UVR_ICGHIT2013

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Augmented Reality 2.0 toward Ubiquitous Virtual Reality

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  • Ubiquitous VR 2012 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
  • UVR_ICGHIT2013

    1. 1. ICGHIT 2013. Feb. 28-Mar.1, 2013Augmented Reality 2.0 toward Ubiquitous Virtual Reality WOO, Woontack ( 禹 雲澤 ) KAIST GSCT UVR Lab.
    2. 2. Culture Technology at KAIST Since 1971 Since 2005 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    3. 3. KAIST CT VisionCT, Beyond Content Technology •Exhibition technology •Social networking and •Museum technology communication technology •Drama making technology •Augmented space technology •Emotional UI •Serious game technology •Interactive media •Service design Creativity empowering Culture embedded Human- Technologies New concepts and opening a new centere technologies horizon for cultural d embedding cultural expression, Cultural traits such as performance, Thinkin history, stories, exhibition, etc g trends, etc
    4. 4. AR2.0, UVR is H-Green ITGHIT, Human-centered Green IT  To improve human wellness and happiness  To reduce the use of hazardous materials, maximize energy efficiency during the products lifetime, and promote the recyclability or biodegradability of defunct products and factory waste.Is AR2.0, UVR, H-Green IT? Imagenation Human I3 Virtual UI/UX Immersion Interaction 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    5. 5. Content2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    6. 6. Where are We Going?Computing in next 5-10 Years : Wearable : Desktop-based UI -> Augmented Reality Smart : Intelligence > Wisdom Service : Personalization -> Socialization & fun Text CG/Image Multimedia u-Media u-Contents Information Knowledge Intelligence Wisdom Emotion Fun 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    7. 7. Virtual vs. Augmented RealityVirtual Reality (out there):  Puts people in a computer-generated worldAugmented Reality (here & now):  Puts virtual content in a real physical world 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    8. 8. What is Augmented Reality?P. Milgrams Reality-Virtuality Continuum[94]R.Azumas definition on AR [97]  combines real and virtual  is interactive in real time  is registered in real 3D world 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    9. 9. AR ApplicationsPossible Applications Consumer products, furniture, decoration Construction, houses, apartments Augmented ads, packages, products Entertainment, infotainment, games Fashion, trends, digital arts Sharing by communities Maintenance & Repair Medical, training 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    10. 10. Content2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    11. 11. Augmented Reality2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    12. 12. Augmented RealityComponents of an AR System Fusing CG models with real environment 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    13. 13. Augmented RealityAR Toolkit (Kato et al., ISMAR 2000) Marker(s) detected in every image. Camera pose inferred from their appearance. 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    14. 14. AR Core: TrackingRequired Math: 3D Tracking for AR 3D Geometry, Linear Algebra, Signal/Image Processing, Machine Learning, Numerical Robust Optimization, etc.Range of Techniques 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    15. 15. Tracking @ U-VR Lab 2007-8 BilliARd (2005)2D Picture Tracking (K.Kim) 3D Vase Tracking (Y. Park) 3D Vase Tracking (Y. Park) Tracking (W. Baek) Tracking MO (W.Back) Multiple object Tracking (Y.Park) 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    16. 16. Tracking @ U-VR Lab 2008-11 ISMAR2008 ISMAR 2009 VC2010 3D objects Tracking, Motion Blur in 3D tracking, Scalable Tracking, VC 2010ISMAR2008 (K.Kim) ISMAR2009 (Y. Park) (KKim) ISMAR2010 ISMAR 2011 ICAT2011Modeling & Tracking, Depth-assisted Tracking, Depth-assisted Detection,ISMAR2010 (KKim) ISMAR2011 (Y.Park) ICAT2011 (W.Lee) 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    17. 17. DigiLog Apps 2010Enhance Experience, Engage, Edutainment Hongkil Dong Technologies in ChosunStorytelling application Storytelling applicationIntegrated with virtools* Integrated with virtools* 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    18. 18. DigiLog Apps 2011DigiLog Miniature Hong-Kildong Asadal-AsaneoStorytelling application Storytelling applicationDesktop AR Desktop AR + mobile interactionIntegrated with virtools* Integrated with virtools* 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    19. 19. Content2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    20. 20. Mobile ARSmart Phone for Physical Interaction Connecting People, Places, Things, and Ideas • The environment as part of the interface • Camera phones as “bridging” devices • Integration with the user’s activities Click real world !!! AR Apps in iPhone AppStore • 54 in July, 2010 and 605 total. (260K Apps in Oct., 2010) 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    21. 21. Mobile AR Items 3D AR Informative ARMain focus Realistic 3D augmentation Information augmentation Input Camera Sensors (GPS, Compass, etc.) CoI Object Location (POI) Core Tech Object recognition/tracking POI detection 3D registration Overlay Realistic 3D rendering Information filteringInteraction 3D virtual objects vs. 2D text vs. user physical space & user Authoring Offline In-situ Killer apps Games, training, education Navigation, adv, sns Platform Standalone Networked PC-based Sony, Total Immersion WearableAR with HMDPhone-based Vuforia(Qualcomm), Layar, wikitude, sekaiCam, Junaio/iLiving(metaio), Argon 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    22. 22. Mobile AR : InformativeInformative AR Applications Wikitude Layar TwitAround Junaio Aurasma vuforia 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    23. 23. Wearable AR: Informative Problems to solve! Google Glasses- Social acceptance- The Always-ON Problem- A Killer use-case- The Too-MUCH feedback Problem- What else? In Reality … MS Windows? 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    24. 24. Social ARIssues of Social AR Physical self along with a digital profile Unauthorized Augmented Advertising Privacy: Augmented Behavioral Targeting Safety: Physical danger Spam 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    25. 25. Social AR: IssuesCases against AR 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    26. 26. Content2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    27. 27. R&D in Korea (2010-2019)Human-Centered Coexistent Space (KIST) How to overcome spatio-temporal limits in real world? Remote world in Mixed space of real which an avatar and virtual (or interacts with remote) world humans and artifacts Coexistence ( 共 Coexistence ( 共 存) 存) Real world including Symbiosis ( 共生 ) Symbiosis ( 共生 ) human beings and Win-win ( 相生 ) various artifacts Win-win ( 相生 ) Harmony ( 和而不 Harmony ( 和而不 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea 2012 同) 同)
    28. 28. What’s ubiquitous VR?Ubiquitous VR for DigiLog Life (Woo) 3D Link between dual (real & virtual) spaces with additional information CoI (Context-of-Interest) Augmentation, not just sight: sound, haptics, smell, taste, etc. Bidirectional UI/UX for H2H/H2S/S2H/S2S communication in dual spaces Virtual space Seamless U-Content How Augmentation btw to dual spaces Link LINK SPACES SeamlPrivate (3rd skin) essly? Real CoI Social General Space Social Networks 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    29. 29. What’s Ubiquitous VR?Core of UVR CoI localization Ubiquitous augmentation Smart UI for organic visualization Networking and public DB access 3D Interaction & collaboration U-VR ecosystem with SNS, LBS, CaS 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    30. 30. Ubiquitous VRPlatform for DigiLog Experience  Augmented Content is a King, then Context is a Queen consort controlling the King! • Multicore/GPGPU • Object How to avoiding the fate of recognition/tracking VR? • Light source estimation "to look for DigiLog, the • Physics engine • AI engine intersections between the digital world (3D, SNS) and analog world (CoI)” • Interaction• CoI-aware • Mash-up authoring• Environmental context: • SNS• User context: knowledge, experience, • Extension of human preference perception• Just-in-time visualization 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    31. 31. UVR Authoring & Mash-upAugmented World Builder with ARWand ARWand is a smartphone-based 3D user interface for a wearable augmented reality environment 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    32. 32. UVR InteractionOrganic AR UI Input Equals Output: • Where the space is the input/output Function Equals Form: • Where the AR output can take on any shape Form Follows Flow: • Where AR output can change its shape 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    33. 33. What’s Next?What to Expect in 2013?  Qualcomm snapdragon 800: 2.3 GHz Quad Krait CPU  Vuzix M-100, Google glasses, Verizon glasses, etc.Trans-Spaces with Wearable CAMAR 2.0  <Open + Participate + Share>  LBS + In-situ Mashup + SNS + CAMAR for sustainable AR eco-system 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    34. 34. Content2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea
    35. 35. Q&A “ The future is already here. It is just not uniformly distributed ” by William Gibson (SF writer) More Information Woontack Woo, Ph.D. Twitter: @wwoo_ct FB: @wtwoo wwoo@kaist.ac.kr http://uvr.kaist.ac.kr 5th UVR Workshop @ KAIST GSCT, May 10, 2013 8th ISUVR 2013 @ KAIST GSCT, Jul. 10 - 13, 2013 2012 © Woo, KAIST GSCT UVR Lab., Daejeon 305-701, Korea

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