1. COSC 426: Augmented Reality
Mark Billinghurst
mark.billinghurst@hitlabnz.org
July 11th 2012
Lecture 1: Introduction
2. Mark Billinghurst
PhD Electrical Engineering
University of Washington
Interaction Design
Museum experiences
Tools for designers
Augmented Reality
Mobile AR, Evaluation,
Multimodal Interfaces, Collaborative
Collaboration
Enhanced FtF and remote collaboration
Social networking
3. Overview
One two hour lecture a week
Wednesday 1pm – 3pm
You will learn
Introduction to Augmented Reality
Augmented Reality technology
AR Interaction techniques
Interaction Design
AR authoring tools
Research directions in AR
Complete a simple project
4. Course Outline
Wk 1 (July 11th): Introduction to Augmented Reality (AR)
Wk 2 (July 18th): AR Technology
Wk 3 (July 25th): AR Developer Tools
Wk 4 (Aug 1st): AR Interaction Techniques
Wk 5 (Aug 8th): AR Applications
Wk 6 (Aug 15th): Outdoor and Mobile AR
Wk 7,8 (Aug 22nd, Aug 29th): Holidays
Wk 9 (Sept 5th): Collaborative AR
Wk 10 (Sept 12th): Usability Testing
Wk 11 (Sept 19th): AR research Directions
Wk 12 (Sept 26th): Final Project Presentations
5. Assessment - Update
Research project – 40%
Group work (2-4 people)
Due Sept 28th
Two Class Assignments – 20 %
Programming assignments, individual work
Final Exam – 40%
Exam week Oct 3rd – 14th
7. A Brief History of Time
Trend
smaller, cheaper, more functions, more intimate
Technology becomes invisible
Intuitive to use
Interface over internals
Form more important than function
Human centered design
8. A Brief History of Computing
Trend
smaller, cheaper, faster, more intimate, intelligent objects
Computers need to become invisible
hide the computer in the real world
- Ubiquitous / Tangible Computing
put the user inside the computer
- Virtual Reality
15. Augmented Reality Definition
Defining Characteristics [Azuma 97]
Combines Real and Virtual Images
- Both can be seen at the same time
Interactive in real-time
- The virtual content can be interacted with
Registered in 3D
- Virtual objects appear fixed in space
18. AR vs VR
Virtual Reality: Replaces Reality
Scene Generation: requires realistic images
Display Device: fully immersive, wide FOV
Tracking and Sensing: low accuracy is okay
Augmented Reality: Enhances Reality
Scene Generation: minimal rendering okay
Display Device: non-immersive, small FOV
Tracking and Sensing: high accuracy needed
19. Milgram’s Reality-Virtuality continuum
"...anywhere between the extrema of the virtuality continuum."
Mixed Reality
Real Augmented Augmented Virtual
Environment Reality (AR) Virtuality (AV) Environment
Reality - Virtuality (RV) Continuum
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
21. Metaverse
Neal Stephenson’s “SnowCrash”
The Metaverse is the convergence of:
1) virtually enhanced physical reality
2) physically persistent virtual space
Metaverse Roadmap
http://metaverseroadmap.org/
22. Metaverse Dimensions
• Augmentation technologies that layer information onto
our perception of the physical environment.
• Simulation refers to technologies that model reality
• Intimate technologies are focused inwardly, on the
identity and actions of the individual or object;
• External technologies are focused outwardly, towards
the world at large;
30. Summary
Augmented Reality has three key features
Combines Real and Virtual Images
Interactive in real-time
Registered in 3D
AR can be classified alongside other technologies
Invisible Interfaces
Milgram’s Mixed Reality continuum
MetaVerse
34. A Brief History of AR (3)
1960 - 70’s: US Air Force helmet mounted
displays (T. Furness)
35. A Brief History of AR (4)
1970 - 80’s: US Air Force Super Cockpit (T. Furness)
36. A Brief History of AR (5)
Early 1990’s: Boeing coined the term “AR.” Wire harness
assembly application begun (T. Caudell, D. Mizell).
37. A Brief History of AR (6)
1994: Motion stabilized display [Azuma]
1995: Fiducial tracking in video see-through [Bajura / Neumann]
1996: UNC hybrid magnetic-vision tracker
38. A Brief History of AR (7)
1996: MIT Wearable Computing efforts
1998: Dedicated conferences begin (ISMAR)
Late 90’s: Collaboration, outdoor, interaction
Late 90’s: Augmented sports broadcasts
39. 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
40. 2007 - AR Reaches Mainstream
MIT Technology Review
March 2007
list of the 10 most
exciting technologies
Economist
Dec 6th 2007
Reality, only better
44. 2008 - Browser Based AR
Flash + camera + 3D graphics
High impact
High marketing value
Large potential install base
1.6 Billion web users
Ease of development
Lots of developers, mature tools
Low cost of entry
Browser, web camera
47. Impact of Web-based AR
Boffswana Living Sasquatch
http://www.boffswana.com/news/?p=605
In first month
100K unique visits
500K page views
6 minutes on page
48. 2005 - Mobile Phone AR
Mobile Phones
camera
processor
display
AR on Mobile Phones
Simple graphics
Optimized computer vision
Collaborative Interaction
49. AR Advertising (HIT Lab NZ 2007)
Txt message to download AR application (200K)
See virtual content popping out of real paper advert
Tested May 2007 by Saatchi and Saatchi
51. 2009 - Outdoor Information Overlay
Mobile phone based
Tag real world locations
GPS + Compass input
Overlay graphics data on live video
Applications
Travel guide, Advertising, etc
Wikitude, Layar, Junaio, etc..
Android based, Public API released
52. Layar (www.layar.com)
Location based data
GPS + compass location
Map + camera view
AR Layers on real world
Customized data
Audio, 3D, 2D content
Easy authoring
Android, iPhone
54. AR Today
Key Technologies Available
- Robust tracking (Computer Vision, GPS/sensors)
- Display (Handheld HMDs)
- Input Devices (Kinect, etc)
- Developer tools (Qualcomm, Metaio, ARTW)
Commercial Business Growing
- Gaming, GPS/Mobile, Online Advertisement
• >$5 Billion USD by 2016 (Markets andMarkets)
• >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
55. AR Business Today
Marketing
Web-based, mobile
Mobile AR
Geo-located information and service
Driving demand for high end phones
Gaming
Mobile, Physical input (Kinect, PS Move)
Upcoming areas
Manufacturing, Medical, Military
56. Some Commercial AR Companies
ARToolworks (http://www.artoolworks.com/)
ARToolKit, FLARToolKit, SDKs
Metaio (http://www.metaio.com/)
Marketing, Industry, SDKs
Total Immersion (http://www.t-immersion.com/)
Marketing, Theme Parks, AR Experiences
Qualcomm (http://developer.qualcomm.com/dev/augmented-
reality)
Mobile AR, Vuforia SDK
Many small start-ups (String, Ogmento, etc)
57. Summary
Augmented Reality has a long history going
back to the 1960’s
Interest in AR has exploded over the last few
years and is being commercialized quickly
AR is growing in a number of areas
Mobile AR
Web based AR
Marketing experiences
60. Applications: medical
“X-ray vision” for surgeons
Aid visualization, minimally-invasive operations.
Training. MRI, CT data.
Ultrasound project, UNC Chapel Hill.
Courtesy
UNC
Chapel
Hill
61. Medical AR 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
68. Interactive Museum Experiences
BlackMagic
Virtual America’s Cup
410,000 people in six months
MagicPlanet
TeManawa science museum
Virtual Astronomy
Collaborative AR experience
AR Volcano
Interactive AR kiosk
Scienceworks museum, Melbourne
70. Museum Archeology
LifePlus (2002-2004)
Natural feature tracking
Virtual characters
Mobile AR system
Archeoguide (2000-2002)
Cultural heritage on-site guide
Hybrid tracking
Virtual overlay
71. Sales and Marketing
Connect with brands and branded objects
Location Based Experiences
Lynx Angels
Web based
Rayban glasses
Mobile
Ford Ka campaign
Print based
Red Bull Magazine
72. Summary
AR technology can be used to develop a wide
range of applications
Promising application areas include
Games
Education
Engineering
Medicine
Museums
Etc..
85. Interaction Design
“Designing interactive products to support people in their
everyday and working lives”
Preece, J., (2002). Interaction Design
Design of User Experience with Technology
Higher in the value chain than product design
87. Interaction Design involves answering three questions:
What do you do? - How do you affect the world?
What do you feel? – What do you sense of the world?
What do you know? – What do you learn?
88. Interaction Design is All About You
Users should be
involved throughout
the Design Process
Consider all the needs
of the user
93. Building Compelling AR Experiences
experiences
Usability
applications Interaction
tools Authoring
components Tracking, Display
94. Summary
In order to build AR applications you need to
focus on the user experience
Great user experience is based on
Low level AR component technology
Authoring tools
Application/Interaction design
User experience texting