• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
Standard VENTURI presentation (10min)
 

Standard VENTURI presentation (10min)

on

  • 534 views

VENTURI is a collaborative European project targeting the shortcomings of current Augmented Reality design; bringing together the forces of mobile platform manufacturers, technology providers, ...

VENTURI is a collaborative European project targeting the shortcomings of current Augmented Reality design; bringing together the forces of mobile platform manufacturers, technology providers, content creators, and researchers in the field.
VENTURI aims to place engaging, innovative and useful mixed reality experiences into the hands of ordinary people, by co-evolving next generation AR platforms and algorithms.
VENTURI plans to create a seamless and optimal user experience through a thorough analysis and evolution of the AR technology chain, spanning device hardware capabilities to user satisfaction.

Statistics

Views

Total Views
534
Views on SlideShare
534
Embed Views
0

Actions

Likes
0
Downloads
1
Comments
0

0 Embeds 0

No embeds

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    Standard VENTURI presentation (10min) Standard VENTURI presentation (10min) Presentation Transcript

    • Oct ‘11 – Oct ‘14“creating a pervasive Augmented Reality paradigm, where information is presented in a‘user’ rather than a ‘device’ centric way” FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies
    • PartnersFBK - ItalyFraunhofer HHI - GermanyST-Microelectronics – ItalyMetaio - GermanyST-Microelectronics andST-Ericsson – Francee-Diam Sistemas - SpainSony Mobile - Sweden Research 38% 37% IstitutionsINRIA - France SME 25% Industry
    • Market End Users Products Pre-product Mobile Prototypes Lab PrototypesCoverage Applied Research Pure Research
    • ChallengesO AR focused platform developmentO Visual registration chain user-device-worldO World modelling using consumer-level mobile devicesO Mobile contextual understandingO Context sensitive content deliveryO User interactions with AR
    • AR Platform EvolutionO Multi-core CPU & GPUO Hi-res single or dual cameras, plus large set of sensorsO Smart power management policiesO Address AR requirements in development of platform SW framework and services (e.g. sensor fusion, video pipe optimized for AR use)O Optimize the whole processing chain, taking server side resources (i.e. The cloud) when possible
    • Registration chainO Match visual features with nearby photos to identify ‘tagged’ landmarksO Match visual features to synthetic models of the WorldO Locate text/logos/signs in the environment then check against local geo-objects/eventsO Use on-board sensors to guide image / audio processing algorithmsO Estimate user (body, face, hands) position with respect to the device
    • World modellingO Photogrammetric 3D reconstruction using mono/ stereo cameras (including historical imagery)O Structure from motion for modelling dynamic objects in the sceneO Planar surface identification for ad-hoc interactive surfaces
    • Mobile context understandingO User motion/activity analysis using on-board sensorsO Fusion of cues from: O modelling and registration O geo-objects O geo-social activity
    • Context sensitive AR deliveryO Inject AR data in a natural manner according to: O The environment O Occlusions O Lighting and shadows O User activityO Exploit user and environment ‘context’ to select best delivery modality (text, graphics, audio, haptic, etc.), i.e. scalable/simplify-able audio- visual content
    • User InteractionsO Explore evolving means of AR delivery and interaction O In-air interfaces for sensing gestures (motion of device, hands, face, etc..) O 3D audio O Micro-projection for multi-user, social-AR O AR visors/glasses
    • PrototypesO A consolidated prototype at the end of each year to be evaluated through Use CasesO 3 Use Cases O Tourism O Gaming O Personal assistant
    • “creating a pervasive Augmented Reality paradigm, where information is presented in a‘user’ rather than a ‘device’ centric way”