The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
3. 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
4. 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
6. 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.
7. 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.
8. ProjectTango
• Smart phone + Depth Sensing
• Sensors
• Gyroscope/accelerometer/compass
• 180º field of view fisheye camera
• An infrared projector.
• 4 MP RGB/IR camera
9.
10. 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
13. Occlusion with See-through HMD
• The Problem
• Occluding real objects with virtual
• Occluding virtual objects with real
Real Scene Current See-through HMD
14. ELMO (Kiyokawa 2001)
• Occlusive see-through HMD
• Masking LCD
• Real time range finding
16. 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
20. 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.
21. Light Field Displays
• Nvidia Prototype
• Thinner, sharper, depicting
accurate accommodation,
convergence, and
binocular-disparity depth
cues
24. To Make theVision Real..
• Hardware/software requirements
• Contact lens displays
• Free space hand/body tracking
• Environment recognition
• Speech/gesture recognition
• Etc..
25. 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
26. 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
29. System Flow
• The system flow consists of three sections:
• Image Processing and Marker Tracking
• Physics Simulation
• Rendering
30. 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
32. 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
43. 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
53. 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)
60. Example:Visualizing Sensor Networks
• Rauhala et. al. 2007 (Linkoping)
• Network of Humidity Sensors
• ZigBee wireless communication
• Use Mobile AR toVisualize Humidity
66. 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)
70. 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…
71. 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
74. 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
75. Scaling Up
• AR on a City Scale
• Using mobile phone as ubiquitous sensor
• MIT Senseable City Lab
• http://senseable.mit.edu/