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ICGHIT 2013. Feb. 28-Mar.1, 2013



Augmented Reality 2.0 toward
  Ubiquitous Virtual Reality




       WOO, Woontack ( 禹 雲澤 )
         KAIST GSCT UVR Lab.
Culture Technology at KAIST


    Since 1971




                                          Since 2005



     2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
KAIST CT Vision
CT,   Beyond Content Technology
     •Exhibition technology                  •Social networking and
      •Museum technology                   communication technology
   •Drama making technology               •Augmented space technology
         •Emotional UI                      •Serious game technology
       •Interactive media                         •Service design


 Creativity empowering                   Culture embedded
                              Human-
         Technologies                     New concepts and
         opening a new        centere       technologies
       horizon for cultural      d        embedding cultural
           expression,        Cultural      traits such as
          performance,        Thinkin      history, stories,
         exhibition, etc         g            trends, etc
AR2.0, UVR is H-Green IT
GHIT,    Human-centered Green IT
  To improve human wellness and happiness
  To reduce the use of hazardous materials, maximize energy
  efficiency during the product's lifetime, and promote the
  recyclability or biodegradability of defunct products and
  factory waste.
Is   AR2.0, UVR, H-Green IT?
                                                            Imagenation

                                                                 Human
                                                                      I3
                                                   Virtual                 UI/UX
                                               Immersion                   Interaction

                2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Content




2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Where are We Going?
Computing        in next 5-10 Years :
 Wearable : Desktop-based UI -> Augmented Reality
 Smart : Intelligence > Wisdom
 Service : Personalization -> Socialization & fun




  Text        CG/Image              Multimedia               u-Media        u-Contents




    Information            Knowledge                        Intelligence     Wisdom
                                                               Emotion         Fun
                  2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Virtual vs. Augmented Reality
Virtual   Reality (out there):
  Puts people in a computer-generated world
Augmented Reality (here & now):
  Puts virtual content in a real physical world




                 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
What is Augmented Reality?
P.    Milgram's Reality-Virtuality Continuum
[94]




R.Azuma's       definition on AR [97]
  combines real and virtual
  is interactive in real time
  is registered in real 3D world
                 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
AR Applications
Possible   Applications
 Consumer products, furniture, decoration
 Construction, houses, apartments
 Augmented ads, packages, products
 Entertainment, infotainment, games
 Fashion, trends, digital arts
 Sharing by communities
 Maintenance & Repair
 Medical, training




               2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Content




2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Augmented Reality




2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Augmented Reality
Components        of an AR System
 Fusing CG models with real environment




              2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Augmented Reality
AR   Toolkit (Kato et al., ISMAR 2000)
 Marker(s) detected in every image.
 Camera pose inferred from their appearance.




               2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
AR Core: Tracking
Required    Math: 3D Tracking for AR
 3D Geometry, Linear Algebra, Signal/Image Processing,
 Machine Learning, Numerical Robust Optimization, etc.
Range   of Techniques




              2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Tracking @ U-VR Lab 2007-8
     BilliARd (2005)




2D Picture Tracking (K.Kim)       3D Vase Tracking (Y. Park)               3D Vase Tracking (Y. Park)




    Tracking (W. Baek)               Tracking MO (W.Back)                    Multiple object Tracking
                                                                                     (Y.Park)

                         2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Tracking @ U-VR Lab 2008-11
    ISMAR2008                          ISMAR 2009                               VC2010




 3D objects Tracking,        Motion Blur in 3D tracking,              Scalable Tracking, VC 2010
ISMAR2008 (K.Kim)              ISMAR2009 (Y. Park)                              (KKim)
    ISMAR2010                      ISMAR 2011                                 ICAT2011




Modeling & Tracking,            Depth-assisted Tracking,                Depth-assisted Detection,
ISMAR2010 (KKim)                 ISMAR2011 (Y.Park)                       ICAT2011 (W.Lee)
                    2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
DigiLog Apps 2010
Enhance               Experience, Engage, Edutainment
             Hongkil Dong                                    Technologies in Chosun




Storytelling application                                 Storytelling application

Integrated with virtools*                                Integrated with virtools*



                            2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
DigiLog Apps 2011
DigiLog             Miniature
             Hong-Kildong                                             Asadal-Asaneo




Storytelling application                                Storytelling application
Desktop AR                                              Desktop AR + mobile interaction
Integrated with virtools*                               Integrated with virtools*


                            2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Content




2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Mobile AR
Smart     Phone for Physical Interaction
 Connecting People, Places, Things, and Ideas
  • The environment as part of the interface
  • Camera phones as “bridging” devices
  • Integration with the user’s activities
 Click real world !!!
 AR Apps in iPhone AppStore
  • 54 in July, 2010 and 605 total. (260K Apps in Oct., 2010)




                   2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Mobile AR
  Items                       3D AR                                   Informative AR
Main focus     Realistic 3D augmentation                      Information augmentation
   Input       Camera                                         Sensors (GPS, Compass, etc.)
    CoI        Object                                         Location (POI)
 Core Tech     Object recognition/tracking                    POI detection
               3D registration                                Overlay
               Realistic 3D rendering                         Information filtering
Interaction    3D virtual objects vs.                         2D text vs. user
               physical space & user
 Authoring     Offline                                        In-situ
 Killer apps   Games, training, education                     Navigation, adv, sns
 Platform      Standalone                                     Networked
 PC-based      Sony, Total Immersion                          WearableAR with HMD
Phone-based    Vuforia(Qualcomm),                             Layar, wikitude, sekaiCam,
               Junaio/iLiving(metaio),                        Argon
                  2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Mobile AR : Informative
Informative      AR Applications




     Wikitude                            Layar                            TwitAround




      Junaio                           Aurasma                              vuforia

                2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Wearable AR: Informative
        Problems to solve!                                    Google Glasses
-   Social acceptance
-   The Always-ON Problem
-   A Killer use-case
-   The Too-MUCH feedback Problem
-   What else?


           In Reality …                                        MS Windows?




                  2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Social AR
Issues   of Social AR
 Physical self along with a digital profile
 Unauthorized Augmented Advertising
 Privacy: Augmented Behavioral Targeting
 Safety: Physical danger
 Spam




               2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Social AR: Issues
Cases   against AR




            2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Content




2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
R&D in Korea (2010-2019)
Human-Centered                    Coexistent Space (KIST)
 How to overcome spatio-temporal limits in real world?


                                                                  Remote world in
  Mixed space of real
                                                                  which an avatar
     and virtual (or
                                                                    interacts with
     remote) world
                                                                      humans and
                                                                          artifacts



 Coexistence ( 共
  Coexistence ( 共
        存)
        存)                                                        Real world including
 Symbiosis ( 共生 )
 Symbiosis ( 共生 )                                                  human beings and
  Win-win ( 相生 )                                                     various artifacts
  Win-win ( 相生 )
 Harmony ( 和而不
 Harmony ( 和而不 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
                2012
        同)
        同)
What’s ubiquitous VR?
Ubiquitous          VR for DigiLog Life (Woo)
 3D Link between dual (real & virtual) spaces with additional
  information
 CoI (Context-of-Interest) Augmentation, not just sight:
  sound, haptics, smell, taste, etc.
 Bidirectional UI/UX for H2H/H2S/S2H/S2S communication in
  dual spaces
                              Virtual space

                                    Seamless              U-Content
                      How
                                 Augmentation btw
                       to
                                   dual spaces
                      Link                                     LINK
   SPACES            Seaml
Private (3rd skin)   essly?
                              Real                             CoI
     Social
    General                   Space                    Social Networks

                     2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
What’s Ubiquitous VR?
Core   of UVR
 CoI localization
 Ubiquitous augmentation
 Smart UI for organic visualization
 Networking and public DB access
 3D Interaction & collaboration
 U-VR ecosystem with SNS, LBS, CaS




              2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Ubiquitous VR
Platform            for DigiLog Experience
  Augmented Content is a King, then Context is a
   Queen consort controlling the King!                                         • Multicore/GPGPU
                                                                               • Object
 How to avoiding the fate of                                                     recognition/tracking
 VR?                                                                           • Light source estimation
 "to look for DigiLog, the                                                     • Physics engine
                                                                               • AI engine
 intersections between the
 digital world (3D, SNS) and
 analog world (CoI)”



                                                                                    •   Interaction
• CoI-aware                                                                         •   Mash-up authoring
• Environmental context:                                                            •   SNS
• User context: knowledge, experience,                                              •   Extension of human
  preference                                                                            perception
• Just-in-time visualization

                         2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
UVR Authoring & Mash-up
Augmented      World Builder with ARWand
 ARWand is a smartphone-based 3D user interface for a
 wearable augmented reality environment




              2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
UVR Interaction
Organic   AR UI
 Input Equals Output:
  • Where the space is the input/output
 Function Equals Form:
  • Where the AR output can take on any shape
 Form Follows Flow:
  • Where AR output can change its shape




               2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
What’s Next?
What   to Expect in 2013?
  Qualcomm snapdragon 800: 2.3 GHz Quad Krait CPU
  Vuzix M-100, Google glasses, Verizon glasses, etc.
Trans-Spaces with Wearable CAMAR 2.0
  <Open + Participate + Share>
  LBS + In-situ Mashup + SNS + CAMAR for sustainable AR
  eco-system




               2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
Content




2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
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
 FB: @wtwoo
 wwoo@kaist.ac.kr
 http://uvr.kaist.ac.kr


 5th UVR Workshop @ KAIST GSCT, May 10, 2013
 8th ISUVR 2013 @ KAIST GSCT, Jul. 10 - 13, 2013

                  2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea

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UVR_ICGHIT2013

  • 1. ICGHIT 2013. Feb. 28-Mar.1, 2013 Augmented Reality 2.0 toward Ubiquitous Virtual Reality WOO, Woontack ( 禹 雲澤 ) KAIST GSCT UVR Lab.
  • 2. Culture Technology at KAIST Since 1971 Since 2005 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 3. KAIST CT Vision CT, Beyond Content Technology •Exhibition technology •Social networking and •Museum technology communication technology •Drama making technology •Augmented space technology •Emotional UI •Serious game technology •Interactive media •Service design Creativity empowering Culture embedded Human- Technologies New concepts and opening a new centere technologies horizon for cultural d embedding cultural expression, Cultural traits such as performance, Thinkin history, stories, exhibition, etc g trends, etc
  • 4. AR2.0, UVR is H-Green IT GHIT, Human-centered Green IT  To improve human wellness and happiness  To reduce the use of hazardous materials, maximize energy efficiency during the product's lifetime, and promote the recyclability or biodegradability of defunct products and factory waste. Is AR2.0, UVR, H-Green IT? Imagenation Human I3 Virtual UI/UX Immersion Interaction 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 5. Content 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 6. Where are We Going? Computing in next 5-10 Years :  Wearable : Desktop-based UI -> Augmented Reality  Smart : Intelligence > Wisdom  Service : Personalization -> Socialization & fun Text CG/Image Multimedia u-Media u-Contents Information Knowledge Intelligence Wisdom Emotion Fun 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 7. Virtual vs. Augmented Reality Virtual Reality (out there):  Puts people in a computer-generated world Augmented Reality (here & now):  Puts virtual content in a real physical world 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 8. What is Augmented Reality? P. Milgram's Reality-Virtuality Continuum [94] R.Azuma's definition on AR [97]  combines real and virtual  is interactive in real time  is registered in real 3D world 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 9. AR Applications Possible Applications  Consumer products, furniture, decoration  Construction, houses, apartments  Augmented ads, packages, products  Entertainment, infotainment, games  Fashion, trends, digital arts  Sharing by communities  Maintenance & Repair  Medical, training 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 10. Content 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 11. Augmented Reality 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 12. Augmented Reality Components of an AR System  Fusing CG models with real environment 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 13. Augmented Reality AR Toolkit (Kato et al., ISMAR 2000)  Marker(s) detected in every image.  Camera pose inferred from their appearance. 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 14. AR Core: Tracking Required Math: 3D Tracking for AR  3D Geometry, Linear Algebra, Signal/Image Processing, Machine Learning, Numerical Robust Optimization, etc. Range of Techniques 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 15. Tracking @ U-VR Lab 2007-8 BilliARd (2005) 2D Picture Tracking (K.Kim) 3D Vase Tracking (Y. Park) 3D Vase Tracking (Y. Park) Tracking (W. Baek) Tracking MO (W.Back) Multiple object Tracking (Y.Park) 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 16. Tracking @ U-VR Lab 2008-11 ISMAR2008 ISMAR 2009 VC2010 3D objects Tracking, Motion Blur in 3D tracking, Scalable Tracking, VC 2010 ISMAR2008 (K.Kim) ISMAR2009 (Y. Park) (KKim) ISMAR2010 ISMAR 2011 ICAT2011 Modeling & Tracking, Depth-assisted Tracking, Depth-assisted Detection, ISMAR2010 (KKim) ISMAR2011 (Y.Park) ICAT2011 (W.Lee) 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 17. DigiLog Apps 2010 Enhance Experience, Engage, Edutainment Hongkil Dong Technologies in Chosun Storytelling application Storytelling application Integrated with virtools* Integrated with virtools* 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 18. DigiLog Apps 2011 DigiLog Miniature Hong-Kildong Asadal-Asaneo Storytelling application Storytelling application Desktop AR Desktop AR + mobile interaction Integrated with virtools* Integrated with virtools* 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 19. Content 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 20. Mobile AR Smart Phone for Physical Interaction  Connecting People, Places, Things, and Ideas • The environment as part of the interface • Camera phones as “bridging” devices • Integration with the user’s activities  Click real world !!!  AR Apps in iPhone AppStore • 54 in July, 2010 and 605 total. (260K Apps in Oct., 2010) 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 21. Mobile AR Items 3D AR Informative AR Main focus Realistic 3D augmentation Information augmentation Input Camera Sensors (GPS, Compass, etc.) CoI Object Location (POI) Core Tech Object recognition/tracking POI detection 3D registration Overlay Realistic 3D rendering Information filtering Interaction 3D virtual objects vs. 2D text vs. user physical space & user Authoring Offline In-situ Killer apps Games, training, education Navigation, adv, sns Platform Standalone Networked PC-based Sony, Total Immersion WearableAR with HMD Phone-based Vuforia(Qualcomm), Layar, wikitude, sekaiCam, Junaio/iLiving(metaio), Argon 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 22. Mobile AR : Informative Informative AR Applications Wikitude Layar TwitAround Junaio Aurasma vuforia 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 23. Wearable AR: Informative Problems to solve! Google Glasses - Social acceptance - The Always-ON Problem - A Killer use-case - The Too-MUCH feedback Problem - What else? In Reality … MS Windows? 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 24. Social AR Issues of Social AR  Physical self along with a digital profile  Unauthorized Augmented Advertising  Privacy: Augmented Behavioral Targeting  Safety: Physical danger  Spam 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 25. Social AR: Issues Cases against AR 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 26. Content 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 27. R&D in Korea (2010-2019) Human-Centered Coexistent Space (KIST)  How to overcome spatio-temporal limits in real world? Remote world in Mixed space of real which an avatar and virtual (or interacts with remote) world humans and artifacts Coexistence ( 共 Coexistence ( 共 存) 存) Real world including Symbiosis ( 共生 ) Symbiosis ( 共生 ) human beings and Win-win ( 相生 ) various artifacts Win-win ( 相生 ) Harmony ( 和而不 Harmony ( 和而不 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea 2012 同) 同)
  • 28. What’s ubiquitous VR? Ubiquitous VR for DigiLog Life (Woo)  3D Link between dual (real & virtual) spaces with additional information  CoI (Context-of-Interest) Augmentation, not just sight: sound, haptics, smell, taste, etc.  Bidirectional UI/UX for H2H/H2S/S2H/S2S communication in dual spaces Virtual space Seamless U-Content How Augmentation btw to dual spaces Link LINK SPACES Seaml Private (3rd skin) essly? Real CoI Social General Space Social Networks 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 29. What’s Ubiquitous VR? Core of UVR  CoI localization  Ubiquitous augmentation  Smart UI for organic visualization  Networking and public DB access  3D Interaction & collaboration  U-VR ecosystem with SNS, LBS, CaS 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 30. Ubiquitous VR Platform for DigiLog Experience  Augmented Content is a King, then Context is a Queen consort controlling the King! • Multicore/GPGPU • Object How to avoiding the fate of recognition/tracking VR? • Light source estimation "to look for DigiLog, the • Physics engine • AI engine intersections between the digital world (3D, SNS) and analog world (CoI)” • Interaction • CoI-aware • Mash-up authoring • Environmental context: • SNS • User context: knowledge, experience, • Extension of human preference perception • Just-in-time visualization 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 31. UVR Authoring & Mash-up Augmented World Builder with ARWand  ARWand is a smartphone-based 3D user interface for a wearable augmented reality environment 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 32. UVR Interaction Organic AR UI  Input Equals Output: • Where the space is the input/output  Function Equals Form: • Where the AR output can take on any shape  Form Follows Flow: • Where AR output can change its shape 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 33. What’s Next? What to Expect in 2013?  Qualcomm snapdragon 800: 2.3 GHz Quad Krait CPU  Vuzix M-100, Google glasses, Verizon glasses, etc. Trans-Spaces with Wearable CAMAR 2.0  <Open + Participate + Share>  LBS + In-situ Mashup + SNS + CAMAR for sustainable AR eco-system 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 34. Content 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • 35. 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 FB: @wtwoo wwoo@kaist.ac.kr http://uvr.kaist.ac.kr 5th UVR Workshop @ KAIST GSCT, May 10, 2013 8th ISUVR 2013 @ KAIST GSCT, Jul. 10 - 13, 2013 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea

Editor's Notes

  1. Ubiquitous VR 2012 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea