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2 December 2005
Next Generation User Interfaces
Virtual and Augmented Reality
Prof. Beat Signer
Department of Computer Science
Vrije Universiteit Brussel
http://www.beatsigner.com
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2November 28, 2016
Mixed Reality
 Reality–Virtuality continuum
 introduced by Paul Milgram and Fumio Kishino in 1994
 Merging of real and virtual environments
 physical and digital objects co-exist and interact in real time
 mixed reality is the spectrum between the real environment and
the purely virtual environment
 augmented reality as well as augmented virtuality
Mixed Reality (MR)
Real
Environment
Virtual
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3November 28, 2016
Virtual Reality
 Virtual Reality (VR) is an artificial environment which is
experienced through sensory stimuli (e.g. sight or sound)
provided by a computer and in which a user’s actions
partially determine what happens in the environment
 Main issues
 create acceptable substitutes for real world objects or
environments
 sense the virtual environment
 navigate through the virtual environment
 interact with the virtual environment
 Opportunities
 experience situations that would be too dangerous or expensive
in the real world
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4November 28, 2016
The Sword of Damocles
 First virtual reality (VR)
system and augmented
reality (AR) head-mounted
display (HMD)
 developed by Ivan Sutherland
and his student Bob Sproull
in 1968
 binocular display with simple stereoscopic view of wireframe
rooms
 heavy HMD attached to a mechanical arm suspended from the
ceiling
- head tracking to change the perspective shown by the software
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5November 28, 2016
Virtual Reality Applications
 Architecture
 experience and navigate in virtual buildings
 Education
 visualisation and interaction with complex data
 Medicine
 training
 virtual robotic surgery
 Engineering
 Military
 Entertainment
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6November 28, 2016
Virtual Reality Applications …
 Sport
 Simulations
 Modelling
 Information Systems
 Fashion
 Games
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7November 28, 2016
Immersion
 Perceptual immersion (physical immersion or sensory
immersion) is about the perception of being physically
present in a non-physical virtual environment which is
created by surrounding images, sound or other stimuli by
the VR system
 panoramic 3D vision
 3D surround sound
 touch and force feedback
 taste
 smell
 direct connection to the human nervous system
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8November 28, 2016
Non-Immersive Virtual Reality
 Non-immersive virtual
environments show a
real-time 3D environment
on a desktop screen
 typical applications: CAD,
simulations, 3D computer
games, …
 also called "desktop virtual reality"
 Continuum from non-immersive to partially immersive
and fully immersive systems
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9November 28, 2016
Virtual Reality Technologies
 Large screens
 Binocular Omni-Orientation Monitor (BOOM)
 Cave Automatic Virtual Environment (CAVE)
 Head-mounted Display (HMD)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10November 28, 2016
Large Screens
 Large (panoramic) screen
displays
 flat displays
 cylindrical displays
(up to 360°)
 hemispherical or spherical
displays
 Displays can be implemented with or without
stereoscopy
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11November 28, 2016
BOOM
 Binocular Omni-Orientation
Monitor
 Head-coupled stereo-
scopic display device
 Screens are housed in a
box that is attached to a
multi-link arm
 user looks into the box and can move the box to different
positions
 head tracking is realised via sensors in the joints of the arm
holding the box
[http://www.umich.edu/~vrl/intro/AndreOnBoom.jpg]
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12November 28, 2016
CAVE
 A Cave Automatic Virtual
Environment (CAVE)
provides the illusion of
immersion by projecting
stereo images on the walls
and floor of a room-sized
cube
 Users wear stereo glasses
 Head tracking system continuously adjusts the stereo
projection to the current position of the leading viewer
 only one view for multiple users
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13November 28, 2016
Head-mounted Display (HMD)
 A head-mounted display is
a lightweight virtual reality
device that the user wears
to have video information
directly displayed in front
of their eyes
 one or two small displays
(LCD, OLED) embedded in the helmet, glasses or visor
 lenses are used to give the perception that the images are coming
from farther away
- moves the virtual image to a distance that allows the eye to focus comfortably
Oculus Rift virtual reality headset
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14November 28, 2016
Navigation and Interaction
 Virtual reality is about creating computer-generated
scenes in which a user can navigate and interact
 Navigation is the ability to move around and explore the
features of the virtual environment (3D scene)
 walk within a virtual building
 Interaction involves the selection and moving of objects
in a scene
 open a virtual door
 move an atom
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15November 28, 2016
VR Navigation Techniques
 Grabbing in the air
 user grabs points in the
virtual world and drags and
rotates them at will
 Lean-based velocity
 lean forwards or backwards to
move in the virtual world
 Path drawing
 specify a path to be followed
 Walking in place
 might be supported via a treadmill
Virtuix Omni
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16November 28, 2016
VR Interaction Techniques
 Two types of interaction
techniques
 non-immersive interaction
- e.g. via mouse or joystick
 immersive interaction
- e.g. using wearable device or
capturing of limb positions
 Gesture recognition
 datagloves
 optical, vision-based gesture recognition
Power Glove for Nintendo, Mattel, 1989
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17November 28, 2016
VR Interaction Techniques …
 Interaction with the virtual
world through
 virtual hand
- map the position of a user’s hand
to the virtual reality environment
 ray casting
- virtual light ray is leaving a user’s
hand and selects the first object
that it hits
 image plane
- an object is selected with a pointing gesture and manipulated via the
other hand
Ray casting
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18November 28, 2016
Augmented Reality
Augmented Reality (AR) is a variation of Virtual
Environments (VE), or Virtual Reality as it is more
commonly called. VE technologies completely immerse a
user inside a synthetic environment. While immersed, the
user cannot see the real world around him. In contrast, AR
allows the user to see the real world, with virtual objects
superimposed upon or composited with the real world.
Therefore, AR supplements reality, rather than completely
replacing it. Ideally, it would appear to the user that the
virtual and real objects coexisted in the same space […]
Ronald T. Azuma, A Survey of Augmented Reality, Teleoperators and Virtual Environments, 6(4), 1997
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19November 28, 2016
Augmented Reality Applications
 Maintenance
 Architecture
 Education
 Medicine
 Entertainment
 Navigation
 Gaming
 Advertising
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20November 28, 2016
Augmented Reality Techniques
 Video compositing
 Head-up displays
 Direct projection
 Magic lens metaphor
 Magic mirror metaphor
 Magic eyeglass metaphor
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21November 28, 2016
Video Compositing
 Virtual information is
overlaid in a video
stream of a real scene
 can happen in real time
or in post processing
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22November 28, 2016
Video: Augmented Life Music Performance
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23November 28, 2016
Head-up Displays (HUDs)
 Head-up displays are used
in civil and military aircrafts
as well as in some cars
 The overlaid information is
generally not directly
connected to the objects
seen through the window
 weak blend between
virtuality and reality
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24November 28, 2016
SixthSense (Direct Projection)
 Wearable augmented
reality interface
 small camera and projector
 developed at MIT Media Lab
- Pranav Mistry and Pattie Maes
 Visionary wearable
augmented reality system
 what happened to the
SixthSense?
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25November 28, 2016
Video: SixthSense
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26November 28, 2016
Wikitude World Browser (Magic Lens)
 The WIKITUDE World
browser presents
information about nearby
physical landmarks as
well as content added by
other users
 Real-time augmentation of mobile phone camera view
 location-based augmented reality based on GPS, compass and
accelerometer
 WIKITUDE.me authoring tool to add points of interest
 WIKITUDE API for augmented reality applications
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27November 28, 2016
Google Sky Map
 Mobile phone application
that can be used as a
magic lens to get
information about stars in
the sky
 Real-time augmentation
of the sky based on the
mobile phone’s position (e.g. via GPS) and orientation
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28November 28, 2016
ARToolKit
 Tracking library to overlay
virtual imagery
 Calculates real-time
camera position and
orientation relative to
square physical markers
 Fast enough for real-time AR applications
 Free and open source
 https://artoolkit.org
 Multiple spinoffs
 ARTag, MRToolkit, osgART, ARToolKitPlus
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29November 28, 2016
Video: IKEA Augmented Reality
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30November 28, 2016
Magic Mirror Metaphor
 Technically the concept of
a magic mirror is very
similar to the magic lens,
except for the orientation
of the camera
 Typically used to overlay
information on the user
 e.g. in fashion
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31November 28, 2016
Magic Eyeglass Techniques
 See-through head mounted
displays
 Virtual images mixed with
a real view of the world
 Three kinds of see-through
HMDs
 optical see-through HMDs
 video see-through HMDs
 virtual retinal displays
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32November 28, 2016
Optical See-through HMDs
 With optical see-through HMDs, the virtual images are
produced on semi-transparent surfaces (LCD panels) or
reflected on semi-transparent mirrors
 example: Microsoft HoloLens
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33November 28, 2016
Video See-through HMDs
 With video see-through HMDs, real video images are
captured by one or two video cameras installed in the
unit and overlaid with computer graphics (virtual) images
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34November 28, 2016
Virtual Retinal Displays (VRD)
 Virtual retinal display (VRD) or retinal scan display (RSD)
 Projects three modulated light beams directly onto the
retina of the eye producing a rasterised image
 Illusion of seeing the source image like a conventional
display floating in space in front of the eye
 example: Google Glass
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35November 28, 2016
Google Glass
 Android-based headset
 Bluetooth connection to
mobile phone
 display with "picture in
picture" experience
 camera and microphone
 voice and touch-based
interaction
 What about using voice navigation in public space?
 do people for example use Siri in public space?
 What about privacy and safety?
 recording pictures and movies or recognising people’s faces
 What about the social acceptance of Google Glass?
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36November 28, 2016
Video: Looking Through Google Glass
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37November 28, 2016
Microsoft HoloLens
 Lenses to combine
superimposed images
 optical waveguides
 Integrated processor
 all the processing happens
on the HoloLens
 Depth camera and other
sensors to "understand"
the environment
 Developer version available in Europe from
November 2016 on
 SDK and simulator already available
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38November 28, 2016
Video: Microsoft HoloLens
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39November 28, 2016
Magic Leap
 Promising but secretive startup company
 Photonic Lightfield Display Chip
 control the flow of photons instead of the flow of electrons
 physically embedded structures
 Might be based on some display technology from
Zebra Imaging
 use light to edge highly sophisticated photonic structures into a
display medium
 Optical waveguides
 image injected into the medium rather than just reflected
on the surface
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40November 28, 2016
Video: Magic Leap Teaser
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41November 28, 2016
Video: Magic Leap Concepts Explored
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42November 28, 2016
The Future of Augmented Reality?
 New forms of less
distracting augmentations
 e.g. augmented contact
lenses
 Improvements in tracking
technologies
 e.g. see Microsoft HoloLens
 What about the social
acceptance?
B.A. Parviz, University of Washington
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43November 28, 2016
References
 P. Milgram and F. Kishino, Taxonomy of
Mixed Reality Visual Displays, IEICE Transactions on
Information Systems, December 1994
 http://web.cs.wpi.edu/~gogo/hive/papers/Milgram_IEICE_1994.pdf
 SixthSense
 https://www.youtube.com/watch?v=nZ-VjUKAsao
 Looking Through Google Glass: Real Life Example
 https://www.youtube.com/watch?v=d-y3bEjEVV8
 Place IKEA Furniture in Your Home
 https://www.youtube.com/watch?v=vDNzTasuYEw
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44November 28, 2016
References …
 T. Azuma, A Survey of Augmented Reality,
Teleoperators and Virtual Environments, 6(4), 1997
 http://www.cs.unc.edu/~azuma/ARpresence.pdf
 Augmented Reality During Live Music Performances
 https://www.youtube.com/watch?v=nyVs_5TfN4c
 L. Hoste and B. Signer, Expressive Control of Indirect
Augmented Reality During Live Music Performances,
Proceedings of NIME 2013, 13th International Con-
ference on New Interfaces for Musical Expression,
Daejeon, Korea Republic, May 2013
 http://beatsigner.com/publications/hoste_NIME2013.pdf
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45November 28, 2016
References …
 Microsoft HoloLens
 https://www.youtube.com/watch?v=aThCr0PsyuA
 Magic Leap Teaser
 https://www.youtube.com/watch?v=OvAh5ajfBq8
 Magic Leap Concepts Explored
 https://www.youtube.com/watch?v=QBa-668ByAk
 https://www.youtube.com/watch?v=R0b6IeX_x48
2 December 2005
Next Lecture
Implicit and Cross-Device Interaction

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Virtual and Augmented Reality - Lecture 10 - Next Generation User Interfaces (4018166FNR)

  • 1. 2 December 2005 Next Generation User Interfaces Virtual and Augmented Reality Prof. Beat Signer Department of Computer Science Vrije Universiteit Brussel http://www.beatsigner.com
  • 2. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2November 28, 2016 Mixed Reality  Reality–Virtuality continuum  introduced by Paul Milgram and Fumio Kishino in 1994  Merging of real and virtual environments  physical and digital objects co-exist and interact in real time  mixed reality is the spectrum between the real environment and the purely virtual environment  augmented reality as well as augmented virtuality Mixed Reality (MR) Real Environment Virtual Environment Augmented Reality (AR) Augmented Virtuality (AV)
  • 3. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3November 28, 2016 Virtual Reality  Virtual Reality (VR) is an artificial environment which is experienced through sensory stimuli (e.g. sight or sound) provided by a computer and in which a user’s actions partially determine what happens in the environment  Main issues  create acceptable substitutes for real world objects or environments  sense the virtual environment  navigate through the virtual environment  interact with the virtual environment  Opportunities  experience situations that would be too dangerous or expensive in the real world
  • 4. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4November 28, 2016 The Sword of Damocles  First virtual reality (VR) system and augmented reality (AR) head-mounted display (HMD)  developed by Ivan Sutherland and his student Bob Sproull in 1968  binocular display with simple stereoscopic view of wireframe rooms  heavy HMD attached to a mechanical arm suspended from the ceiling - head tracking to change the perspective shown by the software
  • 5. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5November 28, 2016 Virtual Reality Applications  Architecture  experience and navigate in virtual buildings  Education  visualisation and interaction with complex data  Medicine  training  virtual robotic surgery  Engineering  Military  Entertainment
  • 6. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6November 28, 2016 Virtual Reality Applications …  Sport  Simulations  Modelling  Information Systems  Fashion  Games  …
  • 7. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7November 28, 2016 Immersion  Perceptual immersion (physical immersion or sensory immersion) is about the perception of being physically present in a non-physical virtual environment which is created by surrounding images, sound or other stimuli by the VR system  panoramic 3D vision  3D surround sound  touch and force feedback  taste  smell  direct connection to the human nervous system
  • 8. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8November 28, 2016 Non-Immersive Virtual Reality  Non-immersive virtual environments show a real-time 3D environment on a desktop screen  typical applications: CAD, simulations, 3D computer games, …  also called "desktop virtual reality"  Continuum from non-immersive to partially immersive and fully immersive systems
  • 9. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9November 28, 2016 Virtual Reality Technologies  Large screens  Binocular Omni-Orientation Monitor (BOOM)  Cave Automatic Virtual Environment (CAVE)  Head-mounted Display (HMD)
  • 10. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10November 28, 2016 Large Screens  Large (panoramic) screen displays  flat displays  cylindrical displays (up to 360°)  hemispherical or spherical displays  Displays can be implemented with or without stereoscopy
  • 11. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11November 28, 2016 BOOM  Binocular Omni-Orientation Monitor  Head-coupled stereo- scopic display device  Screens are housed in a box that is attached to a multi-link arm  user looks into the box and can move the box to different positions  head tracking is realised via sensors in the joints of the arm holding the box [http://www.umich.edu/~vrl/intro/AndreOnBoom.jpg]
  • 12. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12November 28, 2016 CAVE  A Cave Automatic Virtual Environment (CAVE) provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube  Users wear stereo glasses  Head tracking system continuously adjusts the stereo projection to the current position of the leading viewer  only one view for multiple users
  • 13. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13November 28, 2016 Head-mounted Display (HMD)  A head-mounted display is a lightweight virtual reality device that the user wears to have video information directly displayed in front of their eyes  one or two small displays (LCD, OLED) embedded in the helmet, glasses or visor  lenses are used to give the perception that the images are coming from farther away - moves the virtual image to a distance that allows the eye to focus comfortably Oculus Rift virtual reality headset
  • 14. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14November 28, 2016 Navigation and Interaction  Virtual reality is about creating computer-generated scenes in which a user can navigate and interact  Navigation is the ability to move around and explore the features of the virtual environment (3D scene)  walk within a virtual building  Interaction involves the selection and moving of objects in a scene  open a virtual door  move an atom  …
  • 15. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15November 28, 2016 VR Navigation Techniques  Grabbing in the air  user grabs points in the virtual world and drags and rotates them at will  Lean-based velocity  lean forwards or backwards to move in the virtual world  Path drawing  specify a path to be followed  Walking in place  might be supported via a treadmill Virtuix Omni
  • 16. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16November 28, 2016 VR Interaction Techniques  Two types of interaction techniques  non-immersive interaction - e.g. via mouse or joystick  immersive interaction - e.g. using wearable device or capturing of limb positions  Gesture recognition  datagloves  optical, vision-based gesture recognition Power Glove for Nintendo, Mattel, 1989
  • 17. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17November 28, 2016 VR Interaction Techniques …  Interaction with the virtual world through  virtual hand - map the position of a user’s hand to the virtual reality environment  ray casting - virtual light ray is leaving a user’s hand and selects the first object that it hits  image plane - an object is selected with a pointing gesture and manipulated via the other hand Ray casting
  • 18. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18November 28, 2016 Augmented Reality Augmented Reality (AR) is a variation of Virtual Environments (VE), or Virtual Reality as it is more commonly called. VE technologies completely immerse a user inside a synthetic environment. While immersed, the user cannot see the real world around him. In contrast, AR allows the user to see the real world, with virtual objects superimposed upon or composited with the real world. Therefore, AR supplements reality, rather than completely replacing it. Ideally, it would appear to the user that the virtual and real objects coexisted in the same space […] Ronald T. Azuma, A Survey of Augmented Reality, Teleoperators and Virtual Environments, 6(4), 1997
  • 19. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19November 28, 2016 Augmented Reality Applications  Maintenance  Architecture  Education  Medicine  Entertainment  Navigation  Gaming  Advertising  …
  • 20. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20November 28, 2016 Augmented Reality Techniques  Video compositing  Head-up displays  Direct projection  Magic lens metaphor  Magic mirror metaphor  Magic eyeglass metaphor
  • 21. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21November 28, 2016 Video Compositing  Virtual information is overlaid in a video stream of a real scene  can happen in real time or in post processing
  • 22. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22November 28, 2016 Video: Augmented Life Music Performance
  • 23. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23November 28, 2016 Head-up Displays (HUDs)  Head-up displays are used in civil and military aircrafts as well as in some cars  The overlaid information is generally not directly connected to the objects seen through the window  weak blend between virtuality and reality
  • 24. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24November 28, 2016 SixthSense (Direct Projection)  Wearable augmented reality interface  small camera and projector  developed at MIT Media Lab - Pranav Mistry and Pattie Maes  Visionary wearable augmented reality system  what happened to the SixthSense?
  • 25. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25November 28, 2016 Video: SixthSense
  • 26. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26November 28, 2016 Wikitude World Browser (Magic Lens)  The WIKITUDE World browser presents information about nearby physical landmarks as well as content added by other users  Real-time augmentation of mobile phone camera view  location-based augmented reality based on GPS, compass and accelerometer  WIKITUDE.me authoring tool to add points of interest  WIKITUDE API for augmented reality applications
  • 27. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27November 28, 2016 Google Sky Map  Mobile phone application that can be used as a magic lens to get information about stars in the sky  Real-time augmentation of the sky based on the mobile phone’s position (e.g. via GPS) and orientation
  • 28. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28November 28, 2016 ARToolKit  Tracking library to overlay virtual imagery  Calculates real-time camera position and orientation relative to square physical markers  Fast enough for real-time AR applications  Free and open source  https://artoolkit.org  Multiple spinoffs  ARTag, MRToolkit, osgART, ARToolKitPlus
  • 29. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29November 28, 2016 Video: IKEA Augmented Reality
  • 30. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30November 28, 2016 Magic Mirror Metaphor  Technically the concept of a magic mirror is very similar to the magic lens, except for the orientation of the camera  Typically used to overlay information on the user  e.g. in fashion
  • 31. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31November 28, 2016 Magic Eyeglass Techniques  See-through head mounted displays  Virtual images mixed with a real view of the world  Three kinds of see-through HMDs  optical see-through HMDs  video see-through HMDs  virtual retinal displays
  • 32. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32November 28, 2016 Optical See-through HMDs  With optical see-through HMDs, the virtual images are produced on semi-transparent surfaces (LCD panels) or reflected on semi-transparent mirrors  example: Microsoft HoloLens
  • 33. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33November 28, 2016 Video See-through HMDs  With video see-through HMDs, real video images are captured by one or two video cameras installed in the unit and overlaid with computer graphics (virtual) images
  • 34. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34November 28, 2016 Virtual Retinal Displays (VRD)  Virtual retinal display (VRD) or retinal scan display (RSD)  Projects three modulated light beams directly onto the retina of the eye producing a rasterised image  Illusion of seeing the source image like a conventional display floating in space in front of the eye  example: Google Glass
  • 35. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35November 28, 2016 Google Glass  Android-based headset  Bluetooth connection to mobile phone  display with "picture in picture" experience  camera and microphone  voice and touch-based interaction  What about using voice navigation in public space?  do people for example use Siri in public space?  What about privacy and safety?  recording pictures and movies or recognising people’s faces  What about the social acceptance of Google Glass?
  • 36. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36November 28, 2016 Video: Looking Through Google Glass
  • 37. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37November 28, 2016 Microsoft HoloLens  Lenses to combine superimposed images  optical waveguides  Integrated processor  all the processing happens on the HoloLens  Depth camera and other sensors to "understand" the environment  Developer version available in Europe from November 2016 on  SDK and simulator already available
  • 38. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38November 28, 2016 Video: Microsoft HoloLens
  • 39. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39November 28, 2016 Magic Leap  Promising but secretive startup company  Photonic Lightfield Display Chip  control the flow of photons instead of the flow of electrons  physically embedded structures  Might be based on some display technology from Zebra Imaging  use light to edge highly sophisticated photonic structures into a display medium  Optical waveguides  image injected into the medium rather than just reflected on the surface  …
  • 40. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40November 28, 2016 Video: Magic Leap Teaser
  • 41. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41November 28, 2016 Video: Magic Leap Concepts Explored
  • 42. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42November 28, 2016 The Future of Augmented Reality?  New forms of less distracting augmentations  e.g. augmented contact lenses  Improvements in tracking technologies  e.g. see Microsoft HoloLens  What about the social acceptance? B.A. Parviz, University of Washington
  • 43. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43November 28, 2016 References  P. Milgram and F. Kishino, Taxonomy of Mixed Reality Visual Displays, IEICE Transactions on Information Systems, December 1994  http://web.cs.wpi.edu/~gogo/hive/papers/Milgram_IEICE_1994.pdf  SixthSense  https://www.youtube.com/watch?v=nZ-VjUKAsao  Looking Through Google Glass: Real Life Example  https://www.youtube.com/watch?v=d-y3bEjEVV8  Place IKEA Furniture in Your Home  https://www.youtube.com/watch?v=vDNzTasuYEw
  • 44. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44November 28, 2016 References …  T. Azuma, A Survey of Augmented Reality, Teleoperators and Virtual Environments, 6(4), 1997  http://www.cs.unc.edu/~azuma/ARpresence.pdf  Augmented Reality During Live Music Performances  https://www.youtube.com/watch?v=nyVs_5TfN4c  L. Hoste and B. Signer, Expressive Control of Indirect Augmented Reality During Live Music Performances, Proceedings of NIME 2013, 13th International Con- ference on New Interfaces for Musical Expression, Daejeon, Korea Republic, May 2013  http://beatsigner.com/publications/hoste_NIME2013.pdf
  • 45. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45November 28, 2016 References …  Microsoft HoloLens  https://www.youtube.com/watch?v=aThCr0PsyuA  Magic Leap Teaser  https://www.youtube.com/watch?v=OvAh5ajfBq8  Magic Leap Concepts Explored  https://www.youtube.com/watch?v=QBa-668ByAk  https://www.youtube.com/watch?v=R0b6IeX_x48
  • 46. 2 December 2005 Next Lecture Implicit and Cross-Device Interaction