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VU Augmented Reality on Mobile Devices VU Augmented Reality on - - PowerPoint PPT Presentation

VU Augmented Reality on Mobile Devices VU Augmented Reality on Mobile Devices Introduction Introduction What is AR What is AR Interaction Techniques Navigation Collaboration Navigation, Collaboration 1 AR using the


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VU Augmented Reality on Mobile Devices VU Augmented Reality on Mobile Devices

  • Introduction

What is AR

  • Introduction – What is AR
  • Interaction Techniques
  • Navigation Collaboration

Navigation, Collaboration

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AR using the iPad as input device AR using the iPad as input device

  • iPad used as target
  • iPad used as target
  • iPad used as input device (2D gestures)

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Assembly instructions using AR Assembly instructions using AR

  • Step by step Instructions
  • Step by step Instructions
  • Feedback from the real world object
  • Simple acknowledgements

Simple acknowledgements

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Sixth Sense Projector Base AR Sixth Sense Projector Base AR

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Navigation Navigation

  • Navigation consists of two parts:
  • Navigation consists of two parts:
  • Travel (motor component)

Travel (motor component)

  • Wayfinding (cognitive component)
  • Travel already directly controlled in AR !
  • Viewpoint controlled by user
  • Therefore mostly passive displays in AR user

interfaces

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interfaces.

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SLIDE 6

Navigation tasks Navigation tasks

  • Exploration

Exploration

  • travel which has no specific target
  • build knowledge of environment
  • Search

Search

  • naïve: travel to find a target whose position is not known
  • primed: travel to a target whose position is known
  • build layout knowledge; move to task location

y g ;

  • Maneuvering
  • travel to position viewpoint for task
  • short, precise movements

short, precise movements

  • AR can provide hints
  • direction of travel
  • important landmarks

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important landmarks

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SLIDE 7

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Navigation Support Navigation Support

  • Direct Overlays
  • Direct Overlays
  • Information registered to Environment
  • Easy to interpret

S ll fi ld f i

  • Small field of view
  • No overview no knowledge build-up
  • Map integration
  • Provides overview

M i t l t ti t li

  • May require mental rotation to align
  • Occludes display

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Integrating instructions into the view Integrating instructions into the view

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1 [Kolbe’04] 2 [Chittaro’05] 3 [Hile’08] 4 [Walther-Franks’08]

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At an App Store near you At an App Store near you

Wikit d D i

  • Wikitude Drive
  • ACrossAir Nearest Tube

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Maps Maps

  • Map and spatial

p p knowledge

  • Rules for good map

d i design

  • Provide you are here

marker

[Hoellerer’01]

  • Provide grid
  • Choose either north-up or

forward-up map

  • Try mixing local and

global maps

  • Often as World-in-

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Miniature (WIM)

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SLIDE 12

Maps Maps

  • Choose either
  • Choose either
  • north-up (exo) or
  • forward-up (ego) map

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Signpost – Indoor Navigation Signpost – Indoor Navigation

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Case Study: Tinmith Case Study: Tinmith

  • Outdoor AR System for

y modeling the environment

  • Complex 3D interaction
  • Working planes
  • CSG

CSG

  • Intersections
  • Complex system control
  • many functions
  • object library

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  • bject library
  • manipulation modes

[Wayne Piekarski, UniSA]

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SLIDE 15

Image plane interaction Image plane interaction

  • Selection and

manipulation

  • Different gestures

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Outdoor Modeling with Working planes

  • Extension to

Outdoor Modeling with Working planes

image plane techniques

  • Planes relative to
  • User

User

  • View direction
  • Reference Object
  • Polygons
  • Polygons

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[Piekarski, ’04]

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SLIDE 17

Complex system input Complex system input

  • Pinch gloves
  • Pinch gloves
  • Hierarchical menu
  • 6D tracking with ARToolkit markers
  • 2 points for image plane techniques

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[Piekarski, ’03]

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SLIDE 18

Collaboration Collaboration

  • Example systems
  • Example systems
  • Distributed Graphics

Distributed Graphics

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Collaboration in the Future? Collaboration in the Future?

Remote Conferencing Remote Conferencing F f C f i

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Face to face Conferencing

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Today’s Technology Today s Technology

  • Video Conferencing
  • Video Conferencing
  • lack of spatial cues
  • limited participants

2D ll b ti

  • 2D collaboration
  • Collaborative Virtual Reality
  • Collaborative Virtual Reality
  • separation from real world
  • reduced conversational cues

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Problem of Seams

  • Functional seams

Problem of Seams

  • Functional seams
  • between different

functional workspaces

  • Loss of gaze information
  • Loss of gaze information
  • Degraded non-verbal cues
  • Cognitive seams
  • between different

work practices

  • More difficult to learn
  • Frustration

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SLIDE 22

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SLIDE 23

Collaborative Augmented Reality

  • Face to face interaction

Augmented Reality

  • Face to face interaction
  • Seamless Interaction
  • Natural Communication

Studierstube [Schmalstieg 96]

Natural Communication

  • Attributes:
  • Virtuality
  • Augmentation
  • Cooperation
  • Independence

Shared Space [Billinghurst 96, 99]

  • Individuality
  • Merges Task and

Communication Space

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Communication Space

SeamlessDesign[Kiyokawa 99]

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SLIDE 24

Geometry Education Geometry Education

  • Teach

geometric concepts

  • Roles:

teacher sees teacher sees solution, students d ’t don’t

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Construct 3D [Kaufmann 00]

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SLIDE 25

Augmented Classroom Augmented Classroom

  • Projection screen

j

  • Teacher or student

works with HMD

  • Class watches projection
  • Use of markers for

manipulating finished manipulating finished work without HMD

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More collaborative AR More collaborative AR

MagicMeeting [Regenbrecht01] ARTHUR [Broll00] MagicMeeting [Regenbrecht01]

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DWARF [Sandor03] MagicBook [Billinghurst]

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SLIDE 27

EMMIE: Augmented conferencing EMMIE: Augmented conferencing

  • “Hybrid User Interface”
  • Conferencing assisted by multiple computing devices
  • HMD, projection screen, notebook, tablet/PDA
  • Place virtual objects in 3D space

j p

  • Shared “virtual ether” metaphor

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[Butz 99]

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SLIDE 28

Indoor/Outdoor Collaboration Indoor/Outdoor Collaboration

Columbia Univ.’s MARS [Höllerer99]: Campus information system

GUI GUI Outdoor AR Indoor AR

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SLIDE 29

Studierstube Tour Guide Studierstube Tour Guide

  • Ad-hoc networking via WLAN

Ad hoc networking via WLAN

  • Navigation with another user
  • Guiding
  • Meeting
  • Following
  • Information browsing

[Reitmayr 03]

g

  • Setting the filters of other users
  • Following the selection of other users
  • Annotation
  • Annotation
  • Icons appear for all users
  • Filtering based on author possible

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Remote collaboration: AR Videoconferencing Videoconferencing

HITLab „Wearable conference space“: Video billboards + spatial audio in AR [Billinghurst 99] Studierstube „Augmented desktop videoconferencing“: 3D AR objects in video [Barakonyi 04]

  • Remote collaboration via video

A id b i t ti id 3D i t ti

in AR [Billinghurst 99] AR objects in video [Barakonyi 04]

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  • Avoid seams by integrating video + 3D interaction
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Hand of God interaction Hand of God interaction

  • On line 3D reconstruction
  • On-line 3D reconstruction
  • Show in mobile user’s view

Show in mobile user s view

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[Stafford 06]

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SLIDE 32

Technology: Distributed AR? Technology: Distributed AR?

  • Collaborative AR requirements
  • Collaborative AR requirements
  • Multiple users, each with own computer
  • Hybrid user interfaces require multiple computer
  • Distribution of labor
  • E.g., tracker server, app. server, render clients
  • Need for a distributed system
  • Need for a distributed system
  • What kind of networking technology?

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Networking for Collaborative AR Networking for Collaborative AR

  • Face to face AR similar to networked VR
  • Face-to-face AR similar to networked VR
  • Similar solutions applicable
  • Easier than typical networked VR

yp

  • Co-located better bandwidth situation than remote VR
  • Multiple HMDs easier synchronization than for tiled displays,

CAVEsTM etc.

  • But: hybrid user interfaces are more dynamic and

complex than regular VR

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Approaches Approaches

  • AR needs the following types of sharing
  • AR needs the following types of sharing
  • Symmetric: Between users
  • Asymmetric: Functional units (e.g. tracker server, tracker client)
  • Important aspects of networking
  • Easy to use for programmers
  • Adaptability to dynamic situation changes

p y y g

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Approach 1: Distributed Shared Scene Graph Distributed Shared Scene Graph

Goal: Distribution without programming

App A Host 1 Host 2 explicit App App Host 1 Host 2

Keep existing API intact

App. App. specific data App. Sync. App. App. implicit Scene Graph implicit Sync.

D l d t b

  • Dual database

(app, scene)

  • Optimizations

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  • Distributed shared memory semantics
  • Transparent distribution E.g.: COTERIE, DIV, Tinmith, Avango
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SLIDE 36

Approach 2: Component Middleware Component Middleware

  • Mobile AR and

hybrid UIs have lots of physical parts parts

  • Physical and

logical parts are g p modeled as communicating software software components

  • E.g. DWARF,

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g , Tinmith

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SLIDE 37

Example: DWARF Example: DWARF

  • CORBA-based

Middleware

  • Spontaneous

t ki f

[Bauer, 2003]

networking of components

  • Service matches

Service matches needs & abilities

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SLIDE 38

Social AR

  • Users create content &

Social AR

  • Users create content &

model the world

  • “YouTube” of AR
  • Supported with automated methods
  • Situated social networks
  • AR 2 0

Oh, no, officer - it’s not graffiti. it’s an analog real-time augmented reality

  • AR 2.0
  • Same Place / Object

analog real-time augmented reality application.

  • Same Place / Object

Different Time

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4 Junaio

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