Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
4. The Digital Divide
â˘âŻScreens are windows into digital spaces
â˘âŻSeparation between digital and physical world
â˘âŻSeparation between people
5. Making Interfaces Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
11. Augmented Reality Definition
â˘âŻDefining Characteristics [Azuma 97]
â˘âŻCombines Real andVirtual Images
â˘âŻBoth can be seen at the same time
â˘âŻInteractive in real-time
â˘âŻThe virtual content can be interacted with
â˘âŻRegistered in 3D
â˘âŻVirtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
16. Making Interfaces Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
18. Milgramâs Reality-Virtuality 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.
21. Milgram â Weiser Continuum
â˘âŻ Newman, J., Bornik, A., Pustka, D., Echtler, F., Huber, M., Schmalstieg, D., & Klinker, G. (2007,
March). Tracking for distributed mixed reality environments. In Workshop on Trends and Issues
in Tracking for Virtual Environments at the IEEE Virtual Reality Conference (VRâ07).
23. Metaverse Dimensions
⢠Augmentation technologies that layer information
onto our perception of the physical environment.
⢠Simulation technologies that model reality
⢠Intimate technologies are focused inwardly, on the
identity and actions of the individual or object;
⢠External technologies are focused outwardly,
towards the world at large;
26. MirrorWorlds
â˘âŻMirror worlds are informationally-enhanced virtual
models of the physical world.
â˘âŻ Google Earth, MS StreetView, Google Maps
31. Summary
â˘âŻAR has three key features
â˘âŻCombines Real andVirtual Images
â˘âŻInteractive in real-time
â˘âŻRegistered in 3D
â˘âŻAR can be classified with other technologies
â˘âŻInvisible Interfaces
â˘âŻMilgramâs Mixed Reality continuum
â˘âŻMilgram-Weiser continuum
â˘âŻMetaVerse
35. The Master Key (1901) â AR Glass
â˘âŻ "It consists of this pair of spectacles.
While you wear them every one you
meet will be marked upon the
forehead with a letter indicating his or
her character. The good will bear the
letter 'G,' the evil the letter 'E.' âŚ
Thus you may determine by a single
look the true natures of all those you
encounter.â
L. Frank Baum
45. First Industrial Use
â˘âŻEarly 1990âs: Boeing coined the term âAR.â Wire harness
assembly application begun (T. Caudell, D. Mizell).
46. Academic Research Beginning
â˘âŻ1994: Motion stabilized display [Azuma]
â˘âŻ1995: Fiducial tracking in video [Bajura / Neumann]
â˘âŻ1996: UNC hybrid magnetic-vision tracker
47. Development of the Field
â˘âŻ1996: MIT Wearable Computing efforts
â˘âŻ1998: Dedicated conferences begin (ISMAR)
â˘âŻLate 90âs: Collaboration, outdoor, interaction
â˘âŻLate 90âs:Augmented sports broadcasts
48. Development of Tools
â˘âŻ1996 CyberCode (Rekimoto)
â˘âŻFirst matrix code tracking
â˘âŻ1999 ARToolKit (Kato & Billinghurst)
â˘âŻOpen source tracking library
51. History Summary
â˘âŻ1960âs â 80âs: Early Experimentation
â˘âŻ1980âs â 90âs: Basic Research
â˘âŻTracking, displays
â˘âŻ1995 â 2005:Tools/Applications
â˘âŻInteraction, usability, theory
â˘âŻ2005 - : Commercial Applications
â˘âŻGames, Medical, Industry
52. 2007 -AR Reaches Mainstream
â˘âŻMIT Technology Review
â˘âŻ March 2007
â˘âŻ list of the 10 most exciting
technologies
â˘âŻEconomist
â˘âŻ Dec 6th 2007
â˘âŻ Reality, only better
56. 2008 - Browser BasedAR
â˘âŻFlash + camera + 3D graphics
â˘âŻ ARToolKit ported to Flash
â˘âŻHigh impact
â˘âŻ High marketing value
â˘âŻLarge potential install base
â˘âŻ 1.6 Billion web users
â˘âŻEase of development
â˘âŻ Lots of developers, mature tools
â˘âŻLow cost of entry
â˘âŻ Browser, web camera
57. Demo: GE SmartGrid Example
â˘âŻ https://www.youtube.com/watch?v=vJO_AZkCL9U
58. 2005 - Mobile PhoneAR
â˘âŻMobile Phones
â˘âŻcamera
â˘âŻprocessor
â˘âŻdisplay
â˘âŻAR on Mobile Phones
â˘âŻSimple graphics
â˘âŻOptimized computer vision
â˘âŻCollaborative Interaction
59. ARAdvertising (HIT Lab NZ 2007)
â˘âŻTxt message to download AR application (200K)
â˘âŻSee virtual content popping out of real paper advert
â˘âŻTested May 2007 by Saatchi and Saatchi
61. 2009 - Outdoor Information Overlay
â˘âŻMobile phone based
â˘âŻTag real world locations
â˘âŻGPS + Compass input
â˘âŻOverlay graphics on live video
â˘âŻApplications
â˘âŻTravel guide,Advertising, etc
â˘âŻWikitude, Layar, etc..
â˘âŻiOS/Android, Public API released
67. â˘âŻ Weak AR
â˘âŻ Imprecise tracking
â˘âŻ No knowledge of environment
â˘âŻ Limited interactivity
â˘âŻ Handheld AR
â˘âŻ Strong AR
â˘âŻ Very accurate tracking
â˘âŻ Seamless integration into real world
â˘âŻ Natural interaction
â˘âŻ Head mounted AR
Strong vs. Weak AR
76. Pokemon GO Effect
â˘âŻ Fastest App to reach $500 million in Revenue
â˘âŻ Only 63 days after launch, > $1 Billion in 6 months
â˘âŻ Over 500 million downloads, > 25 million DAU
â˘âŻ Nintendo stock price up by 50% (gain of $9 Billion USD)
77. Summary
â˘âŻAugmented Reality has a long history going
back to the 1960âs
â˘âŻInterest in AR has exploded over the last few
years and is being commercialized quickly
â˘âŻAR is growing in a number of areas
â˘âŻMobile AR
â˘âŻWeb based AR
â˘âŻMarketing experiences
79. â˘âŻ Web based AR
â˘âŻ Flash, HTML 5 based AR
â˘âŻ Marketing, education
â˘âŻ Outdoor Mobile AR
â˘âŻ GPS, compass tracking
â˘âŻ Viewing Points of Interest in real world
â˘âŻ Eg: Junaio, Layar, Wikitude
â˘âŻ Handheld AR
â˘âŻ Vision based tracking
â˘âŻ Marketing, gaming
â˘âŻ Location Based Experiences
â˘âŻ HMD, fixed screens
â˘âŻ Museums, point of sale, advertising
Typical AR Experiences
81. HIT Lab NZ ACMI Book Demo
https://www.youtube.com/watch?v=DfzTFPsq224
82. Example: Haunted Book/AR Book
â˘âŻ Camera hidden in lamp object
â˘âŻ AR content seamlessly integrated into real book
â˘âŻ Natural page turning/manipulation interaction
Scherrer, C., Pilet, J., Fua, P., & Lepetit, V. (2008, September). The haunted book. In Proceedings of the 7th
IEEE/ACM international Symposium on Mixed and Augmented Reality (pp. 163-164). IEEE Computer Society.
85. Sales and Marketing
â˘âŻConnect with brands and branded objects
â˘âŻLocation Based Experiences
â˘âŻ Lynx Angels
â˘âŻWeb based
â˘âŻ Rayban glasses
â˘âŻMobile
â˘âŻ Ford Ka campaign
â˘âŻPrint based
â˘âŻ Red Bull Magazine
86. Pepsi AR Experience (2014)
â˘âŻ Video see-through AR in bus shelter
â˘âŻ Bus shelter appears under attack
88. Assembly and Maintenance
Š 1993 S. Feiner, B. MacIntyre, &
D. Seligmann, Columbia University
Š 1996 S. Feiner, B. MacIntyre, &
A. Webster, Columbia University
91. MedicalARTrials
!⯠Sauer et al. 2000 at
Siemens Corporate
Research, NJ
!⯠Stereo video see through
F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a
Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,
MICCAI 2002
93. Interactive Museum Experiences
"⯠BlackMagic
"⯠Virtual Americaâs Cup
"⯠410,000 people in six months
"⯠MagicPlanet
"⯠TeManawa science museum
"⯠Virtual Astronomy
"⯠Collaborative AR experience
"⯠ARVolcano
"⯠Interactive AR kiosk
"⯠Scienceworks museum, Melbourne
100. Summary
â˘âŻAR technology can be used to develop a
wide range of applications
â˘âŻPromising application areas include
â˘âŻGames
â˘âŻEducation
â˘âŻEngineering
â˘âŻMedicine
â˘âŻMuseums
â˘âŻEtc..