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COSC 426: Augmented Reality
Mark Billinghurst
mark.billinghurst@hitlabnz.org
Sept 13th 2013
Lecture 8: Mobile AR
1983 – Star Wars
1999 - HIT Lab US
CPU: 300 Mhz
HDD; 9GB
RAM: 512 mb
Camera: VGA 30fps
Graphics: 500K poly/sec
1998: SGI O2 2008: Nokia N95
CPU: 332 Mhz
HDD; 8GB
RAM: 128 mb
Camera: VGA 30 fps
Graphics: 2m poly/sec
Mobile Phone AR
  Mobile Phones
  camera
  processor
  display
  AR on Mobile Phones
  Simple graphics
  Optimized computer vision
  Collaborative Interaction
2005: Collaborative AR
  AR Tennis
  Shared AR content
  Two user game
  Audio + haptic feedback
  Bluetooth networking
Mobile AR History
Evolution of Mobile AR
Wearable AR
Handheld
AR Displays
Camera phone
1995 1997 2001 2003 2004
Camera phone
- Self contained AR
Wearable
Computers
PDAs
-Thin client AR
PDAs
-Self contained AR
Camera phone
- Thin client AR
Handheld Displays
Tethered Applications
  Fitzmaurice Chameleon (1994)
  Rekimoto’s Transvision (1995)
  Tethered LCD
  PC Processing and Tracking
Handheld AR Display - Tethered
1995, 1996 Handheld AR
  ARPad, Cameleon
  Rekimoto’s NaviCam, Transvision
  Tethered LCD
  PC Processing and Tracking
AR Pad (Mogilev 2002)
Handheld AR Display
  LCD screen
  Camera
  SpaceOrb 3 DOF controller
  Peripheral awareness
  Viewpoint awareness
Mobile AR: Touring Machine (1997)
  University of Columbia
  Feiner, MacIntyre, Höllerer, Webster
  Combines
  See through head mounted display
  GPS tracking
  Orientation sensor
  Backpack PC (custom)
  Tablet input
MARS View
  Virtual tags overlaid on the real world
  “Information in place”
Backpack/Wearable AR
1997 Backpack AR
  Feiner’s Touring Machine
  AR Quake (Thomas)
  Tinmith (Piekarski)
  MCAR (Reitmayr)
  Bulky, HMD based
PCI 3D Graphics Board
Hard Drive
Serial
Ports
CPU
PC104 Sound Card
PC104 PCMCIA
GPS
Antenna
Tracker
Controller
DC to DC
Converter
Battery
Wearable
Computer
GPS RTK
correction
Radio
Example self-built working
solution with PCI-based 3D graphics
Columbia Touring Machine
Mobile AR - Hardware
  1997 Philip Kahn invents camera phone
  1999 First commercial camera phone
Sharp J-SH04
Millions of Camera Phones
Handheld AR – Thin Client
2001 BatPortal (AT&T Cambridge)
  PDA used as I/O device
  Wireless connection to workstation
  Room-scale ultrasonic tracking (Bat)
2001 AR-PDA (C Lab)
  PDA thin graphics client
  Remote image processing
  www.ar-pda.com
2003 ARphone (Univ. of Sydney)
  Transfer images via Bluetooth (slow – 30 sec/image)
  Remote processing – AR Server
 
 
Mobile Phone AR – Thin Client
Early Phone Computer Vision Apps
2003 – Mozzies Game - Best mobile game
Optical motion flow detecting phone orientation
Siemens SX1 – Symbian, 120Mhz, VGA Camera
2005 – Marble Revolution (Bit-Side GmbH)
Winner of Nokia's Series 60 Challenge 2005
2005 – SymBall (VTT)
Computer Vision on Mobile Phone
  Cameras and Phone CPU sufficient for computer vision
applications
  Pattern Recognition (Static Processing)
  QR Code
  Shotcode (http://www.shotcode.com/)
  Motion Flow (2D Image Processing)
  GestureTek
-  http://www.gesturetekmobile.com/
  TinyMotion
  3D Pose Calculation
  Augmented Reality
Handheld AR – Self Contained
2003 PDA-based AR
  ARToolKit port to PDA
  Studierstube ported to PDA
  AR Kanji Educational App.
  Mr Virtuoso AR character
  Wagner’s Invisible Train
-  Collaborative AR
Mobile Phone AR – Self Contained
2004 Mobile Phone AR
  Moehring, Bimber
  Henrysson (ARToolKit)
  Camera, processor, display together
AR Advertising
  Txt message to download AR application (200K)
  See virtual content popping out of real paper advert
  Tested May 2007 by Saatchi and Saatchi
2008 - Location Aware Phones
Nokia NavigatorMotorola Droid
Real World Information Overlay
  Tag real world locations
  GPS + Compass input
  Overlay graphics data on live video
  Applications
  Travel guide, Advertising, etc
  Eg: Mobilizy Wikitude (www.mobilizy.com)
  Android based, Public API released
  Other companies
  Layar, AcrossAir, Tochnidot, RobotVision, etc
Layar – www.layar.com
HIT Lab NZ Android AR Platform
  Architectural Application
  Loads 3D models
  a OBJ/MTL format
  Positions content in space
  GPS, compass
  Intuitive user interface
  toolkit to modify the model
  Connects to back end model database
Architecture
Android	

application	

Database server	

Postgres	

Web Interface	

Add models	

Web application java
and php server
1995 Handheld Display: NaviCam, AR-PAD, Transvision
1997 Wearable AR: Touring Machine, AR Quake
2001 Handheld AR – Thin Client: AR-PDA, Bat Portal
2003 Handheld AR – Self contained: Invisible Train
2003 Mobile Phone – 2D Vision: Mozzies, Symball
2003 Mobile Phone – Thin Client: ARphone
2004 Mobile Phone – Self contained: Moehring, Symbian
History of Handheld and Mobile AR
Mobile AR by Weight
Backpack+HMD:
…5-8kg
Scale it down:
Vesp‘R [Kruijff ISMAR07]:
…Sony UMPC 1.1GHz
…1.5kg
…still >$5K
Scale it down more:
Smartphone…$500
…All-in-one
…0.1kg
…billions of units
1996
2003
2007
2013 State of the Art
Handheld Hardware available
PDA, mobile phones, external cameras
Sensors: GPS, accelerometer, compass
Software Tools are Available
Tracking: ARToolKitPlus, stbTracker, Vuforia
Graphics: OpenGL ES
Authoring: Layar, Wikitude, Metaio Creator
What is needed:
High level authoring tools
Content development tools
Novel interaction techniques
User evaluation and usability
Mobile AR Companies
  Mobile AR
  GPS + compass
  Many Companies
  Layar
  Wikitude
  Acrossair
  PressLite
  Yelp
  Robot vision
  Etc..
$2 million USD in 2010
$732 million USD in 2014
Qualcomm
  Acquired Imagination
  October 2010 - Releases free Android AR SDK
  Computer vision tracking - marker, markerless
  Integrated with Unity 3D renderer
  http://developer.qualcomm.com/ar
Rock-em Sock-em
  Shared AR Demo
  Markerless tracking
Mobile AR Technology
Technology Components
  Software Platform
  Eg studierStube platform
  Developer Tools
  iOS, Android
  Tracking Technology
  Computer vision, sensor based
  Mobile Graphics
  OpenGL ES
  Interaction Methods
  Handheld Interaction
iPhone 4
  Apple iOS
  Faster CPU (1.2GHz)
  High screen resolution
  3.5”, 960x640
  camera API
  Multi-touch
  Hardware 3D
  GPS, compass, accelerometer
and gyroscope
Hardware Sensors
  Camera (resolution, fps)
  Maker based/markerless tracking
  Video overlap
  GPS (resolution, update rate)
  Outdoor location
  Compass
  Indoor/outdoor orientation
  Accelerometer
  Motion sensing, relative tilt
Studierstube ES Framework
  Typical AR
application
framework
  Developed at TU
Graz
Hardware
OS/Low Level API
Programming
Libraries
End User
Application
The Studierstube ES framework
Tracking
Platform
Graphics
Content
User Interface - Application
Mobile Graphics
Computer Graphics on Mobile Phones
  Small screen, limited input options
  Limited support for accelerated graphics
  Most phones have no GPU
  Mobile Graphics Libraries
  OpenGL ES (1.0, 2.0)
-  Cross platform, subset of OpenGL
-  C/C++ low level library
  Java M3G
-  Mobile 3D graphics API for J2ME platform
-  Object importer, scene graph library
-  Support from all major phone manufacturers
OpenGL ES
  Small-footprint subset of OpenGL
  OpenGL is too large for embedded devices!
  Powerful, low-level API, full functionality for 3D
games
  Can do almost everything OpenGL can
  Available on all key platforms
  Software and hardware implementations available
  Fully extensible
  Extensions like in OpenGL
OpenGL ES on mobile devices
Versions
  Two major tracks
  Not compatible, parallel rather than competitive
  OpenGL ES 1.x
  Fixed function pipeline
  Suitable for software implementations
  All 1.x are backwards compatible
  OpenGL ES 2.x
  Vertex and pixel shaders using GLSL ES
  All 2.x will be backwards compatible
Fixed Function (1.x)
h"p://www.khronos.org/opengles/2_X/	
  
Programmable (2.x)
h"p://www.khronos.org/opengles/2_X/	
  
OpenGL ES 1.x vs 2.0
Tracking
Mobile Augmented Reality’s goal
Create an affordable, massively multi-user, widespread platform
© Tinmith, U. of South Australia
How to not do it…
Ka-Ping Yee: Peephole Displays, CHI’03
Tracking on mobile phones
  Vision-based tracking
  Marker-based tracking
  Model-based natural feature tracking
  Natural feature tracking in unknown
environments
  Sensor tracking
  GPS, inertial compass, gyroscope
Backpack-based
Höllerer et al. (1999), Piekarski & Thomas al. (2001), Reitmayr & Schmalstieg (2003)
  Laptop, HMD
  Enhanced GPS (DGPS / RTK) + inertial sensor for viewpoint tracking
  Hand tracking w/ fiducial markers
Tracking for Handheld AR
SLIDE 61
Backpack-based 2.
Kalkusch et al., 2002
  Video see-through HMD w/ camera
  Viewpoint Tracking w/ inside-out computer vision using markers
  ARToolKit markers on walls installed and surveyed manually
Tablet PC / UMPC-based
Schall et al., 2006
  Hybrid tracking on UMPC
  Camera  fiducial marker tracking
  When no marker in view  inertial sensor + UWB tracking
PDA-based 1.
BatPortal (Newman et al., 2001)
  PDA as thin client (rendering &
tracking on server + VNC)
  Ultrasonic tracking
SHEEP (MacWilliams et al., 2003)
  Tracking by ART (external IR
cameras + retroreflective target)
  Projection-based AR environ.
non-AR Tracking on Phones
AR-PDA (2003)
  Model-based tracking
  PDA = thin client
 tracking on server
  Not real-time
Mosquito Hunt (2003)
Marble Revolution (2004)
Pingis (VTT, 2006)
Game control w/ optical
flow techniques
TinyMotion (2006)
GUI control & input
on cell phones
w/ image differencing
& block correlation
History of AR Tracking on Phones (1)
  2003
  ARToolKit on PDA
  Wagner et at.
  2004
  3D Marker on Phone
  Möhring et al.
  2005
  ARToolKit on Symbian
  Henrysson et al.
Tracking for Handheld AR
SLIDE 66
Fiducial marker tracking on handhelds
Möhring et al., 2004 Henrysson et al., 2006Wagner et al., 2003
Rohs, 2006Bucolo et al., 2005
History of AR Tracking on Phones (2)
  2005
  Visual Codes
  Rohs et at.
  2008
  Advanced Marker Tracking
  Wagner et al.
  2008
  Natural Feature Tracking
  Wagner et al.
What can we do on today‘s mobile phones?
  Typical specs
  600+ MHz
  ~5MB of available RAM
  160x120 - 320x240 at 15-30 Hz camera
  Possible to do
  Marker tracking in 5-15ms
  Natural feature tracking in 20-50ms
Other Mobile Sensors
  Orientation
  Compass
  Relative movement/rotation
  Accelerometer, gyroscope
  Context
  Audio, light sensor, proximity
  Location
  GPS, A-GPS, Wifi positioning, Cell tower triangulation
Handheld AR Interfaces
Handheld HCI
  Consider your user
  Follow good HCI principles
  Adapt HCI guidelines for handhelds
  Design to device constraints
  Rapid prototyping
  User evaluation
Sample Handheld AR Interfaces
  Clean
  Large Video View
  Large Icons
  Text Overlay
Handheld Display vs Fixed Display
  Experiment comparing handheld moving, to handheld button input, small
fixed display, desktop display, large plasma
  Users performed (1) navigation task, (2) selection task
  Moving handheld display provided greater perceived FOV, higher degree of
presence, faster completion time
J. Hwang, J. Jung, G. Kim. Hand-held Virtual Reality: A Feasibility Study. In proceedings of VRST 2006
Search Task Completion Time
FOV, Presence and Immersion
HandHeld AR
Wearable AR
Output:
Display
Input
Input &
Output
HMD vs Handheld AR Interface
Handheld Interface Properties
  Handheld interface vs. HMD interface
  Display is handheld rather than headworn
  Much greater peripheral view of real world
  Display and input device connected
  Can move device independent of view
Phone Keypad Touch Screen
One handed input
Keypad only
Bimanual interaction
Object based interaction
Two handed input
Stylus/touch screen
Screen based input/selection
Large screen
Limited number of buttons
Handheld Interface Metaphors
  Tangible AR Lens Viewing
  Look through screen into AR scene
  Interact with screen to interact with AR
content
-  Eg Invisible Train
  Tangible AR Lens Manipulation
  Select AR object and attach to device
  Use the motion of the device as input
-  Eg AR Lego
Translation Study
Conditions
A: Object fixed to the phone (one handed)
B: Button and keypad input
C: Object fixed to the phone (bimanual)
- one hand for rotating tracking pattern
Results – Translation
•  9 subjects – within subject design
•  Timing
•  Tangible fastest
•  twice as fast as keypad
•  Survey
•  Tangible easiest (Q1)
•  Keypad most accurate (Q2)
•  Tangible quickest (Q3)
•  Tangible most enjoyable (Q4)
•  Ranking
•  Tangible favored
A	
 B C	
Rank
1.44 2.56 2.0
Conditions
A: Arcball
B: Keypad input for rotation about
the object axis
C: Object fixed to the phone (one handed)
D: Object fixed to the phone (bimanual)
Rotation Study
•  Timing
•  Keypad(B) and Arcball(A) fastest
•  No significant survey
differences
A B C D
Rank 3.0 2.3 2.4 2.2
Results – Rotation
Collaborative AR
  AR Tennis
  Virtual tennis court
  Two user game
  Audio + haptic feedback
  Bluetooth messaging
TAT Augmented ID
Design Guidelines
Apply handheld HCI guidelines for on-screen content
- large buttons, little text input, etc
Design physical + virtual interface elements
Pick appropriate interface metaphor
- “handheld lens” approach using handheld motion
- Tangible AR for AR overlay
Build prototypes
Continuously evaluate application
Mobile AR Browsing
AR Browsers
  AR equivalent of web browser
  Request and serve up content
  Commercial outdoor AR applications
  Junaio, Layar, Wikitude, etc
  All have their own language specifications
  Wikitude – ARML
  Junaio – XML, AREL
AR Browsers
  Commercial outdoor AR applications
  Junaio, Layar, Wikitude, etc
  All have their own language specifications
  Wikitude – ARML
  Junaio - XML
  Need for common standard
  Based on existing standards for geo-located content etc
  Support for dynamic/interactive content
  Easier to author mobile AR applications
  Easy to render on AR browsers
Architecture
Common AR Browsers
  Layar
  http://www.layar.com/
  Wikitude
  http://www.wikitude.com/
  Junaio
  http://www.junaio.com
  TagWhat
  http://www.tagwhat.com/
  Sekai Camera
  http://sekaicamera.com/
Nokia City Lens
  More recent AR Browser
Junaio - www.junaio.com
Key Features
  Content provided in information channels
  Over 2,000 channels available
  Two types of AR channels
  GLUE channels – visual tracking
  Location based channels – GPS, compass tracking
  Simple to use interface with multiple views
  List, map, AR (live) view
  Point of Interest (POI) based
  POIs are geo-located content
QR Code Launch
Glue Tracking - Markerless
  Search for “instant tracker”
Junaio Interface
Interface
  List View, Map View, AR View
Back-end Servers
Data Flow
Search.php
<?xml version="1.0" encoding="UTF-8"?>
<results>
<poi id="1" interactionfeedback="none">
<name><![CDATA[[Hotel Hello World]]]></name>
<description><![CDATA[[This is a beautiful, family hotel and restaurant, just around the
corner. Special Dinner and Rooms available.]]]></description>
<l>37.776685,-122.422771,0</l>
<mime-type>text/plain</mime-type>
<icon>http://dev.junaio.com/publisherDownload/tutorial/icon_map.png</icon>
<thumbnail>http://dev.junaio.com/publisherDownload/tutorial/thumb.jpg</thumbnail>
<phone>555/1234567</phone>
<homepage> http://www.hotelaroundthecorner.com </homepage>
</poi>
</results>
AR Outcome
Limitations of Plain XML
  No interactivity
  Only simple pop-ups
  No user interface Customizations
  Can only use Junaio GUI elements
  No local interactivity
  Always needs remote server connection
Junaio AREL
AREL
  Augmented Reality Environment Language
  Overcomes limitations of XML by itself
  Based on web technologies; XML, HTML5, JavaScript
  Core Components
1.  AREL XML: Static file, specifies scene content
2.  AREL JavaScript: Handles all interactions and animation. Any
user interaction send an event to AREL JS
3.  AREL HTML5: GUI Elements. Buttons, icons, etc
  Advantages
  Scripting on device, more functionality, GUI customization
Adding Interactivity
Basic Interactivity
  Add a button on screen to move virtual
character
  Use the following
  HTML: button specification
  Javascript: Interaction
  PHP/XML: 3D model
  Junaio Tutorial 5
  http://www.junaio.com/develop/quickstart/
advanced-interactions-and-location-based-
model-3ds/
Server File Structure
HTML – GUI
JavaScript - interactivity
Main Index
PHP - content
search.php – specify Lego Man
if(!empty($_GET['l']))
$position = explode(",", $_GET['l']);
…
//return the lego man
$oLegoMan = ArelXMLHelper::createLocationBasedModel3D(
"1", // id
"lego man", //title
WWW_ROOT . "/resources/walking_model3_7fps.md2", // mainresource
WWW_ROOT . "/resources/walking_model.png", // resource
$position, // location
array(0.2, 0.2, 0.2), // scale
new ArelRotation(ArelRotation::ROTATION_EULERRAD, array(1.57,0,1.57)) // rotation
);
…
Use local position
Lego model and texture
styles.css – HTML GUI
#buttons {
position: absolute;
bottom: 44px;
right: 44px;
}
.ipad div {
width: 104px;
height: 106px;
}
#buttons div {
background-image: url("../images/button.png");
background-repeat: no-repeat;
background-size: 100%;
float: left;
}
Button location
Button style
Logic_LBS5.js - JavaScript
  Create an event listener
  setEventListener();
  Add functionality to model object
  Load model from scene
  Adding model behaviours
  Add functionality to GUI objects
  Define the event listener
  Bind model behaviours to GUI objects
Result
Authoring Tools
Metaio Creator
  Drag and drop Junaio authoring
BuildAR – buildar.com
Sony CSL © 2004
Developing Mobile
AR Experiences
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR

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2013 Lecture 8: Mobile AR

  • 1. COSC 426: Augmented Reality Mark Billinghurst mark.billinghurst@hitlabnz.org Sept 13th 2013 Lecture 8: Mobile AR
  • 3. 1999 - HIT Lab US
  • 4. CPU: 300 Mhz HDD; 9GB RAM: 512 mb Camera: VGA 30fps Graphics: 500K poly/sec 1998: SGI O2 2008: Nokia N95 CPU: 332 Mhz HDD; 8GB RAM: 128 mb Camera: VGA 30 fps Graphics: 2m poly/sec
  • 5. Mobile Phone AR   Mobile Phones   camera   processor   display   AR on Mobile Phones   Simple graphics   Optimized computer vision   Collaborative Interaction
  • 6. 2005: Collaborative AR   AR Tennis   Shared AR content   Two user game   Audio + haptic feedback   Bluetooth networking
  • 7.
  • 9. Evolution of Mobile AR Wearable AR Handheld AR Displays Camera phone 1995 1997 2001 2003 2004 Camera phone - Self contained AR Wearable Computers PDAs -Thin client AR PDAs -Self contained AR Camera phone - Thin client AR
  • 10. Handheld Displays Tethered Applications   Fitzmaurice Chameleon (1994)   Rekimoto’s Transvision (1995)   Tethered LCD   PC Processing and Tracking
  • 11. Handheld AR Display - Tethered 1995, 1996 Handheld AR   ARPad, Cameleon   Rekimoto’s NaviCam, Transvision   Tethered LCD   PC Processing and Tracking
  • 12. AR Pad (Mogilev 2002) Handheld AR Display   LCD screen   Camera   SpaceOrb 3 DOF controller   Peripheral awareness   Viewpoint awareness
  • 13. Mobile AR: Touring Machine (1997)   University of Columbia   Feiner, MacIntyre, Höllerer, Webster   Combines   See through head mounted display   GPS tracking   Orientation sensor   Backpack PC (custom)   Tablet input
  • 14. MARS View   Virtual tags overlaid on the real world   “Information in place”
  • 15. Backpack/Wearable AR 1997 Backpack AR   Feiner’s Touring Machine   AR Quake (Thomas)   Tinmith (Piekarski)   MCAR (Reitmayr)   Bulky, HMD based
  • 16. PCI 3D Graphics Board Hard Drive Serial Ports CPU PC104 Sound Card PC104 PCMCIA GPS Antenna Tracker Controller DC to DC Converter Battery Wearable Computer GPS RTK correction Radio Example self-built working solution with PCI-based 3D graphics Columbia Touring Machine Mobile AR - Hardware
  • 17.   1997 Philip Kahn invents camera phone   1999 First commercial camera phone Sharp J-SH04
  • 19. Handheld AR – Thin Client 2001 BatPortal (AT&T Cambridge)   PDA used as I/O device   Wireless connection to workstation   Room-scale ultrasonic tracking (Bat) 2001 AR-PDA (C Lab)   PDA thin graphics client   Remote image processing   www.ar-pda.com
  • 20. 2003 ARphone (Univ. of Sydney)   Transfer images via Bluetooth (slow – 30 sec/image)   Remote processing – AR Server     Mobile Phone AR – Thin Client
  • 21. Early Phone Computer Vision Apps 2003 – Mozzies Game - Best mobile game Optical motion flow detecting phone orientation Siemens SX1 – Symbian, 120Mhz, VGA Camera 2005 – Marble Revolution (Bit-Side GmbH) Winner of Nokia's Series 60 Challenge 2005 2005 – SymBall (VTT)
  • 22. Computer Vision on Mobile Phone   Cameras and Phone CPU sufficient for computer vision applications   Pattern Recognition (Static Processing)   QR Code   Shotcode (http://www.shotcode.com/)   Motion Flow (2D Image Processing)   GestureTek -  http://www.gesturetekmobile.com/   TinyMotion   3D Pose Calculation   Augmented Reality
  • 23. Handheld AR – Self Contained 2003 PDA-based AR   ARToolKit port to PDA   Studierstube ported to PDA   AR Kanji Educational App.   Mr Virtuoso AR character   Wagner’s Invisible Train -  Collaborative AR
  • 24. Mobile Phone AR – Self Contained 2004 Mobile Phone AR   Moehring, Bimber   Henrysson (ARToolKit)   Camera, processor, display together
  • 25.
  • 26. AR Advertising   Txt message to download AR application (200K)   See virtual content popping out of real paper advert   Tested May 2007 by Saatchi and Saatchi
  • 27. 2008 - Location Aware Phones Nokia NavigatorMotorola Droid
  • 28. Real World Information Overlay   Tag real world locations   GPS + Compass input   Overlay graphics data on live video   Applications   Travel guide, Advertising, etc   Eg: Mobilizy Wikitude (www.mobilizy.com)   Android based, Public API released   Other companies   Layar, AcrossAir, Tochnidot, RobotVision, etc
  • 30. HIT Lab NZ Android AR Platform   Architectural Application   Loads 3D models   a OBJ/MTL format   Positions content in space   GPS, compass   Intuitive user interface   toolkit to modify the model   Connects to back end model database
  • 32. 1995 Handheld Display: NaviCam, AR-PAD, Transvision 1997 Wearable AR: Touring Machine, AR Quake 2001 Handheld AR – Thin Client: AR-PDA, Bat Portal 2003 Handheld AR – Self contained: Invisible Train 2003 Mobile Phone – 2D Vision: Mozzies, Symball 2003 Mobile Phone – Thin Client: ARphone 2004 Mobile Phone – Self contained: Moehring, Symbian History of Handheld and Mobile AR
  • 33. Mobile AR by Weight Backpack+HMD: …5-8kg Scale it down: Vesp‘R [Kruijff ISMAR07]: …Sony UMPC 1.1GHz …1.5kg …still >$5K Scale it down more: Smartphone…$500 …All-in-one …0.1kg …billions of units 1996 2003 2007
  • 34. 2013 State of the Art Handheld Hardware available PDA, mobile phones, external cameras Sensors: GPS, accelerometer, compass Software Tools are Available Tracking: ARToolKitPlus, stbTracker, Vuforia Graphics: OpenGL ES Authoring: Layar, Wikitude, Metaio Creator What is needed: High level authoring tools Content development tools Novel interaction techniques User evaluation and usability
  • 35. Mobile AR Companies   Mobile AR   GPS + compass   Many Companies   Layar   Wikitude   Acrossair   PressLite   Yelp   Robot vision   Etc..
  • 36. $2 million USD in 2010 $732 million USD in 2014
  • 37.
  • 38. Qualcomm   Acquired Imagination   October 2010 - Releases free Android AR SDK   Computer vision tracking - marker, markerless   Integrated with Unity 3D renderer   http://developer.qualcomm.com/ar
  • 39. Rock-em Sock-em   Shared AR Demo   Markerless tracking
  • 41. Technology Components   Software Platform   Eg studierStube platform   Developer Tools   iOS, Android   Tracking Technology   Computer vision, sensor based   Mobile Graphics   OpenGL ES   Interaction Methods   Handheld Interaction
  • 42. iPhone 4   Apple iOS   Faster CPU (1.2GHz)   High screen resolution   3.5”, 960x640   camera API   Multi-touch   Hardware 3D   GPS, compass, accelerometer and gyroscope
  • 43. Hardware Sensors   Camera (resolution, fps)   Maker based/markerless tracking   Video overlap   GPS (resolution, update rate)   Outdoor location   Compass   Indoor/outdoor orientation   Accelerometer   Motion sensing, relative tilt
  • 44. Studierstube ES Framework   Typical AR application framework   Developed at TU Graz
  • 46. The Studierstube ES framework Tracking Platform Graphics Content User Interface - Application
  • 48. Computer Graphics on Mobile Phones   Small screen, limited input options   Limited support for accelerated graphics   Most phones have no GPU   Mobile Graphics Libraries   OpenGL ES (1.0, 2.0) -  Cross platform, subset of OpenGL -  C/C++ low level library   Java M3G -  Mobile 3D graphics API for J2ME platform -  Object importer, scene graph library -  Support from all major phone manufacturers
  • 49.
  • 50. OpenGL ES   Small-footprint subset of OpenGL   OpenGL is too large for embedded devices!   Powerful, low-level API, full functionality for 3D games   Can do almost everything OpenGL can   Available on all key platforms   Software and hardware implementations available   Fully extensible   Extensions like in OpenGL
  • 51. OpenGL ES on mobile devices
  • 52. Versions   Two major tracks   Not compatible, parallel rather than competitive   OpenGL ES 1.x   Fixed function pipeline   Suitable for software implementations   All 1.x are backwards compatible   OpenGL ES 2.x   Vertex and pixel shaders using GLSL ES   All 2.x will be backwards compatible
  • 55. OpenGL ES 1.x vs 2.0
  • 57. Mobile Augmented Reality’s goal Create an affordable, massively multi-user, widespread platform © Tinmith, U. of South Australia
  • 58. How to not do it… Ka-Ping Yee: Peephole Displays, CHI’03
  • 59. Tracking on mobile phones   Vision-based tracking   Marker-based tracking   Model-based natural feature tracking   Natural feature tracking in unknown environments   Sensor tracking   GPS, inertial compass, gyroscope
  • 60. Backpack-based Höllerer et al. (1999), Piekarski & Thomas al. (2001), Reitmayr & Schmalstieg (2003)   Laptop, HMD   Enhanced GPS (DGPS / RTK) + inertial sensor for viewpoint tracking   Hand tracking w/ fiducial markers
  • 61. Tracking for Handheld AR SLIDE 61 Backpack-based 2. Kalkusch et al., 2002   Video see-through HMD w/ camera   Viewpoint Tracking w/ inside-out computer vision using markers   ARToolKit markers on walls installed and surveyed manually
  • 62. Tablet PC / UMPC-based Schall et al., 2006   Hybrid tracking on UMPC   Camera  fiducial marker tracking   When no marker in view  inertial sensor + UWB tracking
  • 63. PDA-based 1. BatPortal (Newman et al., 2001)   PDA as thin client (rendering & tracking on server + VNC)   Ultrasonic tracking SHEEP (MacWilliams et al., 2003)   Tracking by ART (external IR cameras + retroreflective target)   Projection-based AR environ.
  • 64. non-AR Tracking on Phones AR-PDA (2003)   Model-based tracking   PDA = thin client  tracking on server   Not real-time Mosquito Hunt (2003) Marble Revolution (2004) Pingis (VTT, 2006) Game control w/ optical flow techniques TinyMotion (2006) GUI control & input on cell phones w/ image differencing & block correlation
  • 65. History of AR Tracking on Phones (1)   2003   ARToolKit on PDA   Wagner et at.   2004   3D Marker on Phone   Möhring et al.   2005   ARToolKit on Symbian   Henrysson et al.
  • 66. Tracking for Handheld AR SLIDE 66 Fiducial marker tracking on handhelds Möhring et al., 2004 Henrysson et al., 2006Wagner et al., 2003 Rohs, 2006Bucolo et al., 2005
  • 67. History of AR Tracking on Phones (2)   2005   Visual Codes   Rohs et at.   2008   Advanced Marker Tracking   Wagner et al.   2008   Natural Feature Tracking   Wagner et al.
  • 68. What can we do on today‘s mobile phones?   Typical specs   600+ MHz   ~5MB of available RAM   160x120 - 320x240 at 15-30 Hz camera   Possible to do   Marker tracking in 5-15ms   Natural feature tracking in 20-50ms
  • 69. Other Mobile Sensors   Orientation   Compass   Relative movement/rotation   Accelerometer, gyroscope   Context   Audio, light sensor, proximity   Location   GPS, A-GPS, Wifi positioning, Cell tower triangulation
  • 71. Handheld HCI   Consider your user   Follow good HCI principles   Adapt HCI guidelines for handhelds   Design to device constraints   Rapid prototyping   User evaluation
  • 72. Sample Handheld AR Interfaces   Clean   Large Video View   Large Icons   Text Overlay
  • 73. Handheld Display vs Fixed Display   Experiment comparing handheld moving, to handheld button input, small fixed display, desktop display, large plasma   Users performed (1) navigation task, (2) selection task   Moving handheld display provided greater perceived FOV, higher degree of presence, faster completion time J. Hwang, J. Jung, G. Kim. Hand-held Virtual Reality: A Feasibility Study. In proceedings of VRST 2006
  • 75. FOV, Presence and Immersion
  • 76. HandHeld AR Wearable AR Output: Display Input Input & Output HMD vs Handheld AR Interface
  • 77. Handheld Interface Properties   Handheld interface vs. HMD interface   Display is handheld rather than headworn   Much greater peripheral view of real world   Display and input device connected   Can move device independent of view Phone Keypad Touch Screen One handed input Keypad only Bimanual interaction Object based interaction Two handed input Stylus/touch screen Screen based input/selection Large screen Limited number of buttons
  • 78. Handheld Interface Metaphors   Tangible AR Lens Viewing   Look through screen into AR scene   Interact with screen to interact with AR content -  Eg Invisible Train   Tangible AR Lens Manipulation   Select AR object and attach to device   Use the motion of the device as input -  Eg AR Lego
  • 79.
  • 80. Translation Study Conditions A: Object fixed to the phone (one handed) B: Button and keypad input C: Object fixed to the phone (bimanual) - one hand for rotating tracking pattern
  • 81. Results – Translation •  9 subjects – within subject design •  Timing •  Tangible fastest •  twice as fast as keypad •  Survey •  Tangible easiest (Q1) •  Keypad most accurate (Q2) •  Tangible quickest (Q3) •  Tangible most enjoyable (Q4) •  Ranking •  Tangible favored A B C Rank 1.44 2.56 2.0
  • 82. Conditions A: Arcball B: Keypad input for rotation about the object axis C: Object fixed to the phone (one handed) D: Object fixed to the phone (bimanual) Rotation Study
  • 83. •  Timing •  Keypad(B) and Arcball(A) fastest •  No significant survey differences A B C D Rank 3.0 2.3 2.4 2.2 Results – Rotation
  • 84. Collaborative AR   AR Tennis   Virtual tennis court   Two user game   Audio + haptic feedback   Bluetooth messaging
  • 86.
  • 87.
  • 88. Design Guidelines Apply handheld HCI guidelines for on-screen content - large buttons, little text input, etc Design physical + virtual interface elements Pick appropriate interface metaphor - “handheld lens” approach using handheld motion - Tangible AR for AR overlay Build prototypes Continuously evaluate application
  • 90.
  • 91.
  • 92. AR Browsers   AR equivalent of web browser   Request and serve up content   Commercial outdoor AR applications   Junaio, Layar, Wikitude, etc   All have their own language specifications   Wikitude – ARML   Junaio – XML, AREL
  • 93. AR Browsers   Commercial outdoor AR applications   Junaio, Layar, Wikitude, etc   All have their own language specifications   Wikitude – ARML   Junaio - XML   Need for common standard   Based on existing standards for geo-located content etc   Support for dynamic/interactive content   Easier to author mobile AR applications   Easy to render on AR browsers
  • 95. Common AR Browsers   Layar   http://www.layar.com/   Wikitude   http://www.wikitude.com/   Junaio   http://www.junaio.com   TagWhat   http://www.tagwhat.com/   Sekai Camera   http://sekaicamera.com/
  • 96. Nokia City Lens   More recent AR Browser
  • 97.
  • 99.
  • 100.
  • 101.
  • 102. Key Features   Content provided in information channels   Over 2,000 channels available   Two types of AR channels   GLUE channels – visual tracking   Location based channels – GPS, compass tracking   Simple to use interface with multiple views   List, map, AR (live) view   Point of Interest (POI) based   POIs are geo-located content
  • 103.
  • 105. Glue Tracking - Markerless   Search for “instant tracker”
  • 107. Interface   List View, Map View, AR View
  • 108.
  • 111. Search.php <?xml version="1.0" encoding="UTF-8"?> <results> <poi id="1" interactionfeedback="none"> <name><![CDATA[[Hotel Hello World]]]></name> <description><![CDATA[[This is a beautiful, family hotel and restaurant, just around the corner. Special Dinner and Rooms available.]]]></description> <l>37.776685,-122.422771,0</l> <mime-type>text/plain</mime-type> <icon>http://dev.junaio.com/publisherDownload/tutorial/icon_map.png</icon> <thumbnail>http://dev.junaio.com/publisherDownload/tutorial/thumb.jpg</thumbnail> <phone>555/1234567</phone> <homepage> http://www.hotelaroundthecorner.com </homepage> </poi> </results>
  • 113. Limitations of Plain XML   No interactivity   Only simple pop-ups   No user interface Customizations   Can only use Junaio GUI elements   No local interactivity   Always needs remote server connection
  • 115. AREL   Augmented Reality Environment Language   Overcomes limitations of XML by itself   Based on web technologies; XML, HTML5, JavaScript   Core Components 1.  AREL XML: Static file, specifies scene content 2.  AREL JavaScript: Handles all interactions and animation. Any user interaction send an event to AREL JS 3.  AREL HTML5: GUI Elements. Buttons, icons, etc   Advantages   Scripting on device, more functionality, GUI customization
  • 116.
  • 117.
  • 118.
  • 120. Basic Interactivity   Add a button on screen to move virtual character   Use the following   HTML: button specification   Javascript: Interaction   PHP/XML: 3D model   Junaio Tutorial 5   http://www.junaio.com/develop/quickstart/ advanced-interactions-and-location-based- model-3ds/
  • 121. Server File Structure HTML – GUI JavaScript - interactivity Main Index PHP - content
  • 122. search.php – specify Lego Man if(!empty($_GET['l'])) $position = explode(",", $_GET['l']); … //return the lego man $oLegoMan = ArelXMLHelper::createLocationBasedModel3D( "1", // id "lego man", //title WWW_ROOT . "/resources/walking_model3_7fps.md2", // mainresource WWW_ROOT . "/resources/walking_model.png", // resource $position, // location array(0.2, 0.2, 0.2), // scale new ArelRotation(ArelRotation::ROTATION_EULERRAD, array(1.57,0,1.57)) // rotation ); … Use local position Lego model and texture
  • 123. styles.css – HTML GUI #buttons { position: absolute; bottom: 44px; right: 44px; } .ipad div { width: 104px; height: 106px; } #buttons div { background-image: url("../images/button.png"); background-repeat: no-repeat; background-size: 100%; float: left; } Button location Button style
  • 124. Logic_LBS5.js - JavaScript   Create an event listener   setEventListener();   Add functionality to model object   Load model from scene   Adding model behaviours   Add functionality to GUI objects   Define the event listener   Bind model behaviours to GUI objects
  • 125. Result
  • 127. Metaio Creator   Drag and drop Junaio authoring
  • 129. Sony CSL © 2004 Developing Mobile AR Experiences