6. Augmented Reality
Technology that:
1. Combines Real andVirtual Images
• Both can be seen at the same time
2. Interactive in real-time
• The virtual content can be interacted with
3. Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
7. • Web based AR
• Flash, HTML 5
• Marketing, education
• Outdoor Mobile AR
• GPS, compass tracking
• Viewing Points of Interest in real world
• Handheld AR
• Vision based tracking
• Marketing, gaming
• Location Based Experiences
• HMD, fixed screens
• Museums, point of sale, advertising
Typical AR Experiences
11. What Makes a Good AR Experience?
• Compelling
• Engaging,‘Magic’ moment
• Intuitive, ease of use
• Uses existing skills
• Anchored in physical world
• Seamless combination of real and digital
12. Example: colAR (Quiver)
• Turn colouring book pages into AR scenes
• Markerless tracking, use your own colours..
• Try it yourself: http://www.colARapp.com/
17. ”… the perceived and actual properties of the
thing, primarily those fundamental properties
that determine just how the thing could
possibly be used. [...]
Affordances provide strong clues to the
operations of things.”
(Norman, The Psychology of EverydayThings 1988, p.9)
Affordance
18. Physical vs. Virtual Affordances
• Physical Affordances
• Look and feel of real objects
• Shape, texture, colour, weight, etc
• Industrial Design
• Virtual Affordance
• Look of virtual objects
• Copy real objects
• Interface Design
19. Design of AR Enhanced Objects
• Make affordances obvious
• Object affordances visible
• Give feedback
• Provide constraints
• Use natural mapping
• Use good cognitive model
20. Example: Haunted Book/AR Book
• Camera hidden in lamp object
• AR content seamlessly integrated into real book
• Natural page turning/manipulation interaction
21. Interface Design Path
1/ Demonstration:Working Prototype
2/ Copying:Adoption of Interaction Techniques
from other interface metaphors
3/ Creation: Development of new interface
metaphors appropriate to the medium
4/ Theory: Development of formal theoretical
models for predicting and modeling user actions
Desktop WIMP
Virtual Reality
Augmented Reality
23. AR Interaction Metaphors
• AR Lens/Window
• simple (conceptually!), unobtrusive
• 3D User Interfaces (VR)
• expressive, creative, require attention
• Tangible Interfaces (TUI)
• Embedded into conventional environments
• Tangible AR
• Combines TUI input + AR display
24. AR Lens
• Information is registered to
real-world context
• Hand held AR displays
• Interaction
• 2D/3D virtual viewpoint control
• Limited input/interactivity
• Applications
• Context-aware information
Tourism, gaming
25. 3D AR Interfaces
• Virtual objects displayed in 3D
physical space and manipulated
• HMDs and 6DOF head-tracking
• 6DOF hand trackers for input
• Interaction
• Viewpoint control
• Traditional 3D interaction:
• manipulation, selection, etc.
• VR techniques
26. Tangible User Interfaces (Ishii 97)
• Create digital shadows
for physical objects
• Foreground
• graspable UI
• Background
• ambient interfaces
28. Lessons from Tangible Interfaces
• Advantages
• Physical objects make us smart
• Objects aid collaboration
• Objects increase understanding
• Disadvantages
• Difficult to change object properties
• Limited display capabilities
• Separation between object and display
29. Back to the Real World
• AR overcomes limitation of TUIs
• enhance display possibilities
• merge task/display space
• provide public and private views
• TUI + AR = Tangible AR
• Apply TUI methods to AR interface design
• TUI for input, AR for output
30. Tangible AR Design Principles
• Tangible AR Interfaces use TUI principles
• Physical controllers for moving virtual content
• Support for spatial 3D interaction techniques
• Time and space multiplexed interaction
• Support for multi-handed interaction
• Match object affordances to task requirements
• Support parallel activity with multiple objects
• Allow collaboration between multiple users
31. Tangible AR: Tiles
• Tiles semantics
• data tiles
• operation tiles
• Operation on tiles
• proximity
• spatial arrangements
• space-multiplexed
Poupyrev, I., Tan, D., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). Tiles: A
mixed reality authoring interface. In INTERACT 2001 Conference on Human Computer
Interaction (pp. 334-341).
35. Design for Technology Limitations
• Understand the platforms used and design for limitations
• Hardware, software platforms
• Eg Handheld AR game with visual tracking
• Use large screen icons
• Consider screen reflectivity
• Support one-hand interaction
• Consider the natural viewing angle
• Do not tire users out physically
• Do not encourage fast actions
• Keep at least one tracking surface in view
Art of Defense Game
36. Seamless Design
• Design to reduce seams in the user experience
• Eg: AR tracking failure, change in interaction mode
• Paparazzi Game
• Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality
games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--
Arts, Media, and Humanities, p.19-28, October 26-29, 2011
38. Consider Your User
• Mobile Phone AR User
• Probably Mobile
• One hand interaction
• Short application use
• Need to be able to multitask
• Use in outdoor or indoor environment
• Want to enhance interaction with real world
39. Social Acceptance
• 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)
44. Designing AR Experiences
• Create a compelling experience
• Intuitive and ease of use
• Anchor in the real world
• Design affordances for physical + virtual elements
• Create the appropriate Interaction Metaphor
• Design for technology limitations
• Consider the whole user (Social, cultural, ..)
47. Research Enables New Experiences
• Gesture/multimodal Input
• Natural user interaction
• Collaborative experiences
• Capturing rich communication cues
• Experience capture
• Sharing surroundings
• Empathic Computing
• Creating understanding
• Etc..
48. Gesture Based Interaction
• Use free hand gestures to interact
• Depth camera, scene capture
• Multimodal input
• Combining speech and gesture
HIT Lab NZ Microsoft Hololens
Meta SpaceGlasses
49. Social Panoramas
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable
computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on
(pp. 303-304). IEEE.
50. Empathy Glasses
• Combine together eye-tracking, display, face expression
• Implicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
51. Remote Collboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
54. Conclusions
• AR enables connection back to real world
• Great AR experiences need good design
• Physical + virtual components, interaction metaphor
• Design for technology limitations
• Need to consider whole user
• Many directions for future research
• Natural interaction, collaboration, experience capture