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Introduction to Augmented Reality

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Introduction to Augmented Reality

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AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.

AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.

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Introduction to Augmented Reality

  1. 1. INTRODUCTION TO AUGMENTED REALITY: HISTORICAL PERSPECTIVES AND APPLICATIONS Mark Billinghurst First Augmented Reality School AR101 September 18th 2016 Merida, Mexico
  2. 2. •  adsf We enjoy connecting to the world around us..
  3. 3. •  jg o each ..
  4. 4. The Digital Divide • Screens are windows into digital spaces • Separation between digital and physical world • Separation between people
  5. 5. Making Interfaces Invisible Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  6. 6. Graphical User Interfaces • Separation between real and digital worlds • WIMP (Windows, Icons, Menus, Pointer) metaphor
  7. 7. Ubiquitous Computing • Computing and sensing embedded in real world • Particle devices, RFID, motes, arduino, etc
  8. 8. Virtual Reality • 1985…
  9. 9. Virtual Reality • ImmersiveVR • Head mounted display, gloves • Separation from the real world
  10. 10. Augmented Reality • Star Wars - 1977
  11. 11. Augmented Reality Definition • Defining Characteristics [Azuma 97] • Combines Real andVirtual 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 Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  12. 12. 2008 - CNN https://www.youtube.com/watch?v=thOxW19vsTg
  13. 13. •  Put AR pictures here Augmented Reality Examples
  14. 14. AR vsVR
  15. 15. Where CanYou UseAR/VR?
  16. 16. Making Interfaces Invisible Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  17. 17. From Reality toVirtual Reality Ubiquitous Computing Augmented Reality Virtual Reality
  18. 18. Milgram’s Reality-Virtuality continuum Mixed Reality Reality - Virtuality (RV) Continuum Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment "...anywhere between the extrema of the virtuality 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.
  19. 19. AugmentedVirtuality • VR with windows into the real world
  20. 20. Ubiquitous Computing Continuum • Weiser Continuum
  21. 21. Milgram – Weiser Continuum •  Newman, J., Bornik, A., Pustka, D., Echtler, F., Huber, M., Schmalstieg, D., & Klinker, G. (2007, March). Tracking for distributed mixed reality environments. In Workshop on Trends and Issues in Tracking for Virtual Environments at the IEEE Virtual Reality Conference (VR’07).
  22. 22. 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/
  23. 23. Metaverse Dimensions • Augmentation technologies that layer information onto our perception of the physical environment. • Simulation 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;
  24. 24. Metaverse Components • Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging
  25. 25. MirrorWorlds • Mirror worlds are informationally-enhanced virtual models of the physical world. •  Google Earth, MS StreetView, Google Maps
  26. 26. My House – May 2013
  27. 27. LifeLogging • Technologies record and report the intimate states and life histories of objects and users • FitBit, Microsoft Band, Shine, etc
  28. 28. Gordon Bell:LifeLogging 1 TB to store 65 years of data
  29. 29. Narrative Clip • Wearable camera • Automatic picture capture - 2 pics/minute • http://getnarrative.com
  30. 30. Summary • AR has three key features • Combines Real andVirtual Images • Interactive in real-time • Registered in 3D • AR can be classified with other technologies • Invisible Interfaces • Milgram’s Mixed Reality continuum • Milgram-Weiser continuum • MetaVerse
  31. 31. HISTORY OF AR
  32. 32. Pepper’s Ghost (1862) •  Dates back to Giambattista della Porta (1584)
  33. 33. The Master Key (1901) – AR Glass •  "It consists of this pair of spectacles. While you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' … Thus you may determine by a single look the true natures of all those you encounter.” L. Frank Baum
  34. 34. Early HUD (1958) F16 – Head Up Display
  35. 35. Early HMD Patents
  36. 36. First HMD • Philco Headsight (1961) – Remote Camera Viewing
  37. 37. Sutherland HMD • 1968: Sutherland / Sproull’s first HMD system • see-through
  38. 38. Demo – Sutherland HMD (1968) •  https://www.youtube.com/watch?v=NtwZXGprxag
  39. 39. USAirforce HMDs 1960 - 70’s: US Air Force HMDs (T. Furness III)
  40. 40. SuperCockpit Program 1970 - 80’s: US Air Force Super Cockpit (T. Furness III)
  41. 41. Modern Airforce HMDs •  Honeywell Integrated Helmet and Display Sighting System (IHADSS) on AH-64 Apache attack helicopter in 1985
  42. 42. F35- HMD Demo (2014) •  https://www.youtube.com/watch?v=Ay6g66FbkmQ
  43. 43. First Industrial Use • Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).
  44. 44. Academic Research Beginning • 1994: Motion stabilized display [Azuma] • 1995: Fiducial tracking in video [Bajura / Neumann] • 1996: UNC hybrid magnetic-vision tracker
  45. 45. Development of the Field • 1996: MIT Wearable Computing efforts • 1998: Dedicated conferences begin (ISMAR) • Late 90’s: Collaboration, outdoor, interaction • Late 90’s:Augmented sports broadcasts
  46. 46. Development of Tools • 1996 CyberCode (Rekimoto) • First matrix code tracking • 1999 ARToolKit (Kato & Billinghurst) • Open source tracking library
  47. 47. Tracking Demos https://www.youtube.com/watch?v=TqGAqAFlGg0 ARToolKit Cybercode
  48. 48. Mobile/Wearable Systems • 1995 Navicam (Rekimoto) •  Handheld AR • 1997 Touring Machine (Feiner) •  Backpack AR •  GPS, see-through display
  49. 49. 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
  50. 50. 2007 -AR Reaches Mainstream • MIT Technology Review •  March 2007 •  list of the 10 most exciting technologies • Economist •  Dec 6th 2007 •  Reality, only better
  51. 51. 2009 -AR in Magazines • Esquire Magazine • Dec 2009 issue • 12 pages AR content • Many Others • Wired • Colors • Red Bull • Etc
  52. 52. Esquire Demo https://www.youtube.com/watch?v=LGwHQwgBzSI
  53. 53. Google Searches forAR • Two factors drive rise in AR popularity in 2009 •  Browser based AR, Mobile phone AR
  54. 54. 2008 - Browser BasedAR • Flash + camera + 3D graphics •  ARToolKit ported to Flash • 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
  55. 55. Demo: GE SmartGrid Example •  https://www.youtube.com/watch?v=vJO_AZkCL9U
  56. 56. 2005 - Mobile PhoneAR • Mobile Phones • camera • processor • display • AR on Mobile Phones • Simple graphics • Optimized computer vision • Collaborative Interaction
  57. 57. ARAdvertising (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
  58. 58. 2008:LocationAware Phones Nokia NavigatorMotorola Droid
  59. 59. 2009 - Outdoor Information Overlay • Mobile phone based • Tag real world locations • GPS + Compass input • Overlay graphics on live video • Applications • Travel guide,Advertising, etc • Wikitude, Layar, etc.. • iOS/Android, Public API released
  60. 60. Layar Demo (2009) •  https://www.youtube.com/watch?v=b64_16K2e08
  61. 61. Google Glass (2011 - )
  62. 62. Epson Moverio BT-200 ▪ Stereo see-through display ($700) ▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪ Android Powered, separate controller ▪ VGA camera, GPS, gyro, accelerometer
  63. 63. Hololens (2016) • Integrated system – Windows • Stereo see-through display • Depth sensing tracking • Voice and gesture interaction
  64. 64. View Through Hololens •  https://www.youtube.com/watch?v=RddvMLwT__g
  65. 65. •  Weak AR •  Imprecise tracking •  No knowledge of environment •  Limited interactivity •  Handheld AR •  Strong AR •  Very accurate tracking •  Seamless integration into real world •  Natural interaction •  Head mounted AR Strong vs. Weak AR
  66. 66. Augmented RealityToday • Key Technologies Available • Robust tracking (ComputerVision, GPS/sensors) • Display (Handheld, HMDs) • Input Devices (Kinect, etc) • Developer tools (Vuforia,ARToolKit) • Commercial Business Growing • Gaming, GPS/Mobile, Online Advertisement • >$2 Billion USD in 2016
  67. 67. AR BusinessToday • 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
  68. 68. AR Business Today • Around $600 Million USD in 2014 (>$2B 2016) • 70-80+% Games and Marketing
  69. 69. AR Commercial Landscape
  70. 70. Crossing the Chasm - 5-10 years http://www.gartner.com/newsroom/id/3114217
  71. 71. Market Projections cf. 2014 computer game market = $84 Billion USD
  72. 72. Forecast Number of Users
  73. 73. Pokemon GO Killer Combo: brand + social + mobile + geo-location + AR
  74. 74. Pokemon GO Effect •  Fastest App to reach $500 million in Revenue •  Only 63 days after launch, > $1 Billion in 6 months •  Over 500 million downloads, > 25 million DAU •  Nintendo stock price up by 50% (gain of $9 Billion USD)
  75. 75. 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
  76. 76. SAMPLE AR APPLICATIONS
  77. 77. •  Web based AR •  Flash, HTML 5 based AR •  Marketing, education •  Outdoor Mobile AR •  GPS, compass tracking •  Viewing Points of Interest in real world •  Eg: Junaio, Layar, Wikitude •  Handheld AR •  Vision based tracking •  Marketing, gaming •  Location Based Experiences •  HMD, fixed screens •  Museums, point of sale, advertising Typical AR Experiences
  78. 78. AR Books – MarkerlessTracking
  79. 79. HIT Lab NZ ACMI Book Demo https://www.youtube.com/watch?v=DfzTFPsq224
  80. 80. Example: Haunted Book/AR Book •  Camera hidden in lamp object •  AR content seamlessly integrated into real book •  Natural page turning/manipulation interaction Scherrer, C., Pilet, J., Fua, P., & Lepetit, V. (2008, September). The haunted book. In Proceedings of the 7th IEEE/ACM international Symposium on Mixed and Augmented Reality (pp. 163-164). IEEE Computer Society.
  81. 81. Gaming:Rock-em Sock-em • Shared AR Demo • Markerless tracking
  82. 82. Rock-em Sock-em Demo https://www.youtube.com/watch?v=hXtq1qBMLIw
  83. 83. 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
  84. 84. Pepsi AR Experience (2014) •  Video see-through AR in bus shelter •  Bus shelter appears under attack
  85. 85. Pepsi Demo https://www.youtube.com/watch?v=Go9rf9GmYpM
  86. 86. Assembly and Maintenance © 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University © 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University
  87. 87. Maintenance Systems • Ngrain • http://www.ngrain.com/ • Training authoring tool • Model based AR tracking • ScopeAR • http://www.scopear.com/ • Remote assistance • Image based tracking
  88. 88. Ngrain Example https://www.youtube.com/watch?v=MISyP9C1WB8
  89. 89. MedicalARTrials !  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
  90. 90. TUM Medical Demo https://www.youtube.com/watch?v=29OSzQbxpcQ
  91. 91. Interactive Museum Experiences "  BlackMagic "  Virtual America’s Cup "  410,000 people in six months "  MagicPlanet "  TeManawa science museum "  Virtual Astronomy "  Collaborative AR experience "  ARVolcano "  Interactive AR kiosk "  Scienceworks museum, Melbourne
  92. 92. Digital Binocular Station http://www.DigitalBinocularStation.com/
  93. 93. Demo: Digital Binocular Station https://www.youtube.com/watch?v=mqLAKBX0om4
  94. 94. CityViewARApplication •  Visualize Christchurch before the earthquakes
  95. 95. CityViewAR https://www.youtube.com/watch?v=fdgrXxJx4SE
  96. 96. Example: Holoportation •  Augmented Reality + 3D capture + high bandwidth •  http://research.microsoft.com/en-us/projects/holoportation/
  97. 97. Holoportation Video https://www.youtube.com/watch?v=7d59O6cfaM0
  98. 98. Summary • AR technology can be used to develop a wide range of applications • Promising application areas include • Games • Education • Engineering • Medicine • Museums • Etc..
  99. 99. www.empathiccomputing.org @marknb00 mark.billinghurst@unisa.edu.au

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