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From 2D Map to Mobile 3D Mirror
World
A Live Virtual Advertising Use Case


Yu You, David Murphy
Mixed Reality Solutions
NRC, Tampere, Finland
Mobile 3D Mirror World
  • Mirror world (MR) is “informationally-enhanced virtual
    models or ‘reflections’ of the physical world” [2].
        • Provides increased precision of an added dimension with more
          lively and immersive UX
        • A nice complement to Augmented Reality (AR), which is
          commonly used in real-time and on-line situation
        • Mobile MR can take advantage of mobile AR where mobile
          sensors and other positioning and tracking technologies are
          used




Nokia Research Center
Motivation

  • study the mobile advertising scenarios from a narrow
    subject (street-level mirror world) and try to answer an
    immediate question: how and where to publish the
    advertisement content?


  • This paper focuses on:
        • Accurate but simple content automatic placement
        • Mobile content creation and visualization




Nokia Research Center
Experiment setup

• Data set
     • 360 degree panoramic street-level imagery
     • 3D building models with global geo. coordinates
     • Ground-terrain 3D mesh data
• Technology
     • OpenGL-based client renders the building models and ground
       around the chosen panoramic image onto which the panoramic
       image is projectedA mobile client


• Video 1: Nokia CityScene


Nokia Research Center
The system in a nutshell

  • Web-centric end-to-end setup
    with RESTful Web APIs for ad.
    content management and
    mobile 3D mirror world client
        • WGS84 geo. boundary or
          proximity queries
        • KML/KMZ is the main data
          representation format
        • 3D objects are modeled separated
          in COLLADA files




Nokia Research Center
Scalability consideration

• Unlike ad. content data, which is rather dynamic, any other static data
  are stored in different servers, i.e. provided by Content Delivery Network
  (CDN)
     •  Typically CDNs does not offer geo. query functionality
     •  Each 3D data has a geo. coordinate and then its geo-hash is calculated (e.g.
        we use quad-key method) at a fixed resolution (zooming) level (i.e. 17, appr.
        200m2)
     •  Therefore an index is created for all data in that geo. boundary and stored in
        the file system using a directory naming convention, which is correspondent
        to its geo-hash value. So does the real data.
     •  Client needs to fetch the metadata (index) files at one given geo. coordinate
        and then all 3D data.




Nokia Research Center
Mobile 2D map-based content planning
                                                                                     1
• Two types of ad. content representation
     1.     Static object like billboards standing on one location
     2.     Mobile 3D object along the vehicle driving road
            •  2D coordinates are needed only; the altitude is calculated from the
               ground terrain mesh

• Problems                                                                           2

     •      Hard to position content accurately to the buildings, not
            to mention the façade
     •      That reflects again the common problem in other
            systems where geo-tagged data (e.g. point of interest)
            are misplaced in the middle of streets; or even worse -
            on the wrong side of the street




Nokia Research Center
3D content manual placement

• High-value campaigns requires pixel-level accuracy
• Developed a on-device authoring tool for non-
  expert users with following few steps
     •  Choose the appropriate building façade
     •  Drawing the size of the bounding box as the content
        placement or drawing canvas
     •  Saving the drawing or inserted content with
        metadata (e.g. the normal to the façade and
        bounding box data in the 3D)
• The content placement layer can be used to render
  any media data properly in 3D scene


• However, manual placement is time-consuming
  and not scalable
Nokia Research Center
3D content heuristic/auto placement

• Auto alignment from only 2D coordinates
     •  Select the closest building model (the center of mass of the surrounding
        models)
     •  Determine the intersected façade by casting a light-ray to the model from a
        predefined view point
     •  External media like banner images are converted to SVG format to scaling of
        the scene (e.g. zooming in/out)




Nokia Research Center
Video 2




                        Moving box for parking info




Nokia Research Center
Findings and open issues
•  Alternative ad. placement (e.g. façade vs. ground)
      •  Placing banners altered the appearance of the building facade, and thus deteriorated
         the representational value of the mirror world
•  Lighting, visual improvement
      •  Illumination enhancement e.g. artificial lighting and content blending with proper
         shedder, but lighting blobs on facades and tree shadows are difficult to be segmented
•  Proper ad. content selection for moving artifacts
      •  Fixed geo. location as the context wont always work for mobile artifacts
•  Study more metrics concerning mobile/3D-specific user actions for analytical
   processing
      •  Navigation, messaging etc.
      •  Zooming and panning
•  Various pricing strategies vs. moving speed and frequencies
•  Mobile Web app. vs. native application
      •  One solution for all OS

Nokia Research Center
Summary

• Bringing ad. content to 3D Mirror World allows
 innovative types of advertising, coming along with
 new challenges
• We’ve proposed two basic types of ad. approaches
 but expect more realistic representations to appear




Nokia Research Center

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NGMAST 2012

  • 1. From 2D Map to Mobile 3D Mirror World A Live Virtual Advertising Use Case Yu You, David Murphy Mixed Reality Solutions NRC, Tampere, Finland
  • 2. Mobile 3D Mirror World • Mirror world (MR) is “informationally-enhanced virtual models or ‘reflections’ of the physical world” [2]. • Provides increased precision of an added dimension with more lively and immersive UX • A nice complement to Augmented Reality (AR), which is commonly used in real-time and on-line situation • Mobile MR can take advantage of mobile AR where mobile sensors and other positioning and tracking technologies are used Nokia Research Center
  • 3. Motivation • study the mobile advertising scenarios from a narrow subject (street-level mirror world) and try to answer an immediate question: how and where to publish the advertisement content? • This paper focuses on: • Accurate but simple content automatic placement • Mobile content creation and visualization Nokia Research Center
  • 4. Experiment setup • Data set • 360 degree panoramic street-level imagery • 3D building models with global geo. coordinates • Ground-terrain 3D mesh data • Technology • OpenGL-based client renders the building models and ground around the chosen panoramic image onto which the panoramic image is projectedA mobile client • Video 1: Nokia CityScene Nokia Research Center
  • 5. The system in a nutshell • Web-centric end-to-end setup with RESTful Web APIs for ad. content management and mobile 3D mirror world client • WGS84 geo. boundary or proximity queries • KML/KMZ is the main data representation format • 3D objects are modeled separated in COLLADA files Nokia Research Center
  • 6. Scalability consideration • Unlike ad. content data, which is rather dynamic, any other static data are stored in different servers, i.e. provided by Content Delivery Network (CDN) •  Typically CDNs does not offer geo. query functionality •  Each 3D data has a geo. coordinate and then its geo-hash is calculated (e.g. we use quad-key method) at a fixed resolution (zooming) level (i.e. 17, appr. 200m2) •  Therefore an index is created for all data in that geo. boundary and stored in the file system using a directory naming convention, which is correspondent to its geo-hash value. So does the real data. •  Client needs to fetch the metadata (index) files at one given geo. coordinate and then all 3D data. Nokia Research Center
  • 7. Mobile 2D map-based content planning 1 • Two types of ad. content representation 1.  Static object like billboards standing on one location 2.  Mobile 3D object along the vehicle driving road •  2D coordinates are needed only; the altitude is calculated from the ground terrain mesh • Problems 2 •  Hard to position content accurately to the buildings, not to mention the façade •  That reflects again the common problem in other systems where geo-tagged data (e.g. point of interest) are misplaced in the middle of streets; or even worse - on the wrong side of the street Nokia Research Center
  • 8. 3D content manual placement • High-value campaigns requires pixel-level accuracy • Developed a on-device authoring tool for non- expert users with following few steps •  Choose the appropriate building façade •  Drawing the size of the bounding box as the content placement or drawing canvas •  Saving the drawing or inserted content with metadata (e.g. the normal to the façade and bounding box data in the 3D) • The content placement layer can be used to render any media data properly in 3D scene • However, manual placement is time-consuming and not scalable Nokia Research Center
  • 9. 3D content heuristic/auto placement • Auto alignment from only 2D coordinates •  Select the closest building model (the center of mass of the surrounding models) •  Determine the intersected façade by casting a light-ray to the model from a predefined view point •  External media like banner images are converted to SVG format to scaling of the scene (e.g. zooming in/out) Nokia Research Center
  • 10. Video 2 Moving box for parking info Nokia Research Center
  • 11. Findings and open issues •  Alternative ad. placement (e.g. façade vs. ground) •  Placing banners altered the appearance of the building facade, and thus deteriorated the representational value of the mirror world •  Lighting, visual improvement •  Illumination enhancement e.g. artificial lighting and content blending with proper shedder, but lighting blobs on facades and tree shadows are difficult to be segmented •  Proper ad. content selection for moving artifacts •  Fixed geo. location as the context wont always work for mobile artifacts •  Study more metrics concerning mobile/3D-specific user actions for analytical processing •  Navigation, messaging etc. •  Zooming and panning •  Various pricing strategies vs. moving speed and frequencies •  Mobile Web app. vs. native application •  One solution for all OS Nokia Research Center
  • 12. Summary • Bringing ad. content to 3D Mirror World allows innovative types of advertising, coming along with new challenges • We’ve proposed two basic types of ad. approaches but expect more realistic representations to appear Nokia Research Center