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Augmented Human:
Augmented Reality & Beyond
Woontack Woo (禹雲澤), Ph.D.
KI-ITC ARRC & GSCT UVR Lab
KAIST
ACMMM_AltMM @ KAIST, Oct. 21. 2018
Augmented Humans As A New Medium
Review VR/AR in 2017-2018
VR/AR as a New Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Augmented City
VR/AR as a New Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Human Augmentation
VR/AR as a New Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Multi-Media Alternate Realities allow Us
To access other worlds, to live other's stories, to
communicate with or experience alternate realities
To enter into different spaces, times or situations
To experience immersion, e.g., VR/AR
 VR vs. AR
(out there) VR puts people in a
computer-generated world
•To immerse yourself in a computer-generated
virtual space and interact with it in 5+ senses
(here & now) AR puts virtual content
in a physical world
•To interact with VR, feeling reality in real life.
VR/AR as a New Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Multi-Media Alternate Realities!
VR, AR, Ubiquitous VR, and Augmented Human
VR/AR as a New Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Augmented
Reality
• WW Board
• Metaverse
• UVR
Augmented
Human
• Body+
• Brain+
• Social+
Ubiquitous
Computing
• IoT, IoE
• Context-
aware UI
Wearable
Robotics
• Cyborg
• Bionics,
• Implantable,
Virtual Augmentation
Physical Augmentation
HumanEnvironment
Where are We Now? [ISMAR2018]
(H. Fuchs) VR/AR Technologies?
•MM, CV, CG, HCI, AI, Authoring are almost ready?
•Killer Apps and platforms(HW, social) are in early stage!
(H. Benko) Compelling VR/AR Experiences?
•Adaptive, believable, computational, personalized UIs
(Woo) In addition to core-Tech & smart UI
•Context-aware information augmentation, instead of immersive CG!
What else?
MM alternate realities!
MM alternate humans?
VR/AR as a New Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
VR/AR : What Should We Do?
Changing thoughts on VR/AR!
•Core Technologies are ready: CV, CG, HCI, IoT/BD, AI-UI, etc.
• Content authoring with Vuforia, ARCore, ARKit, Sumerian, etc.
•Then, move from ‘WoW Content’ to ‘Social UX Platform’
• Social UX (awa information/knowledge) capturing/sharing on 3D Maps
Remaining Challenges: Platform and eco-system
•To build Eco-System to create/experience VR/AR and share UX
AH, a new viewpoint on VR/AR!
•From ‘AR’ to ‘Augmented Human’
• To enhance human’s quality of life
by augmenting Body/Brain, Mind,
Social Relationship, etc.)
• To symbiose with personal companion
utilizing Holistic QS and e-Personality
Take-home Message
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Content
VR/AR comes Back!
Ubiquitous VR as AR2.0: Beyond VR/AR
UVR: Main Technical Challenges
Augmented Human: What about Human?
What Should We Do?
Media are …
Human’s Sensory Extension [Marshall McLuhan ’64]
Personal Media Trends
Smaller, cheaper, faster, smarter, more intimate
•Desktop, Laptop, Mobile and many problems…
What’s Next? Wearable? Then wearable AR?
http://goo.gl/K6xAIA
Personal New Media
New Trend: Personal Computing
Wearables: From ‘HC Interface’ to ‘HC Integration’
R-V Convergence: From IoT to ‘Internet of Everything’
Smart Companion: From AI to ‘Assistive Intelligence’
How do Humans evolve with Personal Media?
Personal New Media and Human
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Inevitable
C
R
C
R
C
R
C C C
C
Where are New Media going?
Milgram's Reality-Virtuality Continuum [94]
Azuma's Definition on AR [97]
combines real and virtual
is interactive in real time
is registered in real 3D world
R. Azuma, A Survey of Augmented Reality, Presence, Vol.6, No.4, Aug. 1997, pp. 355-385.
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays, IEICE Trans. on I&S, E77-D(12), pp. 1321-1329, 1994.
VR/AR comes Back!
VR in 1960s, 1980s, 1990s, and 2010s
VR was Hot in 1990s!
VR/AR is Hot Again! Why?
Where are New Media going?
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
AR1.0 (Desktop, 1990s-)
Augment Real
Objects with Virtual
Content
AR2.0 (Mobile, 2000s-)
Augment Real Space
with Content
AR3.0 (Smart phone, 2010s-)
Augment Real Place
with Dynamic
(Social) Content
AR4.0 (Glass, 2020s-)
Augment Human
with Context-aware
(Social) Content
Google Tango (Lenovo Phab 2 Pro)
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Visual Positioning
Service
A-commerce by GAP
Apple ARKit
Google ARCore
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Multi-platform AR
Social AR with Apple ARKit2.0
Sharing with Google ARCore1.5
•ARCore Cloud Anchor Test
(iOS + Android)
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Amazon Sumerian
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Aero Project by Adobe
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
HoloLens: Augmented Robot
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
HoloLens: Augmented Learning
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Magic Leap One
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
DAQRI
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Meta 2 Collaboration
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Facebook F8, 2017
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Facebook F8, 2018
Social VR, bringing VR mainstream
•Oculus Go Available Now
•New Apps for Shared VR Experiences
•More Immersive Ways to Share
 More AR
•to Instagram, Messenger, Adds Tools
AR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Content
VR/AR comes Back!
Ubiquitous VR as AR2.0: Beyond VR/AR
UVR: Main Technical Challenges
Augmented Human: What about Human?
What Should We Do?
Beyond AR/VR
World Board, Metaverse, 2nd Life, etc.
Ubiquitous Virtual Reality
•VR in ubiComp Environment
•Context-aware MAR
UVR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
UVR
Measured
Space
Physical
Space
Virtual
Space
SensingModeling
Augmentation
& Interaction
World Board [’99]:
Information in places
by J. C. Spohrer (IBM)
Mirror World Concept by Leap Motion
AVR continuum
UVR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
How to Achieve UVR in DigiLog Era [Woo01]
3D Link with IoT/IoE between twin (real & virtual) worlds
CoI (Context-of-Interest) Augmentation with Data, not just
sight (sound, haptics, smell, taste, etc.) but information
Bidirectional Interaction/Collaboration with Intelligence for
O2O/H2H Communications
UVR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
SPACES (3rd skin)
Intimate/Private
Personal
Social
General/public
Real
Space Social Networks
Seamless
Augmentation btw
dual spaces
How
to
Link
Seaml
essly?
CoI
LIN
K
U-
Content
Virtual space
UVR, Beyond VR/AR
What I have Worked… since 2001
UVR as a DigiLog Medium
Holistic Layers of Physical Spaces/Places
.
.
.
.
.
.
Real/Physical
Virtual/Cyber
Information/
Knowledge
SPACE
TIME
Layers Social networks
(wisdom)
Content
VR/AR comes Back!
Ubiquitous VR as AR2.0: Beyond VR/AR
UVR: Main Technical Challenges
Augmented Human: What about Human?
What Should We Do?
What Should We Do?
How does UVR, Context-Aware MAR, work?
Get video
from camera
Recognize
Object of
Interest
Estimate position
and orientation of
the camera
Render the
augmented
scene
Process the
interaction
Update the
status
Heterogeneous AR DB
Level of Augmented Reality
UVR as a DigiLog Medium
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Level 0
No
augmentatio
n
Level 1
Pre-defined
single content
augmentation
Object-
specific
Predefined
rendering
Predefined
UI/interaction
Level 2
Multi-modal
& combined
function
augmentation
Space-specific
SLAM
Limited light
source-aware
rendering
Partially
context-aware
Level 3
Limited
organic
augmentation
Town-level
Dynamic
SLAM
Limited
environment-
aware
rendering
Limited
context-aware
Level 4
Full organic
augmentation
World-level
Organic
SLAM
Full
environment-
aware
rendering
Full context-
aware
Sensing,
Modeling
Tracking,
Recognizing,
Rendering, Interaction Update Sensing
CAMAR: Context-aware MAR
How does Context-aware AR work?
Get video
from camera
Recognize
Object of
Interest
Estimate position
and orientation of
the camera
Render the
augmented
scene
Process the
interaction
Update the
status
•Context-aware & Visualization
•Quantified Self for AH Platform
•Social Agent for Quality of Social
Life
Content
VR/AR comes Back!
Ubiquitous VR as AR2.0: Beyond VR/AR
UVR: Main Technical Challenges
Augmented Human: What about Human?
What Should We Do?
UVR Core Technologies
Summary : Remaining Key Challenges
Wearable platforms: Smart watch, Glasses, etc.
D-SALM: Simultaneous Object-aware Tracking and Mapping
Smart UI: Context-aware Multimodal Augmentation & infoViz
Natural Multimodal Interaction and Collaboration
UX Authoring, Capturing and Augmented Human
Social UX: Co-presence and Tele-collaboration w/ Organic & Emphatic UI
3D map-based in-situ Authoring, Storytelling & Standard for eco-system
If Technologies are Ready, Then?
Will AR/VR improve the quality of our lives?
How can we use UVR(or CAMAR) to improve QoL?
How to make a good balance?
What’s Next?
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Human Technology
From Augmented ‘Reality’ to ‘Human’
VR/AR and UVR: extended space-time
Augmented Human in UVR Era?
•Slave of technology? Isolation?
•Upgrading humans into GODS?
•Or have a right to be a bit lazy and to enjoy social life?
Augmented Human
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
http://goo.gl/yJPDtC
Homo Sapiens
Human: social animal with body/brain and mind
Physical vs. Virtual Augmentation
Body+
•To act, respond, interact,
move spatio-temporally
Brain+
•To perceive, recognize, decide,
memorize/retrieve
Mind/Social+
•To communicate, collaborate
with empathy
Augmented Human
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Act
ST Move
Body
Activity
Brain
Activity
Perceive/Cognize Decide
Collaborate
Communicate
Empathic
Social
Activity
Interact
Then, How to achieve AH?
Body+ Brain+ and Social+
First of all,
Augmented Human in UVR Era
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
There are 3 Things extremely hard:
i)Steel,
ii)A Diamond, and
iii)To know one's self.
- Benjamin Franklin (1750)
“Knowing yourself is the beginning
of all wisdom.”
- Aristotle
“Know thyself.”
- Socrates
HQS monitors/tracks the User!
Holistic Quantified Self (HQS) [Woo 2016]
•Small (Personal) Data but Big ‘Challenge & Opportunity’
Physical, Emotional, Social, and Digital behavior state
E-personality based on HQS
Personal agent based on E-personality
•Agent that monitors, negotiates, recommends
Augmented Human in UVR Era
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Integratio
n
User profile,
Sensors &
Context
Holistic
Quantified Self
Analysis
E-Personality
Bank
Personalized
Agent
E-Personality
Augmented Human in UVR Era
Applications of E-Personality with HQS
Personal AR Guardian
(healthcare, life coach/guard, etc.)
Sustainable self-management
with game-like competition
Personal black-box for
protecting self from criminal
Social+ with e-Personality
From Quantified Self to Quality of Social Life!
Recommendation for deliberative decision
Experience Sharing: Empathy
Communication, Negotiation and Collaboration
Augmented Human in UVR Era
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
Family
Friends
Groups
Communities
Companies
Countries
…
Trusted
Organization
Personalized
Augmentation
UX
Sharing
Sensing and
Monitoring
Context-
aware
Negotiation
Quantified Self
Content
VR/AR comes Back!
Ubiquitous VR as AR2.0: Beyond VR/AR
UVR: Main Technical Challenges
Augmented Human: What about Human?
What Should We Do?
What Should We Do?
Deploy or Die! Obsolete or Augment?
"Do you want to sell sugared water
for the rest of your life?
Or do you want to come with me and
change the world?“
- Steve Jobs
Summary
VR/AR comes Back!
Ubiquitous VR as AR2.0: Beyond VR/AR
UVR: Main Technical Challenges
Augmented Human: What about Human?
What Should We Do?
VR/AR : What Should We Do?
Changing thoughts on VR/AR!
•Core Technologies are ready: CV, CG, HCI, IoT/BD, AI-UI, etc.
• Content authoring with Vuforia, ARCore, ARKit, Sumerian, etc.
•Then, move from ‘WoW Content’ to ‘Social UX Platform’
• Social UX (awa information/knowledge) capturing/sharing on 3D Maps
Remaining Challenges: Platform and eco-system
•To build Eco-System to create/experience VR/AR and share UX
AH, a new viewpoint on VR/AR!
•From ‘AR’ to ‘Augmented Human’
• To enhance human’s quality of life
by augmenting Body/Brain, Mind,
Social Relationship, etc.)
• To symbiose with personal companion
utilizing Holistic QS and e-Personality
Take-home Message
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
The future is already here. It is just not
uniformly distributed” by William Gibson (SF writer)
More Information
Woontack Woo, Ph.D.
wwoo@kaist.ac.kr
http://uvr.kaist.ac.kr
http://arrc.kaist.ac.kr
Related Events
10th Augmented Human 2019, France, Mar. 11-12, 2019
14th ISUVR2019, Korea, Jun. 2019
Welcome to AH in UVR Era!
2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea

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Augmented Human 2018

  • 1. Augmented Human: Augmented Reality & Beyond Woontack Woo (禹雲澤), Ph.D. KI-ITC ARRC & GSCT UVR Lab KAIST ACMMM_AltMM @ KAIST, Oct. 21. 2018 Augmented Humans As A New Medium
  • 2. Review VR/AR in 2017-2018 VR/AR as a New Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 3. Augmented City VR/AR as a New Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 4. Human Augmentation VR/AR as a New Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 5. Multi-Media Alternate Realities allow Us To access other worlds, to live other's stories, to communicate with or experience alternate realities To enter into different spaces, times or situations To experience immersion, e.g., VR/AR  VR vs. AR (out there) VR puts people in a computer-generated world •To immerse yourself in a computer-generated virtual space and interact with it in 5+ senses (here & now) AR puts virtual content in a physical world •To interact with VR, feeling reality in real life. VR/AR as a New Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 6. Multi-Media Alternate Realities! VR, AR, Ubiquitous VR, and Augmented Human VR/AR as a New Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Augmented Reality • WW Board • Metaverse • UVR Augmented Human • Body+ • Brain+ • Social+ Ubiquitous Computing • IoT, IoE • Context- aware UI Wearable Robotics • Cyborg • Bionics, • Implantable, Virtual Augmentation Physical Augmentation HumanEnvironment
  • 7. Where are We Now? [ISMAR2018] (H. Fuchs) VR/AR Technologies? •MM, CV, CG, HCI, AI, Authoring are almost ready? •Killer Apps and platforms(HW, social) are in early stage! (H. Benko) Compelling VR/AR Experiences? •Adaptive, believable, computational, personalized UIs (Woo) In addition to core-Tech & smart UI •Context-aware information augmentation, instead of immersive CG! What else? MM alternate realities! MM alternate humans? VR/AR as a New Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 8. VR/AR : What Should We Do? Changing thoughts on VR/AR! •Core Technologies are ready: CV, CG, HCI, IoT/BD, AI-UI, etc. • Content authoring with Vuforia, ARCore, ARKit, Sumerian, etc. •Then, move from ‘WoW Content’ to ‘Social UX Platform’ • Social UX (awa information/knowledge) capturing/sharing on 3D Maps Remaining Challenges: Platform and eco-system •To build Eco-System to create/experience VR/AR and share UX AH, a new viewpoint on VR/AR! •From ‘AR’ to ‘Augmented Human’ • To enhance human’s quality of life by augmenting Body/Brain, Mind, Social Relationship, etc.) • To symbiose with personal companion utilizing Holistic QS and e-Personality Take-home Message 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 9. Content VR/AR comes Back! Ubiquitous VR as AR2.0: Beyond VR/AR UVR: Main Technical Challenges Augmented Human: What about Human? What Should We Do?
  • 10. Media are … Human’s Sensory Extension [Marshall McLuhan ’64] Personal Media Trends Smaller, cheaper, faster, smarter, more intimate •Desktop, Laptop, Mobile and many problems… What’s Next? Wearable? Then wearable AR? http://goo.gl/K6xAIA Personal New Media
  • 11. New Trend: Personal Computing Wearables: From ‘HC Interface’ to ‘HC Integration’ R-V Convergence: From IoT to ‘Internet of Everything’ Smart Companion: From AI to ‘Assistive Intelligence’ How do Humans evolve with Personal Media? Personal New Media and Human 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Inevitable C R C R C R C C C C
  • 12. Where are New Media going? Milgram's Reality-Virtuality Continuum [94] Azuma's Definition on AR [97] combines real and virtual is interactive in real time is registered in real 3D world R. Azuma, A Survey of Augmented Reality, Presence, Vol.6, No.4, Aug. 1997, pp. 355-385. P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays, IEICE Trans. on I&S, E77-D(12), pp. 1321-1329, 1994.
  • 13. VR/AR comes Back! VR in 1960s, 1980s, 1990s, and 2010s
  • 14. VR was Hot in 1990s! VR/AR is Hot Again! Why? Where are New Media going? 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea AR1.0 (Desktop, 1990s-) Augment Real Objects with Virtual Content AR2.0 (Mobile, 2000s-) Augment Real Space with Content AR3.0 (Smart phone, 2010s-) Augment Real Place with Dynamic (Social) Content AR4.0 (Glass, 2020s-) Augment Human with Context-aware (Social) Content
  • 15. Google Tango (Lenovo Phab 2 Pro) AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Visual Positioning Service A-commerce by GAP
  • 16. Apple ARKit Google ARCore AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 17. Multi-platform AR Social AR with Apple ARKit2.0 Sharing with Google ARCore1.5 •ARCore Cloud Anchor Test (iOS + Android) AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 18. Amazon Sumerian AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 19. Aero Project by Adobe AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 20. HoloLens: Augmented Robot AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 21. HoloLens: Augmented Learning AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 22. Magic Leap One AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 23. DAQRI AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 24. Meta 2 Collaboration AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 25. Facebook F8, 2017 AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 26. Facebook F8, 2018 Social VR, bringing VR mainstream •Oculus Go Available Now •New Apps for Shared VR Experiences •More Immersive Ways to Share  More AR •to Instagram, Messenger, Adds Tools AR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 27. Content VR/AR comes Back! Ubiquitous VR as AR2.0: Beyond VR/AR UVR: Main Technical Challenges Augmented Human: What about Human? What Should We Do?
  • 28. Beyond AR/VR World Board, Metaverse, 2nd Life, etc. Ubiquitous Virtual Reality •VR in ubiComp Environment •Context-aware MAR UVR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea UVR Measured Space Physical Space Virtual Space SensingModeling Augmentation & Interaction World Board [’99]: Information in places by J. C. Spohrer (IBM)
  • 29. Mirror World Concept by Leap Motion AVR continuum UVR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 30. How to Achieve UVR in DigiLog Era [Woo01] 3D Link with IoT/IoE between twin (real & virtual) worlds CoI (Context-of-Interest) Augmentation with Data, not just sight (sound, haptics, smell, taste, etc.) but information Bidirectional Interaction/Collaboration with Intelligence for O2O/H2H Communications UVR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea SPACES (3rd skin) Intimate/Private Personal Social General/public Real Space Social Networks Seamless Augmentation btw dual spaces How to Link Seaml essly? CoI LIN K U- Content Virtual space
  • 31. UVR, Beyond VR/AR What I have Worked… since 2001
  • 32. UVR as a DigiLog Medium Holistic Layers of Physical Spaces/Places . . . . . . Real/Physical Virtual/Cyber Information/ Knowledge SPACE TIME Layers Social networks (wisdom)
  • 33. Content VR/AR comes Back! Ubiquitous VR as AR2.0: Beyond VR/AR UVR: Main Technical Challenges Augmented Human: What about Human? What Should We Do?
  • 34. What Should We Do? How does UVR, Context-Aware MAR, work? Get video from camera Recognize Object of Interest Estimate position and orientation of the camera Render the augmented scene Process the interaction Update the status Heterogeneous AR DB
  • 35. Level of Augmented Reality UVR as a DigiLog Medium 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Level 0 No augmentatio n Level 1 Pre-defined single content augmentation Object- specific Predefined rendering Predefined UI/interaction Level 2 Multi-modal & combined function augmentation Space-specific SLAM Limited light source-aware rendering Partially context-aware Level 3 Limited organic augmentation Town-level Dynamic SLAM Limited environment- aware rendering Limited context-aware Level 4 Full organic augmentation World-level Organic SLAM Full environment- aware rendering Full context- aware Sensing, Modeling Tracking, Recognizing, Rendering, Interaction Update Sensing
  • 36. CAMAR: Context-aware MAR How does Context-aware AR work? Get video from camera Recognize Object of Interest Estimate position and orientation of the camera Render the augmented scene Process the interaction Update the status •Context-aware & Visualization •Quantified Self for AH Platform •Social Agent for Quality of Social Life
  • 37. Content VR/AR comes Back! Ubiquitous VR as AR2.0: Beyond VR/AR UVR: Main Technical Challenges Augmented Human: What about Human? What Should We Do?
  • 38. UVR Core Technologies Summary : Remaining Key Challenges Wearable platforms: Smart watch, Glasses, etc. D-SALM: Simultaneous Object-aware Tracking and Mapping Smart UI: Context-aware Multimodal Augmentation & infoViz Natural Multimodal Interaction and Collaboration UX Authoring, Capturing and Augmented Human Social UX: Co-presence and Tele-collaboration w/ Organic & Emphatic UI 3D map-based in-situ Authoring, Storytelling & Standard for eco-system
  • 39. If Technologies are Ready, Then? Will AR/VR improve the quality of our lives? How can we use UVR(or CAMAR) to improve QoL? How to make a good balance? What’s Next? 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Human Technology
  • 40. From Augmented ‘Reality’ to ‘Human’ VR/AR and UVR: extended space-time Augmented Human in UVR Era? •Slave of technology? Isolation? •Upgrading humans into GODS? •Or have a right to be a bit lazy and to enjoy social life? Augmented Human 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea http://goo.gl/yJPDtC
  • 41. Homo Sapiens Human: social animal with body/brain and mind Physical vs. Virtual Augmentation Body+ •To act, respond, interact, move spatio-temporally Brain+ •To perceive, recognize, decide, memorize/retrieve Mind/Social+ •To communicate, collaborate with empathy Augmented Human 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Act ST Move Body Activity Brain Activity Perceive/Cognize Decide Collaborate Communicate Empathic Social Activity Interact
  • 42. Then, How to achieve AH? Body+ Brain+ and Social+ First of all, Augmented Human in UVR Era 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea There are 3 Things extremely hard: i)Steel, ii)A Diamond, and iii)To know one's self. - Benjamin Franklin (1750) “Knowing yourself is the beginning of all wisdom.” - Aristotle “Know thyself.” - Socrates
  • 43. HQS monitors/tracks the User! Holistic Quantified Self (HQS) [Woo 2016] •Small (Personal) Data but Big ‘Challenge & Opportunity’ Physical, Emotional, Social, and Digital behavior state E-personality based on HQS Personal agent based on E-personality •Agent that monitors, negotiates, recommends Augmented Human in UVR Era 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Integratio n User profile, Sensors & Context Holistic Quantified Self Analysis E-Personality Bank Personalized Agent E-Personality
  • 44. Augmented Human in UVR Era Applications of E-Personality with HQS Personal AR Guardian (healthcare, life coach/guard, etc.) Sustainable self-management with game-like competition Personal black-box for protecting self from criminal
  • 45. Social+ with e-Personality From Quantified Self to Quality of Social Life! Recommendation for deliberative decision Experience Sharing: Empathy Communication, Negotiation and Collaboration Augmented Human in UVR Era 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea Family Friends Groups Communities Companies Countries … Trusted Organization Personalized Augmentation UX Sharing Sensing and Monitoring Context- aware Negotiation Quantified Self
  • 46. Content VR/AR comes Back! Ubiquitous VR as AR2.0: Beyond VR/AR UVR: Main Technical Challenges Augmented Human: What about Human? What Should We Do?
  • 47. What Should We Do? Deploy or Die! Obsolete or Augment? "Do you want to sell sugared water for the rest of your life? Or do you want to come with me and change the world?“ - Steve Jobs
  • 48. Summary VR/AR comes Back! Ubiquitous VR as AR2.0: Beyond VR/AR UVR: Main Technical Challenges Augmented Human: What about Human? What Should We Do?
  • 49. VR/AR : What Should We Do? Changing thoughts on VR/AR! •Core Technologies are ready: CV, CG, HCI, IoT/BD, AI-UI, etc. • Content authoring with Vuforia, ARCore, ARKit, Sumerian, etc. •Then, move from ‘WoW Content’ to ‘Social UX Platform’ • Social UX (awa information/knowledge) capturing/sharing on 3D Maps Remaining Challenges: Platform and eco-system •To build Eco-System to create/experience VR/AR and share UX AH, a new viewpoint on VR/AR! •From ‘AR’ to ‘Augmented Human’ • To enhance human’s quality of life by augmenting Body/Brain, Mind, Social Relationship, etc.) • To symbiose with personal companion utilizing Holistic QS and e-Personality Take-home Message 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea
  • 50. The future is already here. It is just not uniformly distributed” by William Gibson (SF writer) More Information Woontack Woo, Ph.D. wwoo@kaist.ac.kr http://uvr.kaist.ac.kr http://arrc.kaist.ac.kr Related Events 10th Augmented Human 2019, France, Mar. 11-12, 2019 14th ISUVR2019, Korea, Jun. 2019 Welcome to AH in UVR Era! 2012-2017 © Woo, KAIST GSCT UVR Lab., Daejeon 34141, Korea