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 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 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
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.
Lecture 4 from the COMP 4010 course on AR/VR. This lecture reviews optical tracking for AR and starts discussion about interaction techniques. This was taught by Mark Billinghurst at the University of South Australia on August 17th 2021.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
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 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.
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 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
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.
Lecture 4 from the COMP 4010 course on AR/VR. This lecture reviews optical tracking for AR and starts discussion about interaction techniques. This was taught by Mark Billinghurst at the University of South Australia on August 17th 2021.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
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 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.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
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.
Short lecture on Unity and how to use Unity and SteamVR to create a simple VR scene. Taught by Mark Billinghurst at the University of South Australia on July 30th 2019
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 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 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.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
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.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
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.
Short lecture on Unity and how to use Unity and SteamVR to create a simple VR scene. Taught by Mark Billinghurst at the University of South Australia on July 30th 2019
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 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 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.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
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.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
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.
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 about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
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.
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.
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.
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
Lecture 8 in the COMP 4010 course on AR and VR. This lecture gives an overview of Augmented Reality technology. Taught by Mark Billinghurst on October 5th, 2017 at the University of South Australia
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
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
Lecture 1 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture is the Introduction to the course. Look for the other 9 lectures in the course.
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
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.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
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.
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 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.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
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Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
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Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...
Lecture 8 Introduction to Augmented Reality
1. LECTURE 8: INTRODUCTION
TO AUGMENTED REALITY
COMP 4010 – Virtual Reality
Semester 5 – 2019
Bruce Thomas, Mark Billinghurst
University of South Australia
September 17th 2019
3. 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.
9. Pepper’s Ghost (1862)
• Projecting onto glass to make ghost image appear on stage
• Dates back to Giambattista della Porta (1584)
10. The Master Key (1901) – AR Glass
• "It consists of this pair of spectacles.
While you wear them every one you
meet will be marked upon the
forehead with a letter indicating his or
her character. The good will bear the
letter 'G,' the evil the letter 'E.' …
Thus you may determine by a single
look the true natures of all those you
encounter.”
L. Frank Baum
AR display showing if people are good or evil
11. Early HUD (1958)
F16 – Head Up Display
Showing flight
information over the
real world
12. First HMD (Maybe?)
• Philco Headsight (1961) – Remote Camera Viewing
• Showing live camera view in monocular HMD
13. Sutherland HMD
• 1968: Sutherland / Sproull’s first HMD system
• see-through, with ultrasonic/mechanical tracking
18. First Industrial Use of AR
• Early 1990’s: Boeing coined the term “AR.”
• Wire harness assembly application begun
• Lead by Tom Caudell, and David Mizell
19. Academic Research Beginning
• University research begun at UNC and others
• 1994: Motion stabilized display [Azuma]
• 1995: Fiducial tracking in video [Bajura / Neumann]
• 1996: UNC hybrid magnetic-vision tracker
20. Development of the Field
• 1996: MIT Wearable Computing efforts
• 1998: Dedicated conferences begin (ISMAR)
• Late 90’s: Collaboration, outdoor, interaction
• Late 90’s: Augmented sports broadcasts
21. Development of Tools
•1996 CyberCode (Rekimoto)
• First matrix code tracking
•1999 ARToolKit (Kato & Billinghurst)
• Open source tracking library
24. 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
25. 2007 - AR Reaches Mainstream
• MIT Technology Review
• March 2007
• One of the 10 most exciting
technologies
• Economist
• Dec 6th 2007
• Reality, only better
26. 2009 - AR in Magazines
• Esquire Magazine
• Dec 2009 issue
• 12 pages AR content
• Many Others
• Wired
• Colors
• Red Bull
• Etc
28. Google Searches for AR
• Cross over in 2009, with more interest in AR than VR
29. 2008 - Browser Based AR
• Flash + camera + 3D graphics
• ARToolKit ported to Flash
• 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
30. Demo: GE Smart Grid
• https://www.youtube.com/watch?v=vJO_AZkCL9U
31. 2005 - Mobile Phone AR
•Mobile Phones
• camera
• processor
• display
•AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
32. 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
35. 2009 - Outdoor Information Overlay
• Mobile phone based
• Tag real world locations
• GPS + Compass input
• Overlay graphics on live video
• Applications
• Travel guide, Advertising, etc.
• Wikitude, Layar, etc..
• iOS/Android, Public API released
43. Sensors
• 4 Environment camera sensors (two on each side)
• A depth camera (Time of Flight, 120o FOV), a 2.4MP
photo/HD video camera
• An ambient light sensor, 3 DOF IMU
44. Computing
• Custom mother board: 64 GB eMMC SSD and 8MB SRAM,
1GB of LPDDR3 RAM, Windows 10
• HPU: sensor processing and fusion, 8MB SRAM, 1GB of
LPDDR3 RAM
45. Display
• See-through display, 30°×17.5°field of view - 720p or
1268x720 per eye
• two HD 16:9 light engines - liquid crystal on silicon displays
• total internal reflection waveguide optics
46. MagicLeap ML-1 (2018) - $2,300 USD
• Bi-Focal Display – two focus planes
• Horizontal FoV of 40o, vertical FoV of 30o, diagonal value of 50o
• 1280×960 resolution, Eye-tracking
• Separate display and computer
• Nvidia "Parker" Tegra X2 CPU, 8GB RAM, 128 GB storeage
• 6 DOF handheld controller, magnetic tracking
48. Mobile Camera AR Apps (2015 - )
• SnapChat - Lenses, World Lenses
• Cinco de Mayo lens > 225 million views
• Facebook - Camera Effects
• Google – Word Lens/Translate
49. ARKit/ARcore (2017)
• Visual Inertial Odometry (VIO) systems
• Mobile phone pose tracked by
• Camera (Visual), Accelerometer & Gyroscope (Intertial)
• Features
• Plane detection, lighting detection, hardware optimisation
• Links
• https://developer.apple.com/arkit/ https://developers.google.com/ar/
50. ARKIT3 Features
• The latest ARKIT features
• People Occlusion
• Motion Capture
• Multiple Face Tracking
• Support for Collaborative Sessions
• Access to Simultaneous Front and Back Camera
52. • Weak AR
• Imprecise tracking
• No knowledge of environment
• Limited interactivity
• Handheld AR
• Strong AR
• Very accurate tracking
• Seamless integration into real world
• Natural interaction
• Head mounted AR
Strong vs. Weak AR
54. AR Business Today
• Marketing
• Web-based, mobile
• Gaming
• Mobile, Physical input
• Mobile AR
• Geo-located information and service
• Driving demand for high end phones
• Upcoming areas
• Manufacturing, Medical, Military
63. Pokemon GO Effect
• Fastest App to reach $500 million in Revenue
• Only 63 days after launch, > $1 Billion in 6 months
• Over 500 million downloads, > 25 million DAU
• Nintendo stock price up by 50% (gain of $9 Billion USD)
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
66. • Web based AR
• Flash, HTML 5 based AR
• Marketing, education
• Outdoor Mobile AR
• GPS, compass tracking
• Viewing Points of Interest in real world
• Eg: Layar, Wikitude
• Handheld AR
• Vision based tracking
• Marketing, gaming
• Location Based Experiences
• HMD, fixed screens
• Museums, point of sale, advertising
Typical AR Experiences
68. Example: Haunted Book/AR Book
• Camera hidden in lamp object
• AR content seamlessly integrated into real book
• Natural page turning/manipulation interaction
Scherrer, C., Pilet, J., Fua, P., & Lepetit, V. (2008, September). The haunted book. In Proceedings of the 7th
IEEE/ACM international Symposium on Mixed and Augmented Reality (pp. 163-164). IEEE Computer Society.
72. 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
73. Pepsi AR Experience (2014)
• Video see-through AR in bus shelter
• Bus shelter appears under attack
76. Maintenance Systems
• Ngrain
• http://www.ngrain.com/
• Training authoring tool
• Model based AR tracking
• ScopeAR
• http://www.scopear.com/
• Remote assistance
• Image based tracking
78. Medical AR Trials
ú Sauer et al. 2000 at
Siemens Corporate
Research, NJ
ú 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
80. Interactive Museum Experiences
§ BlackMagic
§ Virtual America’s Cup
§ 410,000 people in six months
§ MagicPlanet
§ TeManawa science museum
§ Virtual Astronomy
§ Collaborative AR experience
§ AR Volcano
§ Interactive AR kiosk
§ Scienceworks museum, Melbourne
91. Example: Marketing
• Add magic to companies products
• Snapchat lenses
• Face tracking technology
• Simple interaction
• Animated content
• Significant ROI
• $750K for 224 million views
• c.f. $5 million for SuperBowl ad
RW VR
93. Example: Collaboration
• Use MR technology for remote collaboration
• See through another’s eyes, virtual avatars
• Microsoft Remote Assist
• HoloLens see-through display
• Remote video sharing
• AR drawing/annotation
• Document sharing
• Group calling
96. Summary
• AR technology can be used to develop a
wide range of applications
• Promising application areas include
• Games
• Education
• Engineering
• Medicine
• Museums
• Etc..