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LECTURE 5: DIRECTIONS
FOR FUTURE RESEARCH
Mark Billinghurst
AR Summer School
February 15th – 19th 2016
University of South Australia
Looking to the Future
The Future is with us
It takes at least 20 years for new
technologies to go from the lab to the
lounge..
“The technologies that will significantly affect
our lives over the next 10 years have been
around for a decade.
The future is with us.The trick is learning how to
spot it.The commercialization of research,
in other words, is far more about
prospecting than alchemy.”
Bill Buxton
Oct 11th 2004
Research Directions
• Tracking
•  Markerless tracking, hybrid tracking
• Displays
•  Occlusion, Retinal, light field
• Interactions
•  Input devices, gesture, social
• Applications
•  Collaboration
• Scaling Up
•  User evaluation, novel AR/MR experiences
TRACKING
WideAreaTracking
•  Process
•  Combine panorama’s into point cloud model (offline)
•  Initialize camera tracking from point cloud
•  Update pose by aligning camera image to point cloud
•  Accurate to 25 cm, 0.5 degree over wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking.In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
Large Scale Depth Fusion and Tracking
•  InfinitAM
•  http://www.robots.ox.ac.uk/~victor/infinitam/
•  swaps memory between CPU & GPU in real-time, virtually infinite environments
•  over 1000fps on a single NVIDIA Titan X graphics card and real-time on iOS/Android
Kahler, O., Prisacariu, V. A., Ren, C. Y., Sun, X., Torr, P., & Murray, D. (2015). Very high frame rate volumetric
integration of depth images on mobile devices. Visualization and Computer Graphics, IEEE Transactions on,
21(11), 1241-1250.
ProjectTango
• Smart phone + Depth Sensing
• Sensors
• Gyroscope/accelerometer/compass
• 180º field of view fisheye camera
• An infrared projector.
• 4 MP RGB/IR camera
How itWorks
• Sensors
•  4MP RGB/IR camera : can capture full color images and
detect IR reflections.
•  IR Depth Sensor : Used to measure depths with IR pulse
•  Tracking Camera :To track objects
• 3 Basic operations
•  In real time can map depth of environment
•  Measure depth accurately using IR pulse
•  Create a 3D model of the environment real time
Applications
• Indoor tracking, games, disability, etc
DISPLAYS
Occlusion with See-through HMD
• The Problem
• Occluding real objects with virtual
• Occluding virtual objects with real
Real Scene Current See-through HMD
ELMO (Kiyokawa 2001)
•  Occlusive see-through HMD
•  Masking LCD
•  Real time range finding
ELMO Demo
ELMO Design
•  Use LCD mask to block real world
•  Depth sensing for occluding virtual images
Virtual images
from LCD
Real
World
Optical
Combiner
LCD Mask
Depth
Sensing
ELMO Results
Contact Lens Display
•  Babak Parviz
•  University Washington
•  MEMS components
•  Transparent elements
•  Micro-sensors
•  Challenges
•  Miniaturization
•  Assembly
•  Eye-safe
•  Providing power, data
Contact Lens Prototype
Wide FOV Displays
•  Wide FOV see-through display for AR
•  LCD panel + edge light point light sources
•  110 degree FOV
Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide
field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014
Emerging Technologies (p. 20). ACM.
Light Field Displays
•  Nvidia Prototype
•  Thinner, sharper, depicting
accurate accommodation,
convergence, and
binocular-disparity depth
cues
INTERACTION
ision ofAR
To Make theVision Real..
• Hardware/software requirements
• Contact lens displays
• Free space hand/body tracking
• Environment recognition
• Speech/gesture recognition
• Etc..
Natural Interaction
• Automatically detecting real environment
• Environmental awareness
• Physically based interaction
• Gesture Input
• Free-hand interaction
• Multimodal Input
• Speech and gesture interaction
• Implicit rather than Explicit interaction
AR MicroMachines
• AR experience with environment
awareness and physically-based interaction
• Based on MS Kinect RGB-D sensor
• Augmented environment supports
• occlusion, shadows
• physically-based interaction between real and
virtual objects
Operating Environment
Architecture
• Our framework uses five libraries:
• OpenNI
• OpenCV
• OPIRA
• Bullet Physics
• OpenSceneGraph
System Flow
• The system flow consists of three sections:
• Image Processing and Marker Tracking
• Physics Simulation
• Rendering
Physics Simulation
• Create virtual mesh over real world
• Update at 10 fps – can move real objects
• Use by physics engine for collision detection (virtual/real)
• Use by OpenScenegraph for occlusion and shadows
Rendering
Occlusion Shadows
Gesture Based Interaction
• Use free hand gestures to interact
•  Depth camera, scene capture
• Multimodal input
•  Combining speech and gesture
HIT Lab NZ Microsoft Hololens
Meta SpaceGlasses
Natural Gesture Interaction on Mobile
•  Use mobile camera for hand tracking
•  Fingertip detection
Capturing Behaviours
▪ 3 Gear Systems
▪ Kinect/Primesense Sensor
▪ Two hand tracking
▪ http://www.threegear.com
Performance
▪  Full 3d hand model input
▪  10 - 15 fps tracking, 1 cm fingertip resolution
Multimodal Interaction
• Combined speech input
• Gesture and Speech complimentary
• Speech
•  modal commands, quantities
• Gesture
•  selection, motion, qualities
• Previous work found multimodal interfaces
intuitive for 2D/3D graphics interaction
Free Hand Multimodal Input
• Use free hand to interact with AR content
• Recognize simple gestures
• No marker tracking
Point Move Pick/Drop
MultimodalArchitecture
Multimodal Fusion
Hand Occlusion
User Evaluation
• Change object shape, colour and position
• Conditions
• Speech only, gesture only, multimodal
• Measure
• performance time, error, subjective survey
Experimental Setup
Change object shape
and colour
Results
• Average performance time (MMI, speech fastest)
• Gesture: 15.44s
• Speech: 12.38s
• Multimodal: 11.78s
• No difference in user errors
• User subjective survey
•  Q1: How natural was it to manipulate the object?
•  MMI, speech significantly better
•  70% preferred MMI, 25% speech only, 5% gesture only
COLLABORATION
ResolutionTube
•  http://www.resolutiontube.com/
•  Shared video calls with annotations
Vipaar Lime - https://www.vipaar.com/
•  Remote collaboration on handheld
•  Remote users hands appear in live camera view
SOCIAL IMPLICATIONS
Consider theWhole User
How is the User Perceived?
TATAugmented ID
SocialAcceptance
•  People don’t want to look silly
•  Only 12% of 4,600 adults would be willing to wear AR glasses
•  20% of mobile AR browser users experience social issues
•  Acceptance more due to Social than Technical issues
•  Needs further study (ethnographic, field tests, longitudinal)
CROSSING BOUNDARIES
Crossing Boundaries
Jun Rekimoto, Sony CSL
Invisible Interfaces
Jun Rekimoto, Sony CSL
Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
The MagicBook
Reality VirtualityAugmented
Reality (AR)
Augmented
Virtuality (AV)
Invisible Interfaces
Jun Rekimoto, Sony CSL
Example:Visualizing Sensor Networks
•  Rauhala et. al. 2007 (Linkoping)
•  Network of Humidity Sensors
•  ZigBee wireless communication
•  Use Mobile AR toVisualize Humidity
Invisible Interfaces
Jun Rekimoto, Sony CSL
UbiquitousAR (GIST,Korea)
•  How does your AR device work with other devices?
•  How is content delivered?
CAMAR - GIST
(CAMAR: Context-Aware Mobile Augmented Reality)
Requirements for UbiquitousAR
•  Hardware is available (mobile phones).
•  Required are software standards:
•  APIs for common framework, independent of hardware.
•  ARML as descriptor language for AR environment, scenario, etc.
•  Further required:
•  Authoring tools for creating AR applications
•  AR Enabled infrastructure (buildings etc)
Reality Virtual Reality
Terminal
Ubiquitous
Desktop AR VR
Milgram
Weiser
UbiComp
Mobile AR
Ubi AR
Ubi VR
SCALING UP
Reality
VR
Ubiquitous
Terminal
Milgram
Weiser
Single User
Massive
Multi User
Massive Multiuser
• Handheld AR for the first time allows
extremely high numbers of AR users
• Requires
• New types of applications/games
• New infrastructure (server/client/peer-to-peer)
• Content distribution…
Social Network Systems
•  2D Applications
•  MSN – 29 million
•  Skype – 10 million
•  Facebook – up to 70m
•  DesktopVR
•  SecondLife > 50K
•  Stereo projection - <500
•  ImmersiveVR
•  HMD/Cave based < 100
•  Augmented Reality
•  Shared Space (1999) - 4
•  Invisible Train (2004) - 8
PERSONAL VIEW
Augmented Reality 2.0 Infrastructure
LeveragingWeb 2.0
•  Content retrieval using HTTP
•  XML encoded meta information
•  KML placemarks + extensions
•  Queries
•  Based on location (from GPS, image recognition)
•  Based on situation (barcode markers)
•  Syndication
•  Community servers for end-user content
•  Tagging
•  AR client subscribes to data feeds
Scaling Up
•  AR on a City Scale
•  Using mobile phone as ubiquitous sensor
•  MIT Senseable City Lab
•  http://senseable.mit.edu/
WikiCity Rome (Senseable City Lab MIT)
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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2016 AR Summer School - Lecture 5