A lecture on Mobile Augmented Reality. A lecture given by Mark Billinghurst at the University of Canterbury on Friday September 13th 2013. This is part of the COSC 426 graduate course on Augmented Reality.
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Lecture 5 from the COSC 426 Graduate course on Augmented Reality. This lecture talks about AR development tools and interaction styles. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. August 9th 2013
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Lecture 5 from the COSC 426 Graduate course on Augmented Reality. This lecture talks about AR development tools and interaction styles. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. August 9th 2013
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
Lecture 1 of the 2013 COSC 426 graduate course on Augmented Reality taught by Mark Billinghurst at the HIT Lab NZ. This lecture provides an Introduction to Augmented Reality
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Natural Interaction for Augmented Reality ApplicationsMark Billinghurst
Keynote talk giving by Mark Billinghurst from the HIT Lab NZ at the IVCNZ 2013 conference, November 28th 2013. The talk focuses on Natural Interaction with Augmented Reality applications using speech and gesture and demonstrates some of the projects in this area developed by the HIT Lab NZ.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
Creating Immersive and Empathic Learning ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the International Conference on Teaching and Learning in Education, March 3rd 2016, in Kuala Lumpur, Malaysia. Talks about the use of AR and VR to provide educational experiences.
Augmented reality is a type of virtual reality that aims to duplicate the world’s environment in a computer. An augmented reality system generates a composite view for the user that is the combination of the real scene viewed by the user and a virtual scene generated by the computer.
Augmented reality is a technology that works on computer vision based recognition algorithms to augmented sound, video, graphics and other sensor based inputs on real world objects using camera of your device.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
Lecture 5 of the COSC 426 graduate course on Augmented Reality. This lecture provides an overview of Mobile Augmented Reality. The Lecture is given by Mark Billinghurst of the HIT Lab NZ at the University of Canterbury
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
Lecture 1 of the 2013 COSC 426 graduate course on Augmented Reality taught by Mark Billinghurst at the HIT Lab NZ. This lecture provides an Introduction to Augmented Reality
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Natural Interaction for Augmented Reality ApplicationsMark Billinghurst
Keynote talk giving by Mark Billinghurst from the HIT Lab NZ at the IVCNZ 2013 conference, November 28th 2013. The talk focuses on Natural Interaction with Augmented Reality applications using speech and gesture and demonstrates some of the projects in this area developed by the HIT Lab NZ.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
Creating Immersive and Empathic Learning ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the International Conference on Teaching and Learning in Education, March 3rd 2016, in Kuala Lumpur, Malaysia. Talks about the use of AR and VR to provide educational experiences.
Augmented reality is a type of virtual reality that aims to duplicate the world’s environment in a computer. An augmented reality system generates a composite view for the user that is the combination of the real scene viewed by the user and a virtual scene generated by the computer.
Augmented reality is a technology that works on computer vision based recognition algorithms to augmented sound, video, graphics and other sensor based inputs on real world objects using camera of your device.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
Lecture 5 of the COSC 426 graduate course on Augmented Reality. This lecture provides an overview of Mobile Augmented Reality. The Lecture is given by Mark Billinghurst of the HIT Lab NZ at the University of Canterbury
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
Lecture on Mobile AR as part of the 2017 COMP 4010 course on AR and VR taught at the University of South Australia. Lecture taught on October 19th 2017 by Gun Lee. Slides prepared by Mark Billinghurst.
Mitchell Reifel (pmdtechnologies ag): pmd Time-of-Flight – the Swiss Army Kni...AugmentedWorldExpo
A talk from the Develop Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Mitchell Reifel (pmdtechnologies ag): pmd Time-of-Flight – the Swiss Army Knife of 3D depth sensing
pmd's Time-of-Flight technology is integrated into two AR-smartphones on the market! pmd ToF is in 4 AR headsets! This talk will show what pmd has achieved, what they can do with our 3D ToF technology and why depth sensing is one secret sauce for AR, VR and MR.
http://AugmentedWorldExpo.com
Vitaliy Goncharuk (Augmented Pixels): SLAM 3D Maps Worth More Than Google MapsAugmentedWorldExpo
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Vitaliy Goncharuk (Augmented Pixels): SLAM 3D Maps Worth More Than Google Maps
Future of 3d mapping
http://AugmentedWorldExpo.com
Google glass and the wearable revolution - NYCCamp 2013Frank Carey
Brief history of wearables from the first iPhone to Google Glass. Gives context to some of the engineering decisions and what's possible in the current API. Video for the slides is currently at http://www.ustream.tv/recorded/35842151
Focalmax Carsail Series - In-car augmented reality HUDHuy Bui Van
Carsail is one of Focalmax's product series that is used Zero Focal Power and Aircaft-grade Augmented Reality.
Contact: info@focalmax.net for more information.
The Glass Class, Lecture 2. History of Wearable computing. Taught by Mark Billinghurst on February 17th 2014. The second lecture of the Glass Class on Google Glass programming. This lecture provides an overview of the history of wearable computing and Google
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
A talk given by Mark Billinging in the CLIPE workshop in Tubingen, Germant on April 27th 2023. This talk describes how virtual avatars can be used to support remote collaboration.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
Keynote talk given by Mark Billinghurst at the CHI 2023 Workshop on Towards and Inclusive and Accessible Metaverse. The talk was given on April 23rd 2023.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Lecture 5 in the 2022 COMP 4010 lecture series. This lecture is about AR prototyping tools and techniques. The lecture was given by Mark Billinghurst from University of South Australia in 2022.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 3 in the 2022 COMP 4010 lecture series on AR/VR. This lecture provides an introduction for AR Technology. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
Short talk by Mark Billinghurst on Empathic Computing and Collaborative Immersive Analytics, presented on July 28th 2022 at the Siggraph 2022 conference.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
5. Mobile Phone AR
Mobile Phones
camera
processor
display
AR on Mobile Phones
Simple graphics
Optimized computer vision
Collaborative Interaction
6. 2005: Collaborative AR
AR Tennis
Shared AR content
Two user game
Audio + haptic feedback
Bluetooth networking
9. Evolution of Mobile AR
Wearable AR
Handheld
AR Displays
Camera phone
1995 1997 2001 2003 2004
Camera phone
- Self contained AR
Wearable
Computers
PDAs
-Thin client AR
PDAs
-Self contained AR
Camera phone
- Thin client AR
11. Handheld AR Display - Tethered
1995, 1996 Handheld AR
ARPad, Cameleon
Rekimoto’s NaviCam, Transvision
Tethered LCD
PC Processing and Tracking
12. AR Pad (Mogilev 2002)
Handheld AR Display
LCD screen
Camera
SpaceOrb 3 DOF controller
Peripheral awareness
Viewpoint awareness
13. Mobile AR: Touring Machine (1997)
University of Columbia
Feiner, MacIntyre, Höllerer, Webster
Combines
See through head mounted display
GPS tracking
Orientation sensor
Backpack PC (custom)
Tablet input
14. MARS View
Virtual tags overlaid on the real world
“Information in place”
15. Backpack/Wearable AR
1997 Backpack AR
Feiner’s Touring Machine
AR Quake (Thomas)
Tinmith (Piekarski)
MCAR (Reitmayr)
Bulky, HMD based
16. PCI 3D Graphics Board
Hard Drive
Serial
Ports
CPU
PC104 Sound Card
PC104 PCMCIA
GPS
Antenna
Tracker
Controller
DC to DC
Converter
Battery
Wearable
Computer
GPS RTK
correction
Radio
Example self-built working
solution with PCI-based 3D graphics
Columbia Touring Machine
Mobile AR - Hardware
17. 1997 Philip Kahn invents camera phone
1999 First commercial camera phone
Sharp J-SH04
20. 2003 ARphone (Univ. of Sydney)
Transfer images via Bluetooth (slow – 30 sec/image)
Remote processing – AR Server
Mobile Phone AR – Thin Client
21. Early Phone Computer Vision Apps
2003 – Mozzies Game - Best mobile game
Optical motion flow detecting phone orientation
Siemens SX1 – Symbian, 120Mhz, VGA Camera
2005 – Marble Revolution (Bit-Side GmbH)
Winner of Nokia's Series 60 Challenge 2005
2005 – SymBall (VTT)
22. Computer Vision on Mobile Phone
Cameras and Phone CPU sufficient for computer vision
applications
Pattern Recognition (Static Processing)
QR Code
Shotcode (http://www.shotcode.com/)
Motion Flow (2D Image Processing)
GestureTek
- http://www.gesturetekmobile.com/
TinyMotion
3D Pose Calculation
Augmented Reality
23. Handheld AR – Self Contained
2003 PDA-based AR
ARToolKit port to PDA
Studierstube ported to PDA
AR Kanji Educational App.
Mr Virtuoso AR character
Wagner’s Invisible Train
- Collaborative AR
24. Mobile Phone AR – Self Contained
2004 Mobile Phone AR
Moehring, Bimber
Henrysson (ARToolKit)
Camera, processor, display together
25.
26. AR Advertising
Txt message to download AR application (200K)
See virtual content popping out of real paper advert
Tested May 2007 by Saatchi and Saatchi
28. Real World Information Overlay
Tag real world locations
GPS + Compass input
Overlay graphics data on live video
Applications
Travel guide, Advertising, etc
Eg: Mobilizy Wikitude (www.mobilizy.com)
Android based, Public API released
Other companies
Layar, AcrossAir, Tochnidot, RobotVision, etc
30. HIT Lab NZ Android AR Platform
Architectural Application
Loads 3D models
a OBJ/MTL format
Positions content in space
GPS, compass
Intuitive user interface
toolkit to modify the model
Connects to back end model database
32. 1995 Handheld Display: NaviCam, AR-PAD, Transvision
1997 Wearable AR: Touring Machine, AR Quake
2001 Handheld AR – Thin Client: AR-PDA, Bat Portal
2003 Handheld AR – Self contained: Invisible Train
2003 Mobile Phone – 2D Vision: Mozzies, Symball
2003 Mobile Phone – Thin Client: ARphone
2004 Mobile Phone – Self contained: Moehring, Symbian
History of Handheld and Mobile AR
33. Mobile AR by Weight
Backpack+HMD:
…5-8kg
Scale it down:
Vesp‘R [Kruijff ISMAR07]:
…Sony UMPC 1.1GHz
…1.5kg
…still >$5K
Scale it down more:
Smartphone…$500
…All-in-one
…0.1kg
…billions of units
1996
2003
2007
34. 2013 State of the Art
Handheld Hardware available
PDA, mobile phones, external cameras
Sensors: GPS, accelerometer, compass
Software Tools are Available
Tracking: ARToolKitPlus, stbTracker, Vuforia
Graphics: OpenGL ES
Authoring: Layar, Wikitude, Metaio Creator
What is needed:
High level authoring tools
Content development tools
Novel interaction techniques
User evaluation and usability
35. Mobile AR Companies
Mobile AR
GPS + compass
Many Companies
Layar
Wikitude
Acrossair
PressLite
Yelp
Robot vision
Etc..
42. iPhone 4
Apple iOS
Faster CPU (1.2GHz)
High screen resolution
3.5”, 960x640
camera API
Multi-touch
Hardware 3D
GPS, compass, accelerometer
and gyroscope
48. Computer Graphics on Mobile Phones
Small screen, limited input options
Limited support for accelerated graphics
Most phones have no GPU
Mobile Graphics Libraries
OpenGL ES (1.0, 2.0)
- Cross platform, subset of OpenGL
- C/C++ low level library
Java M3G
- Mobile 3D graphics API for J2ME platform
- Object importer, scene graph library
- Support from all major phone manufacturers
49.
50. OpenGL ES
Small-footprint subset of OpenGL
OpenGL is too large for embedded devices!
Powerful, low-level API, full functionality for 3D
games
Can do almost everything OpenGL can
Available on all key platforms
Software and hardware implementations available
Fully extensible
Extensions like in OpenGL
52. Versions
Two major tracks
Not compatible, parallel rather than competitive
OpenGL ES 1.x
Fixed function pipeline
Suitable for software implementations
All 1.x are backwards compatible
OpenGL ES 2.x
Vertex and pixel shaders using GLSL ES
All 2.x will be backwards compatible
60. Backpack-based
Höllerer et al. (1999), Piekarski & Thomas al. (2001), Reitmayr & Schmalstieg (2003)
Laptop, HMD
Enhanced GPS (DGPS / RTK) + inertial sensor for viewpoint tracking
Hand tracking w/ fiducial markers
61. Tracking for Handheld AR
SLIDE 61
Backpack-based 2.
Kalkusch et al., 2002
Video see-through HMD w/ camera
Viewpoint Tracking w/ inside-out computer vision using markers
ARToolKit markers on walls installed and surveyed manually
62. Tablet PC / UMPC-based
Schall et al., 2006
Hybrid tracking on UMPC
Camera fiducial marker tracking
When no marker in view inertial sensor + UWB tracking
63. PDA-based 1.
BatPortal (Newman et al., 2001)
PDA as thin client (rendering &
tracking on server + VNC)
Ultrasonic tracking
SHEEP (MacWilliams et al., 2003)
Tracking by ART (external IR
cameras + retroreflective target)
Projection-based AR environ.
64. non-AR Tracking on Phones
AR-PDA (2003)
Model-based tracking
PDA = thin client
tracking on server
Not real-time
Mosquito Hunt (2003)
Marble Revolution (2004)
Pingis (VTT, 2006)
Game control w/ optical
flow techniques
TinyMotion (2006)
GUI control & input
on cell phones
w/ image differencing
& block correlation
65. History of AR Tracking on Phones (1)
2003
ARToolKit on PDA
Wagner et at.
2004
3D Marker on Phone
Möhring et al.
2005
ARToolKit on Symbian
Henrysson et al.
66. Tracking for Handheld AR
SLIDE 66
Fiducial marker tracking on handhelds
Möhring et al., 2004 Henrysson et al., 2006Wagner et al., 2003
Rohs, 2006Bucolo et al., 2005
67. History of AR Tracking on Phones (2)
2005
Visual Codes
Rohs et at.
2008
Advanced Marker Tracking
Wagner et al.
2008
Natural Feature Tracking
Wagner et al.
68. What can we do on today‘s mobile phones?
Typical specs
600+ MHz
~5MB of available RAM
160x120 - 320x240 at 15-30 Hz camera
Possible to do
Marker tracking in 5-15ms
Natural feature tracking in 20-50ms
71. Handheld HCI
Consider your user
Follow good HCI principles
Adapt HCI guidelines for handhelds
Design to device constraints
Rapid prototyping
User evaluation
72. Sample Handheld AR Interfaces
Clean
Large Video View
Large Icons
Text Overlay
73. Handheld Display vs Fixed Display
Experiment comparing handheld moving, to handheld button input, small
fixed display, desktop display, large plasma
Users performed (1) navigation task, (2) selection task
Moving handheld display provided greater perceived FOV, higher degree of
presence, faster completion time
J. Hwang, J. Jung, G. Kim. Hand-held Virtual Reality: A Feasibility Study. In proceedings of VRST 2006
77. Handheld Interface Properties
Handheld interface vs. HMD interface
Display is handheld rather than headworn
Much greater peripheral view of real world
Display and input device connected
Can move device independent of view
Phone Keypad Touch Screen
One handed input
Keypad only
Bimanual interaction
Object based interaction
Two handed input
Stylus/touch screen
Screen based input/selection
Large screen
Limited number of buttons
78. Handheld Interface Metaphors
Tangible AR Lens Viewing
Look through screen into AR scene
Interact with screen to interact with AR
content
- Eg Invisible Train
Tangible AR Lens Manipulation
Select AR object and attach to device
Use the motion of the device as input
- Eg AR Lego
79.
80. Translation Study
Conditions
A: Object fixed to the phone (one handed)
B: Button and keypad input
C: Object fixed to the phone (bimanual)
- one hand for rotating tracking pattern
81. Results – Translation
• 9 subjects – within subject design
• Timing
• Tangible fastest
• twice as fast as keypad
• Survey
• Tangible easiest (Q1)
• Keypad most accurate (Q2)
• Tangible quickest (Q3)
• Tangible most enjoyable (Q4)
• Ranking
• Tangible favored
A
B C
Rank
1.44 2.56 2.0
82. Conditions
A: Arcball
B: Keypad input for rotation about
the object axis
C: Object fixed to the phone (one handed)
D: Object fixed to the phone (bimanual)
Rotation Study
83. • Timing
• Keypad(B) and Arcball(A) fastest
• No significant survey
differences
A B C D
Rank 3.0 2.3 2.4 2.2
Results – Rotation
84. Collaborative AR
AR Tennis
Virtual tennis court
Two user game
Audio + haptic feedback
Bluetooth messaging
88. Design Guidelines
Apply handheld HCI guidelines for on-screen content
- large buttons, little text input, etc
Design physical + virtual interface elements
Pick appropriate interface metaphor
- “handheld lens” approach using handheld motion
- Tangible AR for AR overlay
Build prototypes
Continuously evaluate application
92. AR Browsers
AR equivalent of web browser
Request and serve up content
Commercial outdoor AR applications
Junaio, Layar, Wikitude, etc
All have their own language specifications
Wikitude – ARML
Junaio – XML, AREL
93. AR Browsers
Commercial outdoor AR applications
Junaio, Layar, Wikitude, etc
All have their own language specifications
Wikitude – ARML
Junaio - XML
Need for common standard
Based on existing standards for geo-located content etc
Support for dynamic/interactive content
Easier to author mobile AR applications
Easy to render on AR browsers
102. Key Features
Content provided in information channels
Over 2,000 channels available
Two types of AR channels
GLUE channels – visual tracking
Location based channels – GPS, compass tracking
Simple to use interface with multiple views
List, map, AR (live) view
Point of Interest (POI) based
POIs are geo-located content
111. Search.php
<?xml version="1.0" encoding="UTF-8"?>
<results>
<poi id="1" interactionfeedback="none">
<name><![CDATA[[Hotel Hello World]]]></name>
<description><![CDATA[[This is a beautiful, family hotel and restaurant, just around the
corner. Special Dinner and Rooms available.]]]></description>
<l>37.776685,-122.422771,0</l>
<mime-type>text/plain</mime-type>
<icon>http://dev.junaio.com/publisherDownload/tutorial/icon_map.png</icon>
<thumbnail>http://dev.junaio.com/publisherDownload/tutorial/thumb.jpg</thumbnail>
<phone>555/1234567</phone>
<homepage> http://www.hotelaroundthecorner.com </homepage>
</poi>
</results>
113. Limitations of Plain XML
No interactivity
Only simple pop-ups
No user interface Customizations
Can only use Junaio GUI elements
No local interactivity
Always needs remote server connection
115. AREL
Augmented Reality Environment Language
Overcomes limitations of XML by itself
Based on web technologies; XML, HTML5, JavaScript
Core Components
1. AREL XML: Static file, specifies scene content
2. AREL JavaScript: Handles all interactions and animation. Any
user interaction send an event to AREL JS
3. AREL HTML5: GUI Elements. Buttons, icons, etc
Advantages
Scripting on device, more functionality, GUI customization
120. Basic Interactivity
Add a button on screen to move virtual
character
Use the following
HTML: button specification
Javascript: Interaction
PHP/XML: 3D model
Junaio Tutorial 5
http://www.junaio.com/develop/quickstart/
advanced-interactions-and-location-based-
model-3ds/
124. Logic_LBS5.js - JavaScript
Create an event listener
setEventListener();
Add functionality to model object
Load model from scene
Adding model behaviours
Add functionality to GUI objects
Define the event listener
Bind model behaviours to GUI objects