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Computer Engineering and Intelligent Systems                                                  www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012


               LooknLearn: An AR System of Linked Video
                                 Sujeetkumar Umbarkar (Corresponding author)
                                     Department of Computer Engineering,
                                AISSMS College of Engineering, Pune -411001
                                            University of Pune, India
                           Tel: +91-8149597979 E-mail: sujeet.umbarkar@gmail.com

                                                   Rahul Patil
                                     Department of Computer Engineering,
                                AISSMS College of Engineering, Pune -411001
                                            University of Pune, India
                           Tel: +91-9579578784 E-mail: patilrahul.sangli@gmail.com

                                                  Deepak Yadav
                                     Department of Computer Engineering,
                                AISSMS College of Engineering, Pune -411001
                                            University of Pune, India
                             Tel: +91-8087602473 E-mail: dpk.yadav@yahoo.com


Abstract

This paper presents an augmented reality system using video as the primary interface. Using the authoring
component of this system, individuals can leave "video streams," consisting of several layers of film,
movies, moving pictures, animation, video clips at a location outdoors. Using the navigation component,
individuals can watch streams by walking into the area that the stream occupies. Furthermore, stream can
be linked together, whereby an individual is directed from one stream to related streams in the area.

Keywords: Augmented reality, video stream, navigation, authoring environment, video links


1. Introduction

Augmented reality (AR) systems are designed to enhance the known physical environment. Typically, this
is done by get an edge of a virtual world onto the physical world. Most of such edges used in augmented
reality system may consist of video, video, or a combination of both the mediums. AR differs from the
completely immersive world of virtual reality (VR) in that users are able to maintain the context of their
surrounding environment, while still obtaining the benefit of additional sensory input and information.



                                                     48
Computer Engineering and Intelligent Systems                                                  www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012

LooknLearn uses virtual overlays to allow users to leave personal streams that are associated with a
particular location in physical space. An author creates a sound and embeds it at a location using an
authoring toolkit. An individual can then look that video while he or she is traversing the designated
location. LooknLearn approaches augmenting the space with an emphasis on social interactivity. Unlike
other systems, the users of the system create large content of the space. A simple, yet flexible authoring
system is thus an important part of LooknLearn. Furthermore, LooknLearn does not require adding any
physical objects (such as tags) to the environment. This makes it particularly useful in the augmentation of
public spaces.

There are various basic issues we are addressing with LooknLearn. How do we define a video stream?
How do we embed it in a space? How are we made aware that it exists? How can we link videos to
compose a clear ways for users to navigate freely?


2. Previous Work

Enhancing a space with video is not new. Many organizations and research centers today offer video tapes
that direct a user through an exhibit while providing additional information about the various pieces of
scientific discovery, may it be visual topographic maps plotted on Encyclopedia. This approach is linear
and somewhat inflexible: the user follows the guide on the tape and cannot stray to a different path. James.
D. Hollan built a prototype augmented reality system for museums that went beyond the traditional
video-based systems by allowing for non-linear browsing. Using James’s system, the curators of a museum
could place electronic transmitters above pieces of art, and then store video information about each piece of
art on a minidisk. As patrons using the system walked near one of the tagged pieces of art, the appropriate
video was recalled from the minidisk and played back through the patron’s device.

Both of these approaches have some advantages. With the cassette tape, presumably a curator has taken the
time to arrange a tour in a meaningful manner, making the order of the exhibit, as well as the content, an
integral part of the presentation. With Bederson’s system, the material is also created beforehand.
However, the user can move back and forth, linger, and create his/her respective tour. The visitor to a
museum can now make the museum visit a very personal experience. Another AR system that influenced
LooknLearn is the Touring Machine. This is a visual AR system designed to explore an urban environment,
specifically, the Pune campus. Using this system, individuals are provided with information about the
buildings he or she encounters on a walk through Pune. Context sensitive web pages are accessible via a
hand-held display. An important contribution of The Touring Machine is its reliance on the global
positioning system (GPS), which removes the need for placing physical tags in an area. GPS therefore
allows greater flexibility in placement of augmented information.

One issue with the Touring Machine that we investigated in LooknLearn is how much attention an
augmented reality system should grab from the user. The goal of AR is to provide a layer of information
over the real world. Determining how much this layer should distract from the real world is an important
question in any AR project. In The Touring Machine, the textual information overlaying buildings and the

                                                     49
Computer Engineering and Intelligent Systems                                                  www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012

hand-held device may become overly distracting. Because The Touring Machine was created as a way to
provide information to newcomers, this approach may be appropriate. However, in LooknLearn we
attempted to make the AR layer a more subtle and integral part of the environment.

Most previous work in augmented reality has focused on the experience of the end-user. Content creation
has been left to the designers of the system (as in The Touring Machine) or to professionals (as in
Bederson’s system). In LooknLearn, allowing the users of the system to create content for the system was
an important goal from the beginning. As a result, we have viewed the system as a tool that individuals can
use to enhance an environment, rather than as a tool to provide particular information to end-users.


3. LooknLearn

LooknLearn is being developed within a larger exploration of video augmented reality. Many of the
technical and design challenges, such as creating user-location triggered video or evaluating the importance
of directional video, are common to all of our applications. LooknLearn focuses on the in situ placement of
oral histories and reflections; this scenario emphasizes the development of a navigational system (for
exploring a series of related stories) and an easy to use authoring environment.

LooknLearn is a location or area that is frequently used by members of the community and it allows for
casual encounters for it is also a throughway of the campus near about.

Finally, it is an area that is constantly evolving: seasonally and architecturally. It is ripe for historical
perspectives as well as reflection to those who visit it frequently.


4. The Video Stream

The basic unit in LooknLearn is the video stream. The video stream is a multi-layered, customizable
collection of videos that can be placed in a space. An important design consideration for the video stream
was utilizing the accuracy afforded us by technology that can provide the location of the user within tens of
centimeters of his or her actual location. Video AR systems such as [1, 3] could determine if the user was
directly in front of an object or in a given room. The higher resolution available in LooknLearn allows one
to experiment with degrees of videos that were not previously possible.




                                                       50
Computer Engineering and Intelligent Systems                                                    www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012




                      Figure 1 The map and the historic building at the specific location

On the left is a GUI representation of the augmented environment. (Department of Chemistry)                 The
semi-transparent circles represent video stream. On the right is a photograph of the area we are augmenting,
from the perspective Department of Chemistry. The stream consists of a single primary video, with other
video plaited into the border. These plaits of video overlap the stream, with each plaits of video shifting into
and out of recognition. The use of plaited video in addition to the primary video allows for the creation of
highly individualized streams. For example, the primary video may be the reflections of an individual on
the nearby architecture. The author’s favorite video clip or animation could then be plaited around the edge
of the reflections.

The above figure depicts the graphical user interface for the authoring component. It consists of a map of
the Media Lab courtyard with superimposed sound streams. This tool has two modes: a draft mode and a
demo mode. The draft mode allows the author to create a new sound imprint, place it on the map, adjust the
various video properties, and record video. This is done using a drag and drop interface written in Java.

The demo mode of the authoring interface allows the author to simulate the experience as if they were
outdoors in the courtyard. By using the mouse to designate the navigator’s position, the author can look
what the navigator would look if he or she were following that path. In this manner, the author can
experiment with different scenarios, video braiding, and video clips with the aid of visuals.

Allowing a person to record an imprint in the field is an important goal of this project. Because the video
streams are contextualized to the space, it is reasonable for a user to create an imprint while standing or
sitting in that space. To make adding streams to a space as easy as possible, the interface for recording a
sound in the field will be very simple. The user will hold a small microphone, and a very simple interface
will be provided on the PalmPilot (with “record,” “stop” and “cancel” buttons).         The imprint will have

                                                      51
Computer Engineering and Intelligent Systems                                                   www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012

default characteristics that can be adjusted later using the more complex GUI environment.

It is important to note that most properties of these streams are adjustable. The amount of braiding that
occurs, whether the video loops or plays once, and even whether a plait exists or not is left up to the author.
The intention of our project is not to determine what is or is not an ideal stream, but rather to provide the
underlying structure and leave the form up to the person creating the streams. This is similar to HTML
(Hyper-Text Markup Language), in which the tools are provided for individuals to make a web page, but it
is up to the author to make the web page interesting.


5. Navigating

To browse the video streams, the user carries the navigation toolkit as he or she travels through the
augmented space. The toolkit, shown in Figure 2, consists of a pair of headphones with a digital compass
attached, a laptop, a PalmPilot, a GPS receiver, a battery, and a microphone. Using the information from the
GPS and the digital compass, the LooknLearn system is able to determine the location and head position of
the user with a high degree of accuracy. As the navigator encounters a video streams, he or she looks the
stream’s video. Because the head position is known, the video can also be manipulated, which makes the
video “appear” to be coming from a particular location in space.

To aid the user in movement through a space, a PalmPilot is provided. The PalmPilot can show the distance
and direction to streams in an area. It is important to note that the information supplied on the PalmPilot is
not necessary to use the system. Rather, it provides information that can aid the traveler through the
augmented space. In future implementations, we will provide other, video-only signals to the user about the
presence of streams in an area (such as “video samples” emanating from the center of the streams). Both of
these systems may be unnecessary for the bulk of users, as many people may wish to simply wander around
an area and seek out the stream without any help from the system.

Perhaps the biggest technical challenge in the navigation system we use is accurately sensing the position
of an individual. We are currently using a GPS receiver to determine positioning. Using a system such as
GPS is convenient for it allows for arbitrary positioning of videos.

The space does not have to be specially prepared with IR tags or other samples. A video can be placed on a
busy street, by a statue, or at an arbitrary location in a field. Some of the drawbacks to GPS are that it can
only receive signals outdoors and that it does not provide a consistent unique position. Upgrading to a
real-time kinematic (RTK) GPS receiver dramatically increases the precision from stand-alone GPS.
Further inconsistencies in position are accounted for in software.

The emphasis of navigating with LooknLearn is on the perceptual interface and not the computing and
hardware behind it.




                                                        52
Computer Engineering and Intelligent Systems                                                 www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012

6. Authoring Environment
Many AR systems have been developed for navigating spaces.        It is rare to find one that also allows the
user to easily create or modify a space. With most systems, one must view or listen to material created by
others.   It would require programming experience and extensive knowledge of the internal structure of the
AR system to create a new environment.




                                      Figure 2 The wearable devices

At CeBit a group of German companies including Interactive got together and created the next generation
of wearable gadgets starting with a "multimedia backpack with remote control functions for a video
camera", then a “jacket with integral GPS, GSM, Bluetooth and mp3 capabilities" and finally an
“Augmented Reality Vest which is used by the automotive industry to link the virtual world with the real
world."




           Figure 3 Electronics into clothing - Infineon has researched and developed since 2000.

                                                    53
Computer Engineering and Intelligent Systems                                                     www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012

Electronics products to penetrate more and more aspects of daily life such as Microprocessor-based systems
are increasingly networked, wireless communication is made at different levels by more and more - GSM,
GPRS, UMTS on the one hand, Bluetooth, RFID and wireless networks on the other side. Due to the high
pressure to innovate, the electronics systems penetrate into areas that had previously nothing to do with
HiTech. The integration of electronics can open up new market opportunities for the textile industry in the
areas of sports, medicine and health, and safety in the area.


7. Video Linking

In order to enhance the sociable and informational aspects of the augmented space, the LooknLearn system
allows authors to link streams together.      On the World Wide Web (WWW), a user can create a page
containing links to other sites he or she finds interesting or useful.   Using this as inspiration, we added the
ability for an author to link his or her streams to any other streams in the system.

As an example of how links could be useful in this environment, consider a hypothetical user from Brazil.
This user decides to create an imprint near some trees in the Media Lab courtyard reflecting on the colorful
New England autumn, and comparing it to the lack of season changes in her native country.          She can then
link this imprint to an imprint she created about the cold New England winter, and an imprint one of her
Brazilian friends made.

Although the WWW was an inspiration for this project, the notion of linking in an augmented space poses a
challenge. This is the fact that an augmented space is a true three-dimensional world, whereas the WWW is,
for all intents and purposes, represented by a two-dimensional monitor. That is, when an individual viewing
a web page follows a link, the linked page is loaded onto the same screen the individual was already using.
In a system such as LooknLearn where the streams are contextualized to a particular area, the user must
move to a new location in space to follow a link.

This poses a challenge in the design of the system, as mechanisms must be put in place to direct the user to
the location of the linked streams. Because we are exploring the use of video only interfaces as well, the
video beacon idea described above would also work in this situation.


8. Future work

One of the most important questions we are attempting to address with this system is the feasibility of
navigating an augmented space using sound exclusively. Current AR technology could be used to provide a
visual indication of imprint location.    However, because the focus of LooknLearn is on creating video
streams in a space, providing such rich visual indicators would distract from the content. As the project
develops, we will explore different ways of orienting a user in a space with video.      As a result, the use of
this system by the visually impaired will become an interesting area to explore.

We also intend to more fully explore various notions of video augmentation.       In the current avatar, streams


                                                       54
Computer Engineering and Intelligent Systems                                                 www.iiste.org
ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online)
Vol 3, No.3, 2012

exist only as spots of video clips.    It will be interesting to explore other ideas of augmentation.   One
example we have considered is the concept of a “video stream” in which a particular location consists of
ever-moving snippets of sound.     While standing in this stream, the user would look videos rushing past
(using the spatialized video system described above).

One of the limitations we have encountered in this project is the bulk of the system.         To obtain the
accuracy that we need, the GPS requires two large antennas and a bulky receiving unit. As a result, most
of the system is contained on a luggage cart that the user can move from spot to spot. (We chose not to
use a backpack to avoid the issue of user fatigue from the weight.)

In the future, we hope that more accurate GPS systems will approach the size of current off-the-shelf, but
less accurate, implementations.       Once this goal is realized, the entire LooknLearn system could
conceivably be enclosed in a Walkman sized device, allowing more natural use of the system.

9. References

Bederson, B. Video Augmented Reality: a prototype automated tour guide. Conference companion on
Human factors in computing systems, 1995, Page 210.

Feiner, S., MacIntyre, B., Höllerer, T., Webster, A. A Touring Machine: prototyping 3D mobile augmented
reality systems for exploring the urban environment. Proceedings of the First Annual International
Symposium on Wearable Computing, Cambridge, MA, October 13-14, 1997. Page 74-81.

Mynatt, E., Back, M., Want, R., Baer, M., and Ellis, J. Designing Video Aura. Conference proceedings on
Human factors in computing systems, 1998, Page 566 - 573.

Rekimoto, J., Ayatsuka, Y., and Hayashi, K. Augment-able Reality: situated communication through
physical and digital spaces. ISWC'98, 1998.




                                                     55
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11.lookn learn an ar system of linked video

  • 1. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 LooknLearn: An AR System of Linked Video Sujeetkumar Umbarkar (Corresponding author) Department of Computer Engineering, AISSMS College of Engineering, Pune -411001 University of Pune, India Tel: +91-8149597979 E-mail: sujeet.umbarkar@gmail.com Rahul Patil Department of Computer Engineering, AISSMS College of Engineering, Pune -411001 University of Pune, India Tel: +91-9579578784 E-mail: patilrahul.sangli@gmail.com Deepak Yadav Department of Computer Engineering, AISSMS College of Engineering, Pune -411001 University of Pune, India Tel: +91-8087602473 E-mail: dpk.yadav@yahoo.com Abstract This paper presents an augmented reality system using video as the primary interface. Using the authoring component of this system, individuals can leave "video streams," consisting of several layers of film, movies, moving pictures, animation, video clips at a location outdoors. Using the navigation component, individuals can watch streams by walking into the area that the stream occupies. Furthermore, stream can be linked together, whereby an individual is directed from one stream to related streams in the area. Keywords: Augmented reality, video stream, navigation, authoring environment, video links 1. Introduction Augmented reality (AR) systems are designed to enhance the known physical environment. Typically, this is done by get an edge of a virtual world onto the physical world. Most of such edges used in augmented reality system may consist of video, video, or a combination of both the mediums. AR differs from the completely immersive world of virtual reality (VR) in that users are able to maintain the context of their surrounding environment, while still obtaining the benefit of additional sensory input and information. 48
  • 2. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 LooknLearn uses virtual overlays to allow users to leave personal streams that are associated with a particular location in physical space. An author creates a sound and embeds it at a location using an authoring toolkit. An individual can then look that video while he or she is traversing the designated location. LooknLearn approaches augmenting the space with an emphasis on social interactivity. Unlike other systems, the users of the system create large content of the space. A simple, yet flexible authoring system is thus an important part of LooknLearn. Furthermore, LooknLearn does not require adding any physical objects (such as tags) to the environment. This makes it particularly useful in the augmentation of public spaces. There are various basic issues we are addressing with LooknLearn. How do we define a video stream? How do we embed it in a space? How are we made aware that it exists? How can we link videos to compose a clear ways for users to navigate freely? 2. Previous Work Enhancing a space with video is not new. Many organizations and research centers today offer video tapes that direct a user through an exhibit while providing additional information about the various pieces of scientific discovery, may it be visual topographic maps plotted on Encyclopedia. This approach is linear and somewhat inflexible: the user follows the guide on the tape and cannot stray to a different path. James. D. Hollan built a prototype augmented reality system for museums that went beyond the traditional video-based systems by allowing for non-linear browsing. Using James’s system, the curators of a museum could place electronic transmitters above pieces of art, and then store video information about each piece of art on a minidisk. As patrons using the system walked near one of the tagged pieces of art, the appropriate video was recalled from the minidisk and played back through the patron’s device. Both of these approaches have some advantages. With the cassette tape, presumably a curator has taken the time to arrange a tour in a meaningful manner, making the order of the exhibit, as well as the content, an integral part of the presentation. With Bederson’s system, the material is also created beforehand. However, the user can move back and forth, linger, and create his/her respective tour. The visitor to a museum can now make the museum visit a very personal experience. Another AR system that influenced LooknLearn is the Touring Machine. This is a visual AR system designed to explore an urban environment, specifically, the Pune campus. Using this system, individuals are provided with information about the buildings he or she encounters on a walk through Pune. Context sensitive web pages are accessible via a hand-held display. An important contribution of The Touring Machine is its reliance on the global positioning system (GPS), which removes the need for placing physical tags in an area. GPS therefore allows greater flexibility in placement of augmented information. One issue with the Touring Machine that we investigated in LooknLearn is how much attention an augmented reality system should grab from the user. The goal of AR is to provide a layer of information over the real world. Determining how much this layer should distract from the real world is an important question in any AR project. In The Touring Machine, the textual information overlaying buildings and the 49
  • 3. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 hand-held device may become overly distracting. Because The Touring Machine was created as a way to provide information to newcomers, this approach may be appropriate. However, in LooknLearn we attempted to make the AR layer a more subtle and integral part of the environment. Most previous work in augmented reality has focused on the experience of the end-user. Content creation has been left to the designers of the system (as in The Touring Machine) or to professionals (as in Bederson’s system). In LooknLearn, allowing the users of the system to create content for the system was an important goal from the beginning. As a result, we have viewed the system as a tool that individuals can use to enhance an environment, rather than as a tool to provide particular information to end-users. 3. LooknLearn LooknLearn is being developed within a larger exploration of video augmented reality. Many of the technical and design challenges, such as creating user-location triggered video or evaluating the importance of directional video, are common to all of our applications. LooknLearn focuses on the in situ placement of oral histories and reflections; this scenario emphasizes the development of a navigational system (for exploring a series of related stories) and an easy to use authoring environment. LooknLearn is a location or area that is frequently used by members of the community and it allows for casual encounters for it is also a throughway of the campus near about. Finally, it is an area that is constantly evolving: seasonally and architecturally. It is ripe for historical perspectives as well as reflection to those who visit it frequently. 4. The Video Stream The basic unit in LooknLearn is the video stream. The video stream is a multi-layered, customizable collection of videos that can be placed in a space. An important design consideration for the video stream was utilizing the accuracy afforded us by technology that can provide the location of the user within tens of centimeters of his or her actual location. Video AR systems such as [1, 3] could determine if the user was directly in front of an object or in a given room. The higher resolution available in LooknLearn allows one to experiment with degrees of videos that were not previously possible. 50
  • 4. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 Figure 1 The map and the historic building at the specific location On the left is a GUI representation of the augmented environment. (Department of Chemistry) The semi-transparent circles represent video stream. On the right is a photograph of the area we are augmenting, from the perspective Department of Chemistry. The stream consists of a single primary video, with other video plaited into the border. These plaits of video overlap the stream, with each plaits of video shifting into and out of recognition. The use of plaited video in addition to the primary video allows for the creation of highly individualized streams. For example, the primary video may be the reflections of an individual on the nearby architecture. The author’s favorite video clip or animation could then be plaited around the edge of the reflections. The above figure depicts the graphical user interface for the authoring component. It consists of a map of the Media Lab courtyard with superimposed sound streams. This tool has two modes: a draft mode and a demo mode. The draft mode allows the author to create a new sound imprint, place it on the map, adjust the various video properties, and record video. This is done using a drag and drop interface written in Java. The demo mode of the authoring interface allows the author to simulate the experience as if they were outdoors in the courtyard. By using the mouse to designate the navigator’s position, the author can look what the navigator would look if he or she were following that path. In this manner, the author can experiment with different scenarios, video braiding, and video clips with the aid of visuals. Allowing a person to record an imprint in the field is an important goal of this project. Because the video streams are contextualized to the space, it is reasonable for a user to create an imprint while standing or sitting in that space. To make adding streams to a space as easy as possible, the interface for recording a sound in the field will be very simple. The user will hold a small microphone, and a very simple interface will be provided on the PalmPilot (with “record,” “stop” and “cancel” buttons). The imprint will have 51
  • 5. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 default characteristics that can be adjusted later using the more complex GUI environment. It is important to note that most properties of these streams are adjustable. The amount of braiding that occurs, whether the video loops or plays once, and even whether a plait exists or not is left up to the author. The intention of our project is not to determine what is or is not an ideal stream, but rather to provide the underlying structure and leave the form up to the person creating the streams. This is similar to HTML (Hyper-Text Markup Language), in which the tools are provided for individuals to make a web page, but it is up to the author to make the web page interesting. 5. Navigating To browse the video streams, the user carries the navigation toolkit as he or she travels through the augmented space. The toolkit, shown in Figure 2, consists of a pair of headphones with a digital compass attached, a laptop, a PalmPilot, a GPS receiver, a battery, and a microphone. Using the information from the GPS and the digital compass, the LooknLearn system is able to determine the location and head position of the user with a high degree of accuracy. As the navigator encounters a video streams, he or she looks the stream’s video. Because the head position is known, the video can also be manipulated, which makes the video “appear” to be coming from a particular location in space. To aid the user in movement through a space, a PalmPilot is provided. The PalmPilot can show the distance and direction to streams in an area. It is important to note that the information supplied on the PalmPilot is not necessary to use the system. Rather, it provides information that can aid the traveler through the augmented space. In future implementations, we will provide other, video-only signals to the user about the presence of streams in an area (such as “video samples” emanating from the center of the streams). Both of these systems may be unnecessary for the bulk of users, as many people may wish to simply wander around an area and seek out the stream without any help from the system. Perhaps the biggest technical challenge in the navigation system we use is accurately sensing the position of an individual. We are currently using a GPS receiver to determine positioning. Using a system such as GPS is convenient for it allows for arbitrary positioning of videos. The space does not have to be specially prepared with IR tags or other samples. A video can be placed on a busy street, by a statue, or at an arbitrary location in a field. Some of the drawbacks to GPS are that it can only receive signals outdoors and that it does not provide a consistent unique position. Upgrading to a real-time kinematic (RTK) GPS receiver dramatically increases the precision from stand-alone GPS. Further inconsistencies in position are accounted for in software. The emphasis of navigating with LooknLearn is on the perceptual interface and not the computing and hardware behind it. 52
  • 6. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 6. Authoring Environment Many AR systems have been developed for navigating spaces. It is rare to find one that also allows the user to easily create or modify a space. With most systems, one must view or listen to material created by others. It would require programming experience and extensive knowledge of the internal structure of the AR system to create a new environment. Figure 2 The wearable devices At CeBit a group of German companies including Interactive got together and created the next generation of wearable gadgets starting with a "multimedia backpack with remote control functions for a video camera", then a “jacket with integral GPS, GSM, Bluetooth and mp3 capabilities" and finally an “Augmented Reality Vest which is used by the automotive industry to link the virtual world with the real world." Figure 3 Electronics into clothing - Infineon has researched and developed since 2000. 53
  • 7. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 Electronics products to penetrate more and more aspects of daily life such as Microprocessor-based systems are increasingly networked, wireless communication is made at different levels by more and more - GSM, GPRS, UMTS on the one hand, Bluetooth, RFID and wireless networks on the other side. Due to the high pressure to innovate, the electronics systems penetrate into areas that had previously nothing to do with HiTech. The integration of electronics can open up new market opportunities for the textile industry in the areas of sports, medicine and health, and safety in the area. 7. Video Linking In order to enhance the sociable and informational aspects of the augmented space, the LooknLearn system allows authors to link streams together. On the World Wide Web (WWW), a user can create a page containing links to other sites he or she finds interesting or useful. Using this as inspiration, we added the ability for an author to link his or her streams to any other streams in the system. As an example of how links could be useful in this environment, consider a hypothetical user from Brazil. This user decides to create an imprint near some trees in the Media Lab courtyard reflecting on the colorful New England autumn, and comparing it to the lack of season changes in her native country. She can then link this imprint to an imprint she created about the cold New England winter, and an imprint one of her Brazilian friends made. Although the WWW was an inspiration for this project, the notion of linking in an augmented space poses a challenge. This is the fact that an augmented space is a true three-dimensional world, whereas the WWW is, for all intents and purposes, represented by a two-dimensional monitor. That is, when an individual viewing a web page follows a link, the linked page is loaded onto the same screen the individual was already using. In a system such as LooknLearn where the streams are contextualized to a particular area, the user must move to a new location in space to follow a link. This poses a challenge in the design of the system, as mechanisms must be put in place to direct the user to the location of the linked streams. Because we are exploring the use of video only interfaces as well, the video beacon idea described above would also work in this situation. 8. Future work One of the most important questions we are attempting to address with this system is the feasibility of navigating an augmented space using sound exclusively. Current AR technology could be used to provide a visual indication of imprint location. However, because the focus of LooknLearn is on creating video streams in a space, providing such rich visual indicators would distract from the content. As the project develops, we will explore different ways of orienting a user in a space with video. As a result, the use of this system by the visually impaired will become an interesting area to explore. We also intend to more fully explore various notions of video augmentation. In the current avatar, streams 54
  • 8. Computer Engineering and Intelligent Systems www.iiste.org ISSN 2222-1719 (Paper) ISSN 2222-2863 (Online) Vol 3, No.3, 2012 exist only as spots of video clips. It will be interesting to explore other ideas of augmentation. One example we have considered is the concept of a “video stream” in which a particular location consists of ever-moving snippets of sound. While standing in this stream, the user would look videos rushing past (using the spatialized video system described above). One of the limitations we have encountered in this project is the bulk of the system. To obtain the accuracy that we need, the GPS requires two large antennas and a bulky receiving unit. As a result, most of the system is contained on a luggage cart that the user can move from spot to spot. (We chose not to use a backpack to avoid the issue of user fatigue from the weight.) In the future, we hope that more accurate GPS systems will approach the size of current off-the-shelf, but less accurate, implementations. Once this goal is realized, the entire LooknLearn system could conceivably be enclosed in a Walkman sized device, allowing more natural use of the system. 9. References Bederson, B. Video Augmented Reality: a prototype automated tour guide. Conference companion on Human factors in computing systems, 1995, Page 210. Feiner, S., MacIntyre, B., Höllerer, T., Webster, A. A Touring Machine: prototyping 3D mobile augmented reality systems for exploring the urban environment. Proceedings of the First Annual International Symposium on Wearable Computing, Cambridge, MA, October 13-14, 1997. Page 74-81. Mynatt, E., Back, M., Want, R., Baer, M., and Ellis, J. Designing Video Aura. Conference proceedings on Human factors in computing systems, 1998, Page 566 - 573. Rekimoto, J., Ayatsuka, Y., and Hayashi, K. Augment-able Reality: situated communication through physical and digital spaces. ISWC'98, 1998. 55
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