Augmented Reality Robert W. Lindeman Worcester Polytechnic - - PowerPoint PPT Presentation

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Augmented Reality Robert W. Lindeman Worcester Polytechnic - - PowerPoint PPT Presentation

CS-525H: Immersive HCI Augmented Reality Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science gogo@wpi.edu Motivation Augmented Reality Mixing of real-world (RW) and computer-generated (CG) stimuli


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CS-525H: Immersive HCI

Augmented Reality

Robert W. Lindeman

Worcester Polytechnic Institute Department of Computer Science

gogo@wpi.edu

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 2

Motivation

 Augmented Reality

 Mixing of real-world (RW) and computer-generated

(CG) stimuli

 Graphical overlays on the real world  Adding information to real experiences

 Much work on visual sense  Can be extended to auditory sense

 Other senses?

 For the user to merge RW and CG, attributes

must be matched

 Visual: Lighting & shadows, level of fidelity  Audio: CG and RW sound occlusion and reflection

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 3

Direct

Real-World Stimulus Paths

1 2 3 4

Real-World Signal Environment Sensory Subsystem Nerves Brain Real-World Signal Environment Capture Device Post- Processing Captured Signal

Captured/Mediated

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 4

Visual Sense

PC

Projection

 Mixing in the environment (far)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 5

Visual Sense (cont.)

PC

Optical-see-through AR

 Mixing in the environment (near)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 6

Visual Sense (cont.)

PC

Video-see-through AR

 Mixing in the Computer

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 7

Video-See-Through HMD

(Image: Fuchs, et al., Medical Image Computing and Computer-Assisted Intervention (MICCAI) ’98, LNCS, 1998, Vol. 1496/1998, 934)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 8

Video-See-Through HMD (cont.)

(Image: Fuchs, et al., Medical Image Computing and Computer-Assisted Intervention (MICCAI) ’98, LNCS, 1998, Vol. 1496/1998, 934)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 9

Video-See-Through HMD (cont.)

NVIS: nVisor MH60-V (2010)

http://www.nvisinc.com/product2009.php?id=57

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 10

Using Visual AR: SDKs

ARToolKit

 http://www.hitl.washington.edu/artoolkit/  Earliest usable kit  Now Open Source (free)  Commercial versions for iPhone & Android

 http://www.artoolworks.com/

Studierstube ES & Tracker

 http://studierstube.icg.tu-graz.ac.at/handheld_ar/

 ES sits on top of Tracker  Not free

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 11

Using Visual AR: SDKs Examples

ARToolKit

 http://www.youtube.com/watch?v=5M-oAmBDcZk

 (local clip)

Studierstube ES

 http://www.youtube.com/watch?v=JwluCuVKO9c

 (local clips)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 12

Using Visual AR: Tools

Google SketchUp + ARMedia Plugin

 http://www.youtube.com/watch?v=wsQ-YGgVUT0

 (local clip)  (live demo)  http://sketchup.google.com/

Layar for mobile devices

 http://www.layar.com/  Layering tool for layar browser

 "Like HTML for AR"

 (local clip)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 13

Using Visual AR: Tools (cont.)

 Cereal?

 http://www.youtube.com/watch?v=jGdSslAJRwM

 (local clip)

 Slot Cars?

 http://www.youtube.com/watch?v=WMWEYqYPDfc  (local clip)

 Magic Tricks?

 http://www.youtube.com/watch?v=Mk1xjbA-ISE

 (local clip)

 Heads-up Display in Cars (play GE clip)  Mobile AR (play Nokia clip)

 Mobile 3rd Party

 http://news.bbc.co.uk/2/hi/technology/8193951.stm

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 14

Sound Paths & Mixing Points

Real-World Sound Environment

Outer Ear

Nerves Brain

Typical VR/AR systems use speakers (1)

  • r headphones (2a)

Our approach performs the mixing at the

cochlea (2b)

Inner Ear Middle Ear

Ear System

1 2 3 4 a b

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 15

Auditory Sense

Acoustic-Hear-Through AR (Speakers)

 Mixing in the environment (far)

PC

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 16

Auditory Sense (cont.)

Mic-Through AR

 Mixing in the computer

PC

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 17

Auditory Sense (cont.)

Hear-Through AR

 Bone conduction  Mixing at the sensory subsystem

PC

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 18

Bone-Conduction Example

The sound of your own voice is a

combination of:

 Sound reaching your ears through the air  Vibrations reaching your cochlea though your

head

Example

Sound heard through the air Sound heard through the head Combined sound

Mauldin & Scordilis, 2004

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 19

Research Questions

How well can people localize sound using

bone conduction?

What types of sound works best?

 Ambient sound  Spoken voice  Sound FX  Music

We looked at basic sounds (sine waves)

  • f various frequencies

 Stationary and moving sounds

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 20

Design of the User Study

 24 Computer science students (22 male)  3 Main treatments (Audio Devices)

 Speakers, Headphones, Bone-Conduction Device

 Each subject performed 63 trials with each

device

 3 Frequencies

 Low (200Hz), Medium (500Hz), High (1kHz)

 7 sound samples (5 sound locations + 2 directions)

 Left, Center-Left, Center, Center-Right, Right  Moving, right-to-left moving

 3 repetitions of each combination  3 * 7 * 3 = 63

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 21

User Study

Physical/Virtual sound locations

Ө = 45o Ө Ө Ө

LEFT RIGHT CENTER CENTER- LEFT CENTER- RIGHT

r = 1m

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 22

User Study (cont.)

Each sample was played for 1 second Subjects wore a blindfold No HRTFs used Subjects had to identify location/direction

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 23

Results

 Accuracy for Stationary Sounds

 Speakers > headphones > bone conduction  High-Freq. == Low Freq., both > Medium Freq.

 Accuracy for Moving Sounds

 Speakers == Bone conduction  Bone Conduction == Headphones  Speakers > headphones

(α = .05)

ns ns Interaction ns HIGH LOW MED Frequency S B H S H B Audio Device Moving Stationary

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 24

Results (cont.)

 Problems with the "in-between" locations

 Center-Left/Center-Right

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 25

Analysis

Real-world sound

 High fidelity  Low control

Computer-generated sound

 Low(er) fidelity  Complete control

Later mixing point = Closer to the brain

 More personalized, but  More processing for transforming and mixing

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 26

Analysis (cont.)

Bone-conduction/headphone approaches

 Require head tracking for CG sound  Require processing for spatialization (e.g.,

HRTF or BRTF)

Speaker-based

 Allows for shared experience (like projection

systems in visual field)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 27

Haptic Sense

Mixing at Sensory Subsystem (Novint Falcon) Mixing in Computer (teleoperation) or in Environment (Immersion CyberGrasp)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 28

Haptic Sense (cont.)

Mixing in the Environment (Lindeman, VRST 2004)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 29

Olfactory Sense

Mixing in the Environment (far) [AirCanon (Yanagida et al., 2004)] Mixing in the Computer (Hirose et al. 1997)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 30

Olfactory Sense (cont.)

Mixing in the Environment (mid) [AirCanon (Yanagida et al., 2004)] Mixing in the Environment (near) (Nakamoto & Min, 2007)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 31

Gustatory Sense

Bite interface

 Really haptics (near)

Iwata, 2004 (photos: Sid Fels)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 32

Gustatory Sense (cont.)

Edible bits Straw-like interface

 Mixing in the env.

(Maynes-Aminzade, 2005) (Nakamoto, 2007)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 33

Gustatory Sense (cont.)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 34

Final Thoughts

 What about a 3D printer+robot arm?  RW stimuli

 High fidelity / low control

 CG stimuli

 Low(er) fidelity / complete control

 Later mixing point = more "personal" stimuli

 Closer to the brain

 Multi-sensory approaches are interesting

 Compensate for weaknesses in one sense with

another sense

 Use speakers for environmental, bone-conduction for

virtual characters