Lecture 2 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 provides an introduction to Mobile AR Technology. Look for the other 9 lectures in the course.
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Mobile AR Lecture 2 - Technology
1. 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
10. 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
12. Vuzix Wrap 1200DXAR
▪ Stereo video see-through display ($1500)
■ Twin 852 x 480 LCD displays, 35 deg. FOV
■ StereoVGA cameras
■ 3 DOF head tracking
13. 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
14. 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
16. 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
17. See-through thin displays
• Waveguide techniques for thin see-through displays
• Wider FOV, enable AR applications
• Social acceptability
Opinvent Ora
Lumus DK40
27. 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)
30. 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!
33. 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)
34. 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
35. 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
40. 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
41. 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
42. 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.
47. 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
53. 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
54. 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
55. 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.
56. 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
58. • 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
62. Demo:colAR
• Turn colouring books pages into AR scenes
• Markerless tracking, use your own colours..
• Try it yourself: http://www.colARapp.com/
63. 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
64. 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