1. COSC 426: Augmented Reality
426 A d R li
Mark Billinghurst
mark.billinghurst@hitlabnz.org
July 2011
Lecture 1
2. Mark Billinghurst
PhD Electrical Engineering
University of Washington
Interaction Design
Museum experiences
Tools for designers
Augmented Reality
Mobile AR, Evaluation
AR Evaluation,
Multimodal Interfaces, Collaborative
Collaboration
Enhanced FtF and remote collaboration
Social networking
3. Overview
One tow hour lectures week
Friday 9 – 11am
You will learn
Introduction to Augmented Reality
Augmented Reality technology
AR Interaction techniques
Interaction Design
AR authoring tools
Research directions in AR
Complete a simple project
4. Course Outline
C O l
Wk 1 (July 15th): Introduction to AR
(J y )
Wk 2 (July 22nd): AR Technology
Wk 3 (July 29th): AR Developer Tools
(J y ) p
Wk 4 (Aug 5th): AR Interaction Techniques
Wk 5 (Aug 12th): AR Applications
Wk 6 (Aug 19th): Outdoor and Mobile AR
Wk 7,8 (Aug 26th, Sept 2nd): Holidays
Wk 9 (Sept 9th): Collaborative AR
Wk 10 (Sept 16th): Usability Testing
Wk 11 (Sept 23rd): AR research Directions
Wk 12 (Sept 30th): Final Project Presentations
5. Assessment - Update
Research project – 40%
Group work (2-4 people)
Due Sept 30th
Two Class Assignments – 20 %
Programming assignments, individual work
g g g ,
Final Exam – 40%
Exam week Oct 3rd – 14th
E kO d
7. A Brief History of Time
Trend
T d
smaller, cheaper, more functions, more intimate
Technology b
T h l becomes invisible
bl
Intuitive to use
Interface over internals
I f i l
Form more important than function
Human centered design
H t dd i
8. A Brief History of Computing
B fH fC
Trend
smaller, cheaper, faster, more intimate, intelligent objects
Computers need to become invisible
hide the computer in the real world
- Ubiquitous / Tangible Computing
put the user inside the computer
- Vi
Virtual R li
l Reality
17. Augmented Reality Definition
Defining Characteristics [Azuma 97]
D f Ch [A
Combines Real and Virtual Images
- Both can be seen at the same time
Interactive in real-time
- The virtual content can be interacted with
Registered in 3D
g
- Virtual objects appear fixed in space
19. AR vs VR
Virtual Reality: Replaces Reality
Scene Generation: requires realistic images
q g
Display Device: fully immersive, wide FOV
Tracking and Sensing: low accuracy is okay
Augmented Reality: Enhances Reality
Scene Generation: minimal rendering okay
Display Device: non-immersive small FOV
non immersive,
Tracking and Sensing: high accuracy needed
21. Metaverse
Neal Stephenson’s “SnowCrash”
The Metaverse is the convergence of:
1) virtually enhanced physical reality
2) physically persistent virtual space
h ll l
Metaverse Roadmap
p
http://metaverseroadmap.org/
22. Metaverse Dimensions
• Augmentation technologies that layer information onto
our perception of the physical environment.
• Simulation refers to technologies that model reality
• Intimate technologies are focused inwardly, on the
identity and actions of the individual or object;
• External technologies are focused outwardly, towards
outwardly
the world at large;
30. Summary
Augmented Reality has three key features
Combines Real and Virtual Images
g
Interactive in real-time
Registered in 3D
AR can be classified alongside other technologies
Milgrams Mixed Reality continuum
MetaVerse
32. A Brief History of AR (1)
1960’s: Sutherland Sproull’s
1960’ S h l d / S ll’
first HMD system was see-
through
33. A Brief History of AR (2)
1960 - 70’s: US Air Force helmet mounted
displays (T. Furness)
(T
34. A Brief History of AR (3)
1970 - 80’s: US Air Force Super Cockpit ( Furness)
p p (T. )
35. A Brief History of AR (4)
Early 1990’s: Boeing coined the term “AR.” Wire harness
990’ “A ”
assembly application begun (T. Caudell, D. Mizell).
Early t
E l to mid 1990’s: UNC ultrasound visualization project
id 1990’ lt d i li ti j t
36. A Brief History of AR (5)
1994: Motion stabilized display [Azuma]
1995: Fiducial tracking in video see-through [Bajura / Neumann]
1996: UNC hybrid magnetic-vision tracker
y g
37. A Brief History of AR (6)
1996: MIT Wearable Computing efforts
1998: Dedicated conferences begin
Late 90’s: Collaboration, outdoor, i
L 90’ C ll b i d interaction
i
Late 90’s: Augmented sports broadcasts
1998 - 2001: Mixed Reality Systems Lab
38. History Summary
1960’s – 80’s: Early Experimentation
1980 s 90 s:
1980’s – 90’s: Basic Research
Tracking, displays
1995 – 2005: Tools/Applications
Interaction, usability, theory
y y
2005 - : Commercial Applications
Games, M di l Industry
G Medical, I d
40. 2007 - AR Reaches Mainstream
MIT Technology Review
March 2007
list of the 10 most
exciting technologies
Economist
Dec 6th 2007
Reality, only better
41. Gartner’s top 10 disruptive technologies 2008-2012:
Multicore and hybrid processors
Virtualisation and fabric computing
Social
S i l networks and social software
k d i l f
Cloud computing and cloud/Web platforms
Web mash s
mashups
User Interface
Ubiquitous computing
Contextual computing
Augmented reality
Semantics
42. 2009 - AR in Magazines
Esquire Magazine
Dec 2009 issue
12 pages AR content
Many Others
M Oth
Wired
Colors
Red Bull
Etc
44. 2008 - Browser Based AR
Flash + camera + 3D graphics
High impact
g p
High marketing value
Large potential install base
1.6 Billion web users
Ease of development
Lots of developers, mature tools
Low cost of entry
L f
Browser, web camera
45.
46.
47. Impact of Web-based AR
Boffswana Living Sasquatch
http://www.boffswana.com/news/?p=605
p p
In first month
100K unique visits
500K page views
6 minutes on page
48. Mobile Phone AR
Mobile Phones
camera
processor
display
d l
AR on Mobile Phones
Simple graphics
Optimized computer vision
Collaborative Interaction
49. AR Advertising (HIT Lab NZ 2007)
Txt
T message to d download AR application (200K)
l d li i
See virtual content popping out of real paper advert
Tested May 2007 by Saatchi and Saatchi
51. 2009 - Outdoor Information Overlay
Mobile h
M bil phone based
b d
Tag real world locations
g
GPS + Compass input
Overlay graphics data on live video
Applications
Travel guide, Advertising, etc
Wikitude, Layar, Junaio, etc..
, y ,J ,
Android based, Public API released
52. Layar (www.layar.com)
Location based data
GPS + compass location
p
Map + camera view
AR Layers on real world
L l ld
Customized data
Audio, 3D, 2D content
Easy authoring
Android, iPhone
54. Some Commercial AR Companies
ARToolworks (http://www artoolworks com/)
(http://www.artoolworks.com/)
ARToolKit, FLARToolKit, SDKs
Metaio (http://www.metaio.com/)
Marketing, Industry, SDKs
Total Immersion (http://www.t-immersion.com/)
Marketing, Theme Parks, AR Experiences
Qua co
Qualcomm
(http://developer.qualcomm.com/dev/augmented-reality)
Mobile AR QCAR SDK
AR,
55. FLARToolKit (ARToolworks)
Flash version of ARToolKit
FLARToolKit + Papervison3D = AR on the web
Example - GE Ecomagination Website
1.2 million views on YouTube
http://ge.ecomagination.com/smartgrid/#/augmented_reality
p g g g g y
57. Markerless Tracking (Total Immersion)
D’Fusion markerless tracking platform
Turn key solution
y
Example - Topps baseball cards
AR characters on top of real baseball cards
h f l b b ll d
58. Summary
Augmented Reality has a long history going
back to the 1960’s
Interest in AR has exploded over the last two
years and is being commercialized quickly
AR is growing in a number of areas
Mobile AR
Web based AR
Advertising experiences
61. Applications: medical
“X-ray vision” for surgeons
Aid visualization, minimally-invasive operations.
minimally invasive
Training. MRI, CT data.
Ultrasound project, UNC Ch l Hill
Ul d j Chapel Hill.
Courtesy
UNC
Chapel
Hill
62. Medical AR Trials
Sauer et al. 2000 at Siemens
Corporate Research, NJ
Stereo video see through
F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a
Single Camera
Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,
MICCAI 2002
72. Application: Broadcast Augmentation
Adding virtual content to live sports broadcasts
“First down” line in American football
First down
Hockey puck trails, virtual advertisements
National flags in swimming lanes in 2000 Olympics
Commercial application
Princeton Video Image is one company
- http://www.pvi.tv/
74. Interactive Museum Experiences
BlackMagic
Virtual America’s Cup
410,000 people in six months
MagicPlanet
TeManawa science museum
Virtual Astronomy
Collaborative AR experience
AR Volcano
Interactive AR kiosk
Scienceworks museum, Melbourne
75. Museum Archeology
LifePlus (2002-2004)
Natural feature tracking
g
Virtual characters
Mobile AR system
Archeoguide (2000-2002)
Cultural heritage on-site guide
Hybrid tracking
Virtual overlay
76. Summary
AR technology can b used to develop a wide
h l be d d l d
range of applications
Promising application areas include
Games
Education
Engineering
Medicine
Museums
M
Etc..
88. Interaction Design
“Designing interactive products to support people in their
everyday and working lives”
lives
Preece, J., (2002). Interaction Design
Design of User Experience with Technology
Higher in the value chain than product design
89.
90.
91. Interaction Design involves answering three questions:
What do you do? - How do you affect the world?
What do you feel? – What do you sense of the world?
What do you know? – What do you learn?
97. Interaction Design is All About You
Users should be
involved throughout
the Design Process
Co s de all the eeds
Consider a t e needs
of the user
98.
99.
100. Building Compelling AR Experiences
B ildi C lli E i
experiences
Usability
applications Interaction
tools Authoring
components Tracking, Display
101. Summary
In order to build AR applications you need to
p
focus on the user experience
Great user experience is based on
Low l l AR component technology
L level h l
Authoring tools
Application/Interaction design
User experience texting