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Oct ‘11 – Oct ‘14




“creating a pervasive Augmented Reality paradigm, where information is presented in a
‘user’ rather than a ‘device’ centric way”




            FP7-ICT-2011-1.5 Networked Media and Search Systems
            End-to-end Immersive and Interactive Media Technologies
Partners
FBK - Italy
Fraunhofer HHI - Germany
ST-Microelectronics – Italy
Metaio - Germany
ST-Microelectronics and
ST-Ericsson – France
e-Diam Sistemas - Spain
Sony Mobile - Sweden                            Research
                              38%         37%   Istitutions
INRIA - France                                  SME
                                    25%
                                                Industry
Market
       End Users
       Products
       Pre-product
       Mobile
       Prototypes
       Lab
       Prototypes
Coverage

           Applied
           Research
           Pure
           Research
Challenges
O AR focused platform development


O Visual registration chain user-device-world


O World modelling using consumer-level mobile devices


O Mobile contextual understanding


O Context sensitive content delivery


O User interactions with AR
AR Platform Evolution
O Multi-core CPU & GPU

O Hi-res single or dual cameras,
  plus large set of sensors

O Smart power management
  policies
O Address AR requirements in development of platform
  SW framework and services (e.g. sensor fusion, video
  pipe optimized for AR use)
O Optimize the whole processing chain, taking server
  side resources (i.e. The cloud) when possible
Registration chain
O Match visual features with nearby
    photos to identify ‘tagged’ landmarks
O   Match visual features to synthetic
    models of the World
O   Locate text/logos/signs in the
    environment then check against local
    geo-objects/events
O   Use on-board sensors to guide image /
    audio processing algorithms
O   Estimate user (body, face, hands)
    position with respect to the device
World modelling
O Photogrammetric 3D
  reconstruction using mono/
  stereo cameras (including
  historical imagery)
O Structure from motion for
  modelling dynamic objects in
  the scene
O Planar surface identification
  for ad-hoc interactive surfaces
Mobile context understanding
O User motion/activity analysis using on-board sensors


O Fusion of cues from:
  O modelling and registration
  O geo-objects
  O geo-social activity
Context sensitive AR delivery
O Inject AR data in a natural manner according to:
  O The environment
  O Occlusions
  O Lighting and shadows
  O User activity


O Exploit user and environment ‘context’ to select
  best delivery modality (text, graphics, audio,
  haptic, etc.), i.e. scalable/simplify-able audio-
  visual content
User Interactions
O Explore evolving means of AR
  delivery and interaction
   O In-air interfaces for sensing
     gestures (motion of device,
     hands, face, etc..)
   O 3D audio
   O Micro-projection for multi-user,
     social-AR
   O AR visors/glasses
Prototypes
O A consolidated prototype at the end of each year to be
  evaluated through Use Cases
O 3 Use Cases
   O Tourism
   O Gaming
   O Personal assistant
“creating a pervasive Augmented Reality paradigm, where information is presented in a
‘user’ rather than a ‘device’ centric way”

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Standard VENTURI presentation (10min)

  • 1. Oct ‘11 – Oct ‘14 “creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way” FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies
  • 2.
  • 3. Partners FBK - Italy Fraunhofer HHI - Germany ST-Microelectronics – Italy Metaio - Germany ST-Microelectronics and ST-Ericsson – France e-Diam Sistemas - Spain Sony Mobile - Sweden Research 38% 37% Istitutions INRIA - France SME 25% Industry
  • 4. Market End Users Products Pre-product Mobile Prototypes Lab Prototypes Coverage Applied Research Pure Research
  • 5. Challenges O AR focused platform development O Visual registration chain user-device-world O World modelling using consumer-level mobile devices O Mobile contextual understanding O Context sensitive content delivery O User interactions with AR
  • 6. AR Platform Evolution O Multi-core CPU & GPU O Hi-res single or dual cameras, plus large set of sensors O Smart power management policies O Address AR requirements in development of platform SW framework and services (e.g. sensor fusion, video pipe optimized for AR use) O Optimize the whole processing chain, taking server side resources (i.e. The cloud) when possible
  • 7. Registration chain O Match visual features with nearby photos to identify ‘tagged’ landmarks O Match visual features to synthetic models of the World O Locate text/logos/signs in the environment then check against local geo-objects/events O Use on-board sensors to guide image / audio processing algorithms O Estimate user (body, face, hands) position with respect to the device
  • 8. World modelling O Photogrammetric 3D reconstruction using mono/ stereo cameras (including historical imagery) O Structure from motion for modelling dynamic objects in the scene O Planar surface identification for ad-hoc interactive surfaces
  • 9. Mobile context understanding O User motion/activity analysis using on-board sensors O Fusion of cues from: O modelling and registration O geo-objects O geo-social activity
  • 10. Context sensitive AR delivery O Inject AR data in a natural manner according to: O The environment O Occlusions O Lighting and shadows O User activity O Exploit user and environment ‘context’ to select best delivery modality (text, graphics, audio, haptic, etc.), i.e. scalable/simplify-able audio- visual content
  • 11. User Interactions O Explore evolving means of AR delivery and interaction O In-air interfaces for sensing gestures (motion of device, hands, face, etc..) O 3D audio O Micro-projection for multi-user, social-AR O AR visors/glasses
  • 12. Prototypes O A consolidated prototype at the end of each year to be evaluated through Use Cases O 3 Use Cases O Tourism O Gaming O Personal assistant
  • 13. “creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way”