This document discusses research directions in augmented reality. It begins with definitions and examples of AR. There is then a history of AR from the 1960s to present. Key areas of focus are identified as mobile phone AR, browser-based AR, and developing compelling AR experiences. The document concludes that AR is being commercialized rapidly and there are opportunities in developing technology, tools, applications, and experiences to build the future of AR.
4. Augmented Reality Definition
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
12. 1960 - 80’s: US Air Force SuperCockpit (T. Furness)
13. Early 1990’s: Boeing coined the
term “AR.” Wire harness
assembly application begun (T.
Caudell, D. Mizell).
Early to mid 1990’s: UNC
ultrasound visualization project
Early 1990’s: Boeing coined the term “AR.” Wire harness
assembly application begun (T. Caudell, D. Mizell).
1994 - : UNC Research
Motion stabilized display, Hybrid tracking, Ultrasound visualization
14. A Brief History of AR
1996: MIT Wearable Computing efforts
1998: Dedicated conferences begin
Late 90’s: Collaboration, outdoor, interaction
Late 90’s: Augmented sports broadcasts
1998 - 2001: Mixed Reality Systems Lab
15. History Summary
1960’s – 80’s: Early Experimentation
1980’s – 90’s: Basic Research
Tracking, displays
1995 – 2005: Tools/Applications
Interaction, usability, theory
2005 - : Commercial Applications
Games, Medical, Industry
16. Medical AR Trials
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
17.
18. AR Reaches Mainstream
MIT Technology Review
March 2007
list of the 10 most exciting
technologies
Economist
Dec 6th 2007
Reality, only better
21. Trend One: Browser Based AR
Adobe Flash + camera + 3D graphics
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
27. Trend Two: Mobile Phone AR
Mobile Phones
camera, sensors
processor
display
AR on Mobile Phones
Simple graphics
Optimized computer vision
Collaborative Interaction
31. 2009 - Outdoor Information Overlay
Mobile phone based
Tag real world locations
GPS + Compass input
Overlay graphics data on live video
Applications
Travel guide, Advertising, etc
Wikitude, Layar, Junaio, etc..
Android based, Public API released
32. Layar (www.layar.com)
Location based data
GPS + compass location
Map + camera view
AR Layers on real world
Customized data
Audio, 3D, 2D content
Easy authoring
Android, iPhone
33. Android AR Platform
Architectural Application
Loads 3D models
a OBJ/MTL format
Positions content in space
GPS, compass
Intuitive user interface
toolkit to modify the model
Connects to back end model database
37. Summary
Augmented Reality has a long history going
back to the 1960’s
Interest in AR has exploded over the last two
years and is being commercialized quickly
AR is growing in a number of areas
Mobile AR
Web based AR
Advertising experiences
55. AR Design Principles
Interface Components
Physical components
Display elements
- Visual/audio
Interaction metaphors
Physical Display
Elements Interaction Elements
Metaphor
Input Output
56. Tangible User Interfaces (Ishii 97)
Create digital shadows for
physical objects
Foreground
graspable UI
Background
ambient interfaces
57. 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
58. Tangible AR Design Principles
Tangible AR Interfaces use TUI principles
Physical controllers for moving virtual content
Support for spatial 3D interaction techniques
Support for multi-handed interaction
Match object affordances to task requirements
Support parallel activity with multiple objects
Allow collaboration between multiple users
59. Case Study: 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
61. 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
62. 3D AR Lenses: Model Viewer
Displays models made up of multiple parts
Each part can be shown or hidden through the lens
Allows the user to peer inside the model
Maintains focus + context
64. HMD vs Handheld AR Interface
Wearable AR
HandHeld AR
Output:
Display Input &
Output
Input
65. 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
70. 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 have formal user study
(<8% of all AR papers)
71. Types of Experiments
Perception
How is virtual content perceived ?
What perceptual cues are most important ?
Interaction
How can users interact with virtual content ?
Which interaction techniques are most efficient ?
Collaboration
How is collaboration in AR interface different ?
Which collaborative cues can be conveyed best ?
72. AR Browser Interface
Layar (www.layar.com)
show POI on real world
Typical Interface Elements
Live camera view
Radar view
Virtual graphics of POI
2D map view
Information area
73. Navigation
How useful is AR view
for navigation
ego- vs. exo-centric
Experiment
AR only
Map only
AR + map
74. Experiment Design
Conditions
AR: Using only an AR view
2D-map: Using only a top down 2D map view
AR+2D-map: Using both an AR and 2D map view
Measures
Time to complete, Distance travelled
User preference, subjective measures
76. Performance Measures
AR+Map AR+Map
Map Map
AR AR
0 200 400 600 800 1000
0 200 400 600 800 1000 1200 1400
Average Time Taken (sec) Average Distance Travelled (m)
No difference between conditions
78. User Feedback
AR + Map easy to identify
points of interest
AR only hard to know
where things were
Liked being able to
switch between modes
AR+Map preferred best
79. Typical User Comments
“With the AR mode, I didn’t know where any of the
buildings were, a couple of times I went round in a
circle because I didn’t know where things were.”
“I found the map interface the best one to use
because you are actually able to see the physical
objects around you"
“I used the map at the beginning to understand where
the buildings were and the AR between each point”
80. Navigation Conclusion
AR alone provides no improvement
Lack of depth cues
Difficult to create spatial awareness
AR + Map preferred interface
Map for creating mental mode
AR for near navigation
82. “We’re living in the experience economy
and the customer is the star of the show.
If I’m going to spend thousands of dollars
on something. I want the whole
experience to be a fairy-tale”
Milton Pedraza,
The Luxury Institute Illustrative
84. Conclusions
AR is on the verge of commercialization
There are interesting research opportunities in
Developing AR Component Technology
Build Easy to Use Tools
Identify Application Domains
Develop Compelling AR Experiences
85. More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
• Websites
– http://www.hitlabnz.org/
– http://artoolkit.sourceforge.net/
– http://www.osgart.org/
– http://www.hitlabnz.org/wiki/buildAR/