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A Standard for
Augmented Reality
Learning Experience Models
(AR-LEM)
Fridolin Wild1), Christine Perey2)
1) The Open University, UK
2) Perey Research and Consulting, CH
Call for Potentially Essential Patents
If anyone in this meeting is personally aware of
the holder of any patent claims that are
potentially essential to implementation of the
proposed standard(s) under consideration by this
group and that are not already the subject of an
Accepted Letter of Assurance:
 Either speak up now or
 Provide the chair of this group with the identity of the
holder(s) of any and all such claims as soon as possible or
 Cause an LOA to be submitted
Agenda
• Welcome by Avron Barr (LTSC)
• Welcome by the Chairs of P1589
• Purpose and goals of ARLEM
• Baseline spec
• Use Cases
3
from our Sponsor
Welcome Message
 Avron Barr, IEEE Learning Technology
Standards Committee
4
IEEE Standards Working Groups
 Identified market problem and solution
– Who will be selling what to whom? What products will be “certified”?
– Solving an identified or anticipated market problem: fractured marketplace,
excessive product integration costs, product incompatibility, vendor lock-in
– Vendors and their customers should see the need for standards, as evidenced
by their participation and sponsorship.
– The specification may be only a part of the solution. Stewardship might also
involve promotion, conformance testing, best practices guides, maintenance,
and continued evolution of the spec.
 Participation and governance in the IEEE
– All IEEE LTSC proceedings are open to observers
– The working group gets to decide about membership (individual vs. entity),
fees, voting, and its governance framework generally, within IEEE guidelines.
– Shared IP: http://open-stand.org
5
Learning Technology Standards Committee
Current Projects:
 Study groups (pre-standard)
– Actionable Data Book. Exploring the future of educational
publication – textbooks that compute.
– Project-based Learning Opportunities. Exploring the possibility of
describing internships and other on-the-job learning opportunities
and building a brokerage system to match prospects with jobs.
– Competencies. Defining a universal language for describing
competency frameworks, which will allow these frameworks to be
compatible and interoperable across communities of practice.
 Standards working groups
– Resource Aggregation Models for Learning Education and
Training. Developing ontology based solutions for semantic
interoperability across the various elearning content packaging
schemes.
– Augmented Reality. Developing a standard model for defining AR-
based learning experiences.
6
You can’t make a standard!
Pre-standards
Activities
- Principles
- Requirements
- Early Specs
- Prototypes
Standardization
- Compromises
- Champions
- Prototypes
Early Adoption
- Publication
- First Products
- PR
Rude
Awakening
- User feedback
- Revisions
Real Adoption
- Stabilization
- Test Suites
- Products
- Conformance
- Compliance
Only the market can
make a standard
Robby Robson, 2005
Welcome Message
 Christine Perey, Perey Consulting
8
Digital
Assets
Augmented Reality in 2015
June 3, 2015
PEREYResearch&Consulting
9
Physical World
100,000+ developers with access,
skills and expressed desire to
author AR experiences
Nearly 1B people with at least one
AR-ready device (sensors and
output/display support)
Specific
AR Use
Cases
AR Experience Authoring AR Experience Delivery
Many Companies Are Producing AR
Products and Services, but . . .
June 3, 2015
PEREYResearch&Consulting
10
Proprietary
Technology Silos
Augmented Reality Developers
and their Experiences
June 3, 2015
PEREYResearch&Consulting
11
Top <10% are responsible for > 50%
80% of developers have only a
few AR experiences
Next 10% are responsible for 20%
Mobile AR-Enabled vs. Users
1B Smartphones with all necessary sensors
and graphics acceleration hardware
Only <10% are users of mobile AR
June 3, 2015
PEREYResearch&Consulting
12 12
June 3, 2015
PEREYResearch&Consulting
13
What’s Missing?
June 3, 2015
PEREYResearch&Consulting
14
What is Open and Interoperable AR?
Complete end-to-end
system in which modular
components can be
supplied by multiple
vendors and still have the
same workflow and
experience quality
A set of
shared
values…
a “school of
thought”
about
Augmented
Reality
From silos to open systems
June 3, 2015
PEREYResearch&Consulting
15
Any Digital
Assets
Open and Interoperable AR
June 3, 2015
PEREYResearch&Consulting
16
Millions of developers with access,
skills and expressed desire to
author AR experiences
Billions of people with at least one AR-
ready device (sensors and
output/display support)
Any
AR Use
Cases
AR Experience
Authoring
Tools and Workflows
AR experience on any
form factor and using
any standards-compliant
software client
Open and Interoperable AR
June 3, 2015
PEREYResearch&Consulting
17
Permits consistent and flexible content and technology
integration and management
 Interoperability simplifies the developer’s
AR experience
 Authoring
 Publishing
 Integration
 Interoperability increases user’s
 Discovery
 Sharing
 Consuming
Where Would You Rather Start?
June 3, 2015
PEREYResearch&Consulting
18
Existing Standards
and Modern Tools
Or Raw
Materials and
Primitive Tools
June 3, 2015
PEREYResearch&Consulting
19
AR Community
Grassroots community of people since 2009
Seek open and interoperable
AR content and experiences
 Brings together standards development
organizations and developers
Operate
 A Web portal
 Seven archived mailing lists
Conduct virtual and in-person meetings
Notable Achievements to Date
June 3, 2015
PEREYResearch&Consulting
20
 Initiatives
 Cross-SDO (OGC, Khronos Group, ISO, Web3D) collaboration
to address 3D Compression and Transmission
 Development of
AR Browser
interoperability
 Resources
 Tables of relevant standards and status of active SDOs
 Calendar of meetings and events
 Glossary of AR terminology
 Mixed and Augmented Reality Reference Model (ISO)
Relevant Industry Groups and
Standards Organizations
June 3, 2015
PEREYResearch&Consulting
21
National
Standards
Organizations
Most Active Standards Groups
June 3, 2015
PEREYResearch&Consulting
22
 Mixed and Augmented Reality
Reference Model (MAR RM)
 AR Application Format (ARAF)
 WebGL
 glTF
 OpenVX
 OpenKCam
 StreamInput
 3D Medical Display
 Streaming Media Quality
 Streaming to Mobile
 xAPI
 Simulation and Virtual Reality
 ARLEM
 ARML 2.0
 IndoorML
 OWS Context
 GeoPackage
 Moving Features
 Points of Interest
ARLEM
Interoperability
23
The Cost of Integration
Studies show:
– 30% of the time in software development
projects is spent on interface design and –
implementation (Schwinn & Winter, 2005)
– 35% to 60% of the IT budget are spent on
development and maintenance of interfaces
(Ruh et al., 2001)
Rising heterogeneity and integration
demand (Klesse et al., 2005)
Status Quo in Learning Technology
 Plethora of (standard) software:
C4LPT lists over 2,000 tools
 Existing learning object / activity
standards lack reality support
 Multi-device orchestration
(think wearables!)
=> enterprises and institutions face
interoperability problems
Interoperability
“…this means that independently developed software
components can exchange information so that they can be used
together.”
(Duval, 2004)
“… is the ability to transfer and use information in a uniform and
efficient manner across multiple organisations and information
technology systems.” (Noie, 2003)
”…is a property that emerges, when distinctive information
systems (subsystems) cooperatively exchange data in such a way
that they facilitate the successful accomplishment of an
overarching task.” (Wild et al., 2007) http://ceur-ws.org/Vol-309/paper01.pdf
Dissociating Interoperability
(modified from Kosanke, 2005)
ARLEM
Mending the dissociative gap
28
The traditional route
to knowledge.
Photo: Simon Q (flickr)
29The Codrington Library, All Souls College, Oxford University
MATERIALS
(e.g. yarn 76/2 710)
MACHINES
Machine parts Materials
OCCUPATIONAL HEALTH
AND SAFETY
SET UP PARAMETERS
Its practical
application.
Experience.
31
Mend the dissociative gap.
Photo: Marco Leo (flickr) 32
Embedding knowledge into experience
33
From the AR Community Meeting
@ MIT media labs, Cambridge/MA, 24.-25.3.15
Use Cases
34
Use Cases (1)
 ‘Wet rehearsal’. Simulation in the real context: Rehearsal on the actual
workplace and actual objects, newbie training, before they can do the
real thing. Recording Standard Operating Procedures (for an audit) is
such an example.
 Assessment. Experience recording helps collect evidence of task
performance ‘by the book’ (and can be replayed to others). Such
recordings on-push-of-button or at-hot-spots can be later brought up
again to support career development: evidence helps assess, where
training is required and proves whether staff is able to do the job within
the specs required. Service technicians.
 Quality Inspection. Assessment comes in many disguises, quality
inspection for high precision jobs being one of them. In manufacturing,
for example, product assurance is key.
 Experience recording. Active AR in authoring mode is used in a ‘show
and tell’ way to extract key steps from existing documentation. User
generated content can be used to convert existing technical
documentation into augmented documentation.
http://bit.ly/arlemusecases
Use Cases (2)
 Health & Wellness Learning.
Imaging, wearable sensors, and biometrics enable the enlightened
patient to better control wellbeing, using direct biofeedback to
understand and modify own behavior. For example, visualizing x-ray or
MRI data in situ on the body, using an interactive ‘mirror’, helps people
understand conditions in a better way. Physical therapy for
rehabilitation, patient self-help, Yoga Trainer, etc. – all work the same
principles: understand better what’s happening inside of you and use it
to your advantage.
 Maintenance.
Not only mechanics are able to do repairs and maintenance operations.
Many products today are not repaired, but disposed, when faults occur,
as the cost of professional labour (and travel of engineers or postage)
often is more expensive than producing a new unit. Changing the motor
on a washing machine, replacing a chain, gearbox, or brakes on a bike,
changing the electronic window levers on a car, supporting installation of
a complex wire harness: the amount of AR-supported DIY opportunities
is sheer endless.
36
http://bit.ly/arlemusecases
Use Cases (3)
 Remote Tutoring. Not only professionals, but also home users with a
certain level of manual dexterity would benefit a lot from live tutoring
and guidance, receiving remote support in situ and on the job. Stuck
with changing the motor in your washing machine? Call the service
agency on the smart glasses to receive live hands-on guidance.
 Resumé Service. Human Resources would so love to visualize
experience of candidates, enhancing the resume. Check compliance of
workers is an example (for compliance assessment).
 Tangible Learning Objects. Using 3D-printing and Internet-of-Things
hardware, we can breathe new life into objects, using their tangible
features as interfaces to software functionality and logic. A relay box
simulator is an example of this.
 Work Shadowing. For complex tasks, it is often best to learn from the
best and see things ‘through the eyes of the master’. AR may well be
the game-changer, as it provides cost efficient ways with passive mode
AR to watch a master in action – at scale.
 …
37
http://bit.ly/arlemusecases
Activity Modeling Language
Workplace Modeling Language
The TELLME Spec
38
World Knowledge
39
Activity Knowledge
http://bit.ly/arlem-input
The Activity Model
40
“find the spray
gun nozzle size
13”
Messaging in the
real-time
presence
channel and
tracking to xAPI
onEnter/onExit
chaining of
actions and
other
activations/deact
ivations
Styling
(cascading) of
viewports and
UI elements
Constraint modeling:
specify validation
conditions and model
workflow branching
e.g. smart player;
e.g. search widget
http://bit.ly/arlem-input
The Workplace Model
41
The ‘tangibles’:
Specific persons,
places, things
The ‘configurables’:
devices (styling),
apps+widgets
The ‘triggers’:
Markers trigger
Overlays; Overlays
trigger human action
Overlay ‘Primitives’:
enable re-use of e.g.
graphical overlays
http://bit.ly/arlem-input
Create a new activity
 Create a new xml file, best name it something like ‘activity-myname.xml’
 Add the activity element :
<activity>
</activity>
 Add the following attributes to the <activity …> element:
– id=”myshortname”
(no spaces): this will serve the indexing so that we can find activities
later)
– name="Assembly of cabinet”
human readable description of the activity
– language="english"
– workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/wo
rkplace-AIDIMA.xml"
link to the workplace model – you can use one workplace for all activities,
or different workplaces for different activities
– start="start”
id of the action to start with
This is what the file looks like now
<activity
id="assembly"
name="Assembly of cabinet"
language="english"
workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/workplace-AIDIMA.xml"
start="start”
>
</activity>
Add your first action step (‘start’)
 We just defined that the action step to begin with has the id ‘start’, so
we create this action step:
 Add (in between the two <activity> element codes:
<action
id=‘start’
viewport=‘actions’
type=‘actions’
>
</action>
The dialogue box of the action
 We want a human readable instruction to be visible (not just an action
step that displays overlays or 3d models or videos), so we add the
following in between the two <action> codes:
<instruction><![CDATA[
<h1>Assembly of a simple cabinet</h1>
<p>Point to the cabinet to start…</p>
]]></instruction>
Entry, Exit, Trigger
To define the flow of the actions, we have to
define what ‘triggers’ the state change
Moreover, we want to define what shall
happen, when the action is launched
(‘entered’) and when the trigger moves to
the next action (or whatever the ‘exit’
statements define)
Example enter/exit/trigger
<enter removeSelf="false">
</enter>
<exit>
<activate type="actions" viewport="actions"
id="step2"/>
<deactivate type="actions" viewport="actions"
id="start"/>
</exit>
<triggers>
<trigger type="click" viewport="actions" id="start"/>
</triggers>
Nothing (for
now)
On exit:
launch step2
On exit: remove
dialogue box ‘start’
This action step
shall be exited by
‘clicking’ on the
dialogue box
Your script now:
<activity id="assembly" name="Assembly of cabinet" language="english"
workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/workplace-AIDIMA.xml"
start="start">
<action id=‘start’ viewport=‘actions’ type=‘actions’>
<enter removeSelf="false">
</enter>
<exit>
<activate type="actions" viewport="actions" id="step2"/>
<deactivate type="actions" viewport="actions" id="start"/>
</exit>
<triggers>
<trigger type="click" viewport="actions" id="start"/>
</triggers>
<instruction><![CDATA[<h1>Assembly of a simple cabinet</h1><p>Point to the cabinet
to start ... </p>]]></instruction>
</action>
<action id="step2" viewport="actions” type=“actions”>
<enter></enter>
<exit removeSelf="true”></exit>
<triggers>
<trigger type="click" viewport="actions" id="step1"/>
</triggers>
<instruction><![CDATA[<h1>step2</h1><p>do this and that.</p>]]></instruction>
</action>
</activity>
Working with ‘tangibles’
 Utilise computer vision engine to
detect things/places/people
(=tangibles)
 Define tangibles in the
workplace model
 Then activate (or deactivate) what
shall be visible and relevant in each
action step
In the workplace model
 We open the workplace model and define a new thing (under
resources/tangibles/things):
<thing id="board1" name="Cabinet"
urn="/tellme/object/cabinet1" detectable="001">
<pois>
<poi id="leftside" x-offset="-0.5" y-offset="0"
z-offset="0.1"/>
<poi id="default" x-offset="0" y-offset="0" z-
offset="0"/>
</pois>
</thing>
The id is what we
will reference
The detectable
specifies, which
marker (or
sensor state)
will be bound
to the thing
Poi = point of interest:
specify locations relative
to centre of marker
(x=y=z=0: centre)
Markers and pre-trained markers
 Marker must be defined in the workplace model
 It shall be possible to provide pretrained markers (and
their PDF file to print): these markers shall be named 001
to 050
 Markers shall be specified via their id in the computer
vision engine (under resources/triggers/detectables):
<detectable id="001" sensor="engine" type="marker"/>
Activates and deactivates
 Now we have defined a thing called ‘board1’ and we have tied it to the
marker 001
 We can start referring to it now from the activity script: we can, e.g.,
activate pictogram overlays for the verbs of handling and motion
<activate
tangible="board1"
predicate="point"
poi="leftside"
option="down”
/>
Your script<activity id="assembly" name="Assembly of cabinet" language="english"
workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/workplace-AIDIMA.xml"
start="start">
<action id=‘start’ viewport=‘actions’ type=‘actions’>
<enter removeSelf="false”>
<activate tangible="board1" predicate="point" poi="leftside" option="down"/>
<activate tangible="board1" predicate="addlabel" poi="default"
option="touchme"/>
</enter>
<exit>
<deactivate tangible="board1" predicate="point" poi="leftside"/>
<deactivate tangible="board1" predicate="addlabel" poi="default"/>
<activate type="actions" viewport="actions" id="step2"/>
<deactivate type="actions" viewport="actions" id="start"/>
</exit>
<triggers>
<trigger type="click" viewport="actions" id="start"/>
</triggers>
<instruction><![CDATA[<h1>Assembly of a simple cabinet</h1><p>Point to the cabinet
to start ... </p>]]></instruction>
</action>
<action id="step2" viewport="actions” type=“actions”>
<enter></enter>
<exit removeSelf="true”></exit>
<triggers>
<trigger type="click" viewport="actions" id="step1"/>
</triggers>
<instruction><![CDATA[<h1>step2</h1><p>do this and that.</p>]]></instruction>
</action>
</activity>
Display an
arrow pointing
downwards on
the point of
interest ‘leftside’
Display a label
‘touchme’ at the
centre of the
marker
Remove both
visual overlays
when this action
step is exited
3D overlays, image overlays, videos
 Besides the verb primitives and the label, there shall be ‘generics’ that
can be used to embed video, images, or animations:
<activate tangible=”board1"
predicate="addanimation"
poi="leftside"
option="1"/>
 Animations shall either be embedded in the app
or be downloaded from the web (url)
 Animations can have ‘states’, addressed via the ‘option’ attribute
(option=0: invisible; option=1: animation step 1, option=2: animation
step 2…)
<activate tangible=”board1" predicate=”addvideo" poi="leftside"
option=“http://myurl.org/myvideo.mp4"/>
<activate tangible=”board1" predicate=”addimage" poi="leftside"
option=“http://myurl.org/myvideo.png"/>
Verb Primitives
All verbs need the ‘id’ of the
tangible, some of them have ‘POIs’
that they need as input, few have
‘options’
 'point': poi + options = up, upperleft, left, lowerleft,
down, lowerright, right, upperright
 'assemble’, ‘disassemble’
 ‘close’
 ‘cut’: poi
 'drill': poi
 'inspect': poi
 'lift':
 'lower’:
 'lubricate':
 'measure': poi
 'open’
 ‘pack’
 ‘paint’
 ‘plug’
 'rotate-cw’, 'rotate-ccw': poi
 'screw': poi
 'unfasten': poi
 'unpack
 'unplug’:
 'unscrew': poi
 'forbid':
 'allow':
 'pick':
 'place':
56
Viitaniemi et al. (2014):
Deliverable d4.2,
TELLME consortium
Triggers and tangibles
 If you add a tangible trigger (for ‘stareGaze navigation’), an target icon
will be overlaid, rotating in yellow, turning green when the stare
duration (3 secs) has been reached
<trigger type="detect" id="board1" duration=”3"/>
Warning signs
Add an enter activation:
<activate tangible=”board1" poi=“leftside” warning="p030"/>
…
Open Problems
59
Open Problems
 Real-time messaging (multiuser, multi-device)
 Revision needed: xAPI auto-logging
 query language for constraint validation
 Performance analytics
 Validator service
 LEM aggregator (‘Open LEM’)
Your Reference Implementation
 Design Competition at the 10th ECTEL conference 2015:
Envisioning Wearable Enhanced Learning:
– 500 word abstract (approx. 2 pages)
– and design samples (e.g. mock-ups, videos, prototypes)
 Wearable Enhanced Learning (WELL) is emerging to be a
transformational step in the transition from the desktop age through the
mobile age to the age of wearable, ubiquitous computing.
 ECTEL (http://www.ec-tel.eu/) will take place
– Toledo (Spain)
– 15 - 18 September 2015
http://bit.ly/sigwellcompetition
The END

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IEEE augmented reality learning experience model (ARLEM)

  • 1. A Standard for Augmented Reality Learning Experience Models (AR-LEM) Fridolin Wild1), Christine Perey2) 1) The Open University, UK 2) Perey Research and Consulting, CH
  • 2. Call for Potentially Essential Patents If anyone in this meeting is personally aware of the holder of any patent claims that are potentially essential to implementation of the proposed standard(s) under consideration by this group and that are not already the subject of an Accepted Letter of Assurance:  Either speak up now or  Provide the chair of this group with the identity of the holder(s) of any and all such claims as soon as possible or  Cause an LOA to be submitted
  • 3. Agenda • Welcome by Avron Barr (LTSC) • Welcome by the Chairs of P1589 • Purpose and goals of ARLEM • Baseline spec • Use Cases 3
  • 4. from our Sponsor Welcome Message  Avron Barr, IEEE Learning Technology Standards Committee 4
  • 5. IEEE Standards Working Groups  Identified market problem and solution – Who will be selling what to whom? What products will be “certified”? – Solving an identified or anticipated market problem: fractured marketplace, excessive product integration costs, product incompatibility, vendor lock-in – Vendors and their customers should see the need for standards, as evidenced by their participation and sponsorship. – The specification may be only a part of the solution. Stewardship might also involve promotion, conformance testing, best practices guides, maintenance, and continued evolution of the spec.  Participation and governance in the IEEE – All IEEE LTSC proceedings are open to observers – The working group gets to decide about membership (individual vs. entity), fees, voting, and its governance framework generally, within IEEE guidelines. – Shared IP: http://open-stand.org 5
  • 6. Learning Technology Standards Committee Current Projects:  Study groups (pre-standard) – Actionable Data Book. Exploring the future of educational publication – textbooks that compute. – Project-based Learning Opportunities. Exploring the possibility of describing internships and other on-the-job learning opportunities and building a brokerage system to match prospects with jobs. – Competencies. Defining a universal language for describing competency frameworks, which will allow these frameworks to be compatible and interoperable across communities of practice.  Standards working groups – Resource Aggregation Models for Learning Education and Training. Developing ontology based solutions for semantic interoperability across the various elearning content packaging schemes. – Augmented Reality. Developing a standard model for defining AR- based learning experiences. 6
  • 7. You can’t make a standard! Pre-standards Activities - Principles - Requirements - Early Specs - Prototypes Standardization - Compromises - Champions - Prototypes Early Adoption - Publication - First Products - PR Rude Awakening - User feedback - Revisions Real Adoption - Stabilization - Test Suites - Products - Conformance - Compliance Only the market can make a standard Robby Robson, 2005
  • 8. Welcome Message  Christine Perey, Perey Consulting 8
  • 9. Digital Assets Augmented Reality in 2015 June 3, 2015 PEREYResearch&Consulting 9 Physical World 100,000+ developers with access, skills and expressed desire to author AR experiences Nearly 1B people with at least one AR-ready device (sensors and output/display support) Specific AR Use Cases AR Experience Authoring AR Experience Delivery
  • 10. Many Companies Are Producing AR Products and Services, but . . . June 3, 2015 PEREYResearch&Consulting 10 Proprietary Technology Silos
  • 11. Augmented Reality Developers and their Experiences June 3, 2015 PEREYResearch&Consulting 11 Top <10% are responsible for > 50% 80% of developers have only a few AR experiences Next 10% are responsible for 20%
  • 12. Mobile AR-Enabled vs. Users 1B Smartphones with all necessary sensors and graphics acceleration hardware Only <10% are users of mobile AR June 3, 2015 PEREYResearch&Consulting 12 12
  • 14. June 3, 2015 PEREYResearch&Consulting 14 What is Open and Interoperable AR? Complete end-to-end system in which modular components can be supplied by multiple vendors and still have the same workflow and experience quality A set of shared values… a “school of thought” about Augmented Reality
  • 15. From silos to open systems June 3, 2015 PEREYResearch&Consulting 15
  • 16. Any Digital Assets Open and Interoperable AR June 3, 2015 PEREYResearch&Consulting 16 Millions of developers with access, skills and expressed desire to author AR experiences Billions of people with at least one AR- ready device (sensors and output/display support) Any AR Use Cases AR Experience Authoring Tools and Workflows AR experience on any form factor and using any standards-compliant software client
  • 17. Open and Interoperable AR June 3, 2015 PEREYResearch&Consulting 17 Permits consistent and flexible content and technology integration and management  Interoperability simplifies the developer’s AR experience  Authoring  Publishing  Integration  Interoperability increases user’s  Discovery  Sharing  Consuming
  • 18. Where Would You Rather Start? June 3, 2015 PEREYResearch&Consulting 18 Existing Standards and Modern Tools Or Raw Materials and Primitive Tools
  • 19. June 3, 2015 PEREYResearch&Consulting 19 AR Community Grassroots community of people since 2009 Seek open and interoperable AR content and experiences  Brings together standards development organizations and developers Operate  A Web portal  Seven archived mailing lists Conduct virtual and in-person meetings
  • 20. Notable Achievements to Date June 3, 2015 PEREYResearch&Consulting 20  Initiatives  Cross-SDO (OGC, Khronos Group, ISO, Web3D) collaboration to address 3D Compression and Transmission  Development of AR Browser interoperability  Resources  Tables of relevant standards and status of active SDOs  Calendar of meetings and events  Glossary of AR terminology  Mixed and Augmented Reality Reference Model (ISO)
  • 21. Relevant Industry Groups and Standards Organizations June 3, 2015 PEREYResearch&Consulting 21 National Standards Organizations
  • 22. Most Active Standards Groups June 3, 2015 PEREYResearch&Consulting 22  Mixed and Augmented Reality Reference Model (MAR RM)  AR Application Format (ARAF)  WebGL  glTF  OpenVX  OpenKCam  StreamInput  3D Medical Display  Streaming Media Quality  Streaming to Mobile  xAPI  Simulation and Virtual Reality  ARLEM  ARML 2.0  IndoorML  OWS Context  GeoPackage  Moving Features  Points of Interest
  • 24. The Cost of Integration Studies show: – 30% of the time in software development projects is spent on interface design and – implementation (Schwinn & Winter, 2005) – 35% to 60% of the IT budget are spent on development and maintenance of interfaces (Ruh et al., 2001) Rising heterogeneity and integration demand (Klesse et al., 2005)
  • 25. Status Quo in Learning Technology  Plethora of (standard) software: C4LPT lists over 2,000 tools  Existing learning object / activity standards lack reality support  Multi-device orchestration (think wearables!) => enterprises and institutions face interoperability problems
  • 26. Interoperability “…this means that independently developed software components can exchange information so that they can be used together.” (Duval, 2004) “… is the ability to transfer and use information in a uniform and efficient manner across multiple organisations and information technology systems.” (Noie, 2003) ”…is a property that emerges, when distinctive information systems (subsystems) cooperatively exchange data in such a way that they facilitate the successful accomplishment of an overarching task.” (Wild et al., 2007) http://ceur-ws.org/Vol-309/paper01.pdf
  • 29. The traditional route to knowledge. Photo: Simon Q (flickr) 29The Codrington Library, All Souls College, Oxford University
  • 30. MATERIALS (e.g. yarn 76/2 710) MACHINES Machine parts Materials OCCUPATIONAL HEALTH AND SAFETY SET UP PARAMETERS Its practical application.
  • 32. Mend the dissociative gap. Photo: Marco Leo (flickr) 32
  • 33. Embedding knowledge into experience 33
  • 34. From the AR Community Meeting @ MIT media labs, Cambridge/MA, 24.-25.3.15 Use Cases 34
  • 35. Use Cases (1)  ‘Wet rehearsal’. Simulation in the real context: Rehearsal on the actual workplace and actual objects, newbie training, before they can do the real thing. Recording Standard Operating Procedures (for an audit) is such an example.  Assessment. Experience recording helps collect evidence of task performance ‘by the book’ (and can be replayed to others). Such recordings on-push-of-button or at-hot-spots can be later brought up again to support career development: evidence helps assess, where training is required and proves whether staff is able to do the job within the specs required. Service technicians.  Quality Inspection. Assessment comes in many disguises, quality inspection for high precision jobs being one of them. In manufacturing, for example, product assurance is key.  Experience recording. Active AR in authoring mode is used in a ‘show and tell’ way to extract key steps from existing documentation. User generated content can be used to convert existing technical documentation into augmented documentation. http://bit.ly/arlemusecases
  • 36. Use Cases (2)  Health & Wellness Learning. Imaging, wearable sensors, and biometrics enable the enlightened patient to better control wellbeing, using direct biofeedback to understand and modify own behavior. For example, visualizing x-ray or MRI data in situ on the body, using an interactive ‘mirror’, helps people understand conditions in a better way. Physical therapy for rehabilitation, patient self-help, Yoga Trainer, etc. – all work the same principles: understand better what’s happening inside of you and use it to your advantage.  Maintenance. Not only mechanics are able to do repairs and maintenance operations. Many products today are not repaired, but disposed, when faults occur, as the cost of professional labour (and travel of engineers or postage) often is more expensive than producing a new unit. Changing the motor on a washing machine, replacing a chain, gearbox, or brakes on a bike, changing the electronic window levers on a car, supporting installation of a complex wire harness: the amount of AR-supported DIY opportunities is sheer endless. 36 http://bit.ly/arlemusecases
  • 37. Use Cases (3)  Remote Tutoring. Not only professionals, but also home users with a certain level of manual dexterity would benefit a lot from live tutoring and guidance, receiving remote support in situ and on the job. Stuck with changing the motor in your washing machine? Call the service agency on the smart glasses to receive live hands-on guidance.  Resumé Service. Human Resources would so love to visualize experience of candidates, enhancing the resume. Check compliance of workers is an example (for compliance assessment).  Tangible Learning Objects. Using 3D-printing and Internet-of-Things hardware, we can breathe new life into objects, using their tangible features as interfaces to software functionality and logic. A relay box simulator is an example of this.  Work Shadowing. For complex tasks, it is often best to learn from the best and see things ‘through the eyes of the master’. AR may well be the game-changer, as it provides cost efficient ways with passive mode AR to watch a master in action – at scale.  … 37 http://bit.ly/arlemusecases
  • 38. Activity Modeling Language Workplace Modeling Language The TELLME Spec 38
  • 40. The Activity Model 40 “find the spray gun nozzle size 13” Messaging in the real-time presence channel and tracking to xAPI onEnter/onExit chaining of actions and other activations/deact ivations Styling (cascading) of viewports and UI elements Constraint modeling: specify validation conditions and model workflow branching e.g. smart player; e.g. search widget http://bit.ly/arlem-input
  • 41. The Workplace Model 41 The ‘tangibles’: Specific persons, places, things The ‘configurables’: devices (styling), apps+widgets The ‘triggers’: Markers trigger Overlays; Overlays trigger human action Overlay ‘Primitives’: enable re-use of e.g. graphical overlays http://bit.ly/arlem-input
  • 42. Create a new activity  Create a new xml file, best name it something like ‘activity-myname.xml’  Add the activity element : <activity> </activity>  Add the following attributes to the <activity …> element: – id=”myshortname” (no spaces): this will serve the indexing so that we can find activities later) – name="Assembly of cabinet” human readable description of the activity – language="english" – workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/wo rkplace-AIDIMA.xml" link to the workplace model – you can use one workplace for all activities, or different workplaces for different activities – start="start” id of the action to start with
  • 43. This is what the file looks like now <activity id="assembly" name="Assembly of cabinet" language="english" workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/workplace-AIDIMA.xml" start="start” > </activity>
  • 44. Add your first action step (‘start’)  We just defined that the action step to begin with has the id ‘start’, so we create this action step:  Add (in between the two <activity> element codes: <action id=‘start’ viewport=‘actions’ type=‘actions’ > </action>
  • 45. The dialogue box of the action  We want a human readable instruction to be visible (not just an action step that displays overlays or 3d models or videos), so we add the following in between the two <action> codes: <instruction><![CDATA[ <h1>Assembly of a simple cabinet</h1> <p>Point to the cabinet to start…</p> ]]></instruction>
  • 46. Entry, Exit, Trigger To define the flow of the actions, we have to define what ‘triggers’ the state change Moreover, we want to define what shall happen, when the action is launched (‘entered’) and when the trigger moves to the next action (or whatever the ‘exit’ statements define)
  • 47. Example enter/exit/trigger <enter removeSelf="false"> </enter> <exit> <activate type="actions" viewport="actions" id="step2"/> <deactivate type="actions" viewport="actions" id="start"/> </exit> <triggers> <trigger type="click" viewport="actions" id="start"/> </triggers> Nothing (for now) On exit: launch step2 On exit: remove dialogue box ‘start’ This action step shall be exited by ‘clicking’ on the dialogue box
  • 48. Your script now: <activity id="assembly" name="Assembly of cabinet" language="english" workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/workplace-AIDIMA.xml" start="start"> <action id=‘start’ viewport=‘actions’ type=‘actions’> <enter removeSelf="false"> </enter> <exit> <activate type="actions" viewport="actions" id="step2"/> <deactivate type="actions" viewport="actions" id="start"/> </exit> <triggers> <trigger type="click" viewport="actions" id="start"/> </triggers> <instruction><![CDATA[<h1>Assembly of a simple cabinet</h1><p>Point to the cabinet to start ... </p>]]></instruction> </action> <action id="step2" viewport="actions” type=“actions”> <enter></enter> <exit removeSelf="true”></exit> <triggers> <trigger type="click" viewport="actions" id="step1"/> </triggers> <instruction><![CDATA[<h1>step2</h1><p>do this and that.</p>]]></instruction> </action> </activity>
  • 49. Working with ‘tangibles’  Utilise computer vision engine to detect things/places/people (=tangibles)  Define tangibles in the workplace model  Then activate (or deactivate) what shall be visible and relevant in each action step
  • 50. In the workplace model  We open the workplace model and define a new thing (under resources/tangibles/things): <thing id="board1" name="Cabinet" urn="/tellme/object/cabinet1" detectable="001"> <pois> <poi id="leftside" x-offset="-0.5" y-offset="0" z-offset="0.1"/> <poi id="default" x-offset="0" y-offset="0" z- offset="0"/> </pois> </thing> The id is what we will reference The detectable specifies, which marker (or sensor state) will be bound to the thing Poi = point of interest: specify locations relative to centre of marker (x=y=z=0: centre)
  • 51. Markers and pre-trained markers  Marker must be defined in the workplace model  It shall be possible to provide pretrained markers (and their PDF file to print): these markers shall be named 001 to 050  Markers shall be specified via their id in the computer vision engine (under resources/triggers/detectables): <detectable id="001" sensor="engine" type="marker"/>
  • 52. Activates and deactivates  Now we have defined a thing called ‘board1’ and we have tied it to the marker 001  We can start referring to it now from the activity script: we can, e.g., activate pictogram overlays for the verbs of handling and motion <activate tangible="board1" predicate="point" poi="leftside" option="down” />
  • 53. Your script<activity id="assembly" name="Assembly of cabinet" language="english" workplace="http://crunch.kmi.open.ac.uk/people/~jmartin/data/workplace-AIDIMA.xml" start="start"> <action id=‘start’ viewport=‘actions’ type=‘actions’> <enter removeSelf="false”> <activate tangible="board1" predicate="point" poi="leftside" option="down"/> <activate tangible="board1" predicate="addlabel" poi="default" option="touchme"/> </enter> <exit> <deactivate tangible="board1" predicate="point" poi="leftside"/> <deactivate tangible="board1" predicate="addlabel" poi="default"/> <activate type="actions" viewport="actions" id="step2"/> <deactivate type="actions" viewport="actions" id="start"/> </exit> <triggers> <trigger type="click" viewport="actions" id="start"/> </triggers> <instruction><![CDATA[<h1>Assembly of a simple cabinet</h1><p>Point to the cabinet to start ... </p>]]></instruction> </action> <action id="step2" viewport="actions” type=“actions”> <enter></enter> <exit removeSelf="true”></exit> <triggers> <trigger type="click" viewport="actions" id="step1"/> </triggers> <instruction><![CDATA[<h1>step2</h1><p>do this and that.</p>]]></instruction> </action> </activity> Display an arrow pointing downwards on the point of interest ‘leftside’ Display a label ‘touchme’ at the centre of the marker Remove both visual overlays when this action step is exited
  • 54. 3D overlays, image overlays, videos  Besides the verb primitives and the label, there shall be ‘generics’ that can be used to embed video, images, or animations: <activate tangible=”board1" predicate="addanimation" poi="leftside" option="1"/>  Animations shall either be embedded in the app or be downloaded from the web (url)  Animations can have ‘states’, addressed via the ‘option’ attribute (option=0: invisible; option=1: animation step 1, option=2: animation step 2…) <activate tangible=”board1" predicate=”addvideo" poi="leftside" option=“http://myurl.org/myvideo.mp4"/> <activate tangible=”board1" predicate=”addimage" poi="leftside" option=“http://myurl.org/myvideo.png"/>
  • 55. Verb Primitives All verbs need the ‘id’ of the tangible, some of them have ‘POIs’ that they need as input, few have ‘options’  'point': poi + options = up, upperleft, left, lowerleft, down, lowerright, right, upperright  'assemble’, ‘disassemble’  ‘close’  ‘cut’: poi  'drill': poi  'inspect': poi  'lift':  'lower’:  'lubricate':  'measure': poi  'open’  ‘pack’  ‘paint’  ‘plug’  'rotate-cw’, 'rotate-ccw': poi  'screw': poi  'unfasten': poi  'unpack  'unplug’:  'unscrew': poi  'forbid':  'allow':  'pick':  'place':
  • 56. 56 Viitaniemi et al. (2014): Deliverable d4.2, TELLME consortium
  • 57. Triggers and tangibles  If you add a tangible trigger (for ‘stareGaze navigation’), an target icon will be overlaid, rotating in yellow, turning green when the stare duration (3 secs) has been reached <trigger type="detect" id="board1" duration=”3"/>
  • 58. Warning signs Add an enter activation: <activate tangible=”board1" poi=“leftside” warning="p030"/> …
  • 60. Open Problems  Real-time messaging (multiuser, multi-device)  Revision needed: xAPI auto-logging  query language for constraint validation  Performance analytics  Validator service  LEM aggregator (‘Open LEM’)
  • 61. Your Reference Implementation  Design Competition at the 10th ECTEL conference 2015: Envisioning Wearable Enhanced Learning: – 500 word abstract (approx. 2 pages) – and design samples (e.g. mock-ups, videos, prototypes)  Wearable Enhanced Learning (WELL) is emerging to be a transformational step in the transition from the desktop age through the mobile age to the age of wearable, ubiquitous computing.  ECTEL (http://www.ec-tel.eu/) will take place – Toledo (Spain) – 15 - 18 September 2015 http://bit.ly/sigwellcompetition