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MOBAS 2012@ 숙명여대 (2012.2.2)




(모바일) 증강현실은Hype(거품)인가?



    Woontack Woo (禹 雲澤), Ph.D.
     http://twitter.com/wwoo_ct
         GIST CTI/U-VR Lab
           Gwangju, Korea
Outline


VR vs. AR : Is AR Hype?


Where are we now?


What’s Next?


Why Ubiquitous VR, DigiLog & CAMAR?


Summary and Q&A
Virtual Reality vs. Augmented Reality

Virtual Reality (out there):
 Puts people in a computer-generated world
Augmented Reality (here):
 Puts virtual content in a real physical world


Ubiquitous VR : VR over ubiComp Env (here & right now):
 Forces the VR/MR/AR to live out here in the world with people




               Johnny Mnemonic                    Minority Report
Augmented Reality vs. Virtual Reality


               AR                                  VR
Supplements reality, rather than    Completely immerse a user inside
completely replacing it             a synthetic environment


User maintains a sense of presence While immersed, the user cannot
in real world (Here and Right Now!) see the real world around him (Out
                                    there!)


• Apply to all senses, not just sight: sound, haptics, etc.
• Extend and enhance user’s ability (performance/perception of the
  world)
What’s AR?

What’s Augmented Reality?
 It is really an old idea, e.g. “Terminator vision in 1990”
 Milgram's Reality-Virtuality Continuum [94]




Azuma's definition on AR [97]
 combines real and virtual
 is interactive in real time
 is registered in real 3D world
AR is Hype?

The web is dead. Long Live the Internet!




                                            Web
   Aug. 2010
AR is Hype?

Google Trend (VR vs. AR)

           A: Virtual Reality Embraced by Businesses
           B: Another use for your phone: 'augmented reality
           C: Qualcomm Opens Austria Research Center to Focus on Augmented Reality
           D: Qualcomm Launches Augmented Reality Application Developer Challenge
           E: Review: mTrip iPhone app uses augmented reality
           F: Toyota demos augmented-reality-enhanced car windows
AR is Hype?

Half century after its birth, the VR is in decline.


Two decades after its birth, the AR is in saturation.
  AR over web for interoperability?
  Smart AR Apps for just-in-time services?
  AR authoring and sharing for sustainable eco-system?


So, will AR be dead?




                               @ Wired September 2010
Hype Cycle of AR




 LBS-based AR        I might be able to
                        make money


 Mobile 2D AR          Nope, no           I am wondering
                      money here             how I lived
                                             without AR

       3D AR                                               • Mobile IT Infra
                                                           • CV HW/SW Tech
                        I hate AR                          • AI (context) Tech
Mobile 3D AR


                Marker-based AR
CAMAR 2.0



        What is CAMAR? U-VR?
Hype Cycle of AR 2011

                     Augmented Reality
                     • MIT’s annual review; “10 Emerging Tech.s 2007”
                     • Gartner: top 10 disruptive tech 2008-12
2010                 • Juniper: mAR 1.4B downloads/y, revenue $1.5B/y
                       by 2015 (11M in 2010)
2009


2008
Outline


VR vs. AR : Is AR Hype?


Where are we now?


What’s Next?


Why Ubiquitous VR, DigiLog & CAMAR?


Summary and Q&A
Augmented Reality

What is involved in the AR process?

                                    Get video from
                                       camera




                                                               Estimate
              Update the                                    position and
                status                                      orientation of
                                                             the camera




                                                     Render the
                      Process the
                                                     augmented
                      interaction
                                                       scene
AR Trend

3D vs. Informative 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
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)
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)
Digilog Apps 2010

Enhance Experience, Engage, Educate & Entertain

Hongkil Dong                        Technologies in Chosun




Storytelling application            Storytelling application

Integrated with virtools*           Integrated with virtools*
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*
Why Mobile AR?

Why phone-based AR ?
 968M(40M) m-phones worldwide (Korea) in 09
 64M(15M) s-phone worldwide(Korea) in 11
 Low cost, ubiquity, robust, self-contained
From terminal to gateway:
 With advances in tracking and increased
  computing power, mobile AR systems are
  developing
 Leading graphics board vendors release new
  chipset that will enable HW-accelerated 3D CG   http://www.capv.com/home/Multiclient/MobileImaging.html
  on mobile phones
AR Apps in iPhone AppStore
 54 in July, 2010 and 605 total. (260K Apps in
  Oct., 2010)
Mobile UI/UX

Camera 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 !!!
Mobile AR : Informative

Informative AR Applications




      Wikitude                 Layar       TwitAround




       Junaio              Aurasma          vuforia
Informative mobile AR

How does it work?




Illustrations courtesy of GeoVector (left)
and Layar & Junaio by Metaio (right)
Mobile AR SDK

QualComm SDK:
 http://developer.qualcomm.com/dev/augmented-reality
 https://ar.qualcomm.com/qdevnet/
Mobile AR SDK

KHARMA by GATECH
 KML/HTML Augmented Reality Mobile Architecture
 An Open Platform for Delivering Mobile Augmented Reality Experiences
 https://research.cc.gatech.edu/polaris/


CAMAR 2.0 by GIST
 Context-aware mobile AR
 CAMAR + LBS + SNS

     CONTEXT
            SNS
     LBS




                               CONTENT



     Embedded Sensors
Outline


VR vs. AR : Is AR Hype?


Where are we now?


What’s Next?


Why Ubiquitous VR, DigiLog & CAMAR?


Summary and Q&A
What is still holding us back?



Processing power      <10fps                  ~30fps
Registration accuracy                         1cm 1deg
Screen size           Limited FOV             Optical-see-through
Interaction           Limited to touching     NUI with 5 senses
                      screen
GPS                   Limited speed and       AGPS and wifi with
                      accuracy                Vision-assisted
Network BW/latency 400ms pings are not so     <50ms for cloud
                      responsive
Authoring             Just emerging           In-situ mash-up
Battery power         Devour batteries        Full day usage
Platform              Dual core smart phone   Quad core smart phone
Apps                  Navigation              M-commerce
What to Expect in 2012?

Matthias Galica (CEO of ShareSquare)
  Quick Response (QR) Codes : simple yet effective…
  Augmented Reality (AR)
  Near Field Communication (NFC)
  The Field (Everybody Else)


 The effects of AR
  Increased transparency
  Reduced privacy
  Timely access to information


 Juniper Research report on AR
  predicted that annual revenues from mobile AR apps will reach
 $732M by 2014,
 $1.5B by 2015,
 up from less than $1M in 2009.



What to Expect in 2012?

Where is Digital World headed?
  Wearable, Cloud computing
  Internet of things with sensor proliferation
  Digital immersion with Rich UI/UX over ubiComp
  SNS over networked urbanism


SNS needs AR!
  More than AR needs SNS, SNS needs AR to improve the UI/UX!
  Augmented Content is a King, then Context is a queen consort controlling the King!


So, ubiComp and AR are tightly coupled ‘Outernet’!
  Mobile : smart phone for mobility of people
  Social : layers of AR for cultural/collaborative experience
  Cloud : bringing down all the resources of the internet to reality
  eco-system: publishing sharable cloud content
How to make Mobile AR App’s useful?

Beyond the hype:
 Moving from simple gimmicky experiments to real world applications
Current AR experience
 shows generally low social maturity
 Is stalling, waiting for breakthrough either technological or conceptual


Future Impractical AR
            AR needs to                              Useful AR
•3D models placed in a webcam of replacing them with AR gimmicks
 Enhance social interactions, instead •Connectivity is always ON
 with optional for social interaction
 Be little or no interactivity        •The cloud is the computer
•Layered animation with little or no         •Engaging, persistent experience for
 feedback                                     the user
•MAR that uses solely GPS, compass,
 and accelerometer input            •[LBS + SNS + MAR] drawing from
                                     networked large DBs with
•MAR where geo-tagging doesn't       customization features
 serve an everyday purpose
What’s Next?
Social AR?

Issues of Social AR
 Physical self along with a digital profile
 Unauthorized Augmented Advertising
 Privacy: Augmented Behavioral Targeting
 Safety: Physical danger
 Spam
Social AR?

Cases against AR
Outline


VR vs. AR : Is AR Hype?


Where are we now?


What’s Next?


Why Ubiquitous VR, DigiLog & CAMAR?


Summary and Q&A
Smart Holistic Space

Convergence
                                                        Virtual space
 Between Real & Virtual
                                               Seams btw two worlds        How to
                                                                          combine
                                                                         Seamlessly?
                                                          Real space



Space for experience and expression
 Personal space (3rd skin): an individual has a complete control of data/info flow, i.e.,
  incoming, filtering, selecting, outgoing (using a user profile)
 Social space: a group has some control, ownership and regulatory power, but as a
  result of negotiations and transactions
 General space: a temporary quality and free access, but regulated by a public social
  contract
What’s VR, AR and UVR?




                   Dual space {R, R’}




              RE         RE’
                                          V
     RE
RE


          R                    R’
                                          VE’
              RE         RE’
                                    VE’
What’s Ubiquitous VR?

Woo’s Definition [11] : U-VR is
 3D Link btw dual (real & virtual) spaces with
  additional info
 CoI augmentation, not just sight: sound,
  haptics, smell, taste, etc.
 Bidirectional UI for H2H/H2S/S2H/S2S
  communication in dual spaces


                              Virtual space
                     How to                                  U-Content
                                  Seamless Augmentation
                     Link            btw dual spaces
                    Seamlessly?                                  LINK

                                                                 CoI
                              Real space
                                                          Social Networks
AR for DigiLog Experience

AR platform for DigiLog Experience will be

How to avoiding the fate of VR ?
"to look for DigiLog, the intersections                            •   Multicore/GPGPU
between the digital world (3D, SNS)                                •   Object recognition/tracking
and analog world (CoI)”                                            •   Light source estimation
                                                 Realistic 3D      •   Physics engine
                                                                   •
                                                augmentation           AI engine




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

CoI Localization:
 Context of Interest (CoI): Space vs. Object
 Accurate CoI Recognition and Tracking
3D Interaction

Ubiquitous Augmentation
 LBS/SNS-based Authoring and Mash-up
Smart UI for Intuitive Visualization
 AR-Infography + Organic UI
Networking and public DB management
U-VR ecosystem with SNS, LBS, CaS
 Interoperable representation
HW wish list
 Better camera/GPS/compass, CPU/GPU, I/O, battery
CAMAR 2.0: Context-aware mobile AR


                       Sharing




                      Direct
                    response
                                  Mashup




       Reflective
       response         Planned
                       response
CAMAR 2009-10

       Mobile AR: WHERE to augment?




                              Concept                                                    Context-aware                                              Annotation (H. Kim)




              Plan Recognition (Y. Jang)                                 Multi-page Recognition (J.Park)                                       LBS + mobile AR (W. Lee)

[Paper] Y. Jang and W. Woo, “Stroke-based semi-automatic region of interest detection for in-situ painting recognition", 14th International Conference on Human-Computer Interaction (HCII 2011), Jul. 9-14,
Orlando, USA, accepted.
[Patent] W. Woo, Y. Jang, “현장에서 그림 인식을 위해 선긋기 상호작용을 통한 반자동식 관심영역 검출 알고리즘 ,” 2010. (출원 중)
Context @ U-VR Lab 2010-11

     Adaptive Content Recommendation
      Recommend user-preferred content
      Retrieve content efficiently using hierarchal
       context model




J. Han, H. Schmidtke, X. Xie, and W. Woo, “Adaptive Content Recommendation using Hierarchical Context Model with Granularity for Mobile Consumer,” in Pers. Ubiqu. Comp
    ut., pp.000-000, 2012. (Submitted)
Interaction @ U-VR Lab 2011

     ARWand: Phone-based 3D Object Manipulation in AR
      Exploits a 2D touch screen, a 3DOF accelerometer, and compass sensors information
       to manipulate 3D objects in 3D space
      Design transfer functions to map the control space of mobile phones to an AR display
       space




Taejin Ha, Woontack Woo, "ARWand: Phone-based 3D Object Manipulation in Augmented Reality Environment," ISUVR, pp. 44-47, 2011.
Interaction @ U-VR Lab 2011

     ARWand: Phone-based 3D Object Manipulation in AR
         Experiment and application




           ◦ Low control-to-display gain: a sophisticated translation could be possible but this requires a significant amount of
             clutching
           ◦ High gain could reduce the frequent clutching, but accurate manipulation could be difficult
           ◦ Therefore, we need to consider an optimal control function that satisfies both fast and accurate manipulation


Taejin Ha, Woontack Woo, "ARWand: Phone-based 3D Object Manipulation in Augmented Reality Environment," ISUVR, pp. 44-47, 2011.
CAMAR @ U-VR Lab 2010

    In Situ Video Tagging on Mobile Phones
     In situ Planar Target Learning on Mobile Phones
     Sensor-based Automatic Fronto-parallel View Generation
     Fast Vanishing Point Computation


                             Input Image



                              Horizontal                       Vanishing Points
                               target ?                          Estimation



                        Fronto-parallel View
                            Generation


                          Target Learning
                         on the mobile GPU



                        Real-time Detection




W. Lee, Y. Park, V. Lepetit, W. Woo, "In-Situ Video Tagging on Mobile Phones," Circuit Systems and Video Technology, IEEE Trans. on, Vol. 21, No. 10, pp. 1487-1496, 2011.
W. Lee, Y. Park, V. Lepetit, W. Woo, "Point-and-Shoot for Ubiquitous Tagging on Mobile Phones," ISMAR10, pp. 57-64, 2010.
CAMAR @ U-VR Lab 2010

     In Situ Video Tagging on Mobile Phones
            In situ Augmentation of Real World Objects                                          Vertical Target Learning & Detection
                           데모비디오




       -    In situ augmentation of real world objects                                 -   Learning a vertical target from an arbitrary
            without pre-trained database                                                   viewpoint
       -    Fast target learning in a few seconds                                      -   Vanishing point-based fronto-parallel view
       -    Real-time detection from novel viewpoints                                      generation
                                                                                       -   Real-time detection from unseen viewpoints
                                                       Available at : http://youtu.be/vaaFhvfwet8

W. Lee, Y. Park, V. Lepetit, W. Woo, "In-Situ Video Tagging on Mobile Phones," Circuit Systems and Video Technology, IEEE Trans. on, Vol. 21, No. 10, pp. 1487-1496, 2011.
W. Lee, Y. Park, V. Lepetit, W. Woo, "Point-and-Shoot for Ubiquitous Tagging on Mobile Phones," ISMAR10, pp. 57-64, 2010.
CAMAR @ U-VR Lab 2011

     Interactive Annotation on Mobile Phones for Real and Virtual
       Space Registration
       Allows to quickly capture the dimensions of a room
       Operates at interactive frame-rates on mobile device
        and provides simple touch-interaction
       Serves as anchors for linking virtual information to
        the real space represented by the room




H. Kim, G. Reitmayr and W.Woo, “Interactive Annotation on Mobile Phones for Real and Virtual Space Registration,” in Proc. ISMAR 2011, pp.265-266, Oct. 2011.
CAMAR @ U-VR Lab 2011

     Interactive Annotation on Mobile Phones for Real and Virtual
       Space Registration
       Demo #1 데모비디오                                            Demo #2




       In office room and seminar room,                         In ART gallery,
       - Capture the dimensions of a room,                      - Load an AR zone-based room model
          approximated as a room                                - Annotate a virtual content on rectangular areas
       - Annotate a virtual content on rectangular                 on the room’s surface
          areas on the room’s surface




Youtube share link http://www.youtube.com/watch?v=I00I-phmPbI
CAMAR @ U-VR Lab 2011

    In-situ AR Mashup for AR Content Authoring
     Easily create AR contents from Web contents
     Context-based content recommendation
          User-similarity, item similarity, social relationship
       Configure AR content sharing setting
          To Whom, When, in What conditions




H.Yoon and W.Woo, “CAMAR Mashup: Empowering End-user Participation in U-VR Environment,” in Proc. ISUVR 2009, pp.33-36, July. 2009. (Best Paper Award)
H.Yoon and W.Woo, “Concept and Applications of In-situ AR Mashup Content,” in Proc. SCI 2011, pp. 25-30, Sept. 2011.
CAMAR @ U-VR Lab 2011

    In-situ AR Mashup for AR Content Authoring
           In-situ Content Mashup




           • Extract query keywords based on context of object
           • Content recommendation based on personal context and social context
           • Access related Flickr, Twitter, Picasa contents in-situ
H.Yoon and W.Woo, “CAMAR Mashup: Empowering End-user Participation in U-VR Environment,” in Proc. ISUVR 2009, pp.33-36, July. 2009. (Best Paper Award)
H.Yoon and W.Woo, “Concept and Applications of In-situ AR Mashup Content,” in Proc. SCI 2011, pp. 25-30, Sept. 2011.
Some Issues: Standard

Interoperability (Standard)
 W3C : HTML5 (ETRI): http://www.w3.org/2010/06/w3car/report.html
 web3D : X3D (Fraunhofer)
 OGC : ARML (GATECH)
 ISO/IEC JTC1: SC24 WG9 [X3D(KU), XML(GIST)] vs. SC29 [X3D(ETRI)]
Real Content, Virtual Content, ***Link***
     POI: Metadata Metadata Format
               MR
                                                                                  id              ID



   2
                        id            ID
                                                                                 who            author
                        who      owner, author
                                                                                 when        creation time
                       when      creation time
                       where       location                 Real                 where   real-virtual relation
                                                                                 what    ID of real and virtual
                       what     tag, description           Contents                             contents
                        how     movable, access                                  how            access


     AR/MR Link Lookup Table           Link                Link       Link       Link



   1
                     Virtual                     Virtual               Virtual             Virtual
                    Contents                     Content              Contents            Contents
                       #1                          #2                    #3                  #4

                                        id                 ID
     AR Content: Metadata              who          owner, author



   3
                                      when          creation time
                                      where           location
                                      what            tag, type
                                       how         movable, access
Standard by GIST
        Server/DB                                  Mobile Device                          Real World
                      Feature Points or                                          Image Acquisition (Grab)
                        Content ID




-FP Recognition                                     AR
-AR Content Management                             Viewer                             Object of Interest (OOI)
                                                                                        Context of Interest
                      WHER       WHAT
LID      WHO   WHEN                          HOW
                       E
                       V-
                              R-ID
                             Image
                                      V-ID                    R-ID, R-Pose                     (COI)
GUID1    …      …                     VID1   …                                         Point of Interest (POI)
                      Pose     ID1
GUID2                         …
                       V-    Image
GUID3    …      …     Pose    ID1
                                     VID4    …


                             Link DB



           TTAK.KO-10.0434                             TTAK.KO-10.0428
          Data Representation for                  QR Code Data Representation
               AR/MR (=Link)                              for (Mobile) AR
What’s Next?

Next?
 People don’t necessarily want to walk around holding phone in front of their faces
CAMAR 2.0 vs. Wearable CAMAR 2.0
 <Open + Participate + Share>
 LBS + In-situ Mashup + SNS + CAMAR for sustainable AR eco-system
Outline


VR vs. AR : Is AR Hype?


Where are we now?


What’s Next?


Why Ubiquitous VR, DigiLog & CAMAR?


Summary and Q&A
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
   Mail: wwoo@gist.ac.kr
   Web: http://uvr.gist.ac.kr




   1st UVR Workshop @ KAIST GSCT, Mar. 16-17, 2012
   7th ISUVR 2012 @ KAIST GSCT, Aug. 22 - 25, 2012

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AR(mobas2012)s

  • 1. MOBAS 2012@ 숙명여대 (2012.2.2) (모바일) 증강현실은Hype(거품)인가? Woontack Woo (禹 雲澤), Ph.D. http://twitter.com/wwoo_ct GIST CTI/U-VR Lab Gwangju, Korea
  • 2. Outline VR vs. AR : Is AR Hype? Where are we now? What’s Next? Why Ubiquitous VR, DigiLog & CAMAR? Summary and Q&A
  • 3. Virtual Reality vs. Augmented Reality Virtual Reality (out there): Puts people in a computer-generated world Augmented Reality (here): Puts virtual content in a real physical world Ubiquitous VR : VR over ubiComp Env (here & right now): Forces the VR/MR/AR to live out here in the world with people Johnny Mnemonic Minority Report
  • 4. Augmented Reality vs. Virtual Reality AR VR Supplements reality, rather than Completely immerse a user inside completely replacing it a synthetic environment User maintains a sense of presence While immersed, the user cannot in real world (Here and Right Now!) see the real world around him (Out there!) • Apply to all senses, not just sight: sound, haptics, etc. • Extend and enhance user’s ability (performance/perception of the world)
  • 5. What’s AR? What’s Augmented Reality? It is really an old idea, e.g. “Terminator vision in 1990” Milgram's Reality-Virtuality Continuum [94] Azuma's definition on AR [97] combines real and virtual is interactive in real time is registered in real 3D world
  • 6. AR is Hype? The web is dead. Long Live the Internet! Web Aug. 2010
  • 7. AR is Hype? Google Trend (VR vs. AR) A: Virtual Reality Embraced by Businesses B: Another use for your phone: 'augmented reality C: Qualcomm Opens Austria Research Center to Focus on Augmented Reality D: Qualcomm Launches Augmented Reality Application Developer Challenge E: Review: mTrip iPhone app uses augmented reality F: Toyota demos augmented-reality-enhanced car windows
  • 8. AR is Hype? Half century after its birth, the VR is in decline. Two decades after its birth, the AR is in saturation.  AR over web for interoperability?  Smart AR Apps for just-in-time services?  AR authoring and sharing for sustainable eco-system? So, will AR be dead? @ Wired September 2010
  • 9. Hype Cycle of AR LBS-based AR I might be able to make money Mobile 2D AR Nope, no I am wondering money here how I lived without AR 3D AR • Mobile IT Infra • CV HW/SW Tech I hate AR • AI (context) Tech Mobile 3D AR Marker-based AR CAMAR 2.0 What is CAMAR? U-VR?
  • 10. Hype Cycle of AR 2011 Augmented Reality • MIT’s annual review; “10 Emerging Tech.s 2007” • Gartner: top 10 disruptive tech 2008-12 2010 • Juniper: mAR 1.4B downloads/y, revenue $1.5B/y by 2015 (11M in 2010) 2009 2008
  • 11. Outline VR vs. AR : Is AR Hype? Where are we now? What’s Next? Why Ubiquitous VR, DigiLog & CAMAR? Summary and Q&A
  • 12. Augmented Reality What is involved in the AR process? Get video from camera Estimate Update the position and status orientation of the camera Render the Process the augmented interaction scene
  • 13. AR Trend 3D vs. Informative 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
  • 14. 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)
  • 15. 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)
  • 16. Digilog Apps 2010 Enhance Experience, Engage, Educate & Entertain Hongkil Dong Technologies in Chosun Storytelling application Storytelling application Integrated with virtools* Integrated with virtools*
  • 17. 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*
  • 18. Why Mobile AR? Why phone-based AR ? 968M(40M) m-phones worldwide (Korea) in 09 64M(15M) s-phone worldwide(Korea) in 11 Low cost, ubiquity, robust, self-contained From terminal to gateway: With advances in tracking and increased computing power, mobile AR systems are developing Leading graphics board vendors release new chipset that will enable HW-accelerated 3D CG http://www.capv.com/home/Multiclient/MobileImaging.html on mobile phones AR Apps in iPhone AppStore 54 in July, 2010 and 605 total. (260K Apps in Oct., 2010)
  • 19. Mobile UI/UX Camera 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 !!!
  • 20. Mobile AR : Informative Informative AR Applications Wikitude Layar TwitAround Junaio Aurasma vuforia
  • 21. Informative mobile AR How does it work? Illustrations courtesy of GeoVector (left) and Layar & Junaio by Metaio (right)
  • 22. Mobile AR SDK QualComm SDK: http://developer.qualcomm.com/dev/augmented-reality https://ar.qualcomm.com/qdevnet/
  • 23. Mobile AR SDK KHARMA by GATECH KML/HTML Augmented Reality Mobile Architecture An Open Platform for Delivering Mobile Augmented Reality Experiences https://research.cc.gatech.edu/polaris/ CAMAR 2.0 by GIST Context-aware mobile AR CAMAR + LBS + SNS CONTEXT SNS LBS CONTENT Embedded Sensors
  • 24. Outline VR vs. AR : Is AR Hype? Where are we now? What’s Next? Why Ubiquitous VR, DigiLog & CAMAR? Summary and Q&A
  • 25. What is still holding us back? Processing power <10fps ~30fps Registration accuracy 1cm 1deg Screen size Limited FOV Optical-see-through Interaction Limited to touching NUI with 5 senses screen GPS Limited speed and AGPS and wifi with accuracy Vision-assisted Network BW/latency 400ms pings are not so <50ms for cloud responsive Authoring Just emerging In-situ mash-up Battery power Devour batteries Full day usage Platform Dual core smart phone Quad core smart phone Apps Navigation M-commerce
  • 26. What to Expect in 2012? Matthias Galica (CEO of ShareSquare)  Quick Response (QR) Codes : simple yet effective…  Augmented Reality (AR)  Near Field Communication (NFC)  The Field (Everybody Else)  The effects of AR  Increased transparency  Reduced privacy  Timely access to information  Juniper Research report on AR  predicted that annual revenues from mobile AR apps will reach $732M by 2014, $1.5B by 2015, up from less than $1M in 2009. 
  • 27. What to Expect in 2012? Where is Digital World headed?  Wearable, Cloud computing  Internet of things with sensor proliferation  Digital immersion with Rich UI/UX over ubiComp  SNS over networked urbanism SNS needs AR!  More than AR needs SNS, SNS needs AR to improve the UI/UX!  Augmented Content is a King, then Context is a queen consort controlling the King! So, ubiComp and AR are tightly coupled ‘Outernet’!  Mobile : smart phone for mobility of people  Social : layers of AR for cultural/collaborative experience  Cloud : bringing down all the resources of the internet to reality  eco-system: publishing sharable cloud content
  • 28. How to make Mobile AR App’s useful? Beyond the hype: Moving from simple gimmicky experiments to real world applications Current AR experience shows generally low social maturity Is stalling, waiting for breakthrough either technological or conceptual Future Impractical AR AR needs to Useful AR •3D models placed in a webcam of replacing them with AR gimmicks Enhance social interactions, instead •Connectivity is always ON with optional for social interaction Be little or no interactivity •The cloud is the computer •Layered animation with little or no •Engaging, persistent experience for feedback the user •MAR that uses solely GPS, compass, and accelerometer input •[LBS + SNS + MAR] drawing from networked large DBs with •MAR where geo-tagging doesn't customization features serve an everyday purpose
  • 30. Social AR? Issues of Social AR Physical self along with a digital profile Unauthorized Augmented Advertising Privacy: Augmented Behavioral Targeting Safety: Physical danger Spam
  • 32. Outline VR vs. AR : Is AR Hype? Where are we now? What’s Next? Why Ubiquitous VR, DigiLog & CAMAR? Summary and Q&A
  • 33. Smart Holistic Space Convergence Virtual space Between Real & Virtual Seams btw two worlds How to combine Seamlessly? Real space Space for experience and expression Personal space (3rd skin): an individual has a complete control of data/info flow, i.e., incoming, filtering, selecting, outgoing (using a user profile) Social space: a group has some control, ownership and regulatory power, but as a result of negotiations and transactions General space: a temporary quality and free access, but regulated by a public social contract
  • 34. What’s VR, AR and UVR? Dual space {R, R’} RE RE’ V RE RE R R’ VE’ RE RE’ VE’
  • 35. What’s Ubiquitous VR? Woo’s Definition [11] : U-VR is 3D Link btw dual (real & virtual) spaces with additional info CoI augmentation, not just sight: sound, haptics, smell, taste, etc. Bidirectional UI for H2H/H2S/S2H/S2S communication in dual spaces Virtual space How to U-Content Seamless Augmentation Link btw dual spaces Seamlessly? LINK CoI Real space Social Networks
  • 36. AR for DigiLog Experience AR platform for DigiLog Experience will be How to avoiding the fate of VR ? "to look for DigiLog, the intersections • Multicore/GPGPU between the digital world (3D, SNS) • Object recognition/tracking and analog world (CoI)” • Light source estimation Realistic 3D • Physics engine • augmentation AI engine Context- awareness • Interaction • CoI-aware • Mash-up authoring • Environmental context: User • SNS • User context: knowledge, participation • Extension of human experience, preference perception • Just-in-time visualization
  • 37. Technical Challenges CoI Localization: Context of Interest (CoI): Space vs. Object Accurate CoI Recognition and Tracking 3D Interaction Ubiquitous Augmentation LBS/SNS-based Authoring and Mash-up Smart UI for Intuitive Visualization AR-Infography + Organic UI Networking and public DB management U-VR ecosystem with SNS, LBS, CaS Interoperable representation HW wish list Better camera/GPS/compass, CPU/GPU, I/O, battery
  • 38. CAMAR 2.0: Context-aware mobile AR Sharing Direct response Mashup Reflective response Planned response
  • 39. CAMAR 2009-10 Mobile AR: WHERE to augment? Concept Context-aware Annotation (H. Kim) Plan Recognition (Y. Jang) Multi-page Recognition (J.Park) LBS + mobile AR (W. Lee) [Paper] Y. Jang and W. Woo, “Stroke-based semi-automatic region of interest detection for in-situ painting recognition", 14th International Conference on Human-Computer Interaction (HCII 2011), Jul. 9-14, Orlando, USA, accepted. [Patent] W. Woo, Y. Jang, “현장에서 그림 인식을 위해 선긋기 상호작용을 통한 반자동식 관심영역 검출 알고리즘 ,” 2010. (출원 중)
  • 40. Context @ U-VR Lab 2010-11 Adaptive Content Recommendation Recommend user-preferred content Retrieve content efficiently using hierarchal context model J. Han, H. Schmidtke, X. Xie, and W. Woo, “Adaptive Content Recommendation using Hierarchical Context Model with Granularity for Mobile Consumer,” in Pers. Ubiqu. Comp ut., pp.000-000, 2012. (Submitted)
  • 41. Interaction @ U-VR Lab 2011 ARWand: Phone-based 3D Object Manipulation in AR Exploits a 2D touch screen, a 3DOF accelerometer, and compass sensors information to manipulate 3D objects in 3D space Design transfer functions to map the control space of mobile phones to an AR display space Taejin Ha, Woontack Woo, "ARWand: Phone-based 3D Object Manipulation in Augmented Reality Environment," ISUVR, pp. 44-47, 2011.
  • 42. Interaction @ U-VR Lab 2011 ARWand: Phone-based 3D Object Manipulation in AR Experiment and application ◦ Low control-to-display gain: a sophisticated translation could be possible but this requires a significant amount of clutching ◦ High gain could reduce the frequent clutching, but accurate manipulation could be difficult ◦ Therefore, we need to consider an optimal control function that satisfies both fast and accurate manipulation Taejin Ha, Woontack Woo, "ARWand: Phone-based 3D Object Manipulation in Augmented Reality Environment," ISUVR, pp. 44-47, 2011.
  • 43. CAMAR @ U-VR Lab 2010 In Situ Video Tagging on Mobile Phones In situ Planar Target Learning on Mobile Phones Sensor-based Automatic Fronto-parallel View Generation Fast Vanishing Point Computation Input Image Horizontal Vanishing Points target ? Estimation Fronto-parallel View Generation Target Learning on the mobile GPU Real-time Detection W. Lee, Y. Park, V. Lepetit, W. Woo, "In-Situ Video Tagging on Mobile Phones," Circuit Systems and Video Technology, IEEE Trans. on, Vol. 21, No. 10, pp. 1487-1496, 2011. W. Lee, Y. Park, V. Lepetit, W. Woo, "Point-and-Shoot for Ubiquitous Tagging on Mobile Phones," ISMAR10, pp. 57-64, 2010.
  • 44. CAMAR @ U-VR Lab 2010 In Situ Video Tagging on Mobile Phones In situ Augmentation of Real World Objects Vertical Target Learning & Detection 데모비디오 - In situ augmentation of real world objects - Learning a vertical target from an arbitrary without pre-trained database viewpoint - Fast target learning in a few seconds - Vanishing point-based fronto-parallel view - Real-time detection from novel viewpoints generation - Real-time detection from unseen viewpoints Available at : http://youtu.be/vaaFhvfwet8 W. Lee, Y. Park, V. Lepetit, W. Woo, "In-Situ Video Tagging on Mobile Phones," Circuit Systems and Video Technology, IEEE Trans. on, Vol. 21, No. 10, pp. 1487-1496, 2011. W. Lee, Y. Park, V. Lepetit, W. Woo, "Point-and-Shoot for Ubiquitous Tagging on Mobile Phones," ISMAR10, pp. 57-64, 2010.
  • 45. CAMAR @ U-VR Lab 2011 Interactive Annotation on Mobile Phones for Real and Virtual Space Registration Allows to quickly capture the dimensions of a room Operates at interactive frame-rates on mobile device and provides simple touch-interaction Serves as anchors for linking virtual information to the real space represented by the room H. Kim, G. Reitmayr and W.Woo, “Interactive Annotation on Mobile Phones for Real and Virtual Space Registration,” in Proc. ISMAR 2011, pp.265-266, Oct. 2011.
  • 46. CAMAR @ U-VR Lab 2011 Interactive Annotation on Mobile Phones for Real and Virtual Space Registration Demo #1 데모비디오 Demo #2 In office room and seminar room, In ART gallery, - Capture the dimensions of a room, - Load an AR zone-based room model approximated as a room - Annotate a virtual content on rectangular areas - Annotate a virtual content on rectangular on the room’s surface areas on the room’s surface Youtube share link http://www.youtube.com/watch?v=I00I-phmPbI
  • 47. CAMAR @ U-VR Lab 2011 In-situ AR Mashup for AR Content Authoring Easily create AR contents from Web contents Context-based content recommendation  User-similarity, item similarity, social relationship Configure AR content sharing setting  To Whom, When, in What conditions H.Yoon and W.Woo, “CAMAR Mashup: Empowering End-user Participation in U-VR Environment,” in Proc. ISUVR 2009, pp.33-36, July. 2009. (Best Paper Award) H.Yoon and W.Woo, “Concept and Applications of In-situ AR Mashup Content,” in Proc. SCI 2011, pp. 25-30, Sept. 2011.
  • 48. CAMAR @ U-VR Lab 2011 In-situ AR Mashup for AR Content Authoring In-situ Content Mashup • Extract query keywords based on context of object • Content recommendation based on personal context and social context • Access related Flickr, Twitter, Picasa contents in-situ H.Yoon and W.Woo, “CAMAR Mashup: Empowering End-user Participation in U-VR Environment,” in Proc. ISUVR 2009, pp.33-36, July. 2009. (Best Paper Award) H.Yoon and W.Woo, “Concept and Applications of In-situ AR Mashup Content,” in Proc. SCI 2011, pp. 25-30, Sept. 2011.
  • 49. Some Issues: Standard Interoperability (Standard) W3C : HTML5 (ETRI): http://www.w3.org/2010/06/w3car/report.html web3D : X3D (Fraunhofer) OGC : ARML (GATECH) ISO/IEC JTC1: SC24 WG9 [X3D(KU), XML(GIST)] vs. SC29 [X3D(ETRI)] Real Content, Virtual Content, ***Link*** POI: Metadata Metadata Format MR id ID 2 id ID who author who owner, author when creation time when creation time where location Real where real-virtual relation what ID of real and virtual what tag, description Contents contents how movable, access how access AR/MR Link Lookup Table Link Link Link Link 1 Virtual Virtual Virtual Virtual Contents Content Contents Contents #1 #2 #3 #4 id ID AR Content: Metadata who owner, author 3 when creation time where location what tag, type how movable, access
  • 50. Standard by GIST Server/DB Mobile Device Real World Feature Points or Image Acquisition (Grab) Content ID -FP Recognition AR -AR Content Management Viewer Object of Interest (OOI) Context of Interest WHER WHAT LID WHO WHEN HOW E V- R-ID Image V-ID R-ID, R-Pose (COI) GUID1 … … VID1 … Point of Interest (POI) Pose ID1 GUID2 … V- Image GUID3 … … Pose ID1 VID4 … Link DB TTAK.KO-10.0434 TTAK.KO-10.0428 Data Representation for QR Code Data Representation AR/MR (=Link) for (Mobile) AR
  • 51. What’s Next? Next? People don’t necessarily want to walk around holding phone in front of their faces CAMAR 2.0 vs. Wearable CAMAR 2.0 <Open + Participate + Share> LBS + In-situ Mashup + SNS + CAMAR for sustainable AR eco-system
  • 52. Outline VR vs. AR : Is AR Hype? Where are we now? What’s Next? Why Ubiquitous VR, DigiLog & CAMAR? Summary and Q&A
  • 53. 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 Mail: wwoo@gist.ac.kr Web: http://uvr.gist.ac.kr 1st UVR Workshop @ KAIST GSCT, Mar. 16-17, 2012 7th ISUVR 2012 @ KAIST GSCT, Aug. 22 - 25, 2012