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Making Mobile Augmented Reality More Compelling<br />Ronald Azuma<br />Research Leader<br />Nokia Research Center, Santa M...
3<br />Public<br />Current state of mobile AR<br />Tracking limitations constrain experiences<br />metaio<br />
4<br />Public<br />Two approaches<br />Exploit unique, powerful locations<br />Rethink how to implement AR<br />
5<br />Public<br />+<br />+<br />+<br />
6<br />Public<br />The Westwood Experience<br />1) Story elements tied to unique and powerful locations<br />2) Focus on a...
7<br />Public<br />
8<br />Public<br />Clear and meaningful connections between the real environment and the experience on the mobile device<b...
9<br />
10<br />Public<br />Indirect AR<br />Rethink how to implement an AR experience<br />Render both what user perceives to be ...
11<br />
12<br />
13<br />Public<br />User Study on Indirect AR<br />16 out of 18 participants didn’t realize they were not looking directly...
14<br />Public<br />Contributors and References<br />Vids Samanta<br />Yun-Ta Tsai<br />Owen Vallis<br />Lance Williams<br...
Indirect Augmented Reality.  To appear in Computers & Graphics, special issue on Mobile AR</li></li></ul><li>
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Ronald Azuma - Presentation at Emerging Communications Conference & Awards (eComm 2011)

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Transcript of "Ronald Azuma - Presentation at Emerging Communications Conference & Awards (eComm 2011)"

  1. 1.
  2. 2. Making Mobile Augmented Reality More Compelling<br />Ronald Azuma<br />Research Leader<br />Nokia Research Center, Santa Monica<br />eComm 2011, June 29, 2011<br />2<br />
  3. 3. 3<br />Public<br />Current state of mobile AR<br />Tracking limitations constrain experiences<br />metaio<br />
  4. 4. 4<br />Public<br />Two approaches<br />Exploit unique, powerful locations<br />Rethink how to implement AR<br />
  5. 5. 5<br />Public<br />+<br />+<br />+<br />
  6. 6. 6<br />Public<br />The Westwood Experience<br />1) Story elements tied to unique and powerful locations<br />2) Focus on a linear story, not games, marketing, puzzles, etc.<br />3) Mixed Reality effects not commonly seen in location-based experiences<br />
  7. 7. 7<br />Public<br />
  8. 8. 8<br />Public<br />Clear and meaningful connections between the real environment and the experience on the mobile device<br />
  9. 9. 9<br />
  10. 10. 10<br />Public<br />Indirect AR<br />Rethink how to implement an AR experience<br />Render both what user perceives to be virtual and real<br />Tradeoff between a difficult tracking problem or a difficult rendering & modeling problem<br />
  11. 11. 11<br />
  12. 12. 12<br />
  13. 13. 13<br />Public<br />User Study on Indirect AR<br />16 out of 18 participants didn’t realize they were not looking directly at real world<br />Strongly significant preference for Indirect AR (under tested conditions)<br />
  14. 14. 14<br />Public<br />Contributors and References<br />Vids Samanta<br />Yun-Ta Tsai<br />Owen Vallis<br />Lance Williams<br />Jason Wither<br />Rachel Hinman<br />Jordan Hochenbaum<br />Thommen Korah<br />MeghaPandey<br />Rebecca Allen<br />Will Carter<br />NavjotGarg<br />JuhaHemanus<br /><ul><li>The Westwood Experience: Connecting Story to Locations Via Mixed Reality. Proc. of ISMAR Arts, Media and Humanities 2010
  15. 15. Indirect Augmented Reality. To appear in Computers & Graphics, special issue on Mobile AR</li></li></ul><li>
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