Augmented Reality

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    Augmented Reality - Presentation Transcript

    1. A Brief Introduction to Augmented Reality IE 543 3 Nov 2008 Trond Nilsen
    2. What is it?
      • Overlaying virtual imagery on the real world
      • Merging the real and the virtual
      • Simultaneous interaction
    3. A Brief History (1)
      • 1960s – Sutherland & Sproull’s first HMD
    4. A Brief History (2)
      • 1970s / 1980s – USAF helmet displays, Super cockpit (Furness)
    5. A Brief History (3)
      • Early 1990s – Boeing wire harness assembly application.
      • Early to mid 1990s – UNC ultrasound visualization project
    6. AR – Brief History (4)
      • Early 2000s :
        • Outdoor AR
        • ARToolkit / Magic Book
        • Applications!
    7. AR - Applications
      • Many applications,
        • Engineering
        • Archaeology
        • Medicine
        • Architecture
        • Visualization
        • Military
    8. Video – AR Pancho
    9. How?
      • Two main problems
        • Tracking the real world
        • Displaying the virtual objects
      • Variety of technology solutions for each problem
    10. Tracking
      • Magnetic
        • Fast and accurate
        • Expensive, normally requires setup
      • Inertial
        • Cheap and somewhat inaccurate
        • Must be frequently recalibrated
      • Computer Vision
        • Range of techniques
        • Reasonably accurate
        • Cheap
    11. Tracking
      • Mechanical
        • Potentially very accurate
        • Attached to device
        • Works well in conjunction with haptic feedback
      • Ultrasound
        • Potentially accurate,
        • May suffer from interference
      • GPS
        • Suitable for outdoor AR
      • Hybrid solutions
    12. How? Displays!
    13. Is it realistic?
      • Delay
      • Rendering quality
      • Lighting
      • Error
      • Non-tangible
      • Mediated video
    14. Video – AR Relight
    15. ARToolKit
    16. Reality / Virtuality Continuum
    17. AR – Transitional Interfaces
      • Interfaces that move you along the continuum
      • Supports egocentric and exocentric views
        • Exocentric - View from above
        • Egocentric - View from within
        • Appropriate for different tasks
    18. AR - Collaboration
      • Wide variety of cues used when communicating
      Speech Paralinguistic Paraverbals Prosodics Intonation Audio Gaze Gesture Face Expression Body Position Visual Object Manipulation Writing/Drawing Spatial Relationship Object Presence Contact Environmental
    19. AR - Collaboration
      • Face-to-face collaboration
        • People surround a table
        • It is easy to see each other
      • Computer collaboration
        • People sit side by side
        • It is hard to see each other
    20. AR - Collaboration
      • Attributes:
        • Virtuality
        • Augmentation
        • Cooperation
        • Independence
        • Individuality
      • Seamless Interaction
      • Natural Communication
      • Role division
      • Privacy
    21. AR – Hybrid User Interfaces
    22. AR – Magic Lenses
      • Developed at Xerox PARC in 1993
      • View a region of the workspace differently to the rest
        • Not limited to magnification
    23. AR – Magic Lens
      • Focus + Context – two data sets
        • Direct comparison of differing data sets in situ
      • Selection
    24. AR Gaming
    25. Gaming - ARQuake
      • Developed by Wayne Piekarski & Bruce Thomas at University of South Australia
      • Modified version of Quake for Tinmith Outdoor AR system
    26. Gaming – AR Tankwar
    27. Video – AR Tankwar

    + Trond NilsenTrond Nilsen, 2 years ago

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