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Going Out
Research in Mobile Augmented
           Reality
        Mark Billinghurst
           HIT Lab NZ
     University of Canterbury
Augmented Reality (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
1999: AR Face to Face Collaboration
Siggraph 99 Demo
1998: SGI O2           2008: Nokia N95




$5,000                   $500
CPU: 300 Mhz             CPU: 332 Mhz
HDD; 9GB                 HDD; 8GB
RAM: 512 mb              RAM: 128 mb
Camera: VGA 30fps        Camera: VGA 30 fps
Graphics:500K poly/sec   Graphics:2m poly/sec
Evolution of Mobile AR
            Camera phone
                                                 Camera phone
                                                 - Thin client AR
Wearable        Wearable AR
Computers                                                   Camera phone
                                                            - Self contained AR
                              PDAs
  Handheld                    -Thin client AR
  AR Displays
                                                  PDAs
                                                  -Self contained AR




  1995      1997              2001              2003     2004
Mobile Phone AR
 Mobile Phones
   camera
   processor
   display
 AR on Mobile Phones
   Simple graphics
   Optimized computer vision
   Collaborative Interaction
Collaborative AR




 AR Tennis
   Two user game
   Audio + haptic
    feedback
   Bluetooth messaging
AR Tennis
Mobile AR




 Txt message to download AR application (200K)
 See virtual content popping out of real paper advert
 Tested May 2007 by Saatchi and Saatchi
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
MARS View




 Virtual tags overlaid on the real world
 “Information in place”
2008 - Location Aware Phones




 Motorola Droid     Nokia Navigator
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
   Android based, Public API released
 Other companies
   Layar, AcrossAir, Tochnidot, RobotVision, etc
Layar – www.layar.com
iPhone, Android
> 2 million downloads
 1500+ information layers
HIT Lab NZ Outdoor AR Platform
 Cross platform
   Android, iPhone
 3D onsite visualization
   Intuitive user interface
 Positions content in space
   Camera, GPS, compass
 Client/Server software architecture
 Targeting museum guide/outdoor site
  applications
Prototype: Earthquake Reconstruction




  See past, present and future building designs
  Earthquake survivor stories shown on map
   view
  Collect user comments
  Android platform
Benefits of Mobile AR
 Making the invisible visible
   Geo-located services/information
 Ease interaction with virtual content
   Tangible/physical interaction
 Reduce cognitive load
   Intuitive spatial organization of information
Mobile AR Today
 Smart Phones (450+ million in 2011)
   Cameras, GPS, Compass, Gyroscope
    Sensors
   Fast CPU, GPU chips
 Free developer kits
   Layar,Junaio, outdoor SDKs
   Qualcomm QCAR vision tracking SDK
 User-generated content
   Flickr, Sketch-up, YouTube, Twitter, etc
$784 million USD in 2014
Looking to the Future
Directions for Future Research
 Enabling Technologies
   Displays, tracking, information filtering
 User Experience
   Remove social boundaries, increasing ease of
    use
 Crossing Boundaries
   AR + other interface metaphors
 Social Augmented Reality
   AR 2.0, AR everywhere
Tri-corder Problem
 Handheld AR
   Social boundaries
   Not always available
Future Displays




 Always on, unobtrusive
Contact Lens Display
 Babak Parviz
   University Washington
 MEMS components
   Transparent elements
   Micro-sensors
 Challenges
   Miniaturization
   Assembly
   Eye-safe
AR User Experience
Crossing Boundaries




           Jun Rekimoto, Sony CSL
Invisible Interfaces




           Jun Rekimoto, Sony CSL
The MagicBook




Reality   Augmented      Augmented         Virtuality
          Reality (AR)   Virtuality (AV)
ubiHome @ GIST
        Media services       Light service        MR window



    ubiTrack



 Where/When
     Tag-it
                                                         ubiKey

                                 ubiHome
                                                      Who/What/
What/When/How                                         When/How
                PDA      Couch Sensor        Door Sensor



    Who/What/When/How      When/How           When/How
CAMAR - GIST
(CAMAR: Context-Aware Mobile Augmented Reality)
Ubiquitous AR (GIST, Korea)




 How does your AR device work with other devices?
 How is content delivered?
Ubiquitous
                          UbiComp
                                      Ubi AR

                                                Ubi VR




Weiser                              Mobile AR




                         Desktop       AR       VR

          Terminal


                      Reality                   Virtual Reality



                                     Milgram


                                                         From: Joe Newman
Massive
Multi User




                            Ubiquitous



                 Terminal
Single User

             Reality




                                    VR
Multi-user AR Interfaces



  1996             1999               2004          2018
 2 users          4 users             8 users       ?? users
 10 years of Collaborative AR – 2 to 8 users
   cf MSN Chat 29m, Skype 17m, Second Life 50K
 Mobile/handheld AR scales to high number of users
   New applications, infrastructure, content distribution…
Social Augmented Reality




 Public and private annotations everywhere
BASIC VIEW
PERSONAL VIEW
Augmented Reality 2.0
   Infrastructure
Social Implications
 Privacy
    Who can see my information?
 Reliability (Wikipedia effect)
    How truthful is the information?
 Just in time education
    Information without learning?
 Attention Becomes a Valuable Commodity
    Hyperconnectivity = time slicing
Conclusions
• Mobile AR enhances interaction with real
  world
• Many possible applications/commercial
  possibilities
• Important research problems need to be
  solved
     –Enabling Technologies
     –Experience Design
     –Crossing Boundaries
     –Social Augmented Reality
More Information

• Mark Billinghurst
  – mark.billinghurst@hitlabnz.org
• Website
  – www.hitlabnz.org

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ICISTS 2011 Conference Mobile AR Presentation

  • 1. Going Out Research in Mobile Augmented Reality Mark Billinghurst HIT Lab NZ University of Canterbury
  • 2.
  • 3. Augmented Reality (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
  • 4. 1999: AR Face to Face Collaboration
  • 6. 1998: SGI O2 2008: Nokia N95 $5,000 $500 CPU: 300 Mhz CPU: 332 Mhz HDD; 9GB HDD; 8GB RAM: 512 mb RAM: 128 mb Camera: VGA 30fps Camera: VGA 30 fps Graphics:500K poly/sec Graphics:2m poly/sec
  • 7. Evolution of Mobile AR Camera phone Camera phone - Thin client AR Wearable Wearable AR Computers Camera phone - Self contained AR PDAs Handheld -Thin client AR AR Displays PDAs -Self contained AR 1995 1997 2001 2003 2004
  • 8. Mobile Phone AR  Mobile Phones  camera  processor  display  AR on Mobile Phones  Simple graphics  Optimized computer vision  Collaborative Interaction
  • 9. Collaborative AR  AR Tennis  Two user game  Audio + haptic feedback  Bluetooth messaging
  • 11. Mobile AR  Txt message to download AR application (200K)  See virtual content popping out of real paper advert  Tested May 2007 by Saatchi and Saatchi
  • 12. 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
  • 13. MARS View  Virtual tags overlaid on the real world  “Information in place”
  • 14. 2008 - Location Aware Phones Motorola Droid Nokia Navigator
  • 15. 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  Android based, Public API released  Other companies  Layar, AcrossAir, Tochnidot, RobotVision, etc
  • 16. Layar – www.layar.com iPhone, Android > 2 million downloads  1500+ information layers
  • 17.
  • 18.
  • 19.
  • 20. HIT Lab NZ Outdoor AR Platform  Cross platform  Android, iPhone  3D onsite visualization  Intuitive user interface  Positions content in space  Camera, GPS, compass  Client/Server software architecture  Targeting museum guide/outdoor site applications
  • 21. Prototype: Earthquake Reconstruction  See past, present and future building designs  Earthquake survivor stories shown on map view  Collect user comments  Android platform
  • 22. Benefits of Mobile AR  Making the invisible visible  Geo-located services/information  Ease interaction with virtual content  Tangible/physical interaction  Reduce cognitive load  Intuitive spatial organization of information
  • 23. Mobile AR Today  Smart Phones (450+ million in 2011)  Cameras, GPS, Compass, Gyroscope Sensors  Fast CPU, GPU chips  Free developer kits  Layar,Junaio, outdoor SDKs  Qualcomm QCAR vision tracking SDK  User-generated content  Flickr, Sketch-up, YouTube, Twitter, etc
  • 24. $784 million USD in 2014
  • 25. Looking to the Future
  • 26. Directions for Future Research  Enabling Technologies  Displays, tracking, information filtering  User Experience  Remove social boundaries, increasing ease of use  Crossing Boundaries  AR + other interface metaphors  Social Augmented Reality  AR 2.0, AR everywhere
  • 27. Tri-corder Problem  Handheld AR  Social boundaries  Not always available
  • 28. Future Displays  Always on, unobtrusive
  • 29. Contact Lens Display  Babak Parviz  University Washington  MEMS components  Transparent elements  Micro-sensors  Challenges  Miniaturization  Assembly  Eye-safe
  • 31.
  • 32.
  • 33. Crossing Boundaries Jun Rekimoto, Sony CSL
  • 34. Invisible Interfaces Jun Rekimoto, Sony CSL
  • 35. The MagicBook Reality Augmented Augmented Virtuality Reality (AR) Virtuality (AV)
  • 36. ubiHome @ GIST Media services Light service MR window ubiTrack Where/When Tag-it ubiKey ubiHome Who/What/ What/When/How When/How PDA Couch Sensor Door Sensor Who/What/When/How When/How When/How
  • 37. CAMAR - GIST (CAMAR: Context-Aware Mobile Augmented Reality)
  • 38. Ubiquitous AR (GIST, Korea)  How does your AR device work with other devices?  How is content delivered?
  • 39. Ubiquitous UbiComp Ubi AR Ubi VR Weiser Mobile AR Desktop AR VR Terminal Reality Virtual Reality Milgram From: Joe Newman
  • 40. Massive Multi User Ubiquitous Terminal Single User Reality VR
  • 41. Multi-user AR Interfaces 1996 1999 2004 2018 2 users 4 users 8 users ?? users  10 years of Collaborative AR – 2 to 8 users  cf MSN Chat 29m, Skype 17m, Second Life 50K  Mobile/handheld AR scales to high number of users  New applications, infrastructure, content distribution…
  • 42. Social Augmented Reality  Public and private annotations everywhere
  • 45. Augmented Reality 2.0 Infrastructure
  • 46. Social Implications  Privacy  Who can see my information?  Reliability (Wikipedia effect)  How truthful is the information?  Just in time education  Information without learning?  Attention Becomes a Valuable Commodity  Hyperconnectivity = time slicing
  • 47. Conclusions • Mobile AR enhances interaction with real world • Many possible applications/commercial possibilities • Important research problems need to be solved –Enabling Technologies –Experience Design –Crossing Boundaries –Social Augmented Reality
  • 48. More Information • Mark Billinghurst – mark.billinghurst@hitlabnz.org • Website – www.hitlabnz.org