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.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Lecture prepared by Mark Billinghurst on Augmented Reality tracking. Taught on October 18th 2016 by Dr. Gun Lee as part of the COMP 4010 VR class at the University of South Australia.
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.
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Lecture prepared by Mark Billinghurst on Augmented Reality tracking. Taught on October 18th 2016 by Dr. Gun Lee as part of the COMP 4010 VR class at the University of South Australia.
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.
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality
COMP 4010 - Lecture 7: Introduction to Augmented RealityMark Billinghurst
Lecture 7 in the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture provides an introduction to Augmented Reality. This class was taught on September 7th 2017 by Mark Billinghurst at the University of South Australia.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Project soli is a gesture based technology.developed by google ATAP Team.Projct soli is working on the basis of RADAR.Human hand is one of the interactive mechanism to deals with any machine...
This slides must help you to get a great idea about "Project soli"
By,
BHAVIN.B
Bhavinbhadran7u@gmail.com
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality
COMP 4010 - Lecture 7: Introduction to Augmented RealityMark Billinghurst
Lecture 7 in the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture provides an introduction to Augmented Reality. This class was taught on September 7th 2017 by Mark Billinghurst at the University of South Australia.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Project soli is a gesture based technology.developed by google ATAP Team.Projct soli is working on the basis of RADAR.Human hand is one of the interactive mechanism to deals with any machine...
This slides must help you to get a great idea about "Project soli"
By,
BHAVIN.B
Bhavinbhadran7u@gmail.com
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
The third lecture in the Glass Class, Google Glass programming course. Taught by Mark Billinghurst on February 17th 2014. This lecture provides an overview of the Google Glass user experience.
Lecture 7 in the Glass Class course. Presented on February 21st 2014 by Mark Billinghurst. This lecture discusses directions for future research using Google Glass.
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
AWE 2014 - The Glass Class: Designing Wearable InterfacesMark Billinghurst
Tutorial taught at the AWE 2014 conference, by Mark Billinghurst and Rob Lindeman on May 27th 2014. It provides an overview of how to design interfaces for wearable computers, such as Google Glass.
Augmented Reality (AR) - The Future of Mobile Applications? Carin Campanario
Inspirational snippets of information (images and website links) about AR technologies, applications, concepts, ideas, events and blogs, gathered from the web for a Barcamp London 7 session on 25th October 2009, by Carin Campanario.
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.
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.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
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
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Augmented Reality: The Next 20 Years (AWE Asia 2015)Mark Billinghurst
Keynote speech given by Mark Billinghurst at the AWE Asia 2015 conference on October 18th 2015. The talk gives an outline of future developments in Augmented Reality
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated 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
The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
A generic presentation to give an overview of the current state of virtual dimension. How far are we with repects to ´the future of seeing more´? This presentation is aimed at those that would like to get a first impression on the potential of augmented reality. It is based on internet research. Links are included at the end,
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Session Overview
-------------------------------------------
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COSC 426 Lecture 1: Introduction to Augmented Reality
1. COSC 426: Augmented Reality
Mark Billinghurst
mark.billinghurst@hitlabnz.org
July 17th 2014
Lecture 1: Introduction
mark.billinghurst@hitlabnz.org
2. Mark Billinghurst
PhD Electrical Engineering
University of Washington
Interaction Design
Museum experiences
Tools for designers
Augmented Reality
Mobile AR, Evaluation,
Multimodal Interfaces, Collaborative
Collaboration
Enhanced FtF and remote collaboration
Social networking
3. Overview
One two hour lecture a week
Thursday 11am – 1pm
You will learn
Introduction to Augmented Reality
Augmented Reality technology
AR Interaction techniques
Interaction Design
AR authoring tools
Research directions in AR
Complete a simple project
4. Course Outline
Wk 1 (July 17th): Introduction to Augmented Reality (AR)
Wk 2 (July 24th): AR Technology (Assign 1)
Wk 3 (July 31st): AR Tracking
Wk 4 (Aug 7th): Designing AR Interfaces (Assign 2)
Wk 5 (Aug 14th): Project presentation + AR Interaction
Wk 6 (Aug 21st): Mobile AR (Assign 3)
Wk 9 (Sept 11th): Evaluating AR Interfaces (Assign 4)
Wk 10 (Sept 18th): AR research Directions
Wk 11 (Sept 25th): Final Project Presentations
5. Assessment - Update
Research project – 40%
Group work (2-4 people)
Due Sept 27th
Four Class Assignments – 20 %
Design, programming, individual work
Final Exam – 40%
Exam date TBD
7. A Brief History of Time
Trend
smaller, cheaper, more functions, more intimate
Technology becomes invisible
Intuitive to use
Interface over internals
Form more important than function
Human centered design
8. A Brief History of Computing
Trend
smaller, cheaper, faster, more intimate, intelligent objects
Computers need to become invisible
hide the computer in the real world
- Ubiquitous / Tangible Computing
put the user inside the computer
- Virtual Reality
16. Augmented Reality Definition
Defining Characteristics [Azuma 97]
Combines Real and Virtual Images
- Both can be seen at the same time
Interactive in real-time
- The virtual content can be interacted with
Registered in 3D
- Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
18. Put AR pictures here
Augmented Reality Examples
19. AR vs VR
Virtual Reality: Replaces Reality
Scene Generation: requires realistic images
Display Device: fully immersive, wide FOV
Tracking and Sensing: low accuracy is okay
Augmented Reality: Enhances Reality
Scene Generation: minimal rendering okay
Display Device: non-immersive, small FOV
Tracking and Sensing: high accuracy needed
20. Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
22. Metaverse
Neal Stephenson’s “SnowCrash”
The Metaverse is the convergence of:
1) virtually enhanced physical reality
2) physically persistent virtual space
Metaverse Roadmap
http://metaverseroadmap.org/
23. Metaverse Dimensions
• Augmentation technologies that layer information onto
our perception of the physical environment.
• Simulation refers to technologies that model reality
• Intimate technologies are focused inwardly, on the
identity and actions of the individual or object;
• External technologies are focused outwardly, towards
the world at large;
32. Summary
Augmented Reality has three key features
Combines Real and Virtual Images
Interactive in real-time
Registered in 3D
AR can be classified alongside other technologies
Invisible Interfaces
Milgram’s Mixed Reality continuum
MetaVerse
36. A Brief History of AR (3)
1960 - 70’s: US Air Force helmet mounted
displays (T. Furness)
37. A Brief History of AR (4)
1970 - 80’s: US Air Force Super Cockpit (T. Furness)
38. A Brief History of AR (5)
Early 1990’s: Boeing coined the term “AR.” Wire harness
assembly application begun (T. Caudell, D. Mizell).
39. A Brief History of AR (6)
1994: Motion stabilized display [Azuma]
1995: Fiducial tracking in video see-through [Bajura / Neumann]
1996: UNC hybrid magnetic-vision tracker
40. A Brief History of AR (7)
1996: MIT Wearable Computing efforts
1998: Dedicated conferences begin (ISMAR)
Late 90’s: Collaboration, outdoor, interaction
Late 90’s: Augmented sports broadcasts
41. History Summary
1960’s – 80’s: Early Experimentation
1980’s – 90’s: Basic Research
Tracking, displays
1995 – 2005: Tools/Applications
Interaction, usability, theory
2005 - : Commercial Applications
Games, Medical, Industry
42. 2007 - AR Reaches Mainstream
MIT Technology Review
March 2007
list of the 10 most
exciting technologies
Economist
Dec 6th 2007
Reality, only better
46. 2008 - Browser Based AR
Flash + camera + 3D graphics
High impact
High marketing value
Large potential install base
1.6 Billion web users
Ease of development
Lots of developers, mature tools
Low cost of entry
Browser, web camera
47.
48.
49. Impact of Web-based AR
Boffswana Living Sasquatch
http://www.boffswana.com/news/?p=605
In first month
100K unique visits
500K page views
6 minutes on page
50. 2005 - Mobile Phone AR
Mobile Phones
camera
processor
display
AR on Mobile Phones
Simple graphics
Optimized computer vision
Collaborative Interaction
51. AR Advertising (HIT Lab NZ 2007)
Txt message to download AR application (200K)
See virtual content popping out of real paper advert
Tested May 2007 by Saatchi and Saatchi
53. 2009 - Outdoor Information Overlay
Mobile phone based
Tag real world locations
GPS + Compass input
Overlay graphics data on live video
Applications
Travel guide, Advertising, etc
Wikitude, Layar, Junaio, etc..
Android based, Public API released
54. Layar (www.layar.com)
Location based data
GPS + compass location
Map + camera view
AR Layers on real world
Customized data
Audio, 3D, 2D content
Easy authoring
Android, iPhone
55.
56.
57. AR Today
Key Technologies Available
- Robust tracking (Computer Vision, GPS/sensors)
- Display (Handheld, HMDs)
- Input Devices (Kinect, etc)
- Developer tools (Qualcomm, Metaio, ARTW)
Commercial Business Growing
- Gaming, GPS/Mobile, Online Advertisement
• >$5 Billion USD by 2016 (Markets andMarkets)
• >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
60. Web based AR
Flash, HTML 5 based AR
Marketing, education
Outdoor Mobile AR
GPS, compass tracking
Viewing Points of Interest in real world
Eg: Junaio, Layar, Wikitude
Handheld AR
Vision based tracking
Marketing, gaming
Location Based Experiences
HMD, fixed screens
Museums, point of sale, advertising
Typical AR Experiences
61. AR Business Today
Marketing
Web-based, mobile
Mobile AR
Geo-located information and service
Driving demand for high end phones
Gaming
Mobile, Physical input (Kinect, PS Move)
Upcoming areas
Manufacturing, Medical, Military
62. Some Commercial AR Companies
ARToolworks (http://www.artoolworks.com/)
ARToolKit, FLARToolKit, SDKs
Metaio (http://www.metaio.com/)
Marketing, Industry, SDKs
Total Immersion (http://www.t-immersion.com/)
Marketing, Theme Parks, AR Experiences
Qualcomm (http://www.vuforia.com/)
Mobile AR, Vuforia SDK
Many small start-ups
63.
64. Summary
Augmented Reality has a long history going
back to the 1960’s
Interest in AR has exploded over the last few
years and is being commercialized quickly
AR is growing in a number of areas
Mobile AR
Web based AR
Marketing experiences
67. Applications: medical
“X-ray vision” for surgeons
Aid visualization, minimally-invasive operations.
Training. MRI, CT data.
Ultrasound project, UNC Chapel Hill.
Courtesy
UNC
Chapel
Hill
68. Medical AR Trials
Sauer et al. 2000 at Siemens
Corporate Research, NJ
Stereo video see through
F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a
Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,
MICCAI 2002
75. Interactive Museum Experiences
BlackMagic
Virtual America’s Cup
410,000 people in six months
MagicPlanet
TeManawa science museum
Virtual Astronomy
Collaborative AR experience
ARVolcano
Interactive AR kiosk
Scienceworks museum, Melbourne
77. Museum Archeology
LifePlus (2002-2004)
Natural feature tracking
Virtual characters
Mobile AR system
Archeoguide (2000-2002)
Cultural heritage on-site guide
Hybrid tracking
Virtual overlay
78. Sales and Marketing
Connect with brands and branded objects
Location Based Experiences
Lynx Angels
Web based
Rayban glasses
Mobile
Ford Ka campaign
Print based
Red Bull Magazine
79. Summary
AR technology can be used to develop a wide
range of applications
Promising application areas include
Games
Education
Engineering
Medicine
Museums
Etc..
80. Things to Do..
Find your favourite YouTube video showing
an AR interface – send to Mark
Try AR for yourself
Install Junaio, or other mobile AR application
Read Articles
Find a friend for the project
Think about project ideas