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Keynote at 23rd International Display Workshop

Associate Professor
Dec. 7, 2016
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Keynote at 23rd International Display Workshop

  1. BREAKING THE BARRIERS TO TRUE AUGMENTED REALITY CHRISTIAN SANDOR CHRISTIAN@SANDOR.COM KEYNOTE AT 23RD INTERNATIONAL DISPLAY WORKSHOP FUKUOKA, JAPAN 7 DECEMBER 2016
  2. BURNAR: FEEL THE HEAT MATT SWOBODA, THANH NGUYEN, ULRICH ECK, GERHARD REITMAYR, STEFAN HAUSWIESNER, RENE RANFTL, AND CHRISTIAN SANDOR. DEMO AT IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY, BASEL, SWITZERLAND, OCTOBER 2011. BEST DEMO AWARD
  3. BURNAR: INVOLUNTARY HEAT SENSATIONS IN AR PETER WEIR, CHRISTIAN SANDOR, MATT SWOBODA, THANH NGUYEN, ULRICH ECK, GERHARD REITMAYR, AND ARINDAM DEY. PROCEEDINGS OF THE IEEE VIRTUAL REALITY CONFERENCE, PAGES 43–46, ORLANDO, FL, USA, MARCH 2013.
  4. WORKSHOP AT NAIST, AUGUST 2014 ARXIV E-PRINTS, ARXIV:1512.05471 [CS.HC], 13 PAGES HTTP://ARXIV.ORG/ABS/1512.05471
  5. DEFINITION: 1. UNDETECTABLE MODIFICATION OF USER’S PERCEPTION 2. GOAL: SEAMLESS BLEND OF REAL AND VIRTUAL WORLD TRUE AR: WHAT? HTTPS://EN.WIKIPEDIA.ORG/WIKI/ TURING_TEST ALAN TURING. COMPUTING MACHINERY AND INTELLIGENCE. MIND, 59 (236): 433– 460, OCTOBER 1950. INSPIRED BY ALAN TURING’S IMITATION GAME PURPOSE: TEST QUALITY OF AI
  6. RELATION TO OTHER TURING TESTS COMPUTER GRAPHICS: MICHAEL D. MCGUIGAN. GRAPHICS TURING TEST. ARXIV E-PRINTS, ARXIV:CS/ 0603132V1, 2006 VISUAL COMPUTING: QI SHAN, RILEY ADAMS, BRIAN CURLESS, YASUTAKA FURUKAWA, STEVEN M. SEITZ: THE VISUAL TURING TEST FOR SCENE RECONSTRUCTION. 3DV 2013: 25-32 VIRTUAL REALITY AUGMENTED REALITY DIFFICULTY
  7. TRUE AR: WHY? TRAINING: SPORTS & SKILLS AMUSEMENT: INTERACTIVE STORIES SCIENCE: PSYCHOLOGY & NEUROSCIENCE LAW: FORENSICS & LOGISTICS OF CRIME SCENE STAR TREK HOLODECK. HTTPS://EN.WIKIPEDIA.ORG/WIKI/HOLODECK
  8. TRUE AR: HOW? MANIPULATING 
 ATOMS MANIPULATING 
 PERCEPTION CONTROLLED MATTER PERSONALIZED AR IMPLANTED ARSURROUND AR There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position sensor built into the surface of Lumen allows users to input commands and manipulate shapes with their hands. Other related project are PopUp and Glowbits devices [18, 33]. PopUp consists of an array of rods that can be moved up and down using shape memory alloy actuators. The PopUp, however, does not have a visual and interactive component. Glowbits by Daniel Hirschmann (Figure 3) is a 2D array of rods with attached LEDs; the motorized rods can move up and down and LEDs can change their colors. Discussion We have overviews a number of reasons why actuation can be used in user interfaces. We summarize them in Table 1. Applications Examples Figure 2.7: Hand-fixed reference frame: Augmentations move w example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand.
  9. There have been a number of shape architecture. The FEELEX project [14 attempts to design combined shapes a displays that can be explored by touc of several mechanical pistons actuate ered by a soft silicon surface. The i onto its surface and synchronized wit pistons, creating simple shapes. Lumen [32] is a low resolution, 13 display where each pixel can also ph down (Figure 4). The resulting displa graphic images and moving physica observed, touched, and felt with the h sensor built into the surface of Lumen commands and manipulate shapes wit Other related project are PopUp and 33]. PopUp consists of an array of ro up and down using shape memory PopUp, however, does not have a component. Glowbits by Daniel Hirsc 2D array of rods with attached LED can move up and down and LEDs can Discussion We have overviews a number of reas be used in user interfaces. We summa SACHIKO KODAMA. PROTRUDE, FLOW. ACM SIGGRAPH 2001 ART GALLERY. HTTP://PIXIEDUSTTECH.COM CONTROLLED MATTER HTTP://TANGIBLE.MEDIA.MIT.EDU/
 PROJECT/INFORM
  10. IMPLANTED AR
  11. SURROUND VS. PERSONALIZED AR MANIPULATING 
 ATOMS MANIPULATING 
 PERCEPTION CONTROLLED MATTER PERSONALIZED AR IMPLANTED ARSURROUND AR There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position sensor built into the surface of Lumen allows users to input commands and manipulate shapes with their hands. Other related project are PopUp and Glowbits devices [18, 33]. PopUp consists of an array of rods that can be moved up and down using shape memory alloy actuators. The PopUp, however, does not have a visual and interactive component. Glowbits by Daniel Hirschmann (Figure 3) is a 2D array of rods with attached LEDs; the motorized rods can move up and down and LEDs can change their colors. Discussion We have overviews a number of reasons why actuation can be used in user interfaces. We summarize them in Table 1. Applications Examples Figure 2.7: Hand-fixed reference frame: Augmentations move w example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand. LIGHT FIELD DISPLAYS: PERCEIVABLE
 SUBSET FULL
  12. onvergence of the eyes, and the distance of the ated close to the horopter (see Section 4.4.1) can ge around the horopter at which this is possible rea. However, in addition to absolute disparity, y-based depth perception. For example, the gra- ., the depth gradient) influence depth perception depth perception content dependent. Further- isparity is processed and depth is perceived can conflicting cues (e.g., inconsistent convergence ection 4.4.2) and nonconflicting cues, and an up- modulation frequency of disparity exists. A good ed depth perception can be found in [103]. onvergence and retinal disparity are the main , there are others. commodation and visual depth of field. LIGHT FIELD DISPLAYS WWW.DISPLAYSBOOK.INFO VISION: 
 DISPLAY AS WINDOW 408 9. Three-Dimensional Disp Figure 9.35. Light-field recording and reconstruction principle: light rays just pas a window (left), light rays converted into pixel values on a tiny image senso a pinhole camera (center), light rays reproduced by a tiny projector being jus inverted pinhole camera (right). a distance. In principle, this turns out to be quite simple. Any cam with a su ciently small aperture will just record angles and intens of incident light rays and map them onto the pixels of its image sen (Figure 9.35). Hence small cameras of, for example, 1 mm in size an su cient number of (in this case very tiny) pixels can deliver the light-fi data for just one window segment, which we will call a pixel of the wind Any camera can in general be seen as an angle-to-position converter. T conversion is relatively robust with respect to geometric errors. Reproducing the light field on a display is straightforward (at leas theory): we could use identical optical assemblies, this time illumina SENSOR ARRAY DISPLAY ARRAY 120 4. Basics of Visual Perception • Focus e↵ects (blurring of objects not in the lens focus) • Haze (softened image parts appear more distant) • Color (bluish objects appear more distant) • Motion parallax (images change when the head moves) • Motion dynamics (objects change sizes and positions, in motion) Convergence. As explained already, convergence is the inward rotation of the eyes when targeting a distant object (Figure 4.24). The state of the eye muscles gives us a hint about depth for up to 10 meters. However, we don’t get extremely fine angular resolutions at this distance. Figure 4.24. Convergence (up to 10 m). Retinal disparity. For longer distances, the di↵erence between the two im- ages projected onto the retinas (called retinal disparity) is far more e cient than convergence. Near objects block distant ones at slightly di↵erent po- sitions, resulting in di↵erent images generated by the left and right eyes (Figure 4.25). VERGENCEACCOMMODATION GOAL: NATURAL HUMAN VISUAL PERCEPTION
  13. FUTURE OCULUS DISPLAYS MICHAEL ABRASH. OCULUS CONNECT 2 KEYNOTE. OCTOBER 2015
  14. SURROUND AR: MAGIC LEAP
  15. depth perception content dependent. Further- isparity is processed and depth is perceived can conflicting cues (e.g., inconsistent convergence ection 4.4.2) and nonconflicting cues, and an up- modulation frequency of disparity exists. A good ed depth perception can be found in [103]. onvergence and retinal disparity are the main , there are others. commodation and visual depth of field. PERSONALIZED AR: 
 A SMARTER APPROACH • Focus e↵ects (blurring of objects not in the lens focus) • Haze (softened image parts appear more distant) • Color (bluish objects appear more distant) • Motion parallax (images change when the head moves) • Motion dynamics (objects change sizes and positions, in motion) Convergence. As explained already, convergence is the inward rotation of the eyes when targeting a distant object (Figure 4.24). The state of the eye muscles gives us a hint about depth for up to 10 meters. However, we don’t get extremely fine angular resolutions at this distance. Figure 4.24. Convergence (up to 10 m). Retinal disparity. For longer distances, the di↵erence between the two im- ages projected onto the retinas (called retinal disparity) is far more e cient than convergence. Near objects block distant ones at slightly di↵erent po- sitions, resulting in di↵erent images generated by the left and right eyes (Figure 4.25). The di↵erences at object edges can be perceived up to the crispness limit of our vision. With a typical eye-to-eye distance (also called interoc- ular distance) of about six centimeters and an angular resolution of one KEY IDEA: MEASURE HUMAN VISUAL SYSTEM & DISPLAY SUBSET OF LIGHT FIELD BENEFIT: REDUCE REQUIRED DISPLAY PIXELS BY SEVERAL ORDERS OF MAGNITUDE WILL BE ACHIEVED WELL BEFORE SURROUND AR! VERGENCEACCOMMODATION
  16. PHILOSOPHY: TRUE AUGMENTED REALITY There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position Figure 2.7: Hand-fixed reference frame: Augmentations move example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand. DISPLAYS SharpView: Improved Clarity of Defocused C See-Through Head-Mounted Dis Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† Goshiro Yamamoto† Takafumi Taketomi† Christian San †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University (a) (b) (c) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Displa HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. B and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an O world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtua SharpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (a) (b) (c) (d) (e) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ABSTRACT Augmented Reality (AR) systems, which utilize optical see-through head-mounted displays, are becoming more common place, with several consumer level options already available, and the promise of additional, more advanced, devices on the horizon. A common fac- tor among current generation optical see-through devices, though, is fixed focal distance to virtual content. While fixed focus is not a concern for video see-through AR, since both virtual and real world imagery are combined into a single image by the display, unequal distances between real world objects and the virtual display screen in optical see-through AR is unavoidable. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have seen an increase in both popularity and accessibility with the re- lease of several consumer level options, including Google Glass and Epson Moverio BT-200, and announced future offerings, such as Microsoft’s HoloLens, on the horizon. The transparent display technology used in these HMDs affords a unique experience, allow- ing the user to view on-screen computer generated (CG) content while maintaining a direct view of their environment, a property extremely well suited for augmented reality (AR) systems. Un- arpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays ma⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† active Media Design Laboratory stitute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (b) (c) (d) (e) use and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen magery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real s in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ity (AR) systems, which utilize optical see-through isplays, are becoming more common place, with r level options already available, and the promise of advanced, devices on the horizon. A common fac- nt generation optical see-through devices, though, Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have n of a Semi-Automatic Optical See-Through nted Display Calibration Technique E, Yuta Itoh, Student Member, IEEE, Kohei Oshima, Student Member, IEEE, E, Gudrun Klinker, Member, IEEE, and Christian Sandor, Member, IEEE . (a) Display and camera system. (b) Task layout. (c) Pillars task. (d) Cubes task. of optical see-through (OST) head-mounted displays (HMDs), there is a present need for bration methods suited for non-expert users. This work presents the results of a user study mines registration accuracy produced by three OST HMD calibration methods: (1) SPAAM, NDICA, a recently developed semi-automatic calibration method. Accuracy metrics used ality values and error between perceived and absolute registration coordinates. Our results e very accurate registration in the horizontal direction but caused subjects to perceive the EEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 21, NO. ,4 APRIL2015 GEOMETRIC 
 ALIGNMENT REMOVE 
 BLUR 
 ARTIFACTS CREATE 
 CORRECT 
 BLUR
  17. GEOMETRIC ALIGNMENT: SPAAM MIHRAN TUCERYAN, YAKUP GENC, AND NASSIR NAVAB. SINGLE-POINT ACTIVE ALIGNMENT METHOD (SPAAM) FOR OPTICAL SEE-THROUGH HMD CALIBRATION FOR AUGMENTED REALITY. PRESENCE: TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 11(3):259-276, JUNE 2002. Screen Point World Point tH-P Screen Pixel (x,y) tH-P Screen Pixel (x,y) tH-P Screen Pixel (x,y)
  18. Fig. 9. Stages of the experimental procedure. Every subject performs an initial SPAAM calibration followed by the recording of eye images and performance of both tasks using the SPAAM results. The HMD is removed and refit to the subject, eye images recorded once again, and both tasks for one of the remaining conditions performed. The proce ET AL.:MOSER SUBJ ECTIVE EVALUATION OF A SEMI-AUTOMATIC O Algorithm Qua 2.5 SPAAM DSPAAM INDICA SPAAM DSPAAM INDICA SPAAM DSPAAM INDICA 2.5 Fig. 10. Mean subjective quality values for each calibration method dur- ing each task, normalized to a 1–4 scale with 1 denoting the lowest quality and 4 the highest. The values shown are across subjects with individual plots for the Pillars task as well as each grid of the Cubes task. Cubes-V shows normalized quality for the vertical cubes grid. Cubes-H shows normalized quality for the horizontal cubes grid. Means with the same letter, within each plot, are not significantly different at p  0.05 (Ryan REGWQ post-hoc homogeneous subset test). X (Left−Right) Error (cm), ± 1 SEM Z(Front−Back)Error(cm),±1SEM −3 −2 −1 0 −1 0 1 ● SPAAM Pillars −1 0 1 ● DSPAAM Pillars −1 0 1 −3 −2 −1 0 ● INDICA Pillars A" B"B" Fig. 11. Mean Pillars task error along the X (Left-Right) and Z (Front- Back) direction relative to the tracking coordinate frame. 0 indicates no error. Error is reported as a distance value, with every 4 cm of er- ror equating to a 1 pillar location difference in the respective direction. Means with the same letter are not significantly different at p  0.05 (Ryan REGWQ post-hoc homogeneous subset test). X (Left−Right) Error (cm) Y(Up−Down)Err −3 −2 −1 0 1 ● ● B"B" Fig. 12. Mean vertical cubes grid task er and X (Left-Right) direction relative to the 0 indicates no error. Error in each directio value, with every 2 cm of error equating difference in the respective direction. Mean significantly different at p  0.05 (Ryan REG subset test). X (Left−Right) Error (cm) Z(Front−Back)Error(cm),±1SEM −5 −4 −3 −2 −1 0 1 ● SPAAM Cubes−H −1 0 ● DSPAAM Cubes−H B" B" Fig. 13. Mean horizontal cubes grid task er and X (Left-Right) direction relative to the 0 indicates no error. Error in each directio Fig. 1. Experimental hardware and design. (a) Display and camera system. (b) Task layout. (c) Pillars task. ( Abstract— With the growing availability of optical see-through (OST) head-mounted displays (HMDs), ther robust, uncomplicated, and automatic calibration methods suited for non-expert users. This work presents th which both objectively and subjectively examines registration accuracy produced by three OST HMD calibratio (2) Degraded SPAAM, and (3) Recycled INDICA, a recently developed semi-automatic calibration method. for evaluation include subject provided quality values and error between perceived and absolute registration c show all three calibration methods produce very accurate registration in the horizontal direction but caused distance of virtual objects to be closer than intended. Surprisingly, the semi-automatic calibration method p registration vertically and in perceived object distance overall. User assessed quality values were also th INDICA, particularly when objects were shown at distance. The results of this study confirm that Recycle producing equal or superior on-screen registration compared to common OST HMD calibration methods. We hazard in using reprojection error as a quantitative analysis technique to predict registration accuracy. We c the further need for examining INDICA calibration in binocular HMD systems, and the present possibility for c continuous calibration method for OST Augmented Reality. Index Terms—Calibration, user study, OST HMD, INDICA, SPAAM, eye tracking KENNETH MOSER, YUTA ITOH, KOHEI OSHIMA, EDWARD SWAN, GUDRUN KLINKER, AND CHRISTIAN SANDOR. SUBJECTIVE EVALUATION OF A SEMI-AUTOMATIC OPTICAL SEE- THROUGH HEAD-MOUNTED DISPLAY CALIBRATION TECHNIQUE. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 21(4):491–500, MARCH 2015. OUR METHOD: ONLY SPAAM ONCE
  19. DESIRED MOST DISPLAYS BLUR ARTIFACTS
  20. BLUR ARTIFACTS DESIRED MOST DISPLAYS ved Clarity of Defocused Content on O hrough Head-Mounted Displays r⇤ ‡ Damien Constantine Rompapas† J. Edward Swa Takafumi Taketomi† Christian Sandor† Hirokazu K y ogy ‡Computer Science & Engineering Mississippi State University §Mobile Computing L Ritsumeikan Univ (b) (c) ect of focus blur in Optical See-Through (OST) Head-Mounted Displa used in our study. (b) Simplified schematic of an OST AR system. B viewed at unequal focal distances. (c), (d), (e): Views through an O ausing the virtual image (d) to appear blurred; (e) an improved virtua REAL PHOTO “MATCHING” IMAGE
  21. Christian Sandor Hirokazu Kato & Engineering e University §Mobile Computing Laboratory Ritsumeikan University (c) (d) (e) Head-Mounted Display (HMD) systems. (a) A user wearing the OST an OST AR system. Blurring occurs when the virtual display screen ): Views through an OST Augmented Reality system, where the real (e) an improved virtual image after application of SharpView. KOHEI OSHIMA, KENNETH R MOSER, DAMIEN CONSTANTINE ROMPAPAS, J EDWARD SWAN II, SEI IKEDA, GOSHIRO YAMAMOTO, TAKAFUMI TAKETOMI, CHRISTIAN SANDOR, AND HIROKAZU KATO. IMPROVED CLARITY OF DEFOCUSSED CONTENT ON OPTICAL SEE-THROUGH HEAD-MOUNTED DISPLAYS. IN IEEE SYMPOSIUM ON 3D USER INTERFACES, PAGES 173–181, GREENVILLE, SOUTH CAROLINA, USA, MARCH 2016. OUR METHOD: SHARPVIEW SHARPVIEWREAL PHOTO & Engineering University §Mobile Computing Laboratory Ritsumeikan University (c) (d) (e) Head-Mounted Display (HMD) systems. (a) A user wearing the OST an OST AR system. Blurring occurs when the virtual display screen : Views through an OST Augmented Reality system, where the rea (e) an improved virtual image after application of SharpView. & Engineering University §Mobile Computing Laboratory Ritsumeikan University (c) (d) (e) Head-Mounted Display (HMD) systems. (a) A user wearing the O an OST AR system. Blurring occurs when the virtual display scre : Views through an OST Augmented Reality system, where the r & Engineering University §Mobile Computing Laboratory Ritsumeikan University (c) (d) (e) Head-Mounted Display (HMD) systems. (a) A user wearing the OST an OST AR system. Blurring occurs when the virtual display screen : Views through an OST Augmented Reality system, where the rea (e) an improved virtual image after application of SharpView. “MATCHING” IMAGE
  22. BASIC IDEA: PRE-SHARPENING
  23. VISUALIZATION OF PSF HTTPS://BENEDIKT-BITTERLI.ME/FEMTO.HTML
  24. ESTIMATING EYE PSF ng the Wiener filter, adjusted o rendered images O and dis- to the HMD. P |C|2 (4) ocus blur, caused by accom- play screen and world in OST mined at run-time. We accom- ssian function to approximate te rates but with a reduction in y modeling the intensity of the screen, intersecting varying ment of the pupil advisable. Additional system complexity m Figure 2: Optical system formed by the user’s eye and an OST HM The imaging plane corresponds to the user’s retina and the lens ap ture to the user’s pupil. expressed as sd, the ratio between the eye’s image p is expressed as follows. s : sd = v : u0 Here, sd is directly obtainable from equations (6) a sd = a 2 (1 u0 u ) where a is pupil diameter, u is distance from the world gaze point, and u0 represents the distance fro image plane. When performing the actual convolut filter and screen image, generally, sd may be con ina. The intensity distribution, p, can be repre- owing function. P(x,y) = 1 2ps2 exp( x2 +y2 2s2 ) (5) Gaussian function ! SimplifiedGaussian functionto approximate the decreasesprocessingtime allowingfasterupdate
  25. OUR EXPERIMENTtion. (a) (b) Figure 5: Location of subjects relative to reference images placed at 25 cm (a) and 500 cm (b) from the subjects’ eyes. capable of presenting stereo imagery at 60Hz with a maximum res- olution of 960⇥540 per eye. The focal distance of the display was both independently measured and confirmed by the manufacturer
  26. user−σ° sharpview−σ° 0.0 0.5 1.0 1.5 0.0 0.5 1.0 1.5 ●● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●● ●● ●● ● ● ● ● ● ● ● ● ● ●● ●● ● ● ● ● ● ● ● ● ●● ●● ●● ● ● ● ● ● ● ● ● ● ● ●● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●● ● ● ● ● ● ● ●● ● ● ●● ● ● ●● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●● ● ●● ● ●● ● ● ●● ● ●●● ●● ● ● ● ● ●● ● ● ● ● ● ●● ● ● ● ● ● ● ● ● ●● ● ●● ● ● ●● ● ● ● ● ● ● ● ● ●● ● ● ● ● ● ● ●● ● ● ●● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●● ● ● ●● ●● ● ●● ●● ● ● ●● ● ● ● ●● ● ●● ● ● ●●● ●● ●● ●●●● ●● ● ●● ●● ●●● ●● ● ● ● ●● ●● ● ● ● ●●● ●●●●● ●●● ● ● ● ● ● ● ● ● ● ●● ●●● ●●●●● ●●● ●●●●● ●●● ●● ●●● ●● ●● ● ●● ●● ● ●●●●● ●●● ●●●● ●● ●●●●●●●●● ●● ● ●● ●● ● ●●● ●● ● ●● ●●●● ● ●●● ●● ●● ●●● ●● ●●●● ●● ●●● ●● ●● ●● ● ●● ● ●● ●●●● ●● ●● ● ● ●●● ●●●●● ●● ● ● ●●● ● y= 1.77x − 0.46 r2 = 0.95 s1 − s13 focal disparity (cm) 675 650 600 200● ● ● ● subj eled ity l and ican 650c W of o s. ure the are tend tion our pres T data disp indi rate pari it is rate
  27. MATCHING BLUR: REAL & VIRTUAL DAMIEN CONSTANTINE ROMPAPAS, AITOR ROVIRA, SEI IKEDA, ALEXANDER PLOPSKI, TAKAFUMI TAKETOMI, CHRISTIAN SANDOR, AND HIROKAZU KATO. EYEAR: REFOCUSABLE AUGMENTED REALITY CONTENT THROUGH EYE MEASUREMENTS. DEMO AT IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY, MERIDA, MEXICO, SEPTEMBER 2016. BEST DEMO AWARD users can focus their eyes on any part of the scene, and the CG will always reflect th of the user’s eye (See Figure 1.7 for an example). Figure 1.5: Example of a user looking into the box enclosure. Left: Without EyeA can observe the DoF mismatch between CG (white hat) and real scene (dragon). With EyeAR, the CG’s DoF accurately matches the natural DoF of the real scene. Because EyeAR is able to create accurate DoF images on OST-HMD display, al HMDs should include this functionality. However, the applications of EyeAR a limited to creating indistinguishable AR content as our system directly measures t For example, Sharpview (Oshima et al., 2015) sharpens content displayed on the by approximating the user’s eye point spread function based on the user’s eye pu Typical AR on OST-HMD scene with the user focusing on the objects in r objects in front there is a DoF mismatch between CG (hat) and real scene ghlighted with the white circle. 1 OUR DISPLAYMOST DISPLAYS
  28. MATCHING BLUR: REAL & VIRTUAL
  29. CONCEPT OF EYEAR Measure Eye - pupil size
 - focal length Render DOF Image (Realtime Pathtracing with NVIDIA Optix) Correct Image Depth Difference (SharpView) Display Result
  30. OUR FIRST AR TURING TEST
  31. OUR FIRST AR TURING TEST 0.40.50.60.70.8 Virtual Pillar Correctguesses(%) Green (0.25m) Blue (0.375m) Red (0.5m) Autorefractometer on off Figure 7: Overall percentage of correct guesses for each pillar when the autorefractometer was on (red line) and off (blue line). text in figure too small. some text crossing boundaries 12 PARTICIPANTS 12 GUESSES VIRTUAL REAL
  32. HOLOLENS VERSION OUR METHOD (EXAGGERATED BLUR) CONVENTIONAL
  33. DISPLAYSSharpView: Improved Clarity of Defocused C See-Through Head-Mounted Dis Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† Goshiro Yamamoto† Takafumi Taketomi† Christian San †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University (a) (b) (c) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Displa HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. B and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an O world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtua SharpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (a) (b) (c) (d) (e) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ABSTRACT Augmented Reality (AR) systems, which utilize optical see-through head-mounted displays, are becoming more common place, with several consumer level options already available, and the promise of additional, more advanced, devices on the horizon. A common fac- tor among current generation optical see-through devices, though, is fixed focal distance to virtual content. While fixed focus is not a concern for video see-through AR, since both virtual and real world imagery are combined into a single image by the display, unequal distances between real world objects and the virtual display screen in optical see-through AR is unavoidable. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have seen an increase in both popularity and accessibility with the re- lease of several consumer level options, including Google Glass and Epson Moverio BT-200, and announced future offerings, such as Microsoft’s HoloLens, on the horizon. The transparent display technology used in these HMDs affords a unique experience, allow- ing the user to view on-screen computer generated (CG) content while maintaining a direct view of their environment, a property extremely well suited for augmented reality (AR) systems. Un- arpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays ma⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† active Media Design Laboratory stitute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (b) (c) (d) (e) use and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen magery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real s in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ity (AR) systems, which utilize optical see-through isplays, are becoming more common place, with r level options already available, and the promise of advanced, devices on the horizon. A common fac- nt generation optical see-through devices, though, Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have n of a Semi-Automatic Optical See-Through nted Display Calibration Technique E, Yuta Itoh, Student Member, IEEE, Kohei Oshima, Student Member, IEEE, E, Gudrun Klinker, Member, IEEE, and Christian Sandor, Member, IEEE . (a) Display and camera system. (b) Task layout. (c) Pillars task. (d) Cubes task. of optical see-through (OST) head-mounted displays (HMDs), there is a present need for bration methods suited for non-expert users. This work presents the results of a user study mines registration accuracy produced by three OST HMD calibration methods: (1) SPAAM, NDICA, a recently developed semi-automatic calibration method. Accuracy metrics used ality values and error between perceived and absolute registration coordinates. Our results e very accurate registration in the horizontal direction but caused subjects to perceive the EEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 21, NO. ,4 APRIL2015 PHILOSOPHY: TRUE AUGMENTED REALITY There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position Figure 2.7: Hand-fixed reference frame: Augmentations move example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand.
  34. TEDX ADELAIDE 2010 DEMO ONLY: HTTPS://WWW.YOUTUBE.COM/WATCH?V=3MEALLE8KZS FULL TALK: HTTP://WWW.YOUTUBE.COM/ WATCH?V=U2YE2LHULWA
 SLIDES: HTTP://WWW.SLIDESHARE.NET/CHRISTIANSANDOR/TEDX10-SANDOR
  35. THROUGHPUT OF HUMAN SENSES SOURCE: DAVID MCCANDLESS’S TED TALK (2010)
  36. RESEARCH IN CANON CHRISTIAN SANDOR, TSUYOSHI KUROKI, AND SHINJI UCHIYAMA. INFORMATION PROCESSING METHOD AND DEVICE FOR PRESENTING HAPTICS RECEIVED FROM A VIRTUAL OBJECT. JAPANESE PATENT 2006117732 (FILED 4/2006). PATENT IN CHINA, EUROPE, AND US 8,378,997 (FILED 19 APRIL 2007). HTTP://GOO.GL/V3DAX
  37. RESEARCH IN CANON CHRISTIAN SANDOR, SHINJI UCHIYAMA, AND HIROYUKI YAMAMOTO. VISUO- HAPTIC SYSTEMS: HALF-MIRRORS CONSIDERED HARMFUL. IN PROCEEDINGS OF THE IEEE WORLD HAPTICS CONFERENCE, PAGES 292–297. IEEE, MARCH 2007. TSUKUBA, JAPAN.
  38. LARGE SCALE HAPTICS DISPLAY AT NAIST (UNPUBLISHED)
  39. DISPLAYS APPLICATIONSSharpView: Improved Clarity of Defocused C See-Through Head-Mounted Dis Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† Goshiro Yamamoto† Takafumi Taketomi† Christian San †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University (a) (b) (c) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Displa HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. B and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an O world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtua SharpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (a) (b) (c) (d) (e) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ABSTRACT Augmented Reality (AR) systems, which utilize optical see-through head-mounted displays, are becoming more common place, with several consumer level options already available, and the promise of additional, more advanced, devices on the horizon. A common fac- tor among current generation optical see-through devices, though, is fixed focal distance to virtual content. While fixed focus is not a concern for video see-through AR, since both virtual and real world imagery are combined into a single image by the display, unequal distances between real world objects and the virtual display screen in optical see-through AR is unavoidable. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have seen an increase in both popularity and accessibility with the re- lease of several consumer level options, including Google Glass and Epson Moverio BT-200, and announced future offerings, such as Microsoft’s HoloLens, on the horizon. The transparent display technology used in these HMDs affords a unique experience, allow- ing the user to view on-screen computer generated (CG) content while maintaining a direct view of their environment, a property extremely well suited for augmented reality (AR) systems. Un- arpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays ma⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† active Media Design Laboratory stitute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (b) (c) (d) (e) use and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen magery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real s in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ity (AR) systems, which utilize optical see-through isplays, are becoming more common place, with r level options already available, and the promise of advanced, devices on the horizon. A common fac- nt generation optical see-through devices, though, Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have n of a Semi-Automatic Optical See-Through nted Display Calibration Technique E, Yuta Itoh, Student Member, IEEE, Kohei Oshima, Student Member, IEEE, E, Gudrun Klinker, Member, IEEE, and Christian Sandor, Member, IEEE . (a) Display and camera system. (b) Task layout. (c) Pillars task. (d) Cubes task. of optical see-through (OST) head-mounted displays (HMDs), there is a present need for bration methods suited for non-expert users. This work presents the results of a user study mines registration accuracy produced by three OST HMD calibration methods: (1) SPAAM, NDICA, a recently developed semi-automatic calibration method. Accuracy metrics used ality values and error between perceived and absolute registration coordinates. Our results e very accurate registration in the horizontal direction but caused subjects to perceive the EEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 21, NO. ,4 APRIL2015 PHILOSOPHY: TRUE AUGMENTED REALITY There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position Figure 2.7: Hand-fixed reference frame: Augmentations move example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand.
  40. EDGE-BASED X-RAY BENJAMIN AVERY, CHRISTIAN SANDOR, BRUCE H. THOMAS. IMPROVING SPATIAL PERCEPTION FOR AUGMENTED REALITY X-RAY VISION. IN PROCEEDINGS OF THE IEEE VIRTUAL REALITY CONFERENCE, PAGES 79–82. IEEE, MARCH 2009. LAFAYETTE, LOUISIANA, USA.
  41. SALIENCY X-RAY CHRISTIAN SANDOR, ANDREW CUNNINGHAM, ARINDAM DEY, AND VILLE-VEIKKO MATTILA. AN AUGMENTED REALITY X-RAY SYSTEM BASED ON VISUAL SALIENCY. IN PROCEEDINGS OF THE IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY, PAGES 27–36, SEOUL, KOREA, OCTOBER 2010.
  42. SALIENCY X-RAY CHRISTIAN SANDOR, ANDREW CUNNINGHAM, AND MATTILA VILLE-VEIKKO. METHOD AND APPARATUS FOR AN AUGMENTED REALITY X-RAY. US PATENT APPLICATION 12/785,170 (FILED 21 MAY 2010). HTTP://GOO.GL/NCVZJ
  43. MELTING CHRISTIAN SANDOR, ANDREW CUNNINGHAM, ULRICH ECK, DONALD URQUHART, GRAEME JARVIS, ARINDAM DEY, SEBASTIEN BARBIER, MICHAEL R. MARNER, SANG RHEE. EGOCENTRIC SPACE-DISTORTING VISUALIZATIONS FOR RAPID ENVIRONMENT EXPLORATION IN MOBILE MIXED REALITY. IN PROCEEDINGS OF THE IEEE VIRTUAL REALITY CONFERENCE, PAGES 47–50, WALTHAM, MA, USA, MARCH 2010.
  44. AUGMENTED REALITY X-RAY FOR 
 GOOGLE GLASS GOOGLE FACULTY AWARD (2014)
  45. DEMO AT SIGGRAPH ASIA (12/2014)
  46. FINAL DEMO (4/2015)
  47. FINAL DEMO (4/2015)
  48. Rehabilitation & Sports Medicine Frozen Shoulder SHOULDER - 26 Range of Motion Exercises: Pendulum (Circular) Let arm move in a circle clockwise, then counter- clockwise, by rocking body weight in a circular pattern. Repeat 10 times. Do 3-5 sessions per day. SHOULDER - 7 Range of Motion Exercises (Self-Stretching Activities): Flexion Sitting upright, slide forearm forward along table, bending from waist until a stretch is felt. Hold 30 seconds. Repeat 1-4 times Do 1 session per day. SHOULDER - 11 Range of Motion Exercises (Self-Stretching Activities): External Rotation (alternate) Keep palm of hand against door frame, and elbow bent at 90°. Turn body from fixed hand until a stretch is felt. Hold 30 seconds. Repeat 1-4 times Do 1 session per day. SHOULDER - 9 Range of Motion Exercises (Self- Stretching Activities): Abduction With arm resting on table, palm up, bring head down toward arm and simultaneously move trunk away from table. Hold 30 seconds. Repeat 1-4 times Do 1 session per day. SHOULDER - 73 Towel Stretch for Internal Rotation Pull involved arm up behind back by pulling towel upward with other arm. Hold 30 seconds. Repeat 1-4 times Do 1 session per day. SCAP SETS Pull your shoulders back, pinching the shoulder blades together. Do not let the shoulders come forward. Hold 5-10 seconds. Repeat 10 times Do 1 session per day. FUTURE WORK: MEDICAL APPLICATIONS
  49. FUTURE WORK: MEDICAL APPLICATIONS COURTESY OF HTTP://CAMPAR.IN.TUM.DE/MAIN/FELIXBORK
  50. DISPLAYS APPLICATIONSSharpView: Improved Clarity of Defocused C See-Through Head-Mounted Dis Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† Goshiro Yamamoto† Takafumi Taketomi† Christian San †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University (a) (b) (c) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Displa HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. B and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an O world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtua SharpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (a) (b) (c) (d) (e) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ABSTRACT Augmented Reality (AR) systems, which utilize optical see-through head-mounted displays, are becoming more common place, with several consumer level options already available, and the promise of additional, more advanced, devices on the horizon. A common fac- tor among current generation optical see-through devices, though, is fixed focal distance to virtual content. While fixed focus is not a concern for video see-through AR, since both virtual and real world imagery are combined into a single image by the display, unequal distances between real world objects and the virtual display screen in optical see-through AR is unavoidable. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have seen an increase in both popularity and accessibility with the re- lease of several consumer level options, including Google Glass and Epson Moverio BT-200, and announced future offerings, such as Microsoft’s HoloLens, on the horizon. The transparent display technology used in these HMDs affords a unique experience, allow- ing the user to view on-screen computer generated (CG) content while maintaining a direct view of their environment, a property extremely well suited for augmented reality (AR) systems. Un- arpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays ma⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† active Media Design Laboratory stitute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (b) (c) (d) (e) use and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen magery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real s in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ity (AR) systems, which utilize optical see-through isplays, are becoming more common place, with r level options already available, and the promise of advanced, devices on the horizon. A common fac- nt generation optical see-through devices, though, Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have n of a Semi-Automatic Optical See-Through nted Display Calibration Technique E, Yuta Itoh, Student Member, IEEE, Kohei Oshima, Student Member, IEEE, E, Gudrun Klinker, Member, IEEE, and Christian Sandor, Member, IEEE . (a) Display and camera system. (b) Task layout. (c) Pillars task. (d) Cubes task. of optical see-through (OST) head-mounted displays (HMDs), there is a present need for bration methods suited for non-expert users. This work presents the results of a user study mines registration accuracy produced by three OST HMD calibration methods: (1) SPAAM, NDICA, a recently developed semi-automatic calibration method. Accuracy metrics used ality values and error between perceived and absolute registration coordinates. Our results e very accurate registration in the horizontal direction but caused subjects to perceive the EEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 21, NO. ,4 APRIL2015 PHILOSOPHY: TRUE AUGMENTED REALITY There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position Figure 2.7: Hand-fixed reference frame: Augmentations move example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand.
  51. TRANSMEDIA CINEMATOGRAPHY HTTPS://WWW.YOUTUBE.COM/WATCH?V=9JPWITVR0GA
  52. Nurikabe Kappa Tengu Long neck woman Big centipede Mokumokuren Nopperabou Tsuchigumo Nurarihyon Paper umbrella haunted Umibouzu Gasyadokuro YŌKAI
  53. AR YŌKAI(UNPUBLISHED)
  54. Big centipede Nurikabe Mokumokuren
  55. PHILOSOPHY: TRUE AUGMENTED REALITY There have been a number of shape displays based on pin architecture. The FEELEX project [14] was one of the early attempts to design combined shapes and computer graphics displays that can be explored by touch. FEELEX consisted of several mechanical pistons actuated by motors and cov- ered by a soft silicon surface. The images were projected onto its surface and synchronized with the movement of the pistons, creating simple shapes. Lumen [32] is a low resolution, 13 by 13-pixel, bit-map display where each pixel can also physically move up and down (Figure 4). The resulting display can present both 2D graphic images and moving physical shapes that can be observed, touched, and felt with the hands. The 2D position Figure 2.7: Hand-fixed reference frame: Augmentations move example shows a user discussing a virtual map wit map from di↵erent angles, he can pick it up from t his belt and put it in his hand. DISPLAYS APPLICATIONSSharpView: Improved Clarity of Defocused C See-Through Head-Mounted Dis Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† Goshiro Yamamoto† Takafumi Taketomi† Christian San †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University (a) (b) (c) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Displa HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. B and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an O world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtua SharpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays Kohei Oshima⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† †Interactive Media Design Laboratory Nara Institute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (a) (b) (c) (d) (e) Figure 1: The cause and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST HMD and related hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen and real world imagery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real world image (c) is in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ABSTRACT Augmented Reality (AR) systems, which utilize optical see-through head-mounted displays, are becoming more common place, with several consumer level options already available, and the promise of additional, more advanced, devices on the horizon. A common fac- tor among current generation optical see-through devices, though, is fixed focal distance to virtual content. While fixed focus is not a concern for video see-through AR, since both virtual and real world imagery are combined into a single image by the display, unequal distances between real world objects and the virtual display screen in optical see-through AR is unavoidable. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have seen an increase in both popularity and accessibility with the re- lease of several consumer level options, including Google Glass and Epson Moverio BT-200, and announced future offerings, such as Microsoft’s HoloLens, on the horizon. The transparent display technology used in these HMDs affords a unique experience, allow- ing the user to view on-screen computer generated (CG) content while maintaining a direct view of their environment, a property extremely well suited for augmented reality (AR) systems. Un- arpView: Improved Clarity of Defocused Content on Optical See-Through Head-Mounted Displays ma⇤ † Kenneth R Moser⇤ ‡ Damien Constantine Rompapas† J. Edward Swan II‡ Sei Ikeda§ Goshiro Yamamoto† Takafumi Taketomi† Christian Sandor† Hirokazu Kato† active Media Design Laboratory stitute of Science and Technology ‡Computer Science & Engineering Mississippi State University §Mobile Computing Laboratory Ritsumeikan University (b) (c) (d) (e) use and effect of focus blur in Optical See-Through (OST) Head-Mounted Display (HMD) systems. (a) A user wearing the OST hardware used in our study. (b) Simplified schematic of an OST AR system. Blurring occurs when the virtual display screen magery are viewed at unequal focal distances. (c), (d), (e): Views through an OST Augmented Reality system, where the real s in focus, causing the virtual image (d) to appear blurred; (e) an improved virtual image after application of SharpView. ity (AR) systems, which utilize optical see-through isplays, are becoming more common place, with r level options already available, and the promise of advanced, devices on the horizon. A common fac- nt generation optical see-through devices, though, Multimedia Information Systems—Artificial, augmented, and vir- tual realities; I.4.4 [Image Processing and Computer Vision]: Restoration—Wiener filtering 1 INTRODUCTION Optical See-Through (OST) Head-Mounted Displays (HMDs) have n of a Semi-Automatic Optical See-Through nted Display Calibration Technique E, Yuta Itoh, Student Member, IEEE, Kohei Oshima, Student Member, IEEE, E, Gudrun Klinker, Member, IEEE, and Christian Sandor, Member, IEEE . (a) Display and camera system. (b) Task layout. (c) Pillars task. (d) Cubes task. of optical see-through (OST) head-mounted displays (HMDs), there is a present need for bration methods suited for non-expert users. This work presents the results of a user study mines registration accuracy produced by three OST HMD calibration methods: (1) SPAAM, NDICA, a recently developed semi-automatic calibration method. Accuracy metrics used ality values and error between perceived and absolute registration coordinates. Our results e very accurate registration in the horizontal direction but caused subjects to perceive the EEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 21, NO. ,4 APRIL2015CONCLUSIONS SUMMARY AR: EXTREMELY HIGH POTENTIAL (UNLIKE VR) 
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