IBM iForum - Augmented Reality Vtt by Charles Woodward
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IBM iForum - Augmented Reality Vtt by Charles Woodward

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Deck from the IBM iForum 2007 event in Zurich talking about Augmented Reality. Courtesy from Charles Woodward

Deck from the IBM iForum 2007 event in Zurich talking about Augmented Reality. Courtesy from Charles Woodward

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  • Thanks for dropping by and for the feedback comments! I have just gone through your blog post and that's a wonderful write-up! I surely agree with you that both of them can, and should!, walk hand in hand and the way you have described it just fits in perfect! Glad to know you have included this resource as well as part of the article. Greatly appreciated! Will share it across with a few folks I know who are interested in the topic as well. Thanks!!
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  • Great slideshow, I referenced it in a post I just completed here: http://tastethecloud.com/content/internet-things-augmented-reality. One of the most interesting things is the relationship between the Internet of Things and Augmented Reality, they seem to be bound by the same fundamental requirements in both technology and adoption. Thanks for the post.
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IBM iForum - Augmented Reality Vtt by Charles Woodward IBM iForum - Augmented Reality Vtt by Charles Woodward Presentation Transcript

  • Augmented Reality Prof. Charles Woodward VTT Technical Research Centre of Finland
  • Outline
    • Introduction
      • VTT
      • Virtual and Augmented Reality
    • Applications at VTT
      • Entertainment, marketing
      • Interior design, architecture
      • Mobile Augmented Reality
      • Production applications
    • Augmented Reality Future
      • Some new ideas
      • Enabling technologies
      • Trends and Drivers
  • INTRODUCTION
  • VTT Profile
    • 7 Knowledge Clusters
      • Digital Information Systems
      • Telecommunications
      • Microtechnologies and Sensors
      • Materials and Building
      • Industrial Systems
      • Biotechnology
      • Energy and Pulp&Paper
    • Figures
      • 2 700 employees
      • 233 M€ research budget
      • 45 Knowledge Centres
    Basic research Applied research Development work VTT INDUSTRY UNIVERSITIES
  • Virtual and Augmented Reality at VTT
    • VR/AR Roadmap report 2005
      • Fourteen VTT research teams contributing
      • Applications from entertainment to digital media, construction to production, ships, military, etc.
    • Technology, incl.
      • Core VR/AR solutions
      • Machine vision, feature tracking
      • Multimodality, 3D audio etc.
      • Motion tracking, avatars, sensors
      • GSM/GPS positioning, GIS systems
      • Ambient intelligence, context sensitivity, …
    • Special strenghts
      • Multi-disciplinary research
      • Strong industry relations and experience
  • Virtual Reality (Introduction)
    • Devices, incl.
      • Head Mounted Displays (HMD), data gloves, motion trackers, ...
    • CAVE systems
      • “ Lumeportti” - VTT’s proprietary CAVE for 3D data visualisation
      • Utilises video projectors, networked PCs and low-cost VR technology
      • Provides steroscopic walk-through functionality with gesture-based interaction
      • Applications e.g. space ship simulation for Alenia Spazio
  • Augmented Reality
    • Augmented Reality (AR)
      • Mixes virtual objects with user’s view of real world
      • Properties: real-time, interactive, 3D
    • Related technologies
      • Augmented Virtuality
      • Mediated Reality
      • Diminished Reality
      • Mixed Reality
    • Display devices
      • PC screen + web camera (”Magic mirror”)
      • Data glasses (video or optical see through HMD)
      • Hand held devices, camera phones (”Magic lense”)
    Reality Augmented Reality Augmented Virtuality Virtual Reality Mixed Reality
  • AUGMENTED REALITY – APPLICATIONS AT VTT
    • ARCatalogue
      • Enhanced ”Magic Book” application
      • In real marketing use by e.g. Lappset Group
    • ARCipher
      • Implementation on camera phones
      • Augmenting on matrix codes
    AR in Marketing / Media
    • CamBall
      • Augmented networked table tennis
    • SymBall
      • Virtual table tennis for camera phones
    • StereoGames
      • 3D Stereo display enhancement
    AR in Games / Entertainment
  • AR at Homes / Interiors
    • Basic solution
      • Virtual furniture object tied to each marker
    • ARInteriors
      • Augmented digital images
    • ARPhone
      • Virtual furniture on phone’s camera image
      • Downloading models by matrix codes
    • ARScaleModel
      • Virtual scale model augmented on table
      • Stereo viewing using data glasses
      • Virtual cursor for user interaction
    • Including
      • ARCatalogue for selecting components
      • Virtual reality walk-through inside the model
    AR on the Table / Collaboration
    • Outdoors visualisation of Digitalo
      • Commission by Senate Properties, spring 2003
      • Client/server implementation with PDA & WLAN
      • Using large 80 x 80 cm markers, Speed 2 frames / sec
    • Markerless implementation “AROnSite”
      • Feature based tracking
      • Interactive positioning of building to real scene
      • E.g. Helsinki Music Hall visualisation 2006
    Mobile Augmented Reality
    • Google Earth + AROnSite
      • Building placed in Google Earth
      • Semi-automatic positioning using GPS
    • Applications, e.g.
      • Paper mill visualisations by Pöyry Plc 2007
      • Excavator visualisations for Metso Minerals 2007
    • Future work
      • Automatic positioning, e.g. matching map and cam view
      • Implementation on camera phones
    “ Google Earth on Earth”
    • ARWebCam
      • Augmented reality webcamera
      • Application during Digitalo construction 2003 – 2005
      • VTT being the first in the world to implement
    • 3D Terrain
      • Semiautomatic creation of 3D environment
      • Based on aerial photos and geographic information
      • Incl. trees, surrounding buildings, terrain shapes
    AR in the Web
  • PRODUCTION APPLICATIONS
  • Industry Partners, e.g.
    • Further applications by Pöyry Plc
    • ARCatalogue for technical machinery documents
    • Helmet with integrated camera & data glasses
      • Emagin video glasses / Micro-optical PC viewer
      • Lightweight, battery mounted inside helmet
    Project SPECIAL
    • Objective
      • To provide ubiquitous access to plant information using intuitive mobile user interfaces / Augmented Reality
    • Results
      • Core-task analyses for operational and maintenance work to consider and define interfaces between actions and actors including outsourcing of services
      • An ontology based modeling environment for linking plant model information from several sources e.g. for augmented visualisation of 3D constructions
      • AR demonstrations on gasification simulation process; the u ser can e.g. change controls and study changes in process values, and retrienve service instructions of the identified equipment
      • Employing AR in the design phase to support information transfer between design, installation, implementation and maintenance
    Project PLAMOS
    • Objective: to study studies methods and tools for ubiquitous plant model usage
      • Continuation to PLAMOS, but stronger emphasis on locationing techniques & pilot applications
    • Location aware services and augmented reality techniques studied in process industry surroundings in order to provide plant model services to a mobile device
      • Technologies: model based tracking, pseudosatellites
    • Participating companies
      • Fortum Nuclear Services, Pöyry Forest Industry, Metso Paper, Wärtsilä, Nokia Research Center, Cadmatic, Space Systems Finland, R.A. TR-Consulting
    • Timetable
      • 26.9.2007-31.7.2009, funding from Tekes and companies
    Project NOSE
    • Augmented Assembly
      • Timetable: 1.8.2006-31.7.2008
      • Funding from Tekes and companies
    • Objective: Increasing efficiency in assembly work with Augmented Reality
      • Development of the manufacturing process using AR
      • Integration of AR to CAD/PLM/ERP systems
      • Content creation (authoring) for Augmented Assembly
      • Exploring AR display devices in assembly factory
      • Work tool sensor feedback into AR systems
      • Development of a AugAsse demonstration system
      • Development of pilot applications at customer companies
    • Advantages
      • Visual and smart information for manual working phases
      • Faster work and less faults
      • Uniform quality
      • Steep learning curve
      • Customer-driven design change management
    Project AugAsse
  • SOME NEW PROJECT IDEAS
  • Project Proposal ”TelePet” Internet
    • Augmented Networked Games for Dogs
      • To entertain dogs over Internet during master’s absence
      • Game control based on gesture detection
    • Example game
      • Master throws virtual ball, dog has to “catch”
      • Dog sees silhouette on the screen, ball bounces back if “caught”
      • Further rewards, e.g. biscuit box operated over internet
  • Project Proposal ”AR4BC”
    • “ Augmented Reality for Building and Construction”
      • To provide mobile AR (MR) tools linking real situation at construction site to Building Information Models (BIM) information, planning and follow-up
    • Augmented on-site visualisation
      • linking project plans with actual situation on site
    • Augmented site journaling
      • feedback to system: attach images, tag installed parts in 4D model
    • Office solutions
      • presentation techniques for augmented 4D models
    • “ Mobile AR for Architects, Communities, Ads and Things”
    • Technology – core solutions
      • ARPhone – products, things downloaded by matrix codes, augmented in camera phone view
      • ARMobile/AROnSite – products, things positioned in Google Earth maps, augmented in camera phone view
      • ARCipher – 3D content augmented to ads, products etc., based on visual tracking of matrix codes
    • Applications (“Things”)
      • Consumer products, furniture, decoration
      • Construction, houses, appartments
      • Augmented ads, packages, products
      • Entertainment, infotainment, games
      • Fashion, trends, digital arts
      • Personal digital items
      • Virtual brand products
      • Sharing by communities
    Project Proposal “MARACAT”
  • Connecting Physical and Digital Worlds
    • Mobile Augmented Reality as visual interface to location based (3D) Internet content
    • Internet content augmented in real world
      • “ Google Earth on Earth” for displaying GE content on spot
      • E.g. virtual ads, tourist info, navigation, architecture
    • Mobile Internet content creation
      • Augmented and other media on camera phones, e.g. photos, video clips
      • Attaching the user generated (augmented) content to real world locations
    • Interfaces to virtual products
      • Digital products by virtual communities, with real monetary value
      • Current examples Habbo Hotel, IRC Gallery, Aapeli, Second Life, …
      • MAR interface to hyperdragging
    • Interfaces to virtual worlds
      • E.g. virtual world avatars augmented in real world
      • And, real people, things augmented in virtual worlds
  • Mobile Augmented Reality one of the technologies “most likely to alter industries, fields of research, and the way we live” . - MIT’s annual review “10 Emerging Technologies 2007”
  • Technology Enablers and Drivers
    • Smart mobile terminal
      • Technology convergence to smart phones
      • Incl. camera, 3D graphics, WLAN, WiMAX, 4G
      • Up to accelerometers, RFID, 3D displays
      • E.g. N95, iPhone, Samsung
    • Minituriarised data glasses
      • E.g. Lumus augmented reality glasses
      • MyVu video glasses for iPod
    • Game industry, e.g.
      • Sony Eye Toy
      • Nintendo Wii
      • Eye of Judgment
    • AR software technology
      • E.g., Markerless tracking (see video )
      • Commercial activities, companies Intersense (USA), Metaio (Germany), Total Immersion (France)
  • Mixed Reality and 3D Web
    • Second Life etc.
      • Virtual communities and commerce
      • Avatar representations & access from real world by Mixed Reality
    • Google Earth
      • Incl. 3D buildings, photos, panorama, etc.
      • Content creation by virtual communities, “digital graffiti”
    • Microsoft
      • PhotoSynth, Massively multi-user content creation
      • 3D reconstruction of physical world
    • Nokia
      • Purchase of Navteq at 5 Billion €
      • MARA project & VCUI team work at Palo Alto 2007
    • IBM
      • International Herald Tribune (April 25, 2007): IBM creates a mainframe platform for Virtual Worlds with game developer Hoplon, using the high-powered Cell processor, capable of supporting 100.000’s of users in realistic 3D games ...
  • Thank You! Prof. Charles Woodward Videos and Demos available at: http://www.vtt.fi/multimedia