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LECTURE 2:
AR TECHNOLOGY
Mark Billinghurst
mark.billinghurst@unisa.edu.au
Zi Siang See
zisiang@reina.com.my
November 29th-30th 2015
Mobile-Based Augmented Reality Development
TECHNOLOGY
Augmented Reality Definition
• Defining Characteristics
• Combines Real andVirtual Images
• Display Technology
• Interactive in real-time
• Interaction Technology
• Registered in 3D
• Tracking Technology
DISPLAY
Display Technologies
! Types (Bimber/Raskar 2003)
! Head attached
•  Head mounted display/projector
! Body attached
•  Handheld display/projector
! Spatial
•  Spatially aligned projector/monitor
DisplayTaxonomy
Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
Optical see-through HMD
Virtual images
from monitors
Real
World
Optical
Combiners
Epson Moverio BT-200
▪  Stereo see-through display ($700)
▪  960 x 540 pixels, 23 degree FOV, 60Hz, 88g
▪  Android Powered, separate controller
▪  VGA camera, GPS, gyro, accelerometer
Strengths of optical see-through
•  Simpler (cheaper)
•  Direct view of real world
•  Full resolution, no time delay (for real world)
•  Safety
•  Lower distortion
•  No eye displacement
•  see directly through display
Video see-through HMD
Video
cameras
Monitors
Graphics
Combiner
Video
Vuzix Wrap 1200DXAR
▪  Stereo video see-through display ($1500)
■  Twin 852 x 480 LCD displays, 35 deg. FOV
■  StereoVGA cameras
■  3 DOF head tracking
Strengths of Video See-Through
•  True occlusion
•  Block image of real world
•  Digitized image of real world
•  Flexibility in composition
•  Matchable time delays
•  More registration, calibration strategies
•  Wide FOV is easier to support
•  wide FOV camera
Multiplexed Displays
•  Above or below line of sight
•  Strengths
•  User has unobstructed view of real world
•  Simple optics/cheap
•  Weaknesses
•  Direct information overlay difficult
•  Display/camera offset from eyeline
•  Wide FOV difficult
Google Glass
▪  Monocular see-through multiplexed display
▪  640 x 360 microprojector, 15 degree FOV
▪  5 MP camera, gyro, accelerometer
DisplayTechnology
•  Curved Mirror
•  off-axis projection
•  curved mirrors in front of eye
•  high distortion, small eye-box
•  Waveguide
•  use internal reflection
•  unobstructed view of world
•  large eye-box
See-through thin displays
•  Waveguide techniques for thin see-through displays
•  Wider FOV, enable AR applications
•  Social acceptability
Opinvent Ora
Lumus DK40
SpatialAugmented Reality
• Project onto irregular surfaces
• Geometric Registration
• Projector blending, High dynamic range
• Book: Bimber “Spatial Augmented Reality”
Projector-basedAR
Examples:
Raskar, MIT Media Lab
Inami, Tachi Lab, U. Tokyo
Projector
Real objects
with retroreflective
covering
User (possibly
head-tracked)
HMD vs.HMPD
Head Mounted Display Head Mounted Projected Display
CastAR - http://technicalillusions.com/
• Stereo head worn projectors
• Interactive wand
• Rollable retro-reflective sheet
• Designed for shared interaction
Video MonitorAR
Video
cameras Monitor
Graphics Combiner
Video
Stereo
glasses
Examples
Handheld Displays
• Mobile Phones
• Camera
• Display
• Input
TRACKING
Objects Registered in 3D
• Registration
• Positioning virtual object wrt real world
• Tracking
• Continually locating the users viewpoint
•  Position (x,y,z), Orientation (r,p,y)
Tracking Technologies
"  Active
•  Mechanical, Magnetic, Ultrasonic
•  GPS, Wifi, cell location
"  Passive
•  Inertial sensors (compass, accelerometer, gyro)
•  Computer Vision
•  Marker based, Natural feature tracking
"  Hybrid Tracking
•  Combined sensors (eg Vision + Inertial)
Tracking Types
Magnetic
Tracker
Inertial
Tracker
Ultrasonic
Tracker
Optical
Tracker
Marker-Based
Tracking
Markerless
Tracking
Specialized
Tracking
Edge-Based
Tracking
Template-Based
Tracking
Interest Point
Tracking
Mechanical
Tracker
Example:Marker tracking
•  Available for more than 10 years
•  Several open source solutions exist
•  ARToolKit, ARTag, ATK+, etc
•  Fairly simple to implement
•  Standard computer vision methods
•  A rectangle provides 4 corner points
•  Enough for pose estimation!
Marker Based Tracking: ARToolKit
http://artoolkit.sourceforge.net/
Coordinate Systems
Tracking challenges inARToolKit
False positives and inter-marker confusion
(image by M. Fiala)
Image noise
(e.g. poor lens, block
coding /
compression, neon tube)
Unfocused camera,
motion blur
Dark/unevenly lit
scene, vignetting
Jittering
(Photoshop illustration)
Occlusion
(image by M. Fiala)
Markerless Tracking
Magnetic Tracker Inertial
Tracker
Ultrasonic
Tracker
Optical
Tracker
Marker-Based
Tracking
Markerless
Tracking
Specialized
Tracking
Edge-Based
Tracking
Template-Based
Tracking
Interest Point
Tracking
•  No more Markers! #Markerless Tracking
Mechanical
Tracker
Natural Feature Tracking
• Use Natural Cues of Real Elements
•  Edges
•  Surface Texture
•  Interest Points
• Model or Model-Free
• No visual pollution
Contours
Features Points
Surfaces
TextureTracking
Edge Based Tracking
•  RAPiD [Drummond et al. 02]
•  Initialization, Control Points, Pose Prediction (Global Method)
Line Based Tracking
• Visual Servoing [Comport et al. 2004]
Model BasedTracking
• OpenTL - www.opentl.org
•  General purpose library for model based visual tracking
Marker vs.natural feature tracking
•  Marker tracking
•  ++ Markers can be an eye-catcher
•  ++ Tracking is less demanding
•  -- The environment must be instrumented with markers
•  -- Markers usually work only when fully in view
•  Natural feature tracking
•  -- A database of keypoints must be stored/downloaded
•  ++ Natural feature targets might catch the attention less
•  ++ Natural feature targets are potentially everywhere
•  ++ Natural feature targets work also if partially in view
Example: Outdoor Hybrid Tracking
• Combines
• computer vision
•  natural feature tracking
• inertial gyroscope sensors
• Both correct for each other
• Inertial gyro - provides frame to frame
prediction of camera orientation
• Computer vision - correct for gyro drift
Robust OutdoorTracking
• Hybrid Tracking
•  ComputerVision, GPS, inertial
• Going Out
•  Reitmayr & Drummond (Univ. Cambridge)
Reitmayr, G., & Drummond, T. W. (2006). Going out: robust model-based tracking
for outdoor augmented reality. In Mixed and Augmented Reality, 2006. ISMAR
2006. IEEE/ACM International Symposium on (pp. 109-118). IEEE.
Handheld Display
INTERACTION
• Interface Components
• Physical components
• Display elements
• Visual/audio
• Interaction metaphors
Physical
Elements
Display
ElementsInteraction
MetaphorInput Output
AR Interface Elements
AR Design Space
Reality Virtual Reality
Augmented Reality
Physical Design Virtual Design
Interface Design Path
1/ Prototype Demonstration
2/ Adoption of Interaction Techniques from other
interface metaphors
3/ Development of new interface metaphors
appropriate to the medium
4/ Development of formal theoretical models for
predicting and modeling user actions
Desktop WIMP
Virtual Reality
Augmented Reality
Interaction Development
• Information Browsing
• Camera movement
• Limited interaction
• 3D AR Interaction
• HMD, hand tracking
• 3D UI/VR techniques
• Specialized input devices
Tangible User Interfaces (Ishii 97)
• Augmented Surfaces
• Rekimoto 1998
• Multiple projection surfaces
• Tangible prop interaction
• i/O Brush (2004)
• Ryokai, Marti, Ishii
• Sensor enhanced real brush
Other Examples
• Triangles (Gorbert 1998)
• Triangular based story telling
• ActiveCube (Kitamura 2000-)
• Cubes with sensors
Lessons fromTangible Interfaces
• Benefits
• Physical objects make us smart (affordances)
• Objects aid collaboration
• Objects increase understanding (cognitive artifacts)
• Limitations
• Difficult to change object properties
• Limited display capabilities (2D surface)
• Separation between object and display
Orthogonal Nature ofAR Interfaces
TangibleAR Interaction
• AR overcomes limitation of TUIs
• enhance display possibilities
• merge task/display space
• provide public and private views
• TUI + AR = Tangible AR
• Apply TUI methods to AR interface design
Tangible AR Design Principles
• Tangible AR Interfaces use TUI principles
• Physical controllers for moving virtual content
• Support for spatial 3D interaction techniques
• Support for multi-handed interaction
• Match object affordances to task requirements
• Support parallel activity with multiple objects
• Allow collaboration between multiple users
VOMAR -TangibleAR Interface
• Use of natural physical object
to control virtual objects
• Physical objects
• Catalog book:
•  Turn over the page
• Paddle operation:
•  Push, shake, incline, hit, scoop
Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., & Tachibana, K. (2000). Virtual object manipulation on
a table-top AR environment. In Augmented Reality, 2000.(ISAR 2000). Proceedings. IEEE and ACM
International Symposium on (pp. 111-119). Ieee.
Interaction Evolution
• Browsing Interfaces
• simple (conceptually!), unobtrusive
• 3D AR Interfaces
• expressive, creative, require attention
• Tangible Interfaces
• Embedded into conventional environments
• Tangible AR
• Combines TUI input + AR display
AR APPLICATIONS
•  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
CityViewARApplication
•  Visualize Christchurch before the earthquakes
User Experience
• MultipleViews
• MapView,ARView, ListView
• Multiple Data Types
• 2D images, 3D content, text, panoramas
Warp Runner
• Puzzle solving game
• Deform real world terrain
Demo:colAR
• Turn colouring books pages into AR scenes
• Markerless tracking, use your own colours..
• Try it yourself: http://www.colARapp.com/
What Makes a GoodAR Experience?
• Compelling
• Engaging,‘Magic’ moment
• Intuitive, ease of use
• Uses existing skills
• Anchored in physical world
• Seamless combination of real and digital
Conclusion
• AR seamlessly blends real and virtual imagery
•  Interactive in real time, fixed in space
• AR has developed into a mass market technology
•  Education, engineering, entertainment
• The technologies to create AR are available
•  Display, tracking, interaction

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