The slide deck was used for a workshop at the International Symposium on Mixed and Augmented Reality (ISMAR) 2014 in Munich. The workshop introduced different kinds of AR Glasses and compared them with one another.
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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)
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
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)
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?