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Building Mobile AR Applications Using the Outdoor AR Library (Part 1)

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Building Mobile AR Applications Using the Outdoor AR Library (Part 1)

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The first part of a tutorial given on November 21st at the MGIA symposium at Siggraph Asia 2013. This shows how to build Outdoor AR applications using the HIT Lab NZ's Outdoor AR library. For more information see http://www.hitlabnz.org/index.php/products/mobile-ar-framework/334

The first part of a tutorial given on November 21st at the MGIA symposium at Siggraph Asia 2013. This shows how to build Outdoor AR applications using the HIT Lab NZ's Outdoor AR library. For more information see http://www.hitlabnz.org/index.php/products/mobile-ar-framework/334

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Building Mobile AR Applications Using the Outdoor AR Library (Part 1)

  1. 1. Tutorial: Building Mobile AR Applications using the Outdoor AR Library Gun A. Lee Mark Billinghurst The Human Interface Technology Laboratory New Zealand University of Canterbury, New Zealand 21 Nov 2013 09:00-10:15
  2. 2. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Welcome  Mark Billinghurst  Director, HIT Lab NZ  PhD, Univ. Washington  AR, Interaction Design  Gun Lee  Post Doc, HIT Lab NZ  PhD, POSTECH  AR, Android, Google Glass
  3. 3. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Schedule        Introduction (Mark) Outdoor AR History (Mark) Design Guidelines (Mark) Example Applications (Mark) Building a Mobile Outdoor AR Application (Gun) Research Directions (Mark) Conclusions (Gun + Mark)
  4. 4. Introduction Mark Billinghurst
  5. 5. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS What is Augmented Reality?  Definition [Azuma 97]  Combines real and virtual images  Is interactive in real-time  Content registered in 3D Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  6. 6. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Outdoor AR  Using mobile/wearable systems to overlay AR content outdoors  Technical Requirements  Tracking (GPS, compass, etc)  Display (handheld, headmounted)  Input devices  Processing, networking
  7. 7. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Applications  Tourism, Gaming, Architecture, Engineering, Etc
  8. 8. Outdoor AR History Mark Billinghurst
  9. 9. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Evolution of Mobile AR Camera phone Camera phone - Thin client AR Wearable Computers Wearable AR Handheld AR Displays Camera phone - Self contained AR PDAs -Thin client AR PDAs -Self contained AR 1995 1997 2001 2003 2004
  10. 10. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS MIT Wearable Computing (1996)
  11. 11. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Mobile AR: Touring Machine (1997)  University of Columbia  Feiner, MacIntyre, Höllerer, Webster  Combines      See through head mounted display GPS tracking Orientation sensor Backpack PC (custom) Tablet input Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
  12. 12. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS MARS View  Virtual tags overlaid on the real world  “Information in place”
  13. 13. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Backpack/Wearable AR 1997 Backpack AR     Feiner’s Touring Machine AR Quake (Thomas) Tinmith (Piekarski) MCAR (Reitmayr)  Bulky, HMD based
  14. 14. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Mobile AR - Hardware RTK correction Antenna GPS Antenna HMD Controller Example self-built working solution with PCI-based 3D graphics PCI 3D Graphics Board Tracker Controller PC104 Sound Card DC to DC Converter Wearable Computer CPU PC104 PCMCIA Battery GPS RTK correction Radio Hard Drive Serial Ports Columbia Touring Machine
  15. 15. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS HIT Lab NZ Wearable AR (2004)  Highly accurate outdoor AR tracking system  GPS, Inertial, RTK system  HMD  First prototype  Laptop based  Video see-through HMD  2-3 cm tracking accuracy
  16. 16. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Image Registration AR Stakeout Application
  17. 17. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Wearable AR Video
  18. 18. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Location Aware Phones (2008) Motorola Droid Nokia Navigator
  19. 19. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Outdoor Information Overlay (2009)  Mobile phone based  Tag real world locations  GPS + Compass input  Overlay graphics data on live video  Applications  Travel guide, Advertising, etc  Wikitude, Layar, Junaio, etc..  Android based, Public API released
  20. 20. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Google Glass (2013)
  21. 21. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS
  22. 22. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS View Through Google Glass Always available peripheral information display Combining computing, communications and content capture
  23. 23. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS  Hardware  CPU TI OMAP 4430 – 1.2 Ghz  16 GB SanDisk Flash,1 GB Ram  570mAh Battery  Input  5 mp camera, 720p recording, microphone  GPS, InvenSense MPU-9150 inertial sensor  Output  Bone conducting speaker  640x360 micro-projector display
  24. 24. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Competitors  Vuzix M100  $999, profession  Recon Jet  $600, more sensors, sports  Opinvent  500 Euro, multi-view mode  Motorola Golden-i  Rugged, remote assistance
  25. 25. Design Guidelines Mark Billinghurst
  26. 26. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS AR UI Design  Consider your user  Follow good HCI principles  Adapt HCI guidelines for AR  Design to device constraints  Design for perception/info presentation  Design for evaluation
  27. 27. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Consider Your User  Consider context of user  Physical, social, emotional, cognitive, etc  Outdoor AR User       Probably Mobile One hand interaction Short application use Need to be able to multitask Use in outdoor environment Enhance interaction with real world
  28. 28. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Adapting Existing Guidelines  Mobile Phone AR  Phone HCI Guidelines  Mobile HCI Guidelines  HMD Based AR  3D User Interface Guidelines  VR Interface Guidelines
  29. 29. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS      Applying Principles to Mobile AR Clean Large Video View Large Icons Text Overlay Feedback
  30. 30. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS AR vs. Non AR Design Characteristics Non-AR Interfaces AR Interfaces Object Graphics Mainly 2D Mainly 3D Object Types Mainly virtual objects Both virtual and physical objects Object behaviors Mainly passive objects Both passive and active objects Communication Mainly simple Mainly complex HCI methods Mainly explicit Both explicit and implicit  Design Guidelines  Design for 3D graphics + Interaction  Consider elements of physical world  Support implicit interaction
  31. 31. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Maps vs. Junaio  Google Maps  2D, mouse driven, text/image heavy, exocentric  Junaio  3D, location driven, simple graphics, egocentric
  32. 32. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Design to Device Constraints  Understand the platforms and design for limitations  Hardware, software platforms  Eg Outdoor AR game with handheld       Use large screen icons Consider screen reflectivity Support one-hand interaction Consider the viewing angle Do not tire users out physically Don’t require accurate tracking
  33. 33. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS AR as Perception Problem  Goal of AR to fool human senses – create illusion that real and virtual are merged  Depth      Size Occlusion Shadows Relative motion Etc..
  34. 34. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Which Object is Closest?
  35. 35. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Depth Cues Pictorial: visual cues • Occlusion, texture, relative brightness Kinetic: motion cues • Relative motion parallax, motion perspective Physiological: motion cues • Convergence, accommodation Binocular disparity • Two different eye images
  36. 36. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Use the Following Depth Cues  Movement parallax  Icon/Object size (for close objects)  Linear perspective  To add side perspective bar.  Overlapping  Works if the objects are big enough  Shades and shadows  Depends on the available computation
  37. 37. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Provide Perspective Cue  Eg ground plane grid
  38. 38. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS
  39. 39. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Depth Perception
  40. 40. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Information Presentation • Amount of information • Clutter, complexity • Representation of information • Navigation cues, POI representation • Placement of information • Head, body, world stabilized • View combination • Multiple views
  41. 41. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Twitter 360     www.twitter-360.com iPhone application See geo-located tweets in real world Twitter.com supports geo tagging
  42. 42. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Wikitude – www.mobilizy.com Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah
  43. 43. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Information Filtering
  44. 44. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Information Filtering
  45. 45. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Outdoor AR: Limited FOV
  46. 46. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Possible solutions  Overview + Detail  spatial separation; two views  Focus + Context  merges both views into one view  Zooming  temporal separation
  47. 47. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Zooming Views  Zooming panorama, Zooming Map Mulloni, A., Dünser, A., & Schmalstieg, D. (2010, September). Zooming interfaces for augmented reality browsers. In Proceedings of the 12th international conference on Human computer interaction with mobile devices and services (pp. 161-170). ACM.
  48. 48. Example Applications Mark Billinghurst
  49. 49. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS HIT Lab NZ Building Viewer  Architectural Application  Loads 3D models  a OBJ/MTL format  Positions content in space  GPS, compass  Intuitive user interface  toolkit to modify the model  Targeting museum guide/outdoor site applications
  50. 50. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS 2011 Christchurch Earthquake
  51. 51. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Christchurch Today
  52. 52. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS CityViewAR  Using AR to visualize Christchurch buildings  3D buildings, 2D images, text, panoramas  AR View, Map view, List view  Available on Android market, iOS App Store
  53. 53. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS
  54. 54. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS User Experience  While walking in the real world people can see text, 2D images and 3D content
  55. 55. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS List View List of all assets
  56. 56. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Map View Icons for buildings, viewpoints, panoramas
  57. 57. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Building History Data
  58. 58. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Photographic Images
  59. 59. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Panorama Images 360 degree photo bubbles
  60. 60. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Augmented Reality View
  61. 61. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS
  62. 62. Building a Mobile Outdoor AR Application Gun Lee
  63. 63. Research Directions Mark Billinghurst
  64. 64. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Looking to the Future What’s Next?
  65. 65. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS What’s Next  Key Research Problems  Wide area tracking  Input Methods/Displays  Collaboration  Emerging Trends     AR + Social Networking AR Standards/Platforms AR + Human Computing Scaling up
  66. 66. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Robust Outdoor Tracking  Hybrid Tracking  Computer Vision, GPS, inertial  Going Out  Reitmayer & Drummond (Univ. Cambridge)
  67. 67. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Handheld Display Reitmayr, G., & Drummond, T. W. (2006, October). Going out: robust model-based tracking for outdoor augmented reality. In Mixed and Augmented Reality, 2006. ISMAR 2006. IEEE/ACM International Symposium on (pp. 109-118). IEEE.
  68. 68. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Meta Gesture Interaction  Depth sensor + Stereo see-through
  69. 69. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Meta Video
  70. 70. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Contact Lens Display  Babak Parviz  University Washington  MEMS components  Transparent elements  Micro-sensors  Challenges  Miniaturization  Assembly  Eye-safe
  71. 71. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Contact Lens Prototype
  72. 72. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Ego-Vision Collaboration  Google Glass  camera + processing + display + connectivity
  73. 73. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Ego-Vision Research  System  How do you capture the user's environment?  How do you provide good quality of service?  Interface  What visual and audio cues provide best experience?  How do you interact with the remote user?  Evaluation  How do you measure the quality of collaboration?
  74. 74. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Massive Multiuser  Handheld/Outdoor AR for the first time allows extremely high numbers of AR users  Requires  New types of applications/games  New infrastructure (server/client/peer-to-peer)  Content distribution…
  75. 75. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS PERSONAL VIEW
  76. 76. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Augmented Reality 2.0 Infrastructure
  77. 77. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Leveraging Web 2.0  Content retrieval using HTTP  XML encoded meta information  KML placemarks + extensions  Queries  Based on location (from GPS, image recognition)  Based on situation (barcode markers)  Syndication  Community servers for end-user content  Tagging  AR client subscribes to data feeds
  78. 78. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS AR Standards + Markup Languages       KHARMA and Argon ARML AREL Patterns if Interest X3D+ KML vs. RDF + Multimedia Markup Languages
  79. 79. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS
  80. 80. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS AR + Human Computation  Human Computation  Real people solving problems difficult for computers  Web-based, non real time  Little work on AR + HC  AR attributes  Shared point of view  Real world overlay  Location sensing What does this say?
  81. 81. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Human Computation Architecture  Add AR front end to typical HC platform
  82. 82. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Scaling Up  Seeing actions of millions of users in the world  Augmentation on city/country level
  83. 83. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS AR + Smart Sensors + Social Networks  Track population at city scale (mobile networks)  Match population data to external sensor data  medical, environmental, etc
  84. 84. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Scaling Up  AR on a City Scale  Using mobile phone as ubiquitous sensor  MIT Senseable City Lab  http://senseable.mit.edu/
  85. 85. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS WikiCity Rome http://senseable.mit.edu/wikicity/rome/
  86. 86. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Orange Data for Development  Orange made available 2.5 billion phone records  5 months calls from Ivory Coast  > 80 sample projects using data  eg: Monitoring human mobility for disease
  87. 87. Conclusions Mark Billinghurst, Gun Lee
  88. 88. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Conclusions  Outdoor AR hardware available  Handhelds (GPS, compass, camera), Wearables  Many possible applications  HIT Lab NZ Outdoor AR platform  Easy for building AR applications  Multi-view support, Client/Server interface  Cross platform (handheld, Glass, etc)
  89. 89. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS Next steps  More tutorials on our website  http://www.hitlabnz.org/mobileAR  Tags, LocationEvents, etc.  Projects on Google Glass  http://arforglass.org  One week workshop in Feb 2014  Stay tuned for server components  Web-based Authoring Tool closed beta (Jan 2014)
  90. 90. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS http://www.hitlabnz.org/mobileAR
  91. 91. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS http://www.arforglass.org/
  92. 92. SYMPOSIUM ON MOBILE GRAPHICS AND INTERACTIVE APPLICATIONS More Information  Website  http://www.hitlabnz.org/mobileAR  http://arforglass.org  Gun Lee  gun.lee@hitlabnz.org  Mark Billinghurst  mark.billinghurst@hitlabnz.org

Notas del editor

  • Need to consider side bar and other optionsOverlapping will occur Ground grid is available if it’s neededCan assume average value of height that the device is being held at – around 1.3 metersReasonable assumption that the ground is flat

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