This document summarizes a presentation about augmented reality experiences using the Intel RealSense R200 depth camera and SDK. It provides an overview of the R200 camera and tablet use cases, demonstrates example AR applications for gaming, education and training, and visualization. The document also outlines several user experience guidelines for designing compelling and usable AR apps with the R200, such as giving users reasons to move the tablet camera, supporting both active and inactive camera modes, planning for the capture space, and understanding the camera's limitations.
Augmented Reality with the Intel® RealSenseTM SDK and R200 Camera: User Experience Best Practices (AWE 2015)
1. Intel® RealSense™ Technology | Intel® Software
Kevin Arthur, Senior User Experience Researcher, Intel Perceptual Computing Group
Augmented Reality with the
Intel® RealSense™ SDK and R200 Camera
User Experience Best Practices
Presented at Augmented
World Expo June 2015.
Annotations added.
This is excerpted from a joint
presentation with Meghana
Rao, who discussed developer
best practices.
2. Intel® RealSense™ Technology | Intel® Software 2
Outline
Part 1, Kevin
• Overview of R200 camera and tablet
augmented reality use cases
• User experience guidelines highlights
Part 2, Meghana
• SDK overview
• Sample code and demos
Part 2 omitted here.
3. Intel® RealSense™ Technology | Intel® Software 3
New R200 Depth Camera For Tablets,
Peripheral Dev Kit Available Now
The R200 camera is an active-stereo depth camera that has
longer range than the earlier F200 camera. The module consists
of an RGB camera, two infrared cameras, and an infrared laser
projector. The R200 camera is being integrated into tablets for
“world-facing” uses.
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R200 View Volume and SDK Features
R200 with Intel® RealSense™ SDK
• Scene Perception Module, enables
scene-aware AR
• Camera tracking and localization
• Mesh reconstruction
• Other Modules
• 3D capture
• Depth-enhanced photo and video
• Measurement
• Face detection and tracking
• Speech (Windows SDK only)
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Use Cases for R200 Mixed and Augmented Reality
Gaming and Play Education and Training Visualization
These are some example applications of tablet augmented reality using the R200
camera. All of these overlay digital content onto a camera view of a physical scene.
Camera and SDK provide scene reconstruction and tracking in real-time.
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Video – ToyZ Game
Shows real-time scene
perception for collision
and occlusion (no pre-
scan)
Try it at the Intel booth
By Shachar Oz, Omek
Studio at Intel
This is a screenshot of a “magic-window” style game. The user sees a view
of the real environment, with virtual content overlaid in place. They can
drive a car, robot, or helicopter around the scene. Collisions, occlusion, and
shadows are simulated between the real and virtual objects in real-time.
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Video – Procedural Island
Shows scan as part of
“capture and play”
Illustrates procedural
shaders and set
dressing
By Eddy Ortega, Garrett
Stevens, Perceptual
Computing at Intel
This video illustrates how scanned scenes and objects can be transformed
from just meshes into procedurally generated environments (grass, water,
trees, and a statue are all placed around the scene based on rules).
8. Intel® RealSense™ Technology | Intel® Software
UX Guidelines for R200 Tablet AR
Designing real, usable apps for a mass market
The following are a few highlights from our user experience design
guidelines for R200. These are insights from user studies, in which we’ve
observed regular people using tablet AR apps and prototypes.
Our emphasis is on how to design applications that are not just novelty
demos but are compelling and usable experiences that people will continue
to use over long periods.
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Lesson 1: Give People a Reason to Move, or They
Won’t
Tablet as window into a
virtual space vs. tablet as
fixed screen
Address with motion hints
The basic “magic window” concept, in which the
computer-generated view changes dynamically based
on the position of the camera/tablet, is completely
foreign to most regular people (in contrast to more
technical people). In fact, people typically won’t move
the tablet around at all unless they’re guided to do so.
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Motion Hints – Explicit
Registered with scene
Or registered with window
Explicit instructions and feedback are the
most direct way to design for this.
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Motion Hints – Implicit, Part of Experience
Lead the user with
content
Example: “Windy Day”
(Google Spotlight Stories)
If done carefully, it’s possible to teach
users more indirectly about magic window
experiences. In “Windy Day,” for Google
devices, the hat flies off-screen and users
are led to naturally move their device to
follow it.
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Lesson 2: But Let People Relax Too
Support both
Active Camera Mode
• Tiring
Inactive Camera Mode
• Less tiring
At the same time, you can’t require your users to always be holding and moving the
tablet or phone. It’s just too tiring for users to do this for more than a few minutes. So
most apps should also support an “inactive-camera” mode with a fixed viewpoint.
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Active-Camera and Inactive-Camera Modes
Active Camera Mode
• Touch interaction less
comfortable, less precise
Inactive Camera Mode
• Touch interaction more
comfortable, more precise
Make the main controls easy to reach with the
thumbs during Active Camera modes .
During Inactive Camera modes, placing
controls elsewhere is acceptable.
AVOID OKOKOK
Make the main controls easy to reach with the
thumbs during Active Camera modes .
During Inactive Camera modes, placing
controls elsewhere is acceptable.
AVOID OKOKOK
Touch Zones Touch Zones
A second reason for supporting an inactive mode is that it’s awkward for users to touch
the screen precisely while holding the device (especially kids and people with small
hands). Let users do non-trivial touchscreen interaction in the inactive mode.
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Two Styles of Mixed-Reality Games
Augmented Reality Capture and Play
Active Camera
Inactive Camera
A third reason for supporting an inactive mode is that sometimes it’s simply not
necessary to always see a live, registered augmented-reality view. Think of the active
mode as capturing the live scene. This can work well in “capture and play” games, where
each level might start with capture (active) and proceed with play (inactive).
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Lesson 3: Plan for the Scene
• Consider size of play space, and use appropriate voxel resolution
Be sure to understand the physical context of use – is your app designed for tabletop play or for
whole-room visualization? This has implications for SDK parameters and for your overall design.
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Game Design Considerations
• What objects does the user need?
• Level design has more unknowns
• Enhance and transform everyday objects
in interesting ways
Likewise, plan for any props that users might want to have on hand for
capture-and-play games, or what types of things in the scene will make for
interesting geometry. Test these ideas with real users, and provide clear
instructions and feedback.
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Procedural Set Dressing This is a breakdown of the steps used in procedural
set dressing to transform real scenes into more
interesting virtual environments for play.
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Plan for the Scene
• Understand the camera limitations.
Depth data is less accurate on
• Very bright areas
• Clear glass
• Black surfaces
• Give relevant feedback
• Fail gracefully, don’t prevent play
Understand the camera limitations and experiment with settings to get
the best results for the environments you’re targeting.
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Resources
software.intel.com/realsense
software.intel.com/articles/realsense-ux-design-guidelines
kevin.arthur@intel.com, @karthur
Please see the R200 UX design guidelines at this
link for more information.
Thanks: Rachel Kennison, Eddy Ortega, Garrett Stevens, Shachar Oz,
Meghana Rao.