Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application.
Early to mid 1990’s: UNC ultrasound visualization project
AR – Brief History (4)
1995: Fiducial tracking in video see-through [Bajura / Neumann]
Late 90’s: Collaboration, outdoor, interaction
Momentum builds in research and applications
2003 – HIT Lab NZ
AR – RV Continuum
Milgram’s Reality – Virtuality Continuum
AR - Applications
Many applications,
Engineering
Archaeology
Medicine
Architecture
Visualization
Military
AR – Examples (Medical)
“ X-ray vision” for surgeons
Aid visualization, minimally-invasive operations. Training. MRI, CT data.
Ultrasound project, UNC Chapel Hill.
AR – How?
AR - Technology
Technology
Tracking
Computer vision
Magnetic
Inertial
GPS
Ultrasonic
Display
HMDs
Retinal displays
PDA, tablets - ‘window’ to virtual world
Volumetric
Interfaces
Paddles
Tracked stylus
Gesture
Voice
AR – Tangible UI
Ishii (1997)
Create digital shadows for physical objects
Foreground
graspable UI
Background
ambient interfaces
AR – Tangible UI
Ambient Fixtures
Dahley, Wisneski, Ishii 1998
Use natural material qualities for information display
Graspable Interface
TerraVision (Art+Com)
seamless zooming
tangible interface
separation of physical + virtual
AR – Tangible AR
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
AR - VOMAR
Use of natural physical object manipulations to control virtual objects
VOMAR
Catalog book:
Turn over the page
Paddle operation:
Push, shake, incline, hit, scoop
AR - VOMAR
Show VOMAR Video
AR – Transitional Interfaces
Interfaces that transition between Reality, Augmented Reality and Virtual Reality
Supports egocentric and exocentric views
Exocentric - View from above
Egocentric - View from within
Appropriate for different tasks
AR – Transitional Interfaces
AR – Transitional Interfaces
Show MagicBook Video
AR - Collaboration
Wide variety of communication cues
Speech Paralinguistic Paraverbals Prosodics Intonation Audio Gaze Gesture Face Expression Body Position Visual Object Manipulation Writing/Drawing Spatial Relationship Object Presence Environmental
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
AR - Collaboration
Attributes:
Virtuality
Augmentation
Cooperation
Independence
Individuality
Seamless Interaction
Natural Communication
Role division
Privacy
AR - Hybrid User Interfaces
Goal: Incorporate Augmented Reality into a normal collaborative environment
Use the most appropriate tools
Manipulate 2D text or images on a 2D screen
Manipulate 3D objects in 3D space
Use the most appropriate displays
size, resolution, stereopsis
privacy vs sharing
AR - Hybrid User Interfaces Private Display Private Display Group Display Private Display Public Display Private Display Group Display Public Display PERSONAL 1 TABLETOP 2 WHITEBOARD 3 MULTIGROUP 4
AR - Hybrid User Interfaces
AR – Interaction techniques
Interaction in AR
Paddle Interaction
MagicLenses
FigARTips
Occlusion
Gesture
General purpose devices..
Gamepads
Joysticks
PDAs
Interaction – AR MagicLenses
Developed at Xerox PARC in 1993
View a region of the workspace differently to the rest
Not limited to magnification
Overlap MagicLenses to create composite effects
Interaction – AR MagicLenses
MagicLenses extended to 3D in 1996
Volumetric and flat lenses
Interaction – AR MagicLenses
Developed by Julian Looser at the HIT Lab
3D lens implementation in augmented reality
Use paddle interaction to control lens
Interaction – AR MagicLenses
Focus + Context – two data sets
Direct comparison of differing data sets in situ
Visualization & Exploration of data
Interaction – AR MagicLenses
Show Globe video
Interaction – AR MagicLenses
Model consisting of set of components
Lens can be used to see different component sets
Interaction – AR MagicLenses
Show House video
Interaction – FingARTips
Developed by Oakley Buchmann & Stephen Violich at the HIT Lab
Gesture Based Interaction
Hand tracking
3 markers on fingertips
Haptic Feedback
Vibrating motors
Depth cues
Occlusion + shadows
AR – FingARTips
Show FingARTips video
Interaction - Occlusive Interfaces
AR interface for 1 & 2D input
Physical Components
Sheet of tracking markers
Display Elements
1D or 2D virtual menu
Interaction Metaphor
Find 2D input using occlusion
Limited fidelity
Interaction - Occlusive Interfaces
Grid of tracking markers
2D interaction – moving virtual objects
Interaction - Gesture
Use of regular body motions as interface
Natural
Interact with virtual objects as if real
Break
Break
Gaming
AR is cool!
How can it be applied to gaming ?
Why are we interested ?
What are the possibilities ?
Is there a formal approach ?
AR Gaming - Mixed Fantasy
Extends Milgram’s continuum
Part of a larger taxonomy by Chris Stapleton
Describes level of game contribution from real, virtual and imaginative worlds
Real: What the real world tells the participant
Virtual: What the creator shows the participant
Imaginative: What the participant contributes
AR Gaming - Motivations
What makes AR a good platform for gaming?
AR is cool. But that’s not enough.
No clear reasons are articulated by AR game designers
AR game design is currently a random hunt for ‘cool’ games
While exploration is valuable, clear understanding of the benefits AR can offer is necessary
Hypothesis:
AR provides a medium for games that allows game designers to merge the best of real world games with the best of computer games
AR Gaming - Motivations
The physical world and the virtual world have different strengths as gaming mediums
Most games engage players in several ways
Such multifaceted games are particularly suited to AR enhancement
Remember limitations of current AR technology, bearing in mind its rate of change
But don’t forget AR specific games!!
Gaming – Some games..
Early AR Games
Camball
AR 2 Hockey
ARQuake
MIND Warping
RV Invaders / AquaGauntlet
More recent developments
Human Pacman
Collaborative 3D Tetris
Gaming – AR 2 Hockey
MR Systems Lab (Tokyo) - 1998
AR rendition of classic air hockey
Players move physical batons to strike virtual pucks
Primarily a demonstration of AR
Gaming – RV Invaders / AquaGauntlet
MR Systems Lab – 2000
Player has ‘gun’ mounted on arm, and ‘helmet’ HMD
Original Premise: Breakdown of ‘barriers’ between Reality & Virtuality - Players must defend reality
Gaming – RV Invaders / AquaGauntlet
Gaming - ARQuake
Developed by Wayne Piekarski & Bruce Thomas at University of South Australia
Modified version of Quake for Tinmith Outdoor AR system
Gaming - ARQuake
Conceptually impressive, but very difficult to play.
Tracking: GPS, Inertial
Tinmith project – real advances are in interaction techniques for Outdoor AR.
Gaming – Human Pacman
Gaming – Human Pacman
Developed by Adrian Cheok and the Mixed Reality Lab at NUS (Soon to be HIT Lab)
Multiplayer Outdoor AR
Wide combination of technologies
GPS
Inertial tracking
Wireless & wearable computing
Remote collaboration
Uses real world as gameworld
Gaming – Human Pacman
Gaming – Human Pacman
Gaming – Our games
Hybrid Settlers
2003 – Project for Cosc 426 (Trond Nilsen, David Thompson)
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