Director at HIT Lab NZ um University of South Australia
9. May 2020•0 gefällt mir•4,149 views
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Application in Augmented and Virtual Reality
9. May 2020•0 gefällt mir•4,149 views
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Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
15. Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments.
Making Interfaces Invisible
16. From Reality toVirtual Reality
Ubiquitous Computing Augmented Reality Virtual Reality
Real World Virtual World
17. Milgram’s Mixed Reality Continuum
Ubiquitous Computing Augmented Reality Virtual Reality
Real World Virtual World
Mixed Reality
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, (1994) A Taxonomy of Mixed Reality Visual Displays
28. Example: Marketing
• Add magic to company products
• Snapchat lenses
• Face tracking technology
• Simple interaction
• Animated content
• Significant ROI
• $750K for 224 million views
• c.f. $5 million for SuperBowl ad
RW VR
32. Example: Collaboration
• Use MR technology for remote collaboration
• See through another’s eyes, virtual avatars
• Microsoft Remote Assist
• HoloLens see-through display
• Remote video sharing
• AR drawing/annotation
• Document sharing
• Group calling
RW VR
35. Introducing AR/VR into the Workplace
•Identify key real-world tasks
• Involve spatial ability, physical interaction, etc.
•Justify Return on Investment
• Small technology investment leads to big return
•Focus on Human Needs
• User centered design
•Work with Experts
• Combine AR/VR experts with domain experts
36. Application Areas in Financial Services
• Customer Experience
• Customer Support
• Agent Training
• On-site Agent Support
• Data Visualization
• Meeting Support
• Etc..
45. Key Enabling Technologies
• Combines Real and Virtual Images
• Display Technology
• Interactive in real-time
• Interaction Technologies
• Registered in 3D
• Tracking Technologies
46. • Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Wide FOV see through
• Retinal displays
• Contact lens
Display Technology
52. Natural Gesture (2+ years)
• Freehand gesture input
• Depth sensors for gesture capture
• Rich two handed gestures
• E.g. Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Hololens2, Occulus, Leap Motion, Intel, etc..
54. Multimodal Input (5-10+ years)
• Combine gesture and speech input
• Gesture good for qualitative input
• Speech good for quantitative input
• Support combined commands
• “Put that there” + pointing
• E.g. HIT Lab NZ multimodal input
• 3D hand tracking, speech, multimodal fusion
• Complete tasks faster with MMI, less errors
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
56. Tracking
• Past
• Location-based, marker based
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
57. Environmental Tracking (1-3+ yrs)
• Environment capture
• Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
• Real time scene capture on mobiles, dense or sparse capture
• Dynamic memory swapping allows large environment capture
59. 6D.ai AR Cloud Tracking
https://www.youtube.com/watch?v=AwwU14gllS0
60. Wide Area Outdoor Tracking (5 + yrs)
• Combine panorama’s into point cloud model (offline)
• Initialize camera tracking from point cloud
• Update pose by aligning camera image to point cloud
• Accurate to 25 cm, 0.5 degree over very wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
62. Example – Holoscape Outdoor AR Game
https://www.youtube.com/watch?v=Ndjdp9I6tFs
63. Other Research Areas
• Social Acceptance
• Overcome social problems with AR
• Cloud Services
• Cloud based storage/processing
• AR Authoring Tools
• Easy content creation for non-experts
• Collaborative Experiences
• AR teleconferencing
• Etc..
64. Example:SocialAcceptance
• People don’t want to look silly
• Only 12% of 4,600 adults would be willing to wear AR glasses
• 20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
• Needs further study (ethnographic, field tests, longitudinal)
75. Shared Sphere System Features
•AR / VR view collaboration
• VR user feels that they are in AR users location
•View independence
• Allow one user to look around independently from another
•View awareness cues
• Show where the other user is looking
•Hand gesture communication cues
• Sharing hand gesture cues
76. 3D Live Scene Capture
• Use cluster of RGBD sensors
• Fuse together 3D point cloud
78. View Sharing Evolution
• Increased immersion
• Improved scene understanding
• Better collaboration
2D 360 3D
79. Technology Trends
• Advanced displays
• Wide FOV, high resolution
• Real time space capture
• 3D scanning, stitching, segmentation
• Natural gesture interaction
• Hand tracking, pose recognition
• Robust eye-tracking
• Gaze points, focus depth
• Emotion sensing/sharing
• Physiological sensing, emotion mapping
84. Conclusions
•AR/VR in the workspace
•Breaks barrier between real/digital worlds
•Proven technology (display, input, sensing)
•Ready for implementation
•Future Research
•Display, tracking, interaction, user experience
•Empathic Computing