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Workshop: 
Exploring AR 
Glasses and their 
Peculiarities 
Wikitude & FH Salzburg 
www.wikitude.com | www.fh-salzburg.ac.at 
The global leader in Augmented Reality 
Updated 15.1.2013
Who we are? 
• Martin Lechner, CTO 
• Markus Eder, Head of Computer Vision 
• Thomas Stütz, Senior Lecturer 
• Julian Stadon, Senior Lecturer
Agenda 
• Lecture Session 
– Introduction of Organizations 
– Introduction into AR Glasses and Use Cases 
• Demo Session 
– Hands-On demos with AR Glasses 
• Q&A 
– Discuss Topics of Interest
The global leader in Augmented Reality 
Updated 15.1.2013 
Wikitude 
Introduction 
Martin Lechner - CTO 
martin.lechner@wikitude.com | www.wikitude.com
Wikitude Products 
Wikitude SDK Wikitude Studio 
Build your own 
Augmented Reality App! 
(for developers) 
Create, manage, monitor 
your AR project! 
(also for non-programmers, managers)
Wikitude Ecosystem 
45.000+ 1.500+ 100+ 
Registered AR developers Apps Countries
AR on different types of hardware 
AR eyewear Smartphones Tablets
+ AR Content 
creation through 
Wikitude SDK Tech Stack
The global leader in Augmented Reality 
Updated 15.1.2013 
AR Glasses 
Introduction 
Markus Eder – Head of Computer Vision 
markus.eder@wikitude.com | www.wikitude.com
AR categories 
• Video see through 
• Video stream of environment 
• Augmentations on on top of video 
stream 
• E.g. Smartphones, Webcam AR 
• Optical see through 
• Augmentation projected on Optical 
device 
• Augments actual real world 
elements, not video stream
Recap: History of AR 
• Glasses not new 
– First research projects focused on Optical see-through HMDs 
– HMD, Backpacked computer, GPS, compass 
– E.g. Feiner et.al. (1997), Thomas et.al. (1998) 
• Development of mobile phones focus shifted to mobile devices 
– Möhrig et. al (2004) first 3d Marker Tracker 
– Wagner, Reithmayr (2008) first NFT Tracker on mobile phone 
• 2012: Announcement of Google Glass 
– Explorer Edition avaialable from 2013 
– Started a Hype 
– Many Vendors surfaced
The other third screen? 
Desktop Mobile Augmented Reality 
Information 
Density 
Context 
Relevance 
+ 
=
Eyewear
Google Glass 
360 16:9 
640 
Field of Vision 
• Heads-Up Display 
• No see-through 
• Companion App 
• No GPS in-built 
• Voice Commands 
• Basic controls on 
device 
• Runs Android 4.4
Google Glass - Findings 
• No real Augmented Reality 
– Only annotations 
• Needs own SDK (GDK) for Development 
• UI Specifically designed for interaction paradigms 
• Gets hot very easily 
– Esp. longer usage of camera
Vuzix M100 
Field of Vision 16:9 360 
640 
• Heads-Up Display 
• No see-through 
• Companion App 
• Basic Controls on device 
• Runs Android 4.0
Vuzix M100 - Findings 
• No Real Augmented Reality 
– Small screen allows very little information 
• Supports Android SDK 
• Different headsets for different use cases 
• Very small display 
• Very hard to navigate through menu
Epson Moverio BT-200 
540 16:9 
960 
• Binocular see through 
• External controller unit 
• 3D Stereoscopic view 
• Runs Android 4.0 
• GPS built-in
Epson Moverio - Findings 
• Allows actual Augmented Reality Applications 
– Needs Calibration 
• Android SDK 
– Enable/disable 3D Stereoscopic mode 
• Projects simple Android screen 
• Main interaction with controller unit 
– No “hands free” interaction
Optinvent ORA 
• Moncular see-through 
• Camera: 5MP 
• Sensors: 
– GPS 
– Orientation 
• Trackpad for Interaction 
• Android 4.2.2 
480 4:3 
640 
Field of Vision
Optinvent ORA - Findings 
• Still in development 
– No Consumer Version available 
• Android SDK 
• Allows real AR 
– Also needs calibration 
• Interaction similar to Google Glass
Calibration 
• Difference of user view and camera view 
– Camera not aligned 
• Account for displacement of integrated camera 
• Account for angle between camera user view 
• Account for field of view of user
Calibration
Interaction with eyewear 
Voice Commands Controller Unit 
Companion App Gesture Control
Interaction 
• Very diverse concepts 
• Not as simple as interaction with phones 
– Search for optimized interaction 
• Aim for “hands free” interaction 
• User can use hands for other tasks 
– Guide user (e.g. Maintenance)
User Interface we wish for 
Source: Cybershack, ExploreEngage.com
User Interface we get
How to define Interfaces ?
User interfaces for eyewear 
• Very small screen 
• What information is relevant for the user? 
– Context awareness 
• Application often not the lone focus of user 
– Guidance, Assistance applications 
• Needed fast information processing
Challenges 
• Small screen estate 
• Always in front of user 
• Information density 
• How often can you show 
information 
• Limited cursor or not clickable 
at all 
• Minimal battery capacity 
• Low CPU power
Challenges - AR 
• Similar problems to AR on early mobile phones 
– Restricted computation power 
– Restricted memory 
– Small screens 
• How to create real optical see-through experience ? 
– account for displacement of camera 
– Account for size of display 
– Needs calibration for correct augmentation
Summary 
• Very different designs 
• Some still under development 
• Mostly Android based 
• Varying interaction concepts 
– Basic to allow interaction with glasses 
– Specifically designed for Glasses
Summary – cont’d 
• Use case based interaction design 
• Use case based UI design 
• Most interaction paradigms don’t work on Glasses 
– Touch based navigation best solution? 
– How much information needed for user?
Demos
Questions and Answers

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Workshop: AR Glasses and their Peculiarities

  • 1. Workshop: Exploring AR Glasses and their Peculiarities Wikitude & FH Salzburg www.wikitude.com | www.fh-salzburg.ac.at The global leader in Augmented Reality Updated 15.1.2013
  • 2. Who we are? • Martin Lechner, CTO • Markus Eder, Head of Computer Vision • Thomas Stütz, Senior Lecturer • Julian Stadon, Senior Lecturer
  • 3. Agenda • Lecture Session – Introduction of Organizations – Introduction into AR Glasses and Use Cases • Demo Session – Hands-On demos with AR Glasses • Q&A – Discuss Topics of Interest
  • 4. The global leader in Augmented Reality Updated 15.1.2013 Wikitude Introduction Martin Lechner - CTO martin.lechner@wikitude.com | www.wikitude.com
  • 5. Wikitude Products Wikitude SDK Wikitude Studio Build your own Augmented Reality App! (for developers) Create, manage, monitor your AR project! (also for non-programmers, managers)
  • 6. Wikitude Ecosystem 45.000+ 1.500+ 100+ Registered AR developers Apps Countries
  • 7. AR on different types of hardware AR eyewear Smartphones Tablets
  • 8. + AR Content creation through Wikitude SDK Tech Stack
  • 9.
  • 10. The global leader in Augmented Reality Updated 15.1.2013 AR Glasses Introduction Markus Eder – Head of Computer Vision markus.eder@wikitude.com | www.wikitude.com
  • 11. AR categories • Video see through • Video stream of environment • Augmentations on on top of video stream • E.g. Smartphones, Webcam AR • Optical see through • Augmentation projected on Optical device • Augments actual real world elements, not video stream
  • 12. Recap: History of AR • Glasses not new – First research projects focused on Optical see-through HMDs – HMD, Backpacked computer, GPS, compass – E.g. Feiner et.al. (1997), Thomas et.al. (1998) • Development of mobile phones focus shifted to mobile devices – Möhrig et. al (2004) first 3d Marker Tracker – Wagner, Reithmayr (2008) first NFT Tracker on mobile phone • 2012: Announcement of Google Glass – Explorer Edition avaialable from 2013 – Started a Hype – Many Vendors surfaced
  • 13. The other third screen? Desktop Mobile Augmented Reality Information Density Context Relevance + =
  • 15. Google Glass 360 16:9 640 Field of Vision • Heads-Up Display • No see-through • Companion App • No GPS in-built • Voice Commands • Basic controls on device • Runs Android 4.4
  • 16. Google Glass - Findings • No real Augmented Reality – Only annotations • Needs own SDK (GDK) for Development • UI Specifically designed for interaction paradigms • Gets hot very easily – Esp. longer usage of camera
  • 17. Vuzix M100 Field of Vision 16:9 360 640 • Heads-Up Display • No see-through • Companion App • Basic Controls on device • Runs Android 4.0
  • 18. Vuzix M100 - Findings • No Real Augmented Reality – Small screen allows very little information • Supports Android SDK • Different headsets for different use cases • Very small display • Very hard to navigate through menu
  • 19. Epson Moverio BT-200 540 16:9 960 • Binocular see through • External controller unit • 3D Stereoscopic view • Runs Android 4.0 • GPS built-in
  • 20. Epson Moverio - Findings • Allows actual Augmented Reality Applications – Needs Calibration • Android SDK – Enable/disable 3D Stereoscopic mode • Projects simple Android screen • Main interaction with controller unit – No “hands free” interaction
  • 21. Optinvent ORA • Moncular see-through • Camera: 5MP • Sensors: – GPS – Orientation • Trackpad for Interaction • Android 4.2.2 480 4:3 640 Field of Vision
  • 22. Optinvent ORA - Findings • Still in development – No Consumer Version available • Android SDK • Allows real AR – Also needs calibration • Interaction similar to Google Glass
  • 23. Calibration • Difference of user view and camera view – Camera not aligned • Account for displacement of integrated camera • Account for angle between camera user view • Account for field of view of user
  • 25. Interaction with eyewear Voice Commands Controller Unit Companion App Gesture Control
  • 26. Interaction • Very diverse concepts • Not as simple as interaction with phones – Search for optimized interaction • Aim for “hands free” interaction • User can use hands for other tasks – Guide user (e.g. Maintenance)
  • 27. User Interface we wish for Source: Cybershack, ExploreEngage.com
  • 29. How to define Interfaces ?
  • 30. User interfaces for eyewear • Very small screen • What information is relevant for the user? – Context awareness • Application often not the lone focus of user – Guidance, Assistance applications • Needed fast information processing
  • 31. Challenges • Small screen estate • Always in front of user • Information density • How often can you show information • Limited cursor or not clickable at all • Minimal battery capacity • Low CPU power
  • 32. Challenges - AR • Similar problems to AR on early mobile phones – Restricted computation power – Restricted memory – Small screens • How to create real optical see-through experience ? – account for displacement of camera – Account for size of display – Needs calibration for correct augmentation
  • 33. Summary • Very different designs • Some still under development • Mostly Android based • Varying interaction concepts – Basic to allow interaction with glasses – Specifically designed for Glasses
  • 34. Summary – cont’d • Use case based interaction design • Use case based UI design • Most interaction paradigms don’t work on Glasses – Touch based navigation best solution? – How much information needed for user?
  • 35. Demos