In this talk, I will introduce a new concept of “ubiquitous Virtual
Reality (UVR)” in the view point of Metaverse and then explain how to realize Virtual Reality in physical space with context-aware Augmented Reality. In UVR-enabled space it is possible to personalize using user’s, as well as environmental, context and then selectively share the augmented object with additional (or 3D content as well as text) information according to user’s social relationships. I will also explain some core technologies developed in GIST U-VR Lab for last 5 years and demonstrate U-VR applications such as DigiLog Book, Digilog Miniature, CAMAR Tour, etc.
2. Gwangju (光州), Korea, the city of
Science & Technology, Light, Culture & Art, Food
GIST is Research-oriented University
U-VR Lab and CTI started in 2001 and 2005, respectively
3. Brief History
Personal History and Status of AR
Estimated user 180M+ by 2012
Major brands are taking keen interest
Consumers are hungry for Apps
1992 1994 1999
1968 1998
1991 ‘AR’ by Tom Continuum 1st ISMR
HMD by Ivan 1st IWAR in
1st
ICAT Caudell @ by Milgram 9 th ICAT
Sutherland SF, CA, USA
Boeing @ ATR (Waseda U)
1999 2001 2002 2004
2005 2006
ATR MIC GIST U-VR 1st ISMAR, 14th ICAT
GIST CTI 1stISUVR
Lab Lab Darmstadt in Seoul
2009 2011
2007 2008 2010
Sony ISO/SC24/ 2012
Sony ‘Eye Qualcomm
Wikitude ‘EyePet’ WG9 KAIST U-
of R&D
Sony PS Vi VR Lab
Judgment’ mAR Guide LBS AR Center
ta
4. Outline
Paradigm Shift : DigiLog with AR & Ubiquitous VR
DigiLog Applications and U-VR Core
U-VR 2.0: What’s Next?
Summary and Q&A
5. Media vs. A-Reality
(S-)Media creates Perception
Perception is (A-)Reality
So, (S-)Media creates (A-)Reality
What does (S-) and (A-) mean?
S-Media : Smart, Social (CI)
A-Reality : Altered, Augmented
6. Computing History and My Perspective
Computing History
Mainframe Personal Networked Ubiquitous U-VR
60s 80s 90s 00s 10s
Computer Computer Computers Computing Computing
Text CG/Image Multimedia u-Media s-Media
Sharing a Individual Sharing over Human- Community-
computer usage Internet centered centered
Information Knowledge Intelligence Wisdom
Emotion Fun
Computing in next 5-10 Years :
Nomadic human: Desktop-based UI -> Augmented Reality
Smart space : Intelligence for a user -> Wisdom for community
Smart media: Personal emotion -> Social fun
7. DigiLog and Ubiquitous VR
Is DigiLog-X a new Media?
DigiLog-X : Digital (Service/Content) over Analog Life
Media platform: Phone/TV/CE + Computer + …
HW platform: mobile network + Cloud + …
Service/Content platform: SNS + LBS + CAS + … over Web/App
UI/UX platform: 3D + AR/VR/MR + …
So, DigiLog-X is becoming a new Media !!!
How to realize Smart DigiLog?
Ubiquitous Virtual Reality = VR in smart physical space
Context-aware Mixed (Mirrored) Augmented Reality for smart DigiLog UI/UX
=> Mobile/wearable + Smart (context-aware) + AR + (for) Social Fun
8. Hype Cycle of AR 2011
Augmented Reality
• MIT’s annual review; “10 Emerging Tech.s 2007”
• Gartner: top 10 disruptive tech 2008-12
2010 • Juniper: mAR 1.4B downloads/y, revenue $1.5B/y
by 2015 (11M in 2010)
2009
2008
9. Is AR Hype?
Google Trend (VR vs. AR)
A: Virtual Reality Embraced by Businesses
B: Another use for your phone: 'augmented reality
C: Qualcomm Opens Austria Research Center to Focus on Augmented Reality
D: Qualcomm Launches Augmented Reality Application Developer Challenge
E: Review: mTrip iPhone app uses augmented reality
F: Toyota demos augmented-reality-enhanced car windows
10. What’s U-VR, MR & AR?
Dual space {R, R’}
RE RE’
V
RE
RE
R R’
VE’
RE RE’
VE’
11. What’s U-VR, MR & AR?
Woo’s Definition [11] : U-VR is
3D Link btw dual (real & virtual) spaces with
additional info
CoI augmentation, not just sight: sound,
haptics, smell, taste, etc.
Bidirectional UI for H2H/H2S/S2H/S2S
communication in dual spaces
Virtual space
How to U-Content
Seamless Augmentation
Link btw dual spaces
Seamlessly? LINK
CoI
Real space
Social Networks
12. Outline
Paradigm Shift : DigiLog with AR & Ubiquitous VR
DigiLog Applications and U-VR Core Technology
U-VR 2.0: What’s Next?
Summary and Q&A
13. DigiLog Applications
DigiLog with AR for Edutainment
DigiLog with AR: interactive, flexible, interesting, direct experience, etc.
Edutainment
Education: learning, training, knowledge
Entertainement: fun, game, storytelling
Technological Challenges : It should …
Be simple to use and robust as a tool
Provide the user with clear and concise information
Enable the educator/tutor to input information in a simple and effective manner
Enable easy interaction between learners
Make complex procedures transparent to the learner
Be cost effective and easy to install
14. DigiLog @ U-VR Lab 2006
Garden Alive: an Emotionally Intelligent Interactive Garden
Intuitive interaction: TUIs seamlessly bridge to the garden in a virtual world
Educational purpose: users can evaluate what environmental conditions can affect
plant growth
Emotional sympathy to the users: the emotional change of the virtual plants based on
user’s interaction which maximizes user interest The International Journal of Virtual Reality, 2006, 5(4):21-30
The International Journal of Virtual Reality, 2006, 5(4):21-30
Fig. 1. The overall system.
rfaces in the real garden nutrient influences growth in different parts of the plant.
3) Hand gestures
the real garden Furthermore, for more natural interface, users can interact with
Fig. 4. Tangible user interfaces. Tangible user interfaces with watering pot, user’s hand and nutrients supplier in the "Garde
vironment is divided into two parts based on virtual plants using their hands. We defined the various
the surface, such as the ground and the meanings according to hand gestures. Four kinds of hands
e surface of the real garden corresponds to the rainbow. Furthermore, there are a fixed number of plants in the
gestures can be recognized. For example, the users are grabbing
Teaejin Ha, Woontack Woo, ”Garden Alive: An Emotionallysupplier, called the plantsthegrow.International Journal of Virtual Reality (IJVR), 5, 4, pp. 21-30, 2006.
und and the underground. Users can see how of the nutrients
Intelligent Interactive Garden,” In the second the plants are reproduced
population and to same numbers of
III. ARTIFICIAL INTELLIGN
15. DigiLog @ U-VR Lab 2006
Garden Alive: an Emotionally Intelligent Interactive Garden
Demo
데모비디오
◦ From the presented Garden Alive, users experience excitement and emotional interaction which is difficult to feel
in the real garden
• The various kinds of growing plants which have different gene types according to generational evolution
• Changes of emotion reflecting the user’s interaction, where the intelligent content can provide emotional feed
back to the users
Teaejin Ha, Woontack Woo, ”Garden Alive: An Emotionally Intelligent Interactive Garden,” International Journal of Virtual Reality (IJVR), 5, 4, pp. 21-30, 2006.
16. DigiLog @ U-VR Lab 2010
Digilog book for temple bell tolling experience
Digilog Book: an augmented paper book that provides additional multimedia content
stimulating readers’ five senses using AR technologies
• Descriptions for multisensory AR contents; multisensory feedback; and vision-based manual input
Taejin Ha, Youngho Lee, Woontack Woo, "Digilog book for temple bell tolling experience based on interactive augmented reality," Virtual Reality, 15(4), pp. 295-309, 2010.
17. DigiLog @ U-VR Lab 2010
Digilog book for temple bell tolling experience
A ‘‘temple bell experience’’ book
◦ The temple bell experience book is expected to encourage readers to explore cultural heritages for ed
ucation and entertainment purposes
Taejin Ha, Youngho Lee, Woontack Woo, "Digilog book for temple bell tolling experience based on interactive augmented reality," Virtual Reality, 15(4), pp. 295-309, 2010.
18. Digilog Applications 2010
Enhance Experience, Engage, Educate & Entertain
Hongkil Dong Technologies in Chosun
Storytelling application Storytelling application
Integrated with virtools* Integrated with virtools*
19. Digilog Apps 2011
DigiLog Miniature
Storytelling application Storytelling application
Integrated with virtools* Integrated with virtools*
20. Technical Challenges
CoI Localization:
Context of Interest (CoI): Space vs. Object
Accurate CoI Recognition and Tracking
3D Interaction
Ubiquitous Augmentation
LBS/SNS-based Authoring and Mash-up
Smart UI for Intuitive Visualization
AR-Infography + Organic UI
Networking and public DB management
U-VR ecosystem with SNS, LBS, CaS
HW wish list
Better camera/GPS/compass, CPU/GPU, I/O, battery
23. AR @ U-VR Lab 2008
Multiple 3D Object Tracking for Augmented Reality
Performance-preserving parallel detection and tracking framework
Stabilized 3D tracking by fusing detection and frame-to-frame tracking
Keypoint verification for occluded region removal
Y. Park, V. Lepetit and W.Woo, “Multiple 3D Object Tracking for Augmented Reality,” in Proc. ISMAR 2008, pp.117-120, Sep. 2008.
Y. Park, V. Lepetit and W.Woo, “Extended Keyframe Detection with Stable Tracking for Multiple 3D Object Tracking,” IEEE TVCG, 17(11):
1728-1735, 2011
24. AR @ U-VR Lab 2008
Multiple 3D Object Tracking for Augmented Reality
Multiple objects 3D tracking demonstration
데모비디오
This video shows simultaneous multiple 3D object tracking which maintains frame rate. The video also
shows the effect of temporal keypoint verification.
Y. Park, V. Lepetit and W.Woo, “Multiple 3D Object Tracking for Augmented Reality,” in Proc. ISMAR 2008, pp.117-120, Sep. 2008.
Y. Park, V. Lepetit and W.Woo, “Extended Keyframe Detection with Stable Tracking for Multiple 3D Object Tracking,” IEEE TVCG, 17(11):
1728-1735, 2011
25. AR @ U-VR Lab 2009
Handling Motion-Blur in 3D Tracking and Rendering for AR
Generalized image formation model simulating motion-blur effect
Derivation using Efficient Second-order Minimization into a optimization
Automated exposure time evaluation
Y. Park, V. Lepetit and W.Woo, “ESM-Blur: Handling & Rendering Blur in 3D Tracking and Augmentation ,” in Proc. ISMAR 2009, pp.163-166,
Oct. 2009
Y. Park, V. Lepetit and W.Woo, “Handling Motion-Blur in 3D Tracking and Rendering for Augmented Reality,” IEEE TVCG, (to appear)
26. AR @ U-VR Lab 2009
Handling Motion-Blur in 3D Tracking and Rendering for AR
Comparison with ESM and augmentation with motion blur effect
데모비디오
This video compares the proposed ESM-Blur and ESM-Blur-SE with ESM and illustrate the
augmentation with motion-blur effect for 3D models under general motion.
Y. Park, V. Lepetit and W.Woo, “ESM-Blur: Handling & Rendering Blur in 3D Tracking and Augmentation ,” in Proc. ISMAR 2009, pp.163-166,
Oct. 2009
Y. Park, V. Lepetit and W.Woo, “Handling Motion-Blur in 3D Tracking and Rendering for Augmented Reality,” IEEE TVCG, (to appear)
27. AR @ U-VR Lab 2010
Scalable Tracking for Digilog Books
Fast and reliable tracking using a multi-core programming approach
Frame-to-frame tracking for fast performance: Bounded search
Two-step detection for scalability: “Image searching + Feature-level matching”
image
image 6 DOF pose in challenging viewpoints
33
Re-localization of
Image searching
Points
No
Valid? Feature-level
matching
Yes
Track Points
(Frame to Frame) No
Valid Page
ID?
No Enough poi Yes
nts?
Yes
Compute
Compute Homography (H)
Homography Matches visualization
Inliers, Inliers,
Page ID Page ID,
(R t)i-1 H
Decompose
Count inliers
Homography
Tracking Thread (Main) Detection Thread (Background)
K. Kim, V. Lepetit and W.Woo, “Scalable Planar Targets Tracking for Digilog Books,” The Visual Computer, 26(6-8):1145-1154, 2010.
28. AR @ U-VR Lab 2010
Scalable Tracking for Digilog Books
Tracking Performance HongGilDong: Digilog Book Applications
데모비디오
Visualization of inliers Storytelling application
Less than 10 ms tracking speed with 314 planar Integrated with virtools*
targets in a database.
K. Kim, V. Lepetit and W.Woo, “Scalable Planar Targets Tracking for Digilog Books,” The Visual Computer, 26(6-8):1145-1154, 2010.
29. AR @ U-VR Lab 2010
Real-time Modeling and Tracking
Real-time SfM
In-situ modeling of various objects and
collecting of tracking data on real-time
structure from motion
Objects insertion by minimal user
interactions
Interactive Modeling
Tracking multiple objects independently
37
in real-time
image
New points
Searching features Feature extraction triangulation (3.3)
Keyframes searching Bundle No
Frame-to-Frame (3.2.1, 3.4.2 ) adjustment ( 3.3)
matching Yes
Feature matching
and No
Object modeling?
outliers rejection ( 3.2.2)
Pose update (3.5) Multiple Object Tracking
Yes
Keyframe
condition? Map update ( 3.3)
Rendering
Yes
Foreground Background
K. Kim, V. Lepetit and W.Woo, “Keyframe-based Modeling and Tracking of Multiple 3D Objects”, International Symposium on Mixed and Augmented Reality,” ISMAR, 2010.
2001 ~ 2010 Copyright@GIST U-VR Lab.
30. AR @ U-VR Lab 2010
Real-time Modeling and Tracking
ISMAR10 Extension
데모비디오
Supporting various types of objects
Enhanced multiple object detection
K. Kim, V. Lepetit and W.Woo, “Keyframe-based Modeling and Tracking of Multiple 3D Objects”, International Symposium on Mixed and Augmented Reality,” ISMAR, 2010.
31. AR @ U-VR Lab 2011
Reconstruction, Registration, and Tracking for Digilog Miniatures
Fast and reliable 3D tracking based on the scalable tracker for digilog books
Tracking data: Incremental 3D reconstruction of the target objects in offline
Registration: fitting planar surface with the reconstructed keypoints
Offline process
SIFT feature Incremental Bundle
extraction reconstruction adjustment
Collect Set local Adjust a
keypoints coordinates scale
Detection
(Target tracking)
P-n-P
Online process
voctree
Keyframe*
Extracting SIFT features Searching Keyframe* Outlier Rejection &
Finding Keypoints
search-window
P-n-P
+
Image L-M
minimization
(Adding Keypoints if available) Frame-by-Frame Matching Pose Update (R, t)
K. Kim, N. Park and W.Woo, “Vision-based All-in-One Solution for AR and its Storytelling Applications,” The Visual Computer (submitted), 2011.
32. AR @ U-VR Lab 2011
Reconstruction, Registration, and Tracking for Digilog Miniatures
Miniature I Miniature II Miniature III
데모비디오
Palace Temple Town
Keyframes: 23 Keyframes: 42 Keyframes: 82
Keypoints: 10,370 Keypoints: 24,039 Keypoints: 80,157
K. Kim, N. Park and W.Woo, “Vision-based All-in-One Solution for AR and its Storytelling Applications,” The Visual Computer (submitted), 2011.
33. AR @ U-VR Lab 2011
Depth-assisted Real-time 3D Object Detection for AR
Texture-less 3D Object Detection in Real-time
Robust Detection under varying lighting conditions
Scale difference detection
RGB Depth
Image Image
Image & Depth
Templates
Gradient Computation
c- Image & Depth
Template Matching
n-
s,
3D Point Registration
t No
e Is registration error
small ?
n
Yes
y
y Pose computation
et
e Figure 3: Overall procedure of the proposed method. The steps
er W. Lee, marked W. Woo, “Depth-assisted Real-timea GPU. Detection for Augmented Reality,” ICAT2011, 2011
N. Park, in shade runs in parallel on 3D Object
34. AR @ U-VR Lab 2011
Depth-assisted 3D Object Detection for AR (Nov. 30, Session 5)
Robust Detection with different lighting
Multiple 3D Object Detection
데모비디오 conditions and scales
- 3D texture-less object detection & pose - Robust detection under varying lighting
estimation conditions
- Multiple target detection in real-time - Detection of scale difference between two
similar objects
Available at : http://youtu.be/TgnocccmS7U
W. Lee, N. Park, W. Woo, “Depth-assisted Real-time 3D Object Detection for Augmented Reality,” ICAT2011, 2011
35. AR @ U-VR Lab 2011
Texture-less 3D object Tracking with RGB-D Cam
Object training while tracking: start without known 3D model
Stabilization using color image as well as depth map
Depth map enhancement around noisy boundary and surface
Y. Park, V. Lepetit and W.Woo, “Texture-Less Object Tracking with Online Training using An RGB-D Camera,” in Proc. ISMAR 2011, pp. 121-
126, Oct. 2011.
36. AR @ U-VR Lab 2011
Texture-less 3D object Tracking with RGB-D Cam
Tracking while training of texture-less objects
데모비디오
This video shows the tracking of texture-less objects that are difficult to track using conventional
keypoint-based methods. The tracking begins without known object 3D model.
Y. Park, V. Lepetit and W.Woo, “Texture-Less Object Tracking with Online Training using An RGB-D Camera,” in Proc. ISMAR 2011, pp. 121-
126, Oct. 2011.
37. AR @ U-VR Lab 2011
In situ 3D Modeling for wearable AR
38. Interaction @ U-VR Lab 2009-10
Two-handed tangible interactions for augmented blocks
Cubical user interface based tangible interactions
Screw-driving (SD) method for free positioning
Block-assembly (BA) method using pre-knowledge
Augmented assembly guidance
Preliminary and interim guidance in BA
SD sequence
BA sequence
H.Lee, M.Billinghusrt, and W.Woo, “Two-handed tangible interaction techniques for composing augmented blocks,” in Virtual Reality, Vol.15, No.2-3,pp133-146, Jun. 2010.
39. Interaction @ U-VR Lab 2009-10
Two-handed tangible interactions for augmented blocks
AR Toy Car Making:
Tangible Cube Interface based Screw-driving interaction
Screw-Driving technique is based on the real world condition where two or more real objects are
joined together using a screw and screw-driver. Supporting axis change by the help of additional
button and visual hints for 3D positioning
Link: http://youtu.be/t0iVuNygqQw
40. Interaction @ U-VR Lab 2010
An Empirical Evaluation of Virtual Hand
Techniques for 3D Object Manipulation
Adopt Fitts’ law-based formal evaluation process
Extend the design parameters of the 1D scale Fitts’ law to 3D scale
Implement and compare standard TAR manipulation techniques
CUP method PADDLE method
≈
CUBE method Ex_PADDLE method
Taejin Ha, Woontack Woo, "An Empirical Evaluation of Virtual Hand Techniques for 3D Object Manipulation in a Tangible Augmented Reality Environment," IEEE 3D User
Interfaces, pp. 91-98, 2010.
41. Interaction @ U-VR Lab 2011
An Interactive 3D Movement Path Manipulation Method
Control point allocation test properly generate 3D movement path
Dynamic selection method effectively selects the small and dense control points
Taejin Ha, Mark Billinghurst, Woontack Woo, "An Interactive 3D Movement Path Manipulation Method in an Augmented Reality Environment," Interacting with Computers, 2011
(in press).
42. Interaction @ U-VR Lab 2010-11
An Empirical Evaluation of Virtual Hand Techniques
Virtual Hand 3D Path Manipulation
데모비디오
Affordance could enhance usability through ◦ A movement path can be constructed using only a
promoting the user’s understanding small number of control points
Instant triggering could help rapid ◦ A movement path can be rapidly manipulated
manipulation (e.g., button input) with relatively reduced hand and arm
The selection can be made easier by expanding movements using increased effective distance
the selection area
Taejin Ha, Woontack Woo, "An Empirical Evaluation of Virtual Hand Techniques for 3D Object Manipulation in a Tangible Augmented Reality Environment," IEEE 3D User
Interfaces, pp. 91-98, 2010.
Taejin Ha, Mark Billinghurst, Woontack Woo, "An Interactive 3D Movement Path Manipulation Method in an Augmented Reality Environment," Interacting with Computers, 2011
43. Interaction @ U-VR Lab 2011
ARWand: Phone-based 3D Object Manipulation in AR
Exploits a 2D touch screen, a 3DOF accelerometer, and compass sensors information
to manipulate 3D objects in 3D space
Design transfer functions to map the control space of mobile phones to an AR display
space
Taejin Ha, Woontack Woo, "ARWand: Phone-based 3D Object Manipulation in Augmented Reality Environment," ISUVR, pp. 44-47, 2011.
44. Interaction @ U-VR Lab 2011
ARWand: Phone-based 3D Object Manipulation in AR
Experiment and application
◦ Low control-to-display gain: a sophisticated translation could be possible but this requires a significant amount of
clutching
◦ High gain could reduce the frequent clutching, but accurate manipulation could be difficult
◦ Therefore, we need to consider an optimal control function that satisfies both fast and accurate manipulation
Taejin Ha, Woontack Woo, "ARWand: Phone-based 3D Object Manipulation in Augmented Reality Environment," ISUVR, pp. 44-47, 2011.
45. Interaction @ U-VR Lab 2011
Graphical Menus using a Mobile Phone for Wearable AR Systems
Classifying focusable menus via a mobile phone with stereo HMD
Display-referenced (DR)
Manipulator-referenced (MR)
Target-referenced (TR)
DR MR TR
DR MR TR
H.Lee, D.Kim, and W.Woo, “Graphical Menus using a Mobile Phone for Wearable AR systems,” in Proc. ISUVR 2011, pp55-58, Jul. 2011.
46. Interaction @ U-VR Lab 2011
Graphical Menus using a Mobile Phone for Wearable AR Systems
Wearable menus on three focusable elements
Based on previous menu work, we determine display-, manipulator- and target-referenced menu
placement according to focusable elements within a wearable AR system. Also it implemented by
using a mobile phone with a stereo head-mounted display
Link: http://youtu.be/TVrE5ljlCYI
47. CAMAR 2009-10
Mobile AR: WHERE to augment?
Concept Context-aware Annotation (H. Kim)
Plan Recognition (Y. Jang) Multi-page Recognition (J.Park) LBS + mobile AR (W. Lee)
[Paper] Y. Jang and W. Woo, “Stroke-based semi-automatic region of interest detection for in-situ painting recognition", 14th International Conference on Human-Computer Interaction (HCII 2011), Jul. 9-14,
Orlando, USA, accepted.
[Patent] W. Woo, Y. Jang, “현장에서 그림 인식을 위해 선긋기 상호작용을 통한 반자동식 관심영역 검출 알고리즘 ,” 2010. (출원 중)
48. CAMAR: Context-aware mobile AR
How to make CAMAR App’s more useful?
Impractical AR Useful AR
•3D models placed in a webcam
with little or no interactivity •Engaging, persistent
experience for the user
•Layered animation with little or no
feedback
•MAR that uses solely GPS, •[LBS + SNS + MAR]
compass, and accelerometer input drawing from a large DB
•MAR where geo-tagging doesn't with customization
serve an everyday purpose features
49. CAMAR 2.0: Context-aware mobile AR
Sharing
Direct
response
Mashup
Reflective
response Planned
response
50. Context Awareness @ U-VR Lab 2010
Context-aware Microblog Browser
Observe the properties of microblogs from large-scale data analysis
Propose the method that retrieves user-related hot topics of microblogs
User’s Interests Inference Local Recent Hot Topic Detection
Preference Hot Topic Categorization
Hot Topic Categorization
Selection
with Re-Raking
Local Hot Topics Detection
Preference Inference
based on TF
Comparison Comparison with Hot Topic
Similarity with Global Data Previous Local Data Visualization
Measurement
between Topic User & Friends
Activity
and Interest Micro-Blogs User Context
Inference Local Micro-Blogs Retrieval
Retrieval Acquisition
Web
Contextual Information
Real-Time Local Hot Topics
J. Han, X. Xie, and W. Woo, “Context-based Local Hot Topic Detection for Mobile User,” in Proc. of Adjunct Pervasive 2010, pp.001-004, May. 2010.
51. Context Awareness @ U-VR Lab 2010
Context-aware Microblog Browser
Dependence of Microblogs and Context Microblog Mobile Browser
데모비디오
User history is the most affective for user interest Gather user contexts from a mobile phone
Location and user social relationship is also Detect real-time local hot topics from microblogs
important and local social networking is more Select hot topics related to user preference and
important than them activity
J. Han, X. Xie, and W. Woo, “Context-based Local Hot Topic Detection for Mobile User,” in Proc. of Adjunct Pervasive 2010, pp.001-004, May. 2010.
52. Context Awareness @ U-VR Lab 2011
Adaptive Content Recommendation
Recommend user-preferred content
Retrieve content efficiently using hierarchal
context model
J. Han, H. Schmidtke, X. Xie, and W. Woo, “Adaptive Content Recommendation using Hierarchical Context Model with Granularity for Mobile Consumer,” in Pers. Ubiqu. Comp
ut., pp.000-000, 2012. (Submitted)
53. Context Awareness @ U-VR Lab 2011
Adaptive Content Recommendation
Hierarchical Context Model Content Recommender using Context Model
데모비디오
• Collection of directed acyclic graph • Retrieve tags related to retrieved photos
• Represent partial order relation • Tag cloud with DAG structure
• Capture subtag-supertag hierarchies • Collect tags and investigate frequency of the
tags
• Display with different size of fonts
J. Han, H. Schmidtke, X. Xie, and W. Woo, “Adaptive Content Recommendation using Hierarchical Context Model with Granularity for Mobile Consumer,” in Pers. Ubiqu.
Comput., pp.000-000, 2012. (Submitted)
55. CAMAR @ U-VR Lab 2009
CAMAR Tag Framework: Context-Aware Mobile Augmented
Reality for Dual-reality Linkage
A novel tag concept which adds a tag to an object as a reference point in dual-reality
to contact about sharing information
H. Kim, W. Lee and W. Woo, “CAMAR Tag Framework: Context-Aware Mobile Augmented Reality Tag Framework for Dual-reality Linkage”, in ISUVR 2009, pp.39-42,
July 2009.
56. CAMAR @ U-VR Lab 2010
Real and Virtual Worlds Linkage through Cloud-Mobile
Convergence
Consider opportunities and requirements for
dual world linkage through CMCVR
Implement an object-based linkage module
prototype on a mobile phone
Evaluate results of obtained 3D points
normalization
A Model of Real and Virtual Worlds Linkage through CMCVR
Object modeling from real to virtual world Content authoring from virtual to real world
H. Kim and W.Woo, “Real and Virtual Worlds Linkage through Cloud-Mobile Convergence”, in Virtual Reality Workshop (CMCVR), pp.10-13, March. 2010.
57. CAMAR @ U-VR Lab 2010
Real and Virtual Worlds Linkage through Cloud-Mobile
Convergence
Poster linkage from real to virtual world
데모비디오 Dual art galleries
Real and virtual world Real and virtual world
- ubiHome, a smart home test bed - art gallery test bed
- virtual 3D ubiHome - virtual 3D art gallery
Two-dimensional objects Two-dimensional objects
- like posters - like structure shape and picture frames
H. Kim and W.Woo, “Real and Virtual Worlds Linkage through Cloud-Mobile Convergence”, in Virtual Reality Workshop (CMCVR), pp.10-13, March. 2010.
58. CAMAR @ U-VR Lab 2010
Barcode-assisted Planar Object Tracking for Mobile AR
embed the information related to a planar object into the barcode,
and the information is used to limit image regions to perform
keypoint matching between consecutive frames.
Tracking by Detection (Mobile) Barcode Detection + Natural Feature
Tracking
N.Park W.Lee and W.Woo, “Barcode-assisted Planar Object Tracking Method for Mobile Augmented Reality” in Proc. ISUVR 2011, pp.40-43, July. 2011.
http://www.youtube.com/watch?feature=player_profilepage&v=nho4y2yoASo, Barcode-assisted Planar Object Tracking Method for Mobile Augmented Reality, GIST CTI.
59. CAMAR @ U-VR Lab 2010
2D Detection/Recognition for mobile tagging
Semi-automatic ROI Detection for Painting Region
Robust to Illumination, View Direction/Distance Changes
Fast Recognition based on Local Binary Pattern (LBP) codes
In-Situ code enrollment for a detected new painting
Various size of paintings
Extracted binary codes Updating code
DB
Y Matching
New? N
Object ID #
ROI* detection LBP* code Updating new painting code
(Rectangular shape) extraction Code matching by hamming distance
* ROI = Region of Interest * LBP = Local Binary Pattern
Y. Jang and W. Woo, "A Stroke-based Semi-automatic ROI Detection Algorithm for In-Situ Painting Recognition", HCII2011,
Orlando, Florida, USA, July 9-14, 2011 (LNCS)
60. CAMAR @ U-VR Lab 2010
2D Detection/Recognition for mobile tagging
Stroke-based ROI Detection/Recognition [1] ROI Detection/Recognition
데모비디오
Semi-automatic ROI Detection for Painting Touch-triggered Painting Detection/Recognition
Region
Robust to View Distance Changes
Robust to Illumination, View Direction Changes
In-situ Painting Code Generation/Enrollment
Fast Recognition based on Local Binary Pattern (LBP)
[1] http://www.youtube.com/watch?feature=player_detailpage&v=pGp-L2dbcYU
61. CAMAR @ U-VR Lab 2010
In Situ Video Tagging on Mobile Phones
In situ Planar Target Learning on Mobile Phones
Sensor-based Automatic Fronto-parallel View Generation
Fast Vanishing Point Computation
Input Image
Horizontal Vanishing Points
target ? Estimation
Fronto-parallel View
Generation
Target Learning
on the mobile GPU
Real-time Detection
W. Lee, Y. Park, V. Lepetit, W. Woo, "In-Situ Video Tagging on Mobile Phones," Circuit Systems and Video Technology, IEEE Trans. on, Vol. 21, No. 10, pp. 1487-1496, 2011.
W. Lee, Y. Park, V. Lepetit, W. Woo, "Point-and-Shoot for Ubiquitous Tagging on Mobile Phones," ISMAR10, pp. 57-64, 2010.
62. CAMAR @ U-VR Lab 2010
In Situ Video Tagging on Mobile Phones
In situ Augmentation of Real World Objects Vertical Target Learning & Detection
데모비디오
- In situ augmentation of real world objects - Learning a vertical target from an arbitrary
without pre-trained database viewpoint
- Fast target learning in a few seconds - Vanishing point-based fronto-parallel view
- Real-time detection from novel viewpoints generation
- Real-time detection from unseen viewpoints
Available at : http://youtu.be/vaaFhvfwet8
W. Lee, Y. Park, V. Lepetit, W. Woo, "In-Situ Video Tagging on Mobile Phones," Circuit Systems and Video Technology, IEEE Trans. on, Vol. 21, No. 10, pp. 1487-1496, 2011.
W. Lee, Y. Park, V. Lepetit, W. Woo, "Point-and-Shoot for Ubiquitous Tagging on Mobile Phones," ISMAR10, pp. 57-64, 2010.
63. CAMAR @ U-VR Lab 2011
Interactive Annotation on Mobile Phones for Real and Virtual
Space Registration
Allows to quickly capture the dimensions of a room
Operates at interactive frame-rates on mobile device
and provides simple touch-interaction
Serves as anchors for linking virtual information to
the real space represented by the room
H. Kim, G. Reitmayr and W.Woo, “Interactive Annotation on Mobile Phones for Real and Virtual Space Registration,” in Proc. ISMAR 2011, pp.265-266, Oct. 2011.
64. CAMAR @ U-VR Lab 2011
Interactive Annotation on Mobile Phones for Real and Virtual
Space Registration
Demo #1 데모비디오 Demo #2
In office room and seminar room, In ART gallery,
- Capture the dimensions of a room, - Load an AR zone-based room model
approximated as a room - Annotate a virtual content on rectangular areas
- Annotate a virtual content on rectangular on the room’s surface
areas on the room’s surface
Youtube share link http://www.youtube.com/watch?v=I00I-phmPbI
65. CAMAR @ U-VR Lab 2011
In-situ AR Mashup for AR Content Authoring
Easily create AR contents from Web contents
Context-based content recommendation
User-similarity, item similarity, social relationship
Configure AR content sharing setting
To Whom, When, in What conditions
H.Yoon and W.Woo, “CAMAR Mashup: Empowering End-user Participation in U-VR Environment,” in Proc. ISUVR 2009, pp.33-36, July. 2009. (Best Paper Award)
H.Yoon and W.Woo, “Concept and Applications of In-situ AR Mashup Content,” in Proc. SCI 2011, pp. 25-30, Sept. 2011.
66. CAMAR @ U-VR Lab 2011
In-situ AR Mashup for AR Content Authoring
In-situ Content Mashup
• Extract query keywords based on context of object
• Content recommendation based on personal context and social context
• Access related Flickr, Twitter, Picasa contents in-situ
H.Yoon and W.Woo, “CAMAR Mashup: Empowering End-user Participation in U-VR Environment,” in Proc. ISUVR 2009, pp.33-36, July. 2009. (Best Paper Award)
H.Yoon and W.Woo, “Concept and Applications of In-situ AR Mashup Content,” in Proc. SCI 2011, pp. 25-30, Sept. 2011.
67. Application Usage Prediction for Smartphones
Personalized application prediction based on context
Dynamic home screen: app recommendation and highlight
Frequency of
Procedure applications
• Sensory info.
Data • Formatting
collection • Data recording
C1
• Filtering
Pre- • Merging
processing • Discretization
C2
• WraperSubset C3
Feature selection
selection • cfsSubClass
• GTT
• MFU/MRU
Training & • Bayesian model
prediction • SVM/C4.5
68. Outline
Paradigm Shift : DigiLog with AR & Ubiquitous VR
Digilog Applications and U-VR Core
U-VR 2.0: What’s Next?
Summary and Q&A
70. What’s Next?
Where is this headed?
Computing in next 5-10 Years :
Nomadic human: Desktop-based UI -> Augmented Reality
Smart space : Intelligence for a user-> Wisdom for community => <STANDARD>
Responsive content: Personal emotion -> Social fun => <Social Issues>
Augmented Content is a King, then Context is a queen consort controlling the King!
71. AR Standard
Interoperability (Standard)
W3C : HTML5 (ETRI)
http://www.w3.org/2010/06/w3car/report.html
ISO/IEC JTC1 SC24 : WG6,7,8 & WG9 (NEW on AR)
X3D(KU), XML(GIST)
ISO/IEC JTC1 SC29 :
X3D(ETRI) <Figure by. H. Jeon @ ETRI>
web3D :
X3D (Fraunhofer)
OGC :
KLM & ARML
KARML (GATECH)
72. Social AR?
Issues of Social AR
Physical self along with a digital profile
Unauthorized Augmented Advertising
Privacy: Augmented Behavioral Targeting
Safety: Physical danger
Spam
74. Summary
Paradigm Shift : DigiLog with AR & Ubiquitous VR
DigiLog Applications and VR Core
U-VR 2.0: What’s Next?
Summary and Q&A
75. Q&A
“The future is already here. It is just not uniformly distributed”
by William Gibson (SF writer)
More Information
Woontack Woo, Ph.D.
Twitter: @wwoo_ct
Mail: wwoo@gist.ac.kr
Web: http://cti.gist.ac.kr
ISUVR 2012 @ KAIST, Aug. 22 - 25, 2012