A talk from the Develop Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Khaled Sarayeddine (Optinvent): AR Displays Technology Overview
The presenter will take the audience through the various approaches and optical architectures for see through AR displays including technologies used in products by Sony, Microsoft, Google, ODG, Lumus, and Optinvent.
http://AugmentedWorldExpo.com
3. AR and VR On-Eye classification & Optical technologies
AR Smart glasses products Benchmarking
User Interface for AR products
Future trend in AR headsets and Smart glasses
Industrial Use case for AR Devices
3
SUMMARY
4. AR and VR On-Eye classification
& Optical Technologies
5. 5
Main Components & Technologies for AR & VR Devices
Micro Display
Collimator
Eye Box
Eye Pupil
Image Rays Outdoor Rays
Virtual Display:
• Low cost, High Brightness
• High FOV, Small footprint
Li Ion/Polymer:
• High Capacity, >1000mAH
• Small size
CPU/GPU:
• Low Power, High Performances
• Small size, at least Dual Core
Software/OS/Applications/UX:
• Open platform/SDK
• Allow Smartphone App Model
6. Définition et introduction aux systèmes de visualisation oculaire
6
• Eye Relief ~20mm, Eye-Box ~10mm
• Brightness: 3 to 5kCd/m² (nits), Decent FOV (depends on application)
• Image Position (at finite or at infinite distance), Flip Vu recommended
• Optimal Convergence for Binoculair systems
• Light Weight<100g & Ophtalmic Correction mandatory
FOV Micro display
F
Perceived enlarged
Virtual image
D
Eye Pupil
Collimating
Lens
Eye Relief
Basic Ergonomic & Photometric Parameters
7. Oculus
7
VR Immersive Non See-Through Devices
Various Devices and Smart-Glasses
Fully Immersive
for VR Applications
Sony
Samsung
• Classical optics, with a low barrier to entry
• Large distortion corrected by software
• Low resolution
• Non AR capable & cumbersome
• Software making convergence & low latency for real time
video
Micro Display
Optics
Smartphone screen
Optics
FOV: 110deg
Resolution:12pixels/deg
FOV: 45deg
Resolution:~60 pixels/deg
8. 8
Non See-Through optical Devices
Various Devices and Smart-Glasses
See Around, don’t allow True AR Applications
Vuzix M100 Recon Jet
SonyTelepathy
Brothers
• Classical optics, with a low barrier to entry
• Low FOV (<14deg)
• Low resolution
• Small Eye Box
• Non AR Capable
9. 9
True AR See-Through Devices, Free air propagation Optics
Various Devices and Smart-Glasses
Laster
See-Thru
Vuzix
WRAP1200
Laster
ODG
• Cumbersome
• Low efficiency (<10%)
• Low barrier to entry for optics
• Subject to dust deposition
FOV:
30deg
Resolution:
45pixels/deg
10. 10
Google
Glass
True AR See-Through devices using Light guide technology
Various Devices and Smart-Glasses
Epson
Moverio
Lumus
Sony
OptinventHololens
Microsoft
14. UX for Smart Glasses, The Key success factor for AR devices
14
• Touch pad:
Virtual keyboard
Deported Keyboard on smart phone screen
• Voice command:
Off line Voice command
On Line Voice command
Noise Cancellation (2 embedded Mic mandatory)
Still very sensitive with low sucess rate
• Gyroscopic:
Head Mouvement, still not natural
Difficult to get precise gesture
Social acceptability issue
• Camera Gesture recognintion:
• Hands movements tracking by TOF Cameras
• Implies the use for one to Two cameras all time (power consumption, cpu resource)
• Visual, Or Eye Tracking:
• BY imaging and tracking of eye and pupil position with low resolution camera
• Still dificult to get very high precision, used for eye to display calibration
• Could induces eye fatigue
• But it should be the best for the future
16. • AR to replace VR in the longer term:
• If the Display could be transparent, it should transparent to allow
full user’s Mobility
• Form factor is not necessary Glasses Like
• For a better comfort
• For a better social acceptability (Wearable device)
• In the technology side:
• Better Display:
• Higher FOV is expected with >50 deg
• Light Field to display information in different focus plane
• Small foot print with probably Light guide based technologies
• Better computing platform
• Optimized Chip for low power consumption & low heating
• More hardware integration
• Needs for a better Battery (Life time, capacity, form factor)
• UX/Software side: Here is the big value
• Create a new eco-system (Mobile phone app like)
Future Trends
16
18. 18
People in mobile situations
need hands-free access
to information / content
Industrial
Use Case
19. 19
Demand for smart glasses
will be driven by enterprises more than
consumers… in the short term
• Enterprise market for wearables to surpass consumer market,
according to Deloitte’s Consulting
• Good ROIs can be demonstrated in enterprises (productivity
of hands free and information access)
• There are millions of field service, warehouse, maintenance
and other enterprise users that
will benefit from hands free smart glass solutions
Sources : Deloitte Consulting, Vuzix
ENTERPRISE TO
ADOPT FIRST,
THEN CONSUMER
20. 20
“We were able to cut the time in half for a
quality control operation with the “Smart
Eyes” checklist application”
Eric Payan - CDO
Bosch Rexroth Venissieux
Check List
Assembly
Application
22. 22
“The use of smart glasses creates innovation and greatly improves the
training process.”
Helene Wallyn - FOAD Project Leader
GRDF
Training
Application
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