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Herding Sheep: Live System Development for Distributed Augmented Reality ISMAR 2003, Tokyo, Japan 10.9.2003 Asa MacWilliams, Christian Sandor, Martin Wagner, Martin Bauer, Gudrun Klinker and Bernd Bruegge (macwilli | sandor | wagnerm |


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Asa MacWilliams, Christian Sandor, Martin Wagner, Martin Bauer, Gudrun Klinker and Bernd Bruegge (macwilli | sandor | wagnerm | bauerma | klinker | bruegge) @in.tum.de Fakultät für Informatik Technische Universität München

Herding Sheep: Live System Development for Distributed Augmented Reality

ISMAR 2003, Tokyo, Japan 10.9.2003

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Introduction

  • More and more AR systems are built using frameworks:

– Repo-3D, Studierstube, Tinmith, MR Platform ...

  • DWARF framework is unique regarding:

– Flexibility at runtime – Distribution among different hosts/operating systems – Introspection facilities – Easy adaption of third-party software

  • What is SHEEP?

– The „Shared Enviroment Entertainment Pasture“ – Distributed multiplayer game with variety of multimodal interactions

  • Why SHEEP?

– AR games are not new: Cow Painting, ARQuake, AquaGauntlet ... – Evaluation and refinement of architectural claims – Testdrive for new development process

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Outline

  • The Game

– Shows the game from the user‘s perspective

  • Framework Level

– System Architecture – Subsystem Details

  • Process Level

– Methodology – Tools

  • Conclusion
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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

Landscape containing virtual sheep is projected onto a table

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

Players have a variety of devices for interaction

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

A tangible plastic sheep attracts the virtual sheep

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

Point-and-Speak is used to create and remove sheep

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

Sheep can be scooped and dropped with an iPAQ

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

A tracked laptop as window to the virtual world

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

The Game

Color of sheep can be changed by user wearing an HMD

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

System Architecture (1) - Subsystems

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

System Architecture (2) - Deployment

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Subsystem Details (1)

  • Sheep Simulation

– Based on distributed variant

  • f flock of birds algorithm

[Reynolds 1987]

  • Tracking

– Dtrack system (ART GmbH) delivers raw pose data – Pipe-filter tracking architecture using DWARF event bus – Calibration component unifies coordinate systems,

  • ne-step calibration using a

pointing device

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Subsystem Details (2) - Visualization

  • VRML browsers with

DWARF/EAI adapter

  • Two types of browsers:

– Windows/Intel: Cortona from Parallelgraphics – Linux/StrongARM: FreeWRL

  • Distributed Scenegraph

realized through manual synchronization

  • Problematic limitations of:

– OpenGL/Java on iPAQ – EAI

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Subsystem Details (3) - Interactions

  • User Interface Controller: Conversion of

multimodal input into commands

  • Internal structure: Petri-Net

– Graphical output during runtime – Based on Petri-net framework jfern (XML and Java)

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Development Methodology

  • Incremental development of running system
  • Continuous integration of evolving components
  • System design during implementation
  • Jam Sessions: Interaction design and evaluation

during runtime

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Supporting Tools

  • One-step calibration with

magic wand

  • Monitoring:

– UI: User Interface Controller – Overall system state

  • Testing:

– Tracker simulation – Component simulation

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

Results

  • The game:

– Shown publicly at various occasions, first at ISMAR 2002 in Darmstadt. – User Feedback

  • Tangible User Interfaces with magical metaphors are easy to use
  • Direct interaction with head-fixed widgets is bad
  • Immediate feedback is important (graphical and acoustical)
  • The framework:

– Overall concepts validated – Single components still need improvement

  • The process:

– Still work in progress – Jam Sessions are fun and productive – Introspection facilities are very useful for debugging

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

  • Game extensions:

– Saving sheep from wolf and falling off the table – Landscape manipulations

  • Conduct usability studies:

– Consolidation of metaphors – Runtime usability evaluation tool – Interaction library for User Interface Controller

  • Process:

– Formalization and thorough evaluation – Further speedup of prototyping with new tools (Python1)

Future Work

  • Integrate recent DWARF

improvements into SHEEP:

– OpenInventor-based viewer – World model: Consistent data storage – Better calibration (SPAAM) – Middleware: Automatic component startup – Mac OS X/Windows support

1Special thanks to Joe Newman (TU Wien)

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Herding Sheep ISMAR 2003, Tokyo, Japan Christian Sandor (sandor@in.tum.de)

End of Talk

  • Why not start with DWARF today?
  • Project homepage

http://www.augmentedreality.de

  • Please ask your questions!

問をどうぞただし英でおいします。