mobile ar lecture 2 - technology
TRANSCRIPT
LECTURE 2: AR TECHNOLOGY
Mark Billinghurst [email protected]
Zi Siang See [email protected]
November 29th-30th 2015
Mobile-Based Augmented Reality Development
Augmented Reality Definition
• Defining Characteristics • Combines Real and Virtual Images
• Display Technology • Interactive in real-time
• Interaction Technology • Registered in 3D
• Tracking Technology
Display Technologies
! Types (Bimber/Raskar 2003) ! Head attached
• Head mounted display/projector ! Body attached
• Handheld display/projector ! Spatial
• Spatially aligned projector/monitor
Epson Moverio BT-200
▪ Stereo see-through display ($700) ▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪ Android Powered, separate controller ▪ VGA camera, GPS, gyro, accelerometer
Strengths of optical see-through • Simpler (cheaper) • Direct view of real world
• Full resolution, no time delay (for real world) • Safety • Lower distortion
• No eye displacement • see directly through display
Vuzix Wrap 1200DXAR
▪ Stereo video see-through display ($1500) ■ Twin 852 x 480 LCD displays, 35 deg. FOV
■ Stereo VGA cameras ■ 3 DOF head tracking
Strengths of Video See-Through • True occlusion
• Block image of real world
• Digitized image of real world • Flexibility in composition • Matchable time delays • More registration, calibration strategies
• Wide FOV is easier to support • wide FOV camera
Multiplexed Displays
• Above or below line of sight • Strengths
• User has unobstructed view of real world • Simple optics/cheap
• Weaknesses • Direct information overlay difficult • Display/camera offset from eyeline • Wide FOV difficult
Google Glass
▪ Monocular see-through multiplexed display ▪ 640 x 360 microprojector, 15 degree FOV ▪ 5 MP camera, gyro, accelerometer
Display Technology
• Curved Mirror • off-axis projection • curved mirrors in front of eye • high distortion, small eye-box
• Waveguide • use internal reflection • unobstructed view of world • large eye-box
See-through thin displays
• Waveguide techniques for thin see-through displays • Wider FOV, enable AR applications • Social acceptability
Opinvent Ora
Lumus DK40
Spatial Augmented Reality
• Project onto irregular surfaces • Geometric Registration • Projector blending, High dynamic range
• Book: Bimber “Spatial Augmented Reality”
Projector-based AR
Examples: Raskar, MIT Media Lab Inami, Tachi Lab, U. Tokyo
Projector
Real objects with retroreflective covering
User (possibly head-tracked)
CastAR - http://technicalillusions.com/
• Stereo head worn projectors • Interactive wand • Rollable retro-reflective sheet
Objects Registered in 3D
• Registration • Positioning virtual object wrt real world
• Tracking • Continually locating the users viewpoint
• Position (x,y,z), Orientation (r,p,y)
Tracking Technologies " Active
• Mechanical, Magnetic, Ultrasonic • GPS, Wifi, cell location
" Passive • Inertial sensors (compass, accelerometer, gyro) • Computer Vision
• Marker based, Natural feature tracking
" Hybrid Tracking • Combined sensors (eg Vision + Inertial)
Tracking Types
Magnetic Tracker
Inertial Tracker
Ultrasonic Tracker
Optical Tracker
Marker-Based Tracking
Markerless Tracking
Specialized Tracking
Edge-Based Tracking
Template-Based Tracking
Interest Point Tracking
Mechanical Tracker
Example: Marker tracking • Available for more than 10 years • Several open source solutions exist
• ARToolKit, ARTag, ATK+, etc
• Fairly simple to implement • Standard computer vision methods
• A rectangle provides 4 corner points • Enough for pose estimation!
Tracking challenges in ARToolKit
False positives and inter-marker confusion (image by M. Fiala)
Image noise (e.g. poor lens, block
coding / compression, neon tube)
Unfocused camera, motion blur
Dark/unevenly lit scene, vignetting
Jittering (Photoshop illustration)
Occlusion (image by M. Fiala)
Markerless Tracking
Magnetic Tracker Inertial Tracker
Ultrasonic Tracker
Optical Tracker
Marker-Based Tracking
Markerless Tracking
Specialized Tracking
Edge-Based Tracking
Template-Based Tracking
Interest Point Tracking
• No more Markers! #Markerless Tracking
Mechanical Tracker
Natural Feature Tracking
• Use Natural Cues of Real Elements • Edges • Surface Texture • Interest Points
• Model or Model-Free • No visual pollution
Contours
Features Points
Surfaces
Edge Based Tracking • RAPiD [Drummond et al. 02]
• Initialization, Control Points, Pose Prediction (Global Method)
Model Based Tracking
• OpenTL - www.opentl.org • General purpose library for model based visual tracking
Marker vs. natural feature tracking • Marker tracking
• ++ Markers can be an eye-catcher • ++ Tracking is less demanding • -- The environment must be instrumented with markers • -- Markers usually work only when fully in view
• Natural feature tracking • -- A database of keypoints must be stored/downloaded • ++ Natural feature targets might catch the attention less • ++ Natural feature targets are potentially everywhere • ++ Natural feature targets work also if partially in view
Example: Outdoor Hybrid Tracking
• Combines • computer vision
• natural feature tracking
• inertial gyroscope sensors • Both correct for each other
• Inertial gyro - provides frame to frame prediction of camera orientation
• Computer vision - correct for gyro drift
Robust Outdoor Tracking
• Hybrid Tracking • Computer Vision, GPS, inertial
• Going Out • Reitmayr & Drummond (Univ. Cambridge)
Reitmayr, G., & Drummond, T. W. (2006). Going out: robust model-based tracking for outdoor augmented reality. In Mixed and Augmented Reality, 2006. ISMAR 2006. IEEE/ACM International Symposium on (pp. 109-118). IEEE.
• Interface Components • Physical components • Display elements
• Visual/audio • Interaction metaphors
Physical Elements
Display Elements Interaction
Metaphor Input Output
AR Interface Elements
Interface Design Path
1/ Prototype Demonstration
2/ Adoption of Interaction Techniques from other interface metaphors
3/ Development of new interface metaphors appropriate to the medium
4/ Development of formal theoretical models for predicting and modeling user actions
Desktop WIMP
Virtual Reality
Augmented Reality
Interaction Development
• Information Browsing • Camera movement • Limited interaction
• 3D AR Interaction • HMD, hand tracking • 3D UI/VR techniques • Specialized input devices
Tangible User Interfaces (Ishii 97)
• Augmented Surfaces • Rekimoto 1998 • Multiple projection surfaces • Tangible prop interaction
• i/O Brush (2004) • Ryokai, Marti, Ishii • Sensor enhanced real brush
Other Examples
• Triangles (Gorbert 1998) • Triangular based story telling
• ActiveCube (Kitamura 2000-) • Cubes with sensors
Lessons from Tangible Interfaces
• Benefits • Physical objects make us smart (affordances) • Objects aid collaboration • Objects increase understanding (cognitive artifacts)
• Limitations • Difficult to change object properties • Limited display capabilities (2D surface) • Separation between object and display
Tangible AR Interaction
• AR overcomes limitation of TUIs • enhance display possibilities • merge task/display space • provide public and private views
• TUI + AR = Tangible AR • Apply TUI methods to AR interface design
Tangible AR Design Principles
• Tangible AR Interfaces use TUI principles • Physical controllers for moving virtual content • Support for spatial 3D interaction techniques • Support for multi-handed interaction • Match object affordances to task requirements • Support parallel activity with multiple objects • Allow collaboration between multiple users
VOMAR - Tangible AR Interface • Use of natural physical object to control virtual objects
• Physical objects • Catalog book:
• Turn over the page
• Paddle operation: • Push, shake, incline, hit, scoop
Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., & Tachibana, K. (2000). Virtual object manipulation on a table-top AR environment. In Augmented Reality, 2000.(ISAR 2000). Proceedings. IEEE and ACM International Symposium on (pp. 111-119). Ieee.
Interaction Evolution
• Browsing Interfaces • simple (conceptually!), unobtrusive
• 3D AR Interfaces • expressive, creative, require attention
• Tangible Interfaces • Embedded into conventional environments
• Tangible AR • Combines TUI input + AR display
• Web based AR • Flash, HTML 5 based AR • Marketing, education
• Outdoor Mobile AR • GPS, compass tracking • Viewing Points of Interest in real world • Eg: Junaio, Layar, Wikitude
• Handheld AR • Vision based tracking • Marketing, gaming
• Location Based Experiences • HMD, fixed screens • Museums, point of sale, advertising
Typical AR Experiences
User Experience
• Multiple Views
• Map View, AR View, List View
• Multiple Data Types • 2D images, 3D content, text, panoramas
Demo: colAR
• Turn colouring books pages into AR scenes • Markerless tracking, use your own colours..
• Try it yourself: http://www.colARapp.com/
What Makes a Good AR Experience?
• Compelling • Engaging, ‘Magic’ moment
• Intuitive, ease of use • Uses existing skills
• Anchored in physical world • Seamless combination of real and digital