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Augmented Reality Interfaces for
       Visual Analytics
           Mark Billinghurst
             HIT Lab NZ
       University of Canterbury
We are here
What Year is This From ?




                      1982
                      2.77 Mhz
Back to Reality
Invisible Interfaces




                Jun Rekimoto, Sony CSL
Augmented Reality




• Augmented Reality: Enhances Reality
• Key Characteristics
  • Combines real and virtual images
  • Interactive in Real-Time
  • Registered in 3D
Medical Imaging Devices




X-ray, US, CT, PET, MR, PET/CT, (Capsule) Endoscopy, Optical
Imaging, Open MR, 4D US, …
Medical Imaging Data




X-ray, Contract Agents, Image intensifier, US, CT, PET, MR, …
3D imaging data is often displayed in 2D!
There are as many displays as imaging modalities!
Current CAS interfaces




                         MediVisi
                              on
AR Medical 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
AR 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
MIT Technology Review
  March 2007
  list of the 10 most
  exciting technologies
Visual Analytics Prototype using Tangible AR
Prototype developed by Nick Hedley, at SFU.
Design based on empirical findings of several
tangible AR studies compared with other
conventional 3D visualizations




                                 Image courtesy of N. Hedley / SIRL (2008)
AR Interface Design
Interface Design Path
1/ Prototype Demonstration
2/ Adoption of Interaction Techniques from other
  interface metaphors             Augmented Reality
3/ Development of new interface metaphors
  appropriate to the medium
                                      Virtual Reality
4/ Development of formal theoretical models for
  predicting and modeling user actions
                                      Desktop WIMP
AR Design Principles
Interface Components
  Physical components
  Display elements
   - Visual/audio
  Interaction metaphors

   Physical                       Display
   Elements         Interaction   Elements
                    Metaphor
      Input                        Output
AR User Interface Design Space

     Reality                                 Virtual Reality

                    Augmented Reality




 Physical Design                                Virtual Design
                    NO STANDARD PRINCIPLES !!
STANDARD PRINCIPLES                           STANDARD PRINCIPLES
                          SOME CLUES
Tangible Interfaces (Ishii 97)
Create digital shadows for
physical objects
Foreground
  graspable UI
Background
  ambient interfaces
Tangible Interfaces
Dangling String
  Jeremijenko 1995
  Ambient ethernet monitor
  Relies on peripheral cues
Ambient Fixtures
  Dahley, Wisneski, Ishii 1998
  Use natural material qualities
   for information display
TerraVision (ART+COM 1994)
Goal
  use virtual earth to
   visualize information
Features
  seamless zooming
  tangible interface
  separation of physical + virtual
Lessons from Tangible Interfaces
Physical objects make us smart
  Norman’s “Things that Make Us Smart”
  encode affordances, constraints
Objects aid collaboration
  establish shared meaning
Objects increase understanding
  serve as cognitive artifacts
Limitations
Difficult to change object properties
  can’t tell state of digital data
Limited display capabilities
  pinwheels = 1D, projection screen = 2D
  dependent on physical display surface
Separation between object and display
  TerraVision
Back to the Real World

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
Tangible AR Design Principles
Tangible AR Interfaces use TUI principles
  Physical controllers for moving virtual content
  Support for spatial 3D interaction techniques
  Time and space multiplexed interaction
  Support for multi-handed interaction
  Match object affordances to task requirements
  Support parallel activity with multiple objects
  Allow collaboration between multiple users
Design of Objects
Objects
  Purposely built – affordances
  “Found” – repurposed
  Existing – already at use in marketplace
Make affordances obvious (Norman)
  Object affordances visible
  Give feedback
  Provide constraints
  Use natural mapping
  Use good cognitive model
Tangible AR: VOMAR Interface (Kato 2000)
   Use of natural physical object manipulations to
   control virtual objects
   VOMAR Demo
     Catalog book:
      - Turn over the page
     Paddle operation:
      - Push, shake, incline, hit, scoop
VOMAR Interface
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
3D MagicLenses
MagicLenses extended to 3D (Veiga et. al. 96)
  Volumetric and flat lenses
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
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
Examples




                                                Simple Wireframe
Terrain layers




                 Non-photorealistic rendering
Flexible Lens




              Red Planet, 2000 (5.2/10 IMDB)
Flexible Lens Surface
   Bimanual interaction
   Digital paper analogy
   Looks expensive
Flexible Lens
Flexible Lens – Gesture Input



Default          Stretch            Twist




          Bend             Rotate
Milgram’s Continuum (1994)
                 Mixed Reality (MR)



Reality       Augmented      Augmented         Virtuality
(Tangible     Reality (AR)   Virtuality (AV)   (Virtual
Interfaces)                                    Reality)
MagicBook Metaphor
Collaboration
Communication Cues
  A wide variety of communication cues used.
                                        Visual
  Audio                              Gaze
Speech                                       Gesture
Paralinguistic                               Face Expression
Paraverbals                                  Body Position
Prosodics
Intonation

                      Object Manipulation
        Environmental Writing/Drawing
                      Spatial Relationship
                      Object Presence
Collaboration in the Future ?




Remote Conferencing


                      Face to face Conferencing
Remote AR Conferencing
  Moves conferencing from the
   desktop to the workspace
Face-to-face collaboration
  People surround a table
  It is easy to see each other
                       Communication Space   Task Space


Computer supported
collaboration
  People sit side by side
  It is hard to see each other
                       Communication Space   Task Space
Collaborative Augmented Reality
Seamless Interaction
Natural Communication

Attributes
  Virtuality
  Augmentation
  Cooperation
  Independence
  Individuality
Hybrid User Interfaces


    1                   2                 3                   4
   PERSONAL         TABLETOP        WHITEBOARD          MULTIGROUP




Private Display   Private Display   Private Display   Private Display
                  Group Display     Public Display    Group Display
                                                      Public Display
UbiVR (GIST, Korea)
Shared Design Space (M. Haller, Hagenberg)

Enhanced face to face collaboration
Tangible tools
Digital pens
Active desktop
Multiple users
Digital Pen, ANOTO

Captures position (x, y) in absolute
coordinates, time (t), pressure (p), and status
(up, down)




                       www.anoto.com
Presentation Area



         Design Area
         Shared Workspace




                            Private
                            Workspace
Evaluation
Interaction Design is All About You
Users should be involved
throughout the Design
Process
Consider all the needs of
the user
Interaction Design Process
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)
AR Papers
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 ?
Looking to the Future
The Future is with us
It takes at least 20 years for new technologies
     to go from the lab to the lounge..
“The technologies that will significantly affect our
     lives over the next 10 years have been around
     for a decade.
The future is with us. The trick is learning how to
     spot it. The commercialization of research, in    Oct 11th 2004
     other words, is far more about prospecting
     than alchemy.”
                                   Bill Buxton
VR vs. AR
Don’t oversell it.. Be Honest
Mobile Phone AR

Mobile Phones
  camera
  processor
  display
AR on Mobile Phones
  Simple graphics
  Optimized computer vision
  Collaborative Interaction
Collaborative AR




AR Tennis
  Virtual tennis court
  Two user game
  Audio + haptic feedback
  Bluetooth messaging
Collaborative AR
UbiVR




Cellphone for service discovery
Visualization of real world sensor data
Real Time Rome (Ratti, MIT)
System Design
Results
NZ Cell Tower Locations
Sameer’s Facebook Friends
TouchGraph
http://www.touchgraph.com/
Physical + Social Networking
Location based social networking
  Where are my friends now?
  Where are people with common interests?
Trend analysis
  How do these people behave?
  Where is my friend likely to be?
Conclusions
Conclusions
AR allows us to return to the real world
  Invisible Interfaces
  Enhanced Interaction
  Enhanced Collaboration
Future Research Directions
  Evaluation
  Massive AR
More Information
• Mark Billinghurst
  – mark.billinghurst@hitlabnz.org
• Websites
  – www.hitlabnz.org

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Tangible AR Interface

  • 1. Augmented Reality Interfaces for Visual Analytics Mark Billinghurst HIT Lab NZ University of Canterbury
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  • 7. What Year is This From ? 1982 2.77 Mhz
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  • 10. Invisible Interfaces Jun Rekimoto, Sony CSL
  • 11. Augmented Reality • Augmented Reality: Enhances Reality • Key Characteristics • Combines real and virtual images • Interactive in Real-Time • Registered in 3D
  • 12. Medical Imaging Devices X-ray, US, CT, PET, MR, PET/CT, (Capsule) Endoscopy, Optical Imaging, Open MR, 4D US, …
  • 13. Medical Imaging Data X-ray, Contract Agents, Image intensifier, US, CT, PET, MR, …
  • 14. 3D imaging data is often displayed in 2D!
  • 15. There are as many displays as imaging modalities!
  • 16. Current CAS interfaces MediVisi on
  • 17. AR Medical 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
  • 18. AR 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
  • 19. MIT Technology Review March 2007 list of the 10 most exciting technologies
  • 20. Visual Analytics Prototype using Tangible AR Prototype developed by Nick Hedley, at SFU. Design based on empirical findings of several tangible AR studies compared with other conventional 3D visualizations Image courtesy of N. Hedley / SIRL (2008)
  • 22. Interface Design Path 1/ Prototype Demonstration 2/ Adoption of Interaction Techniques from other interface metaphors Augmented Reality 3/ Development of new interface metaphors appropriate to the medium Virtual Reality 4/ Development of formal theoretical models for predicting and modeling user actions Desktop WIMP
  • 23. AR Design Principles Interface Components Physical components Display elements - Visual/audio Interaction metaphors Physical Display Elements Interaction Elements Metaphor Input Output
  • 24. AR User Interface Design Space Reality Virtual Reality Augmented Reality Physical Design Virtual Design NO STANDARD PRINCIPLES !! STANDARD PRINCIPLES STANDARD PRINCIPLES SOME CLUES
  • 25. Tangible Interfaces (Ishii 97) Create digital shadows for physical objects Foreground graspable UI Background ambient interfaces
  • 26. Tangible Interfaces Dangling String Jeremijenko 1995 Ambient ethernet monitor Relies on peripheral cues Ambient Fixtures Dahley, Wisneski, Ishii 1998 Use natural material qualities for information display
  • 27. TerraVision (ART+COM 1994) Goal use virtual earth to visualize information Features seamless zooming tangible interface separation of physical + virtual
  • 28. Lessons from Tangible Interfaces Physical objects make us smart Norman’s “Things that Make Us Smart” encode affordances, constraints Objects aid collaboration establish shared meaning Objects increase understanding serve as cognitive artifacts
  • 29. Limitations Difficult to change object properties can’t tell state of digital data Limited display capabilities pinwheels = 1D, projection screen = 2D dependent on physical display surface Separation between object and display TerraVision
  • 30. Back to the Real World 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
  • 31. Tangible AR Design Principles Tangible AR Interfaces use TUI principles Physical controllers for moving virtual content Support for spatial 3D interaction techniques Time and space multiplexed interaction Support for multi-handed interaction Match object affordances to task requirements Support parallel activity with multiple objects Allow collaboration between multiple users
  • 32. Design of Objects Objects Purposely built – affordances “Found” – repurposed Existing – already at use in marketplace Make affordances obvious (Norman) Object affordances visible Give feedback Provide constraints Use natural mapping Use good cognitive model
  • 33. Tangible AR: VOMAR Interface (Kato 2000) Use of natural physical object manipulations to control virtual objects VOMAR Demo Catalog book: - Turn over the page Paddle operation: - Push, shake, incline, hit, scoop
  • 35. 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
  • 36. 3D MagicLenses MagicLenses extended to 3D (Veiga et. al. 96) Volumetric and flat lenses
  • 37. 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
  • 38. 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
  • 39. Examples Simple Wireframe Terrain layers Non-photorealistic rendering
  • 40. Flexible Lens Red Planet, 2000 (5.2/10 IMDB) Flexible Lens Surface Bimanual interaction Digital paper analogy Looks expensive
  • 42. Flexible Lens – Gesture Input Default Stretch Twist Bend Rotate
  • 43. Milgram’s Continuum (1994) Mixed Reality (MR) Reality Augmented Augmented Virtuality (Tangible Reality (AR) Virtuality (AV) (Virtual Interfaces) Reality)
  • 46. Communication Cues A wide variety of communication cues used. Visual Audio Gaze Speech Gesture Paralinguistic Face Expression Paraverbals Body Position Prosodics Intonation Object Manipulation Environmental Writing/Drawing Spatial Relationship Object Presence
  • 47. Collaboration in the Future ? Remote Conferencing Face to face Conferencing
  • 48. Remote AR Conferencing Moves conferencing from the desktop to the workspace
  • 49. Face-to-face collaboration People surround a table It is easy to see each other Communication Space Task Space Computer supported collaboration People sit side by side It is hard to see each other Communication Space Task Space
  • 50. Collaborative Augmented Reality Seamless Interaction Natural Communication Attributes Virtuality Augmentation Cooperation Independence Individuality
  • 51. Hybrid User Interfaces 1 2 3 4 PERSONAL TABLETOP WHITEBOARD MULTIGROUP Private Display Private Display Private Display Private Display Group Display Public Display Group Display Public Display
  • 53. Shared Design Space (M. Haller, Hagenberg) Enhanced face to face collaboration Tangible tools Digital pens Active desktop Multiple users
  • 54. Digital Pen, ANOTO Captures position (x, y) in absolute coordinates, time (t), pressure (p), and status (up, down) www.anoto.com
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  • 58. Presentation Area Design Area Shared Workspace Private Workspace
  • 60. Interaction Design is All About You Users should be involved throughout the Design Process Consider all the needs of the user
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  • 64. 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)
  • 66. 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 ?
  • 67. Looking to the Future
  • 68. The Future is with us It takes at least 20 years for new technologies to go from the lab to the lounge.. “The technologies that will significantly affect our lives over the next 10 years have been around for a decade. The future is with us. The trick is learning how to spot it. The commercialization of research, in Oct 11th 2004 other words, is far more about prospecting than alchemy.” Bill Buxton
  • 69. VR vs. AR Don’t oversell it.. Be Honest
  • 70. Mobile Phone AR Mobile Phones camera processor display AR on Mobile Phones Simple graphics Optimized computer vision Collaborative Interaction
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  • 72. Collaborative AR AR Tennis Virtual tennis court Two user game Audio + haptic feedback Bluetooth messaging
  • 74. UbiVR Cellphone for service discovery Visualization of real world sensor data
  • 75. Real Time Rome (Ratti, MIT)
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  • 79. NZ Cell Tower Locations
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  • 83. Physical + Social Networking Location based social networking Where are my friends now? Where are people with common interests? Trend analysis How do these people behave? Where is my friend likely to be?
  • 85. Conclusions AR allows us to return to the real world Invisible Interfaces Enhanced Interaction Enhanced Collaboration Future Research Directions Evaluation Massive AR
  • 86. More Information • Mark Billinghurst – mark.billinghurst@hitlabnz.org • Websites – www.hitlabnz.org