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Seeing-Through
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OUTLINE
See also Giambattista della Porta, 1584
Augmented Reality: the early times at the theatre
See also Giambattista della Porta, 1584
Augmented Reality: the early times at the theatre
«combiner»
Phantom
(the augmentation)
audience
Augmented
scene
stage
Real scene
Pepper’s Ghost
6
Augmented Reality: enabling devices
several types
SEE-THROUGH HMDs
• Optical see-through
• Video see-through
HAND-HELD
DISPLAYS
PROJECTION
(spatial AR)
Light-field
displays (“new”)
digital projector Holographic
Augmented Reality: Definition
* R.T. Azuma, A survey of Augmented Reality, Teleoperators andVirtual Environments,
vol. 6, no. 4, pp. 355-385, Aug. 1997.
= not all overimposed virtual content is Augmented Reality !!!
Combines real and virtual images*
(display)
Interactive in Real Time
(interaction)
Registered in 3D
(Tracking)
Semiconductor growth
Enabling technologies –a journey from Photonics to HMDs
Photonics/ optoelectronics
(telecom)
Nanostructures:
self-organized
materials quantum
wires and quantum dots
numerical modeling
VCSELs
Vertical Cavity Emitting Lasers
Intellectual Property
wearable displays
Photolithography
clean room
optical
sources
waveguides
Diffractive
Gratings
SLMs
New materials
Plasmonics
Elechrochromics
Device
manufacturing
HOE
Photonic crystals
Photonic crystals
SQL
Photopolymers
EnablingTechnlology Scouting
BACKGROUND KNOW-HOW
The challenges I
Recurrent issues
from Photonics to HMDs
many interdependent variables
‘fighting one against each other’Hardware development
• Battery
• Contrast
• Form-factor, Ergonomy( weight and
distribution, eyestrain ect)
• occlusion
General tradeoffs
Enterprise level
Risk
Lot of bright companies failed
(such as Microoptical and othe)
Slippery ground, many unknowns
Lot of development before product to market
More are patenting (easier infringment)
consequences
market evolving, important to develop in
a platform-independent approach
Software development
11
HMD
Main Parameters – HW development tradeoffs
•Field of View (FOV)
•Eye Box or Exit Pupil
•Eye Relief
•Image Quality (resolution, MTF)
•Luminance
•Focus
•form-factor/aesthetics/ergonomics
•Energy consumption/batteries
•User Interface
•price
optical
and:
Light sources
from Photonics to HMDs
Optical Combiner
Technology
• Waveguided (may have spurious
reflections)
• Free-space lighter, smaller FOV
Optical combiner
architecture
• Refractive- less performant, may be
bulkier, not spectral selective
• Diffractive, Holographic – chromatic
aberration, need of source with thin
spectral line
• Free-form surfaces- expensive,
difficult to manufacture
• Laser may give speckle
• LED not coherent, not
monochromatic but cheap, low
consumption, higly integrable
• OLED low lifetime
Tradeoffs: optics
The challenges II
13
What is a HMD?
Three types
SEE-THROUGH
SEE-AROUND
Look-at OCCLUDED
(VR and not AR)
What is a HMD?
Three types
15
What is a HMD?
Head-mounted display
(HMD)
Head-up display
(HUD)
Head-mounted display (HMD)
Helmet mounted display (HMD)
Head Worn display
Wearable Display
Eyewear
Near to Eye Display (NED)
----
Head Up Display (HUD)
Augmented Reality
definitions
What is a HMD?
Ivan E. Sutherland, The Sword of Damocle
What is a HMD?
1st holographic Head Up Display, 1997
Upatnieks,
ENRIM, Environmental Research Institute of Michigan
What is a HMD?
18
1968 today
Ivan Sutherland,
The “Sword of Damocles”
A head mounted three dim display
Lumus’ Eyeglasses
What is a HMD?
19
FIRST AFTER
BT-200 BT-300
source http://www.epson.com
BT-100
EPSON - MOVERIO
What is a HMD?
optical see-through
Azuma
21
Architecture:
Free-space
Combiner technology
Waveguided
Flat
curved
•Refractive
•Diffractive
•Holographic
•Free form-surfaces
•cutting-edge
novel materials
Combiner
Power: NO
YES
Optical COMBINERS
Combiner geometry:
Field of View
Eye Relief
Image Quality
Exit Pupil
Luminance
Focus
HMD
Key Optical Parameters
22
SOSTITUIRE
IMMAGINE
Field of View, Exit Pupil(Eye Box), Pupil Position
HMD
The ideal effect?
(from Google Project Glasses)
23
Augmented infos: different focus on the scene?
http://www.youtube.com/watch?v=tnRJaHZH9lo
24
What is a HMD?
HOLOLENS
What is a HMD?
HOLOLENS
What is a HMD?
What is a HMD?
HOLOLENS
What is a HMD?
HOLOLENS
What is a HMD?
HOLOLENS
What is a HMD?
HOLOLENS – Exit Pupil Expander
What is a HMD?
EPSON – BT-200
What is a HMD?
EPSON
www.lostinreality.net
The test case: immersive experiencing
for user engagement in story telling applications
sara.mautino@gmail.com
mark.melnykowycz@gmail.com
or:
HOW TO CHOOSE a HMD
original Motivation:
how to choose a HMD?
HMD
Technology application
 S.Mautino, M.Melnykowycz, “User-
experience in wearable displays: a
definition”, International AR Standards
Meeting, Barcelona, March 1-2, 2013
35
User-experience in wearable displays:
a proposal for standards definition
The test case of immersive experiencing
for user engagement in story-telling applications
MOTIVATIONS
 Create/consume location
based stories
 Search for stories around the
user
 Use location to structure social
media communication
 User experience more
important than technology
source: Lost In Reality @LstnReality
Optics( field of view …)
Connectivity (i/o signals, speed, band)
Developer - readiness
Price
User Experience Parameters ( to be defined)
i/o Interface
Optivent-ClearVu
Lumus
Oakley
Vuzix
Google Project GoogleVision
Google
Penny
http://www.penny.se/eng/
Epson-Moverio
BT-100
Kopin/Motorola
BENCHMARKING
User-experience in wearable displays:
a proposal for standards definition
Choice of a specific HMD for a given application.
HMD technology driven research. Not ‘born for the user’ as a tradition
Literature about UX in AR/HMD scarce, fragmented, unorganized
Ghost ofVenice mobile product [*] as a use case : how location and mobile
storytelling could be implemented with wearable displays
Need for a standard UX framework for Head Mounted Displays, to enable:
comparing, addressing, classifying, choosing
[*] Ghost of Venice: www.ghostsOfVenice.it
Surveys: counting
Augmented Reality User-centered studies I
not AR, 838
AR, 228
AR-HCI, 17
AR-HCI-UX, 21
not AR AR AR-HCI AR-HCI-UX
Total 1104
J. E. Swan and J. L. Gabbard, “Survey of user-based experimentation in augmented reality,”
in Proceedings of 1st International Conference on Virtual Reality, 2005, pp. 1–9.
2004: Swan & Gabbard
8%
2%
Surveys: counting
Augmented Reality User-centered studies II
Publisher databases 1992-2007
– ACM Digital Library
– IEEE Xplore
(out of 30)
AR related 54.5%
with UX analysis 10%
AR, 3148
not AR,
2762
AR-UX, 161
Total 6071
Ad-hoc design of queries and keywords: cyclic counting and filtering
2010: Dunser & al.
User Experience –example from NRC
Text reading comparison on different devices as an example
(Nokia Research Center)
 UX in AR- ‘counting’ state of the art.The message from three survey works
Take concepts form past, integrate and generalize
 Tools for evaluation
• subjective: SSQ, VSQ, NasaTask load
• non parametric Statistics
 Examples:
I. Subjective variables
II. Objective variables
III. Evaluation Methods
 Flowchart
 Variable Ecosystem
 Conclusions
User-experience in wearable displays:
a proposal for standards definition
A proposal
42
Tools I
Subjective Indexes Questionnaires
Visual Symptoms
VSQ
Simulator Sickness
SSQ
Nasa Task Load Index
NASA-TLX
43
Tools I
Subjective Indexes Questionnaires
• Visual Symptoms
VSQ
Simulator Sickness
SSQ
Nasa Task Load Index
NASA-TLX
44
Tools II – Non parametric Statistical Tests
no assumptions about probability distributions of population
comparing two sample series of related values
(‘before’ and ‘after’ exposure)
Wilcoxon signed ranks
Kruskal-Wallis
GLM Univariate
Mann-Whitney U
Kendall’s tau-b
comparing more than two not related samples
(i.e. like an opinion change)
paired comparisons: one of two samples have
one significantly larger value?
correlation between two measured quantities
45
Example II
–Task –
walking through
mall/shopping
with see-around HMD
watching video contents
Objective data:
heart rate
walking speed
# n. subject’s sight switches
46
Sketching a generalized testing approach: a UX flow
Building a User Experience Variable Ecosistem for Wearable Displays
Lesson learnt- gather and adapt state of the art results
Results
47
Testing-variable space:
variables attributes and classification
48
Building aVariables Ecosystem
A Matrix for User Experience in Wearable Displays
User test cases
User
Object
Context
System
Task
Questionnaire
Statistics
Variables
49
User-experience in wearable displays:
a proposal for standards definition
50
HMD/smart-glasses APPLICATIONS
growing Use Cases ecosystem
•Healthcare
• entertainment
• Marketing
• Products showcasing (houses,
cloths, furniture etc..)
•Turism
• Transportation
• cars
• Motorbikes
• aviation
• Education
• simulation
• Field applications
• Maintenance
• manufacturing
• Inspection
• training
• Cultural Heritage
• military
• gaming
•disabilities
51
EC H2020: SatisFactory
Data collection and analysis
Production Optimization
Collaboration and knowledge sharing
Augmented Reality and Gamification
field
applications
52
Ghosts of Venice
a Mixed Reality Film
an Augmented Reality Experience
www.ghostsofvenice.it
Mark Melnykowycz Marco Gatti Sara Mautino
• Edutainment
• Cultural Heritage
• Tourism
• Gaming
THANKYOU 
sara [ AT ] mautino.eu
www.scoop.it/t/hmd-hot-spot
54

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3° RALI-Lisboa. SEEing THROUGH: enabling Augmented Reality applications from Photonics to Head Mounted Display systems

  • 3. See also Giambattista della Porta, 1584 Augmented Reality: the early times at the theatre
  • 4. See also Giambattista della Porta, 1584 Augmented Reality: the early times at the theatre «combiner» Phantom (the augmentation) audience Augmented scene stage Real scene
  • 6. 6 Augmented Reality: enabling devices several types SEE-THROUGH HMDs • Optical see-through • Video see-through HAND-HELD DISPLAYS PROJECTION (spatial AR) Light-field displays (“new”) digital projector Holographic
  • 7.
  • 8. Augmented Reality: Definition * R.T. Azuma, A survey of Augmented Reality, Teleoperators andVirtual Environments, vol. 6, no. 4, pp. 355-385, Aug. 1997. = not all overimposed virtual content is Augmented Reality !!! Combines real and virtual images* (display) Interactive in Real Time (interaction) Registered in 3D (Tracking)
  • 9. Semiconductor growth Enabling technologies –a journey from Photonics to HMDs Photonics/ optoelectronics (telecom) Nanostructures: self-organized materials quantum wires and quantum dots numerical modeling VCSELs Vertical Cavity Emitting Lasers Intellectual Property wearable displays Photolithography clean room optical sources waveguides Diffractive Gratings SLMs New materials Plasmonics Elechrochromics Device manufacturing HOE Photonic crystals Photonic crystals SQL Photopolymers EnablingTechnlology Scouting BACKGROUND KNOW-HOW
  • 10. The challenges I Recurrent issues from Photonics to HMDs many interdependent variables ‘fighting one against each other’Hardware development • Battery • Contrast • Form-factor, Ergonomy( weight and distribution, eyestrain ect) • occlusion General tradeoffs Enterprise level Risk Lot of bright companies failed (such as Microoptical and othe) Slippery ground, many unknowns Lot of development before product to market More are patenting (easier infringment) consequences market evolving, important to develop in a platform-independent approach Software development
  • 11. 11 HMD Main Parameters – HW development tradeoffs •Field of View (FOV) •Eye Box or Exit Pupil •Eye Relief •Image Quality (resolution, MTF) •Luminance •Focus •form-factor/aesthetics/ergonomics •Energy consumption/batteries •User Interface •price optical and:
  • 12. Light sources from Photonics to HMDs Optical Combiner Technology • Waveguided (may have spurious reflections) • Free-space lighter, smaller FOV Optical combiner architecture • Refractive- less performant, may be bulkier, not spectral selective • Diffractive, Holographic – chromatic aberration, need of source with thin spectral line • Free-form surfaces- expensive, difficult to manufacture • Laser may give speckle • LED not coherent, not monochromatic but cheap, low consumption, higly integrable • OLED low lifetime Tradeoffs: optics The challenges II
  • 13. 13 What is a HMD? Three types SEE-THROUGH SEE-AROUND Look-at OCCLUDED (VR and not AR)
  • 14. What is a HMD? Three types
  • 15. 15 What is a HMD? Head-mounted display (HMD) Head-up display (HUD) Head-mounted display (HMD) Helmet mounted display (HMD) Head Worn display Wearable Display Eyewear Near to Eye Display (NED) ---- Head Up Display (HUD) Augmented Reality definitions
  • 16. What is a HMD? Ivan E. Sutherland, The Sword of Damocle
  • 17. What is a HMD? 1st holographic Head Up Display, 1997 Upatnieks, ENRIM, Environmental Research Institute of Michigan
  • 18. What is a HMD? 18 1968 today Ivan Sutherland, The “Sword of Damocles” A head mounted three dim display Lumus’ Eyeglasses
  • 19. What is a HMD? 19 FIRST AFTER BT-200 BT-300 source http://www.epson.com BT-100 EPSON - MOVERIO
  • 20. What is a HMD? optical see-through Azuma
  • 22. Field of View Eye Relief Image Quality Exit Pupil Luminance Focus HMD Key Optical Parameters 22 SOSTITUIRE IMMAGINE Field of View, Exit Pupil(Eye Box), Pupil Position
  • 23. HMD The ideal effect? (from Google Project Glasses) 23
  • 24. Augmented infos: different focus on the scene? http://www.youtube.com/watch?v=tnRJaHZH9lo 24
  • 25. What is a HMD? HOLOLENS
  • 26. What is a HMD? HOLOLENS
  • 27. What is a HMD?
  • 28. What is a HMD? HOLOLENS
  • 29. What is a HMD? HOLOLENS
  • 30. What is a HMD? HOLOLENS
  • 31. What is a HMD? HOLOLENS – Exit Pupil Expander
  • 32. What is a HMD? EPSON – BT-200
  • 33. What is a HMD? EPSON
  • 34. www.lostinreality.net The test case: immersive experiencing for user engagement in story telling applications sara.mautino@gmail.com mark.melnykowycz@gmail.com or: HOW TO CHOOSE a HMD
  • 35. original Motivation: how to choose a HMD? HMD Technology application  S.Mautino, M.Melnykowycz, “User- experience in wearable displays: a definition”, International AR Standards Meeting, Barcelona, March 1-2, 2013 35
  • 36. User-experience in wearable displays: a proposal for standards definition The test case of immersive experiencing for user engagement in story-telling applications MOTIVATIONS  Create/consume location based stories  Search for stories around the user  Use location to structure social media communication  User experience more important than technology source: Lost In Reality @LstnReality
  • 37. Optics( field of view …) Connectivity (i/o signals, speed, band) Developer - readiness Price User Experience Parameters ( to be defined) i/o Interface Optivent-ClearVu Lumus Oakley Vuzix Google Project GoogleVision Google Penny http://www.penny.se/eng/ Epson-Moverio BT-100 Kopin/Motorola BENCHMARKING
  • 38. User-experience in wearable displays: a proposal for standards definition Choice of a specific HMD for a given application. HMD technology driven research. Not ‘born for the user’ as a tradition Literature about UX in AR/HMD scarce, fragmented, unorganized Ghost ofVenice mobile product [*] as a use case : how location and mobile storytelling could be implemented with wearable displays Need for a standard UX framework for Head Mounted Displays, to enable: comparing, addressing, classifying, choosing [*] Ghost of Venice: www.ghostsOfVenice.it
  • 39. Surveys: counting Augmented Reality User-centered studies I not AR, 838 AR, 228 AR-HCI, 17 AR-HCI-UX, 21 not AR AR AR-HCI AR-HCI-UX Total 1104 J. E. Swan and J. L. Gabbard, “Survey of user-based experimentation in augmented reality,” in Proceedings of 1st International Conference on Virtual Reality, 2005, pp. 1–9. 2004: Swan & Gabbard 8% 2%
  • 40. Surveys: counting Augmented Reality User-centered studies II Publisher databases 1992-2007 – ACM Digital Library – IEEE Xplore (out of 30) AR related 54.5% with UX analysis 10% AR, 3148 not AR, 2762 AR-UX, 161 Total 6071 Ad-hoc design of queries and keywords: cyclic counting and filtering 2010: Dunser & al.
  • 41. User Experience –example from NRC Text reading comparison on different devices as an example (Nokia Research Center)
  • 42.  UX in AR- ‘counting’ state of the art.The message from three survey works Take concepts form past, integrate and generalize  Tools for evaluation • subjective: SSQ, VSQ, NasaTask load • non parametric Statistics  Examples: I. Subjective variables II. Objective variables III. Evaluation Methods  Flowchart  Variable Ecosystem  Conclusions User-experience in wearable displays: a proposal for standards definition A proposal 42
  • 43. Tools I Subjective Indexes Questionnaires Visual Symptoms VSQ Simulator Sickness SSQ Nasa Task Load Index NASA-TLX 43
  • 44. Tools I Subjective Indexes Questionnaires • Visual Symptoms VSQ Simulator Sickness SSQ Nasa Task Load Index NASA-TLX 44
  • 45. Tools II – Non parametric Statistical Tests no assumptions about probability distributions of population comparing two sample series of related values (‘before’ and ‘after’ exposure) Wilcoxon signed ranks Kruskal-Wallis GLM Univariate Mann-Whitney U Kendall’s tau-b comparing more than two not related samples (i.e. like an opinion change) paired comparisons: one of two samples have one significantly larger value? correlation between two measured quantities 45
  • 46. Example II –Task – walking through mall/shopping with see-around HMD watching video contents Objective data: heart rate walking speed # n. subject’s sight switches 46
  • 47. Sketching a generalized testing approach: a UX flow Building a User Experience Variable Ecosistem for Wearable Displays Lesson learnt- gather and adapt state of the art results Results 47
  • 49. Building aVariables Ecosystem A Matrix for User Experience in Wearable Displays User test cases User Object Context System Task Questionnaire Statistics Variables 49
  • 50. User-experience in wearable displays: a proposal for standards definition 50
  • 51. HMD/smart-glasses APPLICATIONS growing Use Cases ecosystem •Healthcare • entertainment • Marketing • Products showcasing (houses, cloths, furniture etc..) •Turism • Transportation • cars • Motorbikes • aviation • Education • simulation • Field applications • Maintenance • manufacturing • Inspection • training • Cultural Heritage • military • gaming •disabilities 51
  • 52. EC H2020: SatisFactory Data collection and analysis Production Optimization Collaboration and knowledge sharing Augmented Reality and Gamification field applications 52
  • 53. Ghosts of Venice a Mixed Reality Film an Augmented Reality Experience www.ghostsofvenice.it Mark Melnykowycz Marco Gatti Sara Mautino • Edutainment • Cultural Heritage • Tourism • Gaming
  • 54. THANKYOU  sara [ AT ] mautino.eu www.scoop.it/t/hmd-hot-spot 54