why Augmented Reality?

Paradigm Shift & Ubiquitous VR (U-VR)

AR R&D Trend & Applications
 •AR@GIST (2005-2007 & 2008-2009) & @ISMAR09
 •Desktop AR
  •ARtalet for Digilog Book (CTI by KOCCA, 2007-2010)
  •Miniature AR (GIST, 2009)
 •Mobile AR
  •CAMAR (with UCN by IITA, 2006-2008)
  •CAMAR2.0 (with KIST by KOCCA, 2009-2012)

What’s Next?
Why Augmented Reality?
Why Augmented Reality?
MIT’s annual review; “10 Emerging Tech.s 2007”
Gartner: top 10 disruptive technologies 2008-2012
  Multicore and hybrid processors
  Virtualization and fabric computing
  Social networks and social software
  Cloud computing and cloud/Web platforms
  Web mashups
  User Interface
  Ubiquitous computing
  Contextual computing
  Augmented reality
  Semantics
                                 VR vs. AR @ goggle
Hype Cycle of AR 2009
Hype Cycle of AR
                                                                            I am wondering
                                                                               how I lived
                                         I might be                            without AR
                                        able to make
                                           money


                                              I hate AR


                        Nope, no
                       money here


          CAMAR                     • Mobile IT Infra
                                    • CV HW/SW Tech
                                    • AI (context) Tech

     What is
    Augmented
      Vision?



                                                          Modified by Woo @ GIST U-VR Lab




NaviCam(95) MARS(97) Tinmith(98) ARQuake(00) AR-PDA(01) AR-Phone(04) SLAM(09)
What’s Augmented Reality?
What’s AR?
  A live direct or indirect view of a physical real-world
   environment whose elements are merged with (or
   augmented by) virtual CG imagery
  Azuma's definition [97]
   combines real and virtual
   is interactive in real time
   is registered in 3D
  Milgram's Reality-Virtuality Continuum [94]
History of AR
History and Trend of AR
  Estimated user 180M+ by 2012
  Already major brands are taking keen interest
  Consumers are hungry for Apps
                                                               Wikitude AR Guide
                                      U-VR Lab                 2008
                     ARToolkit        2001
          Continuum      1999
                1994                               2007         2009
                                       2002
                       1998
                                                   Sony „eye of Sony „EyePet‟
               1992                    1st ISMAR
                           1st IWAR                judgment‟
                                                                AR goers are
1966           Phrase                              on PS3
                                                                portable in
               coined by
HMD by                                                   iPhone and
                 T. Caudell
Ivan Sutherland                                          Android phones
                 @ Boeing
              https://www.icg.tugraz.at/~daniel/HistoryOfMobileAR/
Driving Force of AR
Driving the Future of AR
  IT Infra: ubiComp; cloud computing
  SW: web? platform, Computer vision & AI (context-aware)
  Smart platform: from Mobile to Wearable by NanoTech
   Processor power: Moore’s Law continues to hold up
   Multicore CPU, GPU, Memory, GPS, Compass, WiFi, RFID & battery life
   Display: HMD, Handheld, spatial, holographic
  UI & UX: Multimodal interaction/collaboration
  Filtering & SNS Apps
  Authoring tools
AR Applications
Possible AR Applications
  Consumer products, furniture, decoration
  Construction, houses, apartments
  Augmented ads, packages, products
  Entertainment, infotainment, games
  Fashion, trends, digital arts
  Personal digital items
  Medical, training
  Sharing by communities
Ubiquitous Virtual Reality?
Bringing down all the resources out of
 cyberspace and into ubiquitous VR
Paradigm Shift
Computing in next 5-10 Years is
  • Ubiquitous (smart space) => Intelligence -> wisdom
  • Wearable (nomadic human) => Personal -> Social
  • Content (responsive content) => Emotion -> Fun
        • How to exploit Emotion, Imagination, Creativity of Human?


         Mainframe           Personal           Networked           Ubiquitous              U-VR
1960s    Computer    1980s   Computer   1990s   Computers   2000s   Computing     2010s   Computing




   Text               CG/Image          Multimedia           u-Media             u-Contents
                                            Sharing            Human-             Community
        Sharing a        Individual
                                              over             centered            -centered
        computer           usage
                                            Internet          computing             contents

   Information                     Knowledge                Intelligence Wisdom
                                                                    Emotion   Fun
Paradigm Shift
Metaverse
   A virtual world, in Neal Stephenson's SF novel Snow Crash
   In Metaverse, Humans, as avatars, interact w/ each other
    in a 3D space that uses the metaphor of the real world
An enhancement of our perception of     Towards a digital memory of
the outside world                       one’s existence




A digital reproduction of our reality   Social ties, Relations with real life
Paradigm Shift
       Tangible                         Tangible                       Anywhere
                                                                                                    Ubiquitous VR[4]
    User Interface[1]               Space Initiative[2]              Augmentation[3]




    Use physical spaces,            New conceptual space            Acquiring and presenting        Augment the real world
    surfaces, and objects as        where human, virtual and        content for mobile AR           with smart virtual world
    both controls and               real world are connected        Mobility, collaboration,        Collaborative Wearable
    representations                                                 interactive visualization,      Context-aware MR
                                                                    immersion

[1] Ishii, H. and Ullmer, “Tangible bits: towards seamless interfaces between people, bits and atoms”. In Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems. 1997. ACM, New York, NY, 234-241..
[2] Myunwoong Park, H. Ko, and S. Park, “Bridging virtual reality and reality - tangible space initiative.”, The 7th Multi-
conference on Systematics, Cybernetics and Informatics, 2003.
[3] Tobias Hollerer, “Anywhere Augmentation: Acquiring and Presenting Content for Ubiquitous Virtual Reality”, Proceeding of
ISUVR2007, 2007.
[4] Youngho Lee, S.Oh, C.Shin and W. Woo,” Survey on Ubiquitous Virtual Reality,” ISUVR 2008
What’s U-VR Space?
Dual Reality Influencing each other
  The theory of Ideas: Plato (BC5C): Idea -> World
Integrated Dual Reality influencing each other
  U-VR: SPACE 2.0
   Augment the RS with VS                             VS
   Sensors link RS and VS
   Contexts & Contents are shared in VS and RS                  RS




                                                  VS

                                                            AR


                                                                 RS
Ubiquitous VR
       Augmented Reality (AR)




                                                               Digilog Book with AR agent




           Real World          AR                VR

                                                                Digilog Book
    • To enhance the user's sensory perception of the
      real world by seamlessly augmenting reality with
      additional information
    • Realtime tracking, registration, rendering,
      interaction
                                                                Miniature AR
오세진, 우운택, ”스마트 공간에서의 맥락 인식 모바일 증강 현실 기술,” 핚국 차세대 컴퓨팅 학회 논문지, 5권 1호, pp. 15-23,2009
홍동표, 우운택, “모바일 증강 현실 시스템에 대한 연구 동향,” 정보과학회지 26권 1호, pp. 88-97, 2008.
이민경, 우운택, ”증강현실 기술 연구 동향 및 젂망,” 핚국정보처리학회 학회지, Vol. 11, No. 1, pp. 29-40, 2004.    8/25
Ubiquitous VR 2008
   U-VR Simulator
       Link Real and Virtual Environments
       Bidirectional control: Light, TV, Air-
        Conditioner, Lamp




C.Kang, Y.Oh, W.Woo, "Widget-based Simulator for Testing Smart Space", Transactions on Edutainment III, LNCS 5940, pp. 59-69. (accepted)
C.Kang, Y.Oh, W.Woo, "An Architecture for Flexible Entity Configuration in A Simulation Environment", Edutainment 2009, LNCS 5670, pp.
38-48, Aug. 2009
Y.Oh, C.Kang, W.Woo, "U-VR Simulator Linking Real and Virtual Environments based on Context-Awareness," IWUVR, pp. 052-055, 2009
오유수, 강창구, 우운택, "현실 환경과 가상 환경을 연동하는 맥락 인식 기반 U-VR 시뮬레이터," KHCI2009, pp. 310-314, 2009.
강창구, 오유수, 우운택, "ubiHome 3D Simulator: 유비쿼터스 컴퓨팅 환경에서 응용 서비스의 래피드 프로토 타이핑을 위핚 스마트 홈 3D
시뮬레이터," 2008년 싞호처리합동학술대회 논문집, 제21권, paper 제1호, pp. 86, 2008.
Ubiquitous VR 2008
   UVR Simulator
      Link Real and Virtual with smart sensors/services
      Bidirectional control: Light, TV, Air-Conditioner, Lamp




C. Kang, Y. Oh and W. Woo, " ubiHome 3D Simulator: Smart Home 3D Simulator for Rapid Prototyping of Service
Applications in Ubiquitous Computing Environments,“ KSPC 2008
Ubiquitous VR 2008
   Interaction with AR contents using contextual cues
                                                                 Motion


   uPart                                               USB Bridge



   Particle




                          http://particle.teco.eduidle: 16 Hour


                                                        Light -Sound
Dongpyo Hong, J. Looser, H. Seichter, M. Billinghurst, W. Woo, "A Sensor-based Interaction for Ubiquitous Virtual Reality
Systems," In Proceedings of International Conference on Ubiquitous Virtual Reality (ISUVR2008), pp. 75-78, 2008.
Ubiquitous Virtual Reality

               Ubiquitous VR (U-VR)

               • A concept of realizing VR on ubiComp-enabled
                 smart environment, i.e., making VR pervasive
                 into our daily lives

               Key dimension

               • Reality: Reality-Virtuality Continuum
               • Context: Static-Dynamic Context Continuum
               • Activity: Personal-Social Activity Continuum

Youngho Lee, S. Oh, C. Shin and W. Woo, "Ubiquitous Virtual Reality and Its Key Dimension," IWUVR, pp. 5-8, 2009
Bruce Thomas, ”Roadblocks: Current Technology Challenges for Ubiquitous Virtual Reality,” IWUVR, pp. 1-4, 2009
Youngho Lee, S. Oh, C. Shin, and W. Woo, "Recent Trends in Ubiquitous Virtual Reality,“ ISUVR, pp. 33-36, 2008
Youngjung Suh, K. Kim, J. Han, and W. Woo, ""Virtual Reality in Ubiquitous Computing Environment", ISUVR pp. 1~2, 2007
Sehwan Kim, Y. Suh, Y. Lee and W. Woo, "Toward ubiquitous VR: When VR Meets ubiComp," ISUVR, pp. 1-4, 2006.
Sehwan Kim, Y. Lee, W. Woo, "How to Realize Ubiquitous VR?," Pervasive:TSI Workshop, pp. 493-504, 2006.
What’s U-VR Space?
    U-VR: Socially wise Mediated Reality
                Reality                                                               Static-Dynamic Context
                             Life-
                            logging         UbiComp
                                                                                      • level of smartness
                             Real



                                        Real World
                                                                                      Personal-Social Activity
                                AR            Collaborative

                        Ubiquitous           Mashup
                                                   AR                                 • Size of group, Social
                             AR                AR                                       relationship between
                      Context-
                      aware AR    MR        World U-VR                                  members and Cultural
                                                                                        background of
                             Virtual




                                                                                        community
                                       Leisure                Social
                             Mirror              Virtual
                                                                 Activity
                             World               World
                                                                                      Reality–Virtuality
                          Virtual World
                 Context                                                              • Milgram’s continuum
Youngho Lee, Sejin Oh, Choonsung Shin, Ubiquitous Virtual Reality and Its Key Dimension, International Workshop on Ubiqiutous Virtual
Reality 2009, pp. 5-8, 2009.
How to realize/experience U-VR?
                         U-VR = Socially Wise Mediated Reality

                            • To support social activities by sharing u-contents
       Socially:
                            • A shared sense of goal, time, space, presence, feeling



                            • To provide intelligent services just-in-time using wisdom
         Wise:                 according to user‟s explicit request or implicit intension
                            • Multimodal, intimacy, invisible context-aware UI


      Mediated              • To filter out things we do not wish to have thrust upon us
        Reality                against our will


Youngho Lee, Sejin Oh, Choonsung Shin, Ubiquitous Virtual Reality and Its Key Dimension, IWUVR 2009, pp. 5-8, 2009.
Y.Suh, K.Kim, J.Han, W.Woo, ""Virtual Reality in Ubiquitous Computing Environment", ISUVR07, vol.260, pp.1-2, 2007
S.Kim, Y.Suh, Y.Lee, W.Woo, “Toward ubiquitous VR: When VR meets ubiComp“ ISUVR06, pp.1-4, 2006.
What’s U-Contents?
   U-Contents
     • Digilog contents in Ubiquitous Smart Space (or UbiComp-enabled Space)


   Properties
     • u-Realism: seamless integration and multimodal feedback
     • u-Intelligence: collective context and intelligent response
     • u-Mobility: selective sharing in both VE and RE




Kiyoung Kim, S.Oh, J.Han, W.Woo, u-Contents: Description and Representation of Contents in Ubiquitous VR, IWUVR
2009, pp. 9-12, 2009.
K.Kim, D.Hong, Y.Lee, W.Woo, "Realization of u-Contents: u-Realism, u-Mobility and u-Intelligence," ISUVR07, vol.260,
pp. 3-4, 2007
Building U-VR Experience
AR R&D Trend:
 AR Tracking, Redering, Interaction
AR @ GIST U-VR Lab (05-07)

 BilliARd (2005)         AR Design (2005)         AR Design (2006)         VR@Home (2006)




Haptic AR for Billiard   Immersive Modeling       AR-based Product         AR-based User
                         using AR                 Design                   Created Content

AR@Home (2007)           AR@Home (2007)           AR@Home (2007)                MR (2007)




2D Picture: Markless A   3D: Markless AR for AR   3D: Markless AR for AR   Marker concealment for
R@Home                   @Home                    @Home                    mediated reality
AR @ ISMAR 2009
ISMAR 2009




 Modeling (V.D. Hengel)    City Alive (K. Kim)    pTAM (G. Klein)




 multiTrack (D. Wagner)   Loc&Track (R. Castle)     proFoma ()
AR @ U-VR Lab 2008-9
U-VR Lab 2008-9: Tracking




  Tracking (W. Baek)      Tracking MO (W.Back)     Tracking (W. Baek)




  multiTrack (Y. Park)   Rendering w/M (Y. Park)    Tracking (K.Kim)
AR @ U-VR Lab 2008-9
U-VR Lab 2008-9: Authoring, Interaction, Agent




  Panorama (W.Back)      PageRecognition(K.Kim) Layer Authoring (J.Park)




 Cube tracking(W.Baek)      AR Agent (S.Oh)         AR Agent (S.Oh)
AR R&D Trend:
 AR Applications @ GIST U-VR Lab
Digilog Book 2007
    Why Digilog Book?
              1st Generation: e-Book                                                    2nd Generation: u-Book
        - XML, PDF (copy of paper book)                                           - Multimedia (text, sound, animation, flash)




           3rd Generation: Digilog-Book
                                                                                                             Analog (emotional) +
              DIGLOG:                                                    Digilog-Book
                                                                                                          Digital Contents (experience)
         DIGITAL + ANALOG                                                           Immersive
                                                               Analog         +
                                                                                      Digital
                                                                Book                 Contents              Digilog-Book Combining
                                                                                                               Analog-Emotion and
                                                                                     OSMU, MSMU
                                                                                                                      Digital-sense
                                                                             Culture Contents DB
Y.Lee, T. Ha, H. Lee, K. Kim, W. Woo, "디지로그 북 - 아나로그 책과 디지털 콘테츠의 융합 ," 정보통싞분야학회 합동학술대회, 14권, pp. 186-189, 2007.
T.Ha, Y.Lee, W.Woo, "Digilog Book for Temple Bell Tolling Experience based on Interactive Augmented Reality with Culture Technology," International
Journal of Virtual Reality, (Accepted)
Digilog Book 2009
Digilog Book : “Hong, Kildong”




                           Ani Authoring(T.Ha)    Layer Authoring (J.Park)




 Agent Authoring (S.Oh)   3D Authoring (H.Choi)   Haptic Authring (S.Park)
Miniature AR 2009
  3D Reconstruction-based Tracking
    Setting AR coordinates and computing camera poses in
     real-time

                                                   Multi-core programming

                                                   Re-localization/Tracking
     Minimize the reprojection error
               E   x i,j  K Ri t i X
                                           2

                     i   j




      3D Reconstruction & AR coordinates        Real-time 3D camera tracking

김기영, 박영민, 백운혁, 우운택, “미니어처 AR: 증강 현실 기반 차세대 디지로그형 콘텐츠 체험 젂시 시스템”, 차세대 PC 춘계 학술
대회, pp. 000-000, 2009
Miniature AR 2009
Building marker-less AR on a miniature




                      Model Matching(CTI)   AR Authoring (Y.Park)




   Modeling (K.Kim)    Modeling (K.Kim)     Interaction (W.Baek)
Mobile AR
Why Mobile?
 Integrating your life with mPhone
   Wearable AR with HMD vs.
   Handheld AR: UMPC, PDA, mobile phone
 History of Handheld and Mobile AR
   1995 Handheld Display: NaviCam, AR-PAD, Transvision
   1997 Wearable AR: Touring Machine, AR Quake
   2001 PDA: Thin Client (Bat Portal)
   2003 PDA: Self contained (Invisible)
   2003 mPhone: CVision (Mozzies, Symball)
   2003 mPhone: Thin Client (ARphone)
   2004 mPhone: Self-contained (Moehring, AR Tennis)
Mobile AR
Camera for Physical Interaction
  Linking the physical to the virtual world
   The environment as part of the interface
   Camera phones as “bridging” devices
   Integration with the user’s activities
Mobile AR
But…
 …just switching from PC to mobile phone won’t simply solve
  all current problems
 No comprehensive toolkit supporting the development of
  applications based on physical mobile interactions
 New concepts and SW have to be developed that
  Make best use of the new platform
    Smaller operating system
    Weaker hardware (CPU, memory, storage)
  Take advantage of new possibilities
    Ultra mobile devices, New I/O (touchscreen, sound, vibrator, …)
    in-situ content authoring/mashup toolkit
    New UI & UX with digilog, SNS, authoring for AR eco-system

                  2001-2009 © Woo, GIST CTI & U-VR Lab., Gwangju 500-712, S. Korea
Mobile AR
Mobile AR Applications: Great Green opportunities!




  Layar2.0    Bionic Eye   Robot vision   Fairy Trails   cAR Locator




  Cheap Gas    Wikitude     Cyclopedia    Worksnug         buUuk




 TAT Aug-ID   AR Compass    FirePower     Acrossair       SREngine
CAMAR                 (06-08)          .

   CAMAR
      Context-Aware Mobile AR
      Personalization, interaction, sharing

             CAMAR NVUI
                                                                              U-콘텐츠의 개
                                                                              인화된 상호작
                                                         U-환경의 보이지            용 및 선택적 공
                                                         않는 정보의 가             유를 위핚 맥락
                                                         시화 위핚 맥락             인식 모바일 AR
                                                         인식 모바일AR
                                         서비스의 자동발
                                         견 및 컨트롤러의
                                         개인화를 위핚 모
                                         바일 AR




오세진, 우운택, "스마트 공간에서의 맥락인식 모바일증강현실 기술," 한국차세대컴퓨팅학회논문지, 제5권 제1호, pp. 15-23, 2009.
Sejin Oh, Woontack Woo, "CAMAR: Context-aware Mobile Augmented Reality in Smart Space," IWUVR, pp. 48-51, 2009.
우운택 외, “CAMAR: 맥락인식 모바일 증강현실 기술” 진한엠앤비, 2009.
CAMAR2.0                                               42




           Copyright @ GIST CTI All rights reserved.
CAMAR 2.0
CAMAR 2.0
 참여자들의 위치/장소/사회적 관계 및 문화적 배경 등을 포
  함핚 통합 맥락을 활용하여 소셜 u-콘텐츠를 실내·외 객체에
  이음매 없이 실시간으로 증강하고, in situ MR 저작과 선택적
  공유를 통해 지속발젂 가능핚 콘텐츠 생태계를 구성
    CAMAR Tour guide App.            CAMAR Mashup App.               CAMAR App

                CAMAR Authoring                         CAMAR widget

                                  CAMAR Renderer

                                                CAMAR Manager (contents search,
                 CAMAR Tracker
                                                  adaptation, recommendation)
                                                     UCAM 2.0 Core
    ypTracker     wlTracker    isTracker
                                              (communicator, context integrator)
      APIs(GPS, WI-Fi, light, OpenCV, Winsock OpenGL ES, Dirct3D Mobile,etc..)

                   Hardware (GPS, WI-Fi, light, CPU, GPU, FPU..) &
                     OS (Windows mobile, windows CE, symbian)
CAMAR 2.0 - mUCARF




       (2009.11.30)
CAMAR 2.0
AR on mobile Phone: Indoor




       Concept             Interaction    Mashup




 Integrated Visual Tag     2D Tagging    3D Tagging
CAMAR 2.0
AR on mobile Phone: Location-aware

 Bluetooth

              MCU
                    Compass


      Compass 부착: 후면




             Compass            Visualization   Indoor localization




       CAMAR Guider             Annotation        Outdoor Tour
CAMAR 2.0 Mashup




맥락 기반 In Situ MR 매쉬업: 모바일 환경에서 일반 사용자(End-User)가 MR을
통해 실제 환경의 In-situ 서비스, 센서 및 태그를 중심으로 관련된 맥락을 조합/추가/
변형하여 새로운 형태의 서비스/콘텐츠를 생성하고 다수 사용자간의 공유와 참여를
 47
통해 콘텐츠의 지속가능한 생태계를 만들어가는 기술
Mobile Platform
Comparison (2009.05.29)
   Hardware Spec.            T*OMNIA         Nokia N95        iPHONE 3G         iPHONE 3Gs
                                                                ARM 1176
                          Marvell PXA320    Dual ARM11           620MHz        ARM Cortex-A8
         CPU
                            (800MHz)         (332Mhz)       (Limited to work     600MHz
                                                               in 412MHz)
                             YUV420 
    Pixel Formats                              RGB24            RGBA32            RGBA32
                          RGB565 or RGB24
     3D CG HW
                                 X               O                 O                 O
     Accelerator
  Floating Point Unit            X           O (ARM 11)         O (VFP)          O (NEON)
    Touch Screen                 O          X (Nokia N97)          O                 O
    Camera Sensor                O               O                 O                 O
   Location Sensor              △                              GPS, Wifi,        GPS, Wifi,
                                                 O
(GPS, Bluetooth, Wi-Fi)    (No Wi-Fi API)                      Bluetooth         Bluetooth
   Digital Compass
                                 X          X (Nokia N97)          X                 O
        Sensor
                                                                  △
                                 △
     Light Sensor                                X            (API is not       O (No API ?)
                           (No Light API)
                                                              confirmed)
Accelerometer Sensor             O               O                 O                 O
CAMAR 2.0 IV Tag
Barcode Tracking (320*240, RGB 565)
                                   Binary Barcode                   Pose
  Phone       CPU         OS                        Decoding                   Total
                                   Conv.   Detec.                  Estim.
   M480      624 MHz    Win Mo.       3.69     2.82     5.728         34.01       46.256
   M490      800 MHz    Win Mo.      3.722      2.1       5.5          27.11      38.432
 iPhone 3G   412 MHz   iPhone OS     7.467      1.5     0.817         7.842       17.626
iPhone 3GS   600 MHz   iPhone OS     3.752      1.0     0.498         2.935        8.185
  TEGRA      650 MHz    Win CE        2.77     3.15     6.176        22.900        35.01

Natural Feature Tracking (320*240, ~70pts, 300F)
Platform       CPU         FAST Detection   F2F matching   Pose Update   Total
M480           624 MHz     3.25             8.89           91.8          103.94
M490           800 MHz     2.63             7.17           75.95         85.75
iPhone 3G      412 MHz     4.05             13.1           26.9          44.05
iPhone 3GS     600 MHz     2.18             7.39           19.7          29.27

                                     (2009.07.24)
What’s Next?




The knowledge of joining a crowd and knowing:
                   Who do I know here?
               Where do I know them from?
                Who should I get to know?
                   Who here is single?
   Are there any naked pictures of them on the internet?
What’s Next?
Mobile Web in U-VR Era?
  Networked [knowledge -> intelligence -> wisdom]?



                 지속적 성장 ecosystem

                   소통

              공유
      전달


                              Wev4.0: Seth Godin
                                      ubiquity, identity, connection
                              Web3.0: Tim Berners-Lee (coined WWW)
                                      semantic web
                              Web2.0 vs. Web2 (Squared; Tim O'Reilly)
                                      social web (user generated)
Twitterverse
Twitterverse
CAMAR 2.0 for Galleries
Summary

Introduction: Why Augmented Reality?

Paradigm Shift & Ubiquitous VR (U-VR)

AR R&D Trend & Applications
 •AR@GIST (2005-2007 & 2008-2009) & @ISMAR09
 •Desktop AR
  •ARtalet for Digilog Book (CTI by KOCCA, 2007-2010)
  •Miniature AR (GIST, 2009)
 •Mobile AR
  •CAMAR (with UCN by IITA, 2006-2008)
  •CAMAR2.0 (with KIST by KOCCA, 2009-2012)

What’s Next?
Q&A
“The future is already here. It is just not uniformly
 distributed” by William Gibson (SF writer)

More Information
  Woontack Woo, Ph.D.
  Twitter: @wwoo_ct
  Mail: wwoo@gist.ac.kr
  Web: http://cti.gist.ac.kr

  22nd CTI Workshop @ GIST, Dec. 5, 2009
  3rd CTI Tutorial on AR Tracking @ GIST, Jan. 11-22, 2010
  IWUVR 2010 @ Finland, May 17-20, 2010
  ISWC 2010 & ISMAR 2010 @ Seoul, Oct.10-16, 2010

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Mobile AR Core-Technology R&D and Applications

  • 1. Supported by GIST, KIST and KOCCA of MCST, Korea Mobile AR 핵심 기술 R&D 동향 및 전망: CAMAR2.0: Context-aware Mobile AR Applications Mobile AR Core-Technology R&D Activities and its Applications Woontack Woo (우운택), Ph.D. GIST CTI U-VR Lab. Twitter: @wwoo_ct Dec. 4, 2009 @ MobileWebAppsCamp
  • 2. GIST CTI/U-VR Lab Overview GIST U-VR Lab(since 2001) GIST CTRC (since 2005) GIST CTI (since 2007) Supported by KOCCA 1 Director (2) Post Doc 14 Ph.D. & 4 MS Students 4 Research Staffs 1 Admin Staff Alumni: 3 Ph.D., 9 MS
  • 3. GIST CTI/U-VR Lab International Collaboration German China U. Of Munchen, Germany: MS Research Asia: Yoosoo Oh (2005.10-2006.2) Hyseok Yoon (2009.8-2010.2) Frederike Otto (2005.10-2006.1) Jonghyun Han((2009.8-2010.2) France Japan INRIA Rhone-Aples, France: Univ. of Nagoya , Japan: Kiyoung Kim (2005.10-2006.3) Dr. Seiie Jang (2005.10-2007.9) Wonwoo Lee (2007.1-2007.6) USA Swiss GATECH, USA: EPFL CVLab., Switzerland Dr. Jaeseok Yun (07.4-09.08) Youngmin Park(2007.9-2008.2) Youngjung Suh (07.9-08.2) Dr. Vincent Lapetit (2010.1) CMU HCII, USA: Dr. Seungjun Kim (06.9-) Austria Choonsung Shin (07.9-08.2) UASU., Austria Woonhyuk Baek (2009.12-2010.2) Newzealand UCSB, USA: Kyungdahm Yun (2007.12-2008.2) HIT Lab. NZ: Dr. Sehwan Kim (06.10-) Taejin Ha (2007.1-2; 2010.2-8) USC ICT, USA: Sewon Na (2007.6-8; 2008.1-2) Sejin Oh (06.10-07.3) Singapore Hyeongmook Lee (2007.12-2008.2) Ahyoung Choi (09.7-10.1) Dongpyo Hong (2008.3-5) MR Lab., Singapore: Dr. Raphael Grasset (2009.3-4) UIC EVL, USA: Minkyung Lee (2005.2-2005.6) Minkyung Lee (2009.11-12) Youngho Lee(2002.3-6)
  • 4. Outline Introduction: Why Augmented Reality? Paradigm Shift & Ubiquitous VR (U-VR) AR R&D Trend & Applications •AR@GIST (2005-2007 & 2008-2009) & @ISMAR09 •Desktop AR •ARtalet for Digilog Book (CTI by KOCCA, 2007-2010) •Miniature AR (GIST, 2009) •Mobile AR •CAMAR (with UCN by IITA, 2006-2008) •CAMAR2.0 (with KIST by KOCCA, 2009-2012) What’s Next?
  • 6. Why Augmented Reality? MIT’s annual review; “10 Emerging Tech.s 2007” Gartner: top 10 disruptive technologies 2008-2012  Multicore and hybrid processors  Virtualization and fabric computing  Social networks and social software  Cloud computing and cloud/Web platforms  Web mashups  User Interface  Ubiquitous computing  Contextual computing  Augmented reality  Semantics VR vs. AR @ goggle
  • 7. Hype Cycle of AR 2009
  • 8. Hype Cycle of AR I am wondering how I lived I might be without AR able to make money I hate AR Nope, no money here CAMAR • Mobile IT Infra • CV HW/SW Tech • AI (context) Tech What is Augmented Vision? Modified by Woo @ GIST U-VR Lab NaviCam(95) MARS(97) Tinmith(98) ARQuake(00) AR-PDA(01) AR-Phone(04) SLAM(09)
  • 9. What’s Augmented Reality? What’s AR?  A live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual CG imagery  Azuma's definition [97]  combines real and virtual  is interactive in real time  is registered in 3D  Milgram's Reality-Virtuality Continuum [94]
  • 10. History of AR History and Trend of AR  Estimated user 180M+ by 2012  Already major brands are taking keen interest  Consumers are hungry for Apps Wikitude AR Guide U-VR Lab 2008 ARToolkit 2001 Continuum 1999 1994 2007 2009 2002 1998 Sony „eye of Sony „EyePet‟ 1992 1st ISMAR 1st IWAR judgment‟ AR goers are 1966 Phrase on PS3 portable in coined by HMD by iPhone and T. Caudell Ivan Sutherland Android phones @ Boeing https://www.icg.tugraz.at/~daniel/HistoryOfMobileAR/
  • 11. Driving Force of AR Driving the Future of AR  IT Infra: ubiComp; cloud computing  SW: web? platform, Computer vision & AI (context-aware)  Smart platform: from Mobile to Wearable by NanoTech  Processor power: Moore’s Law continues to hold up  Multicore CPU, GPU, Memory, GPS, Compass, WiFi, RFID & battery life  Display: HMD, Handheld, spatial, holographic  UI & UX: Multimodal interaction/collaboration  Filtering & SNS Apps  Authoring tools
  • 12. AR Applications Possible AR Applications  Consumer products, furniture, decoration  Construction, houses, apartments  Augmented ads, packages, products  Entertainment, infotainment, games  Fashion, trends, digital arts  Personal digital items  Medical, training  Sharing by communities
  • 13. Ubiquitous Virtual Reality? Bringing down all the resources out of cyberspace and into ubiquitous VR
  • 14. Paradigm Shift Computing in next 5-10 Years is • Ubiquitous (smart space) => Intelligence -> wisdom • Wearable (nomadic human) => Personal -> Social • Content (responsive content) => Emotion -> Fun • How to exploit Emotion, Imagination, Creativity of Human? Mainframe Personal Networked Ubiquitous U-VR 1960s Computer 1980s Computer 1990s Computers 2000s Computing 2010s Computing Text CG/Image Multimedia u-Media u-Contents Sharing Human- Community Sharing a Individual over centered -centered computer usage Internet computing contents Information Knowledge Intelligence Wisdom Emotion Fun
  • 15. Paradigm Shift Metaverse  A virtual world, in Neal Stephenson's SF novel Snow Crash  In Metaverse, Humans, as avatars, interact w/ each other in a 3D space that uses the metaphor of the real world An enhancement of our perception of Towards a digital memory of the outside world one’s existence A digital reproduction of our reality Social ties, Relations with real life
  • 16. Paradigm Shift Tangible Tangible Anywhere Ubiquitous VR[4] User Interface[1] Space Initiative[2] Augmentation[3] Use physical spaces, New conceptual space Acquiring and presenting Augment the real world surfaces, and objects as where human, virtual and content for mobile AR with smart virtual world both controls and real world are connected Mobility, collaboration, Collaborative Wearable representations interactive visualization, Context-aware MR immersion [1] Ishii, H. and Ullmer, “Tangible bits: towards seamless interfaces between people, bits and atoms”. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 1997. ACM, New York, NY, 234-241.. [2] Myunwoong Park, H. Ko, and S. Park, “Bridging virtual reality and reality - tangible space initiative.”, The 7th Multi- conference on Systematics, Cybernetics and Informatics, 2003. [3] Tobias Hollerer, “Anywhere Augmentation: Acquiring and Presenting Content for Ubiquitous Virtual Reality”, Proceeding of ISUVR2007, 2007. [4] Youngho Lee, S.Oh, C.Shin and W. Woo,” Survey on Ubiquitous Virtual Reality,” ISUVR 2008
  • 17. What’s U-VR Space? Dual Reality Influencing each other  The theory of Ideas: Plato (BC5C): Idea -> World Integrated Dual Reality influencing each other  U-VR: SPACE 2.0  Augment the RS with VS VS  Sensors link RS and VS  Contexts & Contents are shared in VS and RS RS VS AR RS
  • 18. Ubiquitous VR Augmented Reality (AR) Digilog Book with AR agent Real World AR VR Digilog Book • To enhance the user's sensory perception of the real world by seamlessly augmenting reality with additional information • Realtime tracking, registration, rendering, interaction Miniature AR 오세진, 우운택, ”스마트 공간에서의 맥락 인식 모바일 증강 현실 기술,” 핚국 차세대 컴퓨팅 학회 논문지, 5권 1호, pp. 15-23,2009 홍동표, 우운택, “모바일 증강 현실 시스템에 대한 연구 동향,” 정보과학회지 26권 1호, pp. 88-97, 2008. 이민경, 우운택, ”증강현실 기술 연구 동향 및 젂망,” 핚국정보처리학회 학회지, Vol. 11, No. 1, pp. 29-40, 2004. 8/25
  • 19. Ubiquitous VR 2008 U-VR Simulator  Link Real and Virtual Environments  Bidirectional control: Light, TV, Air- Conditioner, Lamp C.Kang, Y.Oh, W.Woo, "Widget-based Simulator for Testing Smart Space", Transactions on Edutainment III, LNCS 5940, pp. 59-69. (accepted) C.Kang, Y.Oh, W.Woo, "An Architecture for Flexible Entity Configuration in A Simulation Environment", Edutainment 2009, LNCS 5670, pp. 38-48, Aug. 2009 Y.Oh, C.Kang, W.Woo, "U-VR Simulator Linking Real and Virtual Environments based on Context-Awareness," IWUVR, pp. 052-055, 2009 오유수, 강창구, 우운택, "현실 환경과 가상 환경을 연동하는 맥락 인식 기반 U-VR 시뮬레이터," KHCI2009, pp. 310-314, 2009. 강창구, 오유수, 우운택, "ubiHome 3D Simulator: 유비쿼터스 컴퓨팅 환경에서 응용 서비스의 래피드 프로토 타이핑을 위핚 스마트 홈 3D 시뮬레이터," 2008년 싞호처리합동학술대회 논문집, 제21권, paper 제1호, pp. 86, 2008.
  • 20. Ubiquitous VR 2008 UVR Simulator  Link Real and Virtual with smart sensors/services  Bidirectional control: Light, TV, Air-Conditioner, Lamp C. Kang, Y. Oh and W. Woo, " ubiHome 3D Simulator: Smart Home 3D Simulator for Rapid Prototyping of Service Applications in Ubiquitous Computing Environments,“ KSPC 2008
  • 21. Ubiquitous VR 2008 Interaction with AR contents using contextual cues Motion uPart USB Bridge Particle http://particle.teco.eduidle: 16 Hour Light -Sound Dongpyo Hong, J. Looser, H. Seichter, M. Billinghurst, W. Woo, "A Sensor-based Interaction for Ubiquitous Virtual Reality Systems," In Proceedings of International Conference on Ubiquitous Virtual Reality (ISUVR2008), pp. 75-78, 2008.
  • 22. Ubiquitous Virtual Reality Ubiquitous VR (U-VR) • A concept of realizing VR on ubiComp-enabled smart environment, i.e., making VR pervasive into our daily lives Key dimension • Reality: Reality-Virtuality Continuum • Context: Static-Dynamic Context Continuum • Activity: Personal-Social Activity Continuum Youngho Lee, S. Oh, C. Shin and W. Woo, "Ubiquitous Virtual Reality and Its Key Dimension," IWUVR, pp. 5-8, 2009 Bruce Thomas, ”Roadblocks: Current Technology Challenges for Ubiquitous Virtual Reality,” IWUVR, pp. 1-4, 2009 Youngho Lee, S. Oh, C. Shin, and W. Woo, "Recent Trends in Ubiquitous Virtual Reality,“ ISUVR, pp. 33-36, 2008 Youngjung Suh, K. Kim, J. Han, and W. Woo, ""Virtual Reality in Ubiquitous Computing Environment", ISUVR pp. 1~2, 2007 Sehwan Kim, Y. Suh, Y. Lee and W. Woo, "Toward ubiquitous VR: When VR Meets ubiComp," ISUVR, pp. 1-4, 2006. Sehwan Kim, Y. Lee, W. Woo, "How to Realize Ubiquitous VR?," Pervasive:TSI Workshop, pp. 493-504, 2006.
  • 23. What’s U-VR Space? U-VR: Socially wise Mediated Reality Reality Static-Dynamic Context Life- logging UbiComp • level of smartness Real Real World Personal-Social Activity AR Collaborative Ubiquitous Mashup AR • Size of group, Social AR AR relationship between Context- aware AR MR World U-VR members and Cultural background of Virtual community Leisure Social Mirror Virtual Activity World World Reality–Virtuality Virtual World Context • Milgram’s continuum Youngho Lee, Sejin Oh, Choonsung Shin, Ubiquitous Virtual Reality and Its Key Dimension, International Workshop on Ubiqiutous Virtual Reality 2009, pp. 5-8, 2009.
  • 24. How to realize/experience U-VR? U-VR = Socially Wise Mediated Reality • To support social activities by sharing u-contents Socially: • A shared sense of goal, time, space, presence, feeling • To provide intelligent services just-in-time using wisdom Wise: according to user‟s explicit request or implicit intension • Multimodal, intimacy, invisible context-aware UI Mediated • To filter out things we do not wish to have thrust upon us Reality against our will Youngho Lee, Sejin Oh, Choonsung Shin, Ubiquitous Virtual Reality and Its Key Dimension, IWUVR 2009, pp. 5-8, 2009. Y.Suh, K.Kim, J.Han, W.Woo, ""Virtual Reality in Ubiquitous Computing Environment", ISUVR07, vol.260, pp.1-2, 2007 S.Kim, Y.Suh, Y.Lee, W.Woo, “Toward ubiquitous VR: When VR meets ubiComp“ ISUVR06, pp.1-4, 2006.
  • 25. What’s U-Contents? U-Contents • Digilog contents in Ubiquitous Smart Space (or UbiComp-enabled Space) Properties • u-Realism: seamless integration and multimodal feedback • u-Intelligence: collective context and intelligent response • u-Mobility: selective sharing in both VE and RE Kiyoung Kim, S.Oh, J.Han, W.Woo, u-Contents: Description and Representation of Contents in Ubiquitous VR, IWUVR 2009, pp. 9-12, 2009. K.Kim, D.Hong, Y.Lee, W.Woo, "Realization of u-Contents: u-Realism, u-Mobility and u-Intelligence," ISUVR07, vol.260, pp. 3-4, 2007
  • 27. AR R&D Trend: AR Tracking, Redering, Interaction
  • 28. AR @ GIST U-VR Lab (05-07) BilliARd (2005) AR Design (2005) AR Design (2006) VR@Home (2006) Haptic AR for Billiard Immersive Modeling AR-based Product AR-based User using AR Design Created Content AR@Home (2007) AR@Home (2007) AR@Home (2007) MR (2007) 2D Picture: Markless A 3D: Markless AR for AR 3D: Markless AR for AR Marker concealment for R@Home @Home @Home mediated reality
  • 29. AR @ ISMAR 2009 ISMAR 2009 Modeling (V.D. Hengel) City Alive (K. Kim) pTAM (G. Klein) multiTrack (D. Wagner) Loc&Track (R. Castle) proFoma ()
  • 30. AR @ U-VR Lab 2008-9 U-VR Lab 2008-9: Tracking Tracking (W. Baek) Tracking MO (W.Back) Tracking (W. Baek) multiTrack (Y. Park) Rendering w/M (Y. Park) Tracking (K.Kim)
  • 31. AR @ U-VR Lab 2008-9 U-VR Lab 2008-9: Authoring, Interaction, Agent Panorama (W.Back) PageRecognition(K.Kim) Layer Authoring (J.Park) Cube tracking(W.Baek) AR Agent (S.Oh) AR Agent (S.Oh)
  • 32. AR R&D Trend: AR Applications @ GIST U-VR Lab
  • 33. Digilog Book 2007 Why Digilog Book? 1st Generation: e-Book 2nd Generation: u-Book - XML, PDF (copy of paper book) - Multimedia (text, sound, animation, flash) 3rd Generation: Digilog-Book Analog (emotional) + DIGLOG: Digilog-Book Digital Contents (experience) DIGITAL + ANALOG Immersive Analog + Digital Book Contents Digilog-Book Combining Analog-Emotion and OSMU, MSMU Digital-sense Culture Contents DB Y.Lee, T. Ha, H. Lee, K. Kim, W. Woo, "디지로그 북 - 아나로그 책과 디지털 콘테츠의 융합 ," 정보통싞분야학회 합동학술대회, 14권, pp. 186-189, 2007. T.Ha, Y.Lee, W.Woo, "Digilog Book for Temple Bell Tolling Experience based on Interactive Augmented Reality with Culture Technology," International Journal of Virtual Reality, (Accepted)
  • 34. Digilog Book 2009 Digilog Book : “Hong, Kildong” Ani Authoring(T.Ha) Layer Authoring (J.Park) Agent Authoring (S.Oh) 3D Authoring (H.Choi) Haptic Authring (S.Park)
  • 35. Miniature AR 2009 3D Reconstruction-based Tracking  Setting AR coordinates and computing camera poses in real-time Multi-core programming Re-localization/Tracking Minimize the reprojection error E   x i,j  K Ri t i X 2 i j 3D Reconstruction & AR coordinates Real-time 3D camera tracking 김기영, 박영민, 백운혁, 우운택, “미니어처 AR: 증강 현실 기반 차세대 디지로그형 콘텐츠 체험 젂시 시스템”, 차세대 PC 춘계 학술 대회, pp. 000-000, 2009
  • 36. Miniature AR 2009 Building marker-less AR on a miniature Model Matching(CTI) AR Authoring (Y.Park) Modeling (K.Kim) Modeling (K.Kim) Interaction (W.Baek)
  • 37. Mobile AR Why Mobile?  Integrating your life with mPhone  Wearable AR with HMD vs.  Handheld AR: UMPC, PDA, mobile phone  History of Handheld and Mobile AR  1995 Handheld Display: NaviCam, AR-PAD, Transvision  1997 Wearable AR: Touring Machine, AR Quake  2001 PDA: Thin Client (Bat Portal)  2003 PDA: Self contained (Invisible)  2003 mPhone: CVision (Mozzies, Symball)  2003 mPhone: Thin Client (ARphone)  2004 mPhone: Self-contained (Moehring, AR Tennis)
  • 38. Mobile AR Camera for Physical Interaction  Linking the physical to the virtual world  The environment as part of the interface  Camera phones as “bridging” devices  Integration with the user’s activities
  • 39. Mobile AR But…  …just switching from PC to mobile phone won’t simply solve all current problems  No comprehensive toolkit supporting the development of applications based on physical mobile interactions  New concepts and SW have to be developed that  Make best use of the new platform  Smaller operating system  Weaker hardware (CPU, memory, storage)  Take advantage of new possibilities  Ultra mobile devices, New I/O (touchscreen, sound, vibrator, …)  in-situ content authoring/mashup toolkit  New UI & UX with digilog, SNS, authoring for AR eco-system 2001-2009 © Woo, GIST CTI & U-VR Lab., Gwangju 500-712, S. Korea
  • 40. Mobile AR Mobile AR Applications: Great Green opportunities! Layar2.0 Bionic Eye Robot vision Fairy Trails cAR Locator Cheap Gas Wikitude Cyclopedia Worksnug buUuk TAT Aug-ID AR Compass FirePower Acrossair SREngine
  • 41. CAMAR (06-08) . CAMAR  Context-Aware Mobile AR  Personalization, interaction, sharing CAMAR NVUI U-콘텐츠의 개 인화된 상호작 U-환경의 보이지 용 및 선택적 공 않는 정보의 가 유를 위핚 맥락 시화 위핚 맥락 인식 모바일 AR 인식 모바일AR 서비스의 자동발 견 및 컨트롤러의 개인화를 위핚 모 바일 AR 오세진, 우운택, "스마트 공간에서의 맥락인식 모바일증강현실 기술," 한국차세대컴퓨팅학회논문지, 제5권 제1호, pp. 15-23, 2009. Sejin Oh, Woontack Woo, "CAMAR: Context-aware Mobile Augmented Reality in Smart Space," IWUVR, pp. 48-51, 2009. 우운택 외, “CAMAR: 맥락인식 모바일 증강현실 기술” 진한엠앤비, 2009.
  • 42. CAMAR2.0 42 Copyright @ GIST CTI All rights reserved.
  • 43. CAMAR 2.0 CAMAR 2.0  참여자들의 위치/장소/사회적 관계 및 문화적 배경 등을 포 함핚 통합 맥락을 활용하여 소셜 u-콘텐츠를 실내·외 객체에 이음매 없이 실시간으로 증강하고, in situ MR 저작과 선택적 공유를 통해 지속발젂 가능핚 콘텐츠 생태계를 구성 CAMAR Tour guide App. CAMAR Mashup App. CAMAR App CAMAR Authoring CAMAR widget CAMAR Renderer CAMAR Manager (contents search, CAMAR Tracker adaptation, recommendation) UCAM 2.0 Core ypTracker wlTracker isTracker (communicator, context integrator) APIs(GPS, WI-Fi, light, OpenCV, Winsock OpenGL ES, Dirct3D Mobile,etc..) Hardware (GPS, WI-Fi, light, CPU, GPU, FPU..) & OS (Windows mobile, windows CE, symbian)
  • 44. CAMAR 2.0 - mUCARF (2009.11.30)
  • 45. CAMAR 2.0 AR on mobile Phone: Indoor Concept Interaction Mashup Integrated Visual Tag 2D Tagging 3D Tagging
  • 46. CAMAR 2.0 AR on mobile Phone: Location-aware Bluetooth MCU Compass Compass 부착: 후면 Compass Visualization Indoor localization CAMAR Guider Annotation Outdoor Tour
  • 47. CAMAR 2.0 Mashup 맥락 기반 In Situ MR 매쉬업: 모바일 환경에서 일반 사용자(End-User)가 MR을 통해 실제 환경의 In-situ 서비스, 센서 및 태그를 중심으로 관련된 맥락을 조합/추가/ 변형하여 새로운 형태의 서비스/콘텐츠를 생성하고 다수 사용자간의 공유와 참여를 47 통해 콘텐츠의 지속가능한 생태계를 만들어가는 기술
  • 48. Mobile Platform Comparison (2009.05.29) Hardware Spec. T*OMNIA Nokia N95 iPHONE 3G iPHONE 3Gs ARM 1176 Marvell PXA320 Dual ARM11 620MHz ARM Cortex-A8 CPU (800MHz) (332Mhz) (Limited to work 600MHz in 412MHz) YUV420  Pixel Formats RGB24 RGBA32 RGBA32 RGB565 or RGB24 3D CG HW X O O O Accelerator Floating Point Unit X O (ARM 11) O (VFP) O (NEON) Touch Screen O X (Nokia N97) O O Camera Sensor O O O O Location Sensor △ GPS, Wifi, GPS, Wifi, O (GPS, Bluetooth, Wi-Fi) (No Wi-Fi API) Bluetooth Bluetooth Digital Compass X X (Nokia N97) X O Sensor △ △ Light Sensor X (API is not O (No API ?) (No Light API) confirmed) Accelerometer Sensor O O O O
  • 49. CAMAR 2.0 IV Tag Barcode Tracking (320*240, RGB 565) Binary Barcode Pose Phone CPU OS Decoding Total Conv. Detec. Estim. M480 624 MHz Win Mo. 3.69 2.82 5.728 34.01 46.256 M490 800 MHz Win Mo. 3.722 2.1 5.5 27.11 38.432 iPhone 3G 412 MHz iPhone OS 7.467 1.5 0.817 7.842 17.626 iPhone 3GS 600 MHz iPhone OS 3.752 1.0 0.498 2.935 8.185 TEGRA 650 MHz Win CE 2.77 3.15 6.176 22.900 35.01 Natural Feature Tracking (320*240, ~70pts, 300F) Platform CPU FAST Detection F2F matching Pose Update Total M480 624 MHz 3.25 8.89 91.8 103.94 M490 800 MHz 2.63 7.17 75.95 85.75 iPhone 3G 412 MHz 4.05 13.1 26.9 44.05 iPhone 3GS 600 MHz 2.18 7.39 19.7 29.27 (2009.07.24)
  • 50. What’s Next? The knowledge of joining a crowd and knowing: Who do I know here? Where do I know them from? Who should I get to know? Who here is single? Are there any naked pictures of them on the internet?
  • 51. What’s Next? Mobile Web in U-VR Era?  Networked [knowledge -> intelligence -> wisdom]? 지속적 성장 ecosystem 소통 공유 전달 Wev4.0: Seth Godin ubiquity, identity, connection Web3.0: Tim Berners-Lee (coined WWW) semantic web Web2.0 vs. Web2 (Squared; Tim O'Reilly) social web (user generated)
  • 53. CAMAR 2.0 for Galleries
  • 54. Summary Introduction: Why Augmented Reality? Paradigm Shift & Ubiquitous VR (U-VR) AR R&D Trend & Applications •AR@GIST (2005-2007 & 2008-2009) & @ISMAR09 •Desktop AR •ARtalet for Digilog Book (CTI by KOCCA, 2007-2010) •Miniature AR (GIST, 2009) •Mobile AR •CAMAR (with UCN by IITA, 2006-2008) •CAMAR2.0 (with KIST by KOCCA, 2009-2012) What’s Next?
  • 55. Q&A “The future is already here. It is just not uniformly distributed” by William Gibson (SF writer) More Information Woontack Woo, Ph.D. Twitter: @wwoo_ct Mail: wwoo@gist.ac.kr Web: http://cti.gist.ac.kr 22nd CTI Workshop @ GIST, Dec. 5, 2009 3rd CTI Tutorial on AR Tracking @ GIST, Jan. 11-22, 2010 IWUVR 2010 @ Finland, May 17-20, 2010 ISWC 2010 & ISMAR 2010 @ Seoul, Oct.10-16, 2010