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BEYOND REALITY (2027):
THE FUTURE OF VIRTUAL
AND AUGMENTED REALITY
Bruce Thomas
Mark Billinghurst
The University of South Australia
August 18th 2017
2007…
• Introduction of the iPhone
2017 …
• Transformed the industry
• Over 700 million iPhones sold, over 2 million apps available
Total iPhone Sales
2017 …
• Growing range of AR/VR devices
2027 …
• What does the future hold for AR/VR ?
VIRTUAL REALITY
Prof Bruce Thomas
University of South Australia
What is Virtual Reality ?
Virtual Reality
• Virtual reality is replacing the physical world
stimulus (light, sound, touch, taste, and smell)
with computer generated sensations.
Today
Tomorrow - HoloDeck (1974)
• https://www.youtube.com/watch?v=oZwtVz7z0wM
The Ultimate Display
“The ultimate display would, of course, be a room
within which the computer can control the
existence of matter. A chair displayed in such a
room would be good enough to sit in. Handcuffs
displayed in such a room would be confining, and
a bullet displayed in such a room would be fatal”.
Ivan Sutherland, 1965
Sutherland Display
https://www.youtube.com/watch?v=NtwZXGprxag
Key Characteristics for VR
• Virtual Reality has three key characteristics
• 3D stereoscopic display
• Wide field of view display
• Low latency head tracking
• When these three things are combined they
provide a compelling immersive experience
VR Experience
• “This is so real..”
• https://www.youtube.com/watch?v=pAC5SeNH8jw
Oculus Rift
Sony Morpheus
HTC/Valve Vive
2016 - Rise of Consumer HMDs
HTC Vive
• Room scale tracking
• Gesture input devices
Taste
• Unreal: this tastes delicious Nimesha Ranasinghe,
National University of Singapore
Smell
https://www.youtube.com/watch?v=lm6YxFw7apc
Touch
https://www.youtube.com/watch?v=MYH--QGUFn8
Sound
highfidelity.com
https://www.youtube.com/watch?v=TBzgBeaYOkM
Light Field Displays
Light Field Display
https://www.youtube.com/watch?v=YJdMPUF8cDM
Spatial Augmented Reality
University of South Australia
Projectors and Light
We are Well on Our Way to the Future!
AUGMENTED REALITY
Prof Mark Billinghurst
University of South Australia
Augmented Reality
1977 – Star Wars
Augmented Reality Characteristics
•Combines Real andVirtual Images
•Both can be seen at the same time
•Interactive in real-time
•The virtual content can be interacted with
•Registered in 3D
•Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
2008 - CNN
https://www.youtube.com/watch?v=v7fQ_EsMJMs
AR vsVR
Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
Augmented Reality in 2017
• Large growing market
• > $600 Million USD in 2016
• Many available devices
• HMD, phones, tablets, HUDs
• Robust developer tools
• Vuforia, ARToolKit, Unity, Wikitude, etc
• Large number of applications
• > 150K developers, > 100K mobile apps
• Strong research/business communities
• ISMAR, AWE conferences, AugmentedReality.org, etc
• Web based AR
• Marketing, education
• Outdoor Mobile AR
• Viewing Points of Interest
• Handheld AR
• Marketing, gaming, education
• Location Based Experiences
• Museums, point of sale, advertising
Typical AR Experiences
Example:Quiver
http://www.quivervision.com/
Key Enabling Technologies
1. Combines Real andVirtual Images
Display Technology
2. Interactive in real-time
InteractionTechnologies
3. Registered in 3D
Tracking Technologies
• Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Future Displays
Wide FOV See-Through (3+ years)
• Waveguide techniques
• Thin, wider FOV
• Socially acceptable
• Pinlight Displays
• LCD panel + point light sources
• 110 degree FOV
Lumus DK40
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.
Pinlight Display Demo
https://www.youtube.com/watch?v=P407DFm0PFQ
Retinal Displays (5+ years)
• Photons scanned into eye
• Infinite depth of field
• Bright outdoor performance
• Overcome visual defects
• True 3D stereo with depth modulation
• Microvision (1993-)
• Head mounted monochrome
• MagicLeap (2013-)
• Projecting light field into eye
Contact Lens (10 – 15 + years)
• Contact Lens only
• Unobtrusive
• Significant technical challenges
• Power, data, resolution
• Babak Parviz (2008)
• Contact Lens + Micro-display
• Wide FOV
• socially acceptable
• Innovega (innovega-inc.com)
http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
Evolution of Interaction
• Past
• Limited interaction
• Viewpoint manipulation
• Present
• Screen based, simple gesture
• tangible interaction
• Future
• Natural gesture, Multimodal
• Intelligent Interfaces
• Physiological/Sensor based
Natural Gesture (2-5 years)
• Freehand gesture input
• Depth sensors for gesture capture
• Rich two handed gestures
• Eg Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Meta, MS Hololens, Occulus, Intel, etc
Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S.
(2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
Microsoft Hand Tracker
https://www.youtube.com/watch?v=A-xXrMpOHyc&t=7s
Multimodal Input (10-15+ years)
• Combine gesture and speech input
• Gesture good for qualitative input
• Speech good for quantitative input
• Support combined commands
• “Put that there” + pointing
• Eg HIT Lab NZ multimodal input
• 3D hand tracking, speech
• Multimodal fusion module
• Complete tasks faster with MMI, less errors
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
HIT Lab NZ Multimodal Input
Evolution of Tracking
• Past
• Location based, marker based,
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
Model Based Tracking (1-3 yrs)
• Track from known 3D model
• Use depth + colour information
• Match input to model template
• Use CAD model of targets
• Recent innovations
• Learn models online
• Tracking from cluttered scene
• Track from deformable objects
Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013).
Model based training, detection and pose estimation of texture-less 3D objects in heavily
cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
Deformable Object Tracking
https://www.youtube.com/watch?v=t2vqsitWLKs
Environmental Tracking (3+ yrs)
• Environment capture
• Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
• Real time scene capture on mobiles, dense or sparse capture
• Dynamic memory swapping allows large environment capture
InfinitAM Demo
https://www.youtube.com/watch?v=47zTHHxJjQU
Wide Area Outdoor Tracking (10 + yrs)
• 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 very 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.
Wide Area Outdoor Tracking
https://www.youtube.com/watch?v=8ZNN0NeXV6s
ENHANCED
EXPERIENCE
Research Possible in Many Areas
• Collaborative Experiences
• AR teleconferencing
• Social Acceptance
• Overcome social problems with AR
• Cloud Services
• Cloud based storage/processing
• AR Authoring Tools
• Easy content creation for non-experts
• Etc..
Next Generation Collaboration
Empathic
Computing
Empathy Glasses (CHI 2016)
• Combine together eye-tracking, display, face expression
• Implicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of
the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
Empathy Glasses Demo
https://www.youtube.com/watch?v=CdgWVDbMwp4
Shared Sphere – 360 Video Sharing (2017)
Mixed Space Collaboration (2017)
• Make 3D copy of real space
• Share virtual body cues
• AR/VR collaboration
Real World Virtual World
Virtual Body Cues
• Virtual head, hands
• View frustums – see where person looking
Technology Trends
• Advanced displays
• Wide FOV, high resolution
• Real time space capture
• 3D scanning, stitching, segmentation
• Natural gesture interaction
• Hand tracking, pose recognition
• Robust eye-tracking
• Gaze points, focus depth
• Emotion sensing/sharing
• Physiological sensing, emotion mapping
• Advanced displays
• Real time space capture
• Natural gesture interaction
• Robust eye-tracking
• Emotion sensing/sharing
Empathic
Tele-Existence
Empathic Tele-Existence (10+ years)
• Know what someone is seeing, hearing, feeling
• Feel that you are in the same environment with them
• Seeing virtual people with you in your real world
Surrogates (2009)
https://www.youtube.com/watch?v=KC5TrKNIDHQ
Conclusions
• AR is becoming commonly available
• In order to achieve significant growth AR needs to
• Expand into new markets
• Move onto new platforms
• Create new types of applications
• New AR technologies will enable this to happen
• Display, Interaction, Tracking technologies
• However there are still significant areas for research
• Social Acceptance, Cloud Services, AR authoring tools, Etc
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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Beyond Reality (2027): The Future of Virtual and Augmented Reality

  • 1. BEYOND REALITY (2027): THE FUTURE OF VIRTUAL AND AUGMENTED REALITY Bruce Thomas Mark Billinghurst The University of South Australia August 18th 2017
  • 3. 2017 … • Transformed the industry • Over 700 million iPhones sold, over 2 million apps available Total iPhone Sales
  • 4. 2017 … • Growing range of AR/VR devices
  • 5. 2027 … • What does the future hold for AR/VR ?
  • 6. VIRTUAL REALITY Prof Bruce Thomas University of South Australia
  • 7. What is Virtual Reality ?
  • 8. Virtual Reality • Virtual reality is replacing the physical world stimulus (light, sound, touch, taste, and smell) with computer generated sensations.
  • 10. Tomorrow - HoloDeck (1974) • https://www.youtube.com/watch?v=oZwtVz7z0wM
  • 11. The Ultimate Display “The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal”. Ivan Sutherland, 1965
  • 13. Key Characteristics for VR • Virtual Reality has three key characteristics • 3D stereoscopic display • Wide field of view display • Low latency head tracking • When these three things are combined they provide a compelling immersive experience
  • 14. VR Experience • “This is so real..” • https://www.youtube.com/watch?v=pAC5SeNH8jw
  • 15. Oculus Rift Sony Morpheus HTC/Valve Vive 2016 - Rise of Consumer HMDs
  • 16. HTC Vive • Room scale tracking • Gesture input devices
  • 17. Taste • Unreal: this tastes delicious Nimesha Ranasinghe, National University of Singapore
  • 25. We are Well on Our Way to the Future!
  • 26. AUGMENTED REALITY Prof Mark Billinghurst University of South Australia
  • 28. Augmented Reality Characteristics •Combines Real andVirtual Images •Both can be seen at the same time •Interactive in real-time •The virtual content can be interacted with •Registered in 3D •Virtual objects appear fixed in space Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 31. Milgram’s Reality-Virtuality continuum Mixed Reality Reality - Virtuality (RV) Continuum Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment "...anywhere between the extrema of the virtuality continuum." P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
  • 32. Augmented Reality in 2017 • Large growing market • > $600 Million USD in 2016 • Many available devices • HMD, phones, tablets, HUDs • Robust developer tools • Vuforia, ARToolKit, Unity, Wikitude, etc • Large number of applications • > 150K developers, > 100K mobile apps • Strong research/business communities • ISMAR, AWE conferences, AugmentedReality.org, etc
  • 33. • Web based AR • Marketing, education • Outdoor Mobile AR • Viewing Points of Interest • Handheld AR • Marketing, gaming, education • Location Based Experiences • Museums, point of sale, advertising Typical AR Experiences
  • 35. Key Enabling Technologies 1. Combines Real andVirtual Images Display Technology 2. Interactive in real-time InteractionTechnologies 3. Registered in 3D Tracking Technologies
  • 36. • Past • Bulky Head mounted displays • Current • Handheld, lightweight head mounted • Future • Projected AR • Wide FOV see through • Retinal displays • Contact lens Future Displays
  • 37. Wide FOV See-Through (3+ years) • Waveguide techniques • Thin, wider FOV • Socially acceptable • Pinlight Displays • LCD panel + point light sources • 110 degree FOV Lumus DK40 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.
  • 39. Retinal Displays (5+ years) • Photons scanned into eye • Infinite depth of field • Bright outdoor performance • Overcome visual defects • True 3D stereo with depth modulation • Microvision (1993-) • Head mounted monochrome • MagicLeap (2013-) • Projecting light field into eye
  • 40. Contact Lens (10 – 15 + years) • Contact Lens only • Unobtrusive • Significant technical challenges • Power, data, resolution • Babak Parviz (2008) • Contact Lens + Micro-display • Wide FOV • socially acceptable • Innovega (innovega-inc.com) http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
  • 41. Evolution of Interaction • Past • Limited interaction • Viewpoint manipulation • Present • Screen based, simple gesture • tangible interaction • Future • Natural gesture, Multimodal • Intelligent Interfaces • Physiological/Sensor based
  • 42. Natural Gesture (2-5 years) • Freehand gesture input • Depth sensors for gesture capture • Rich two handed gestures • Eg Microsoft Research Hand Tracker • 3D hand tracking, 30 fps, single sensor • Commercial Systems • Meta, MS Hololens, Occulus, Intel, etc Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S. (2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
  • 44. Multimodal Input (10-15+ years) • Combine gesture and speech input • Gesture good for qualitative input • Speech good for quantitative input • Support combined commands • “Put that there” + pointing • Eg HIT Lab NZ multimodal input • 3D hand tracking, speech • Multimodal fusion module • Complete tasks faster with MMI, less errors Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
  • 45. HIT Lab NZ Multimodal Input
  • 46. Evolution of Tracking • Past • Location based, marker based, • magnetic/mechanical • Present • Image based, hybrid tracking • Future • Ubiquitous • Model based • Environmental
  • 47. Model Based Tracking (1-3 yrs) • Track from known 3D model • Use depth + colour information • Match input to model template • Use CAD model of targets • Recent innovations • Learn models online • Tracking from cluttered scene • Track from deformable objects Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013). Model based training, detection and pose estimation of texture-less 3D objects in heavily cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
  • 49. Environmental Tracking (3+ yrs) • Environment capture • Use depth sensors to capture scene & track from model • InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/) • Real time scene capture on mobiles, dense or sparse capture • Dynamic memory swapping allows large environment capture
  • 51. Wide Area Outdoor Tracking (10 + yrs) • 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 very 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.
  • 52. Wide Area Outdoor Tracking https://www.youtube.com/watch?v=8ZNN0NeXV6s
  • 54. Research Possible in Many Areas • Collaborative Experiences • AR teleconferencing • Social Acceptance • Overcome social problems with AR • Cloud Services • Cloud based storage/processing • AR Authoring Tools • Easy content creation for non-experts • Etc..
  • 56. Empathy Glasses (CHI 2016) • Combine together eye-tracking, display, face expression • Implicit cues – eye gaze, face expression ++ Pupil Labs Epson BT-200 AffectiveWear Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
  • 58. Shared Sphere – 360 Video Sharing (2017)
  • 59. Mixed Space Collaboration (2017) • Make 3D copy of real space • Share virtual body cues • AR/VR collaboration Real World Virtual World
  • 60. Virtual Body Cues • Virtual head, hands • View frustums – see where person looking
  • 61. Technology Trends • Advanced displays • Wide FOV, high resolution • Real time space capture • 3D scanning, stitching, segmentation • Natural gesture interaction • Hand tracking, pose recognition • Robust eye-tracking • Gaze points, focus depth • Emotion sensing/sharing • Physiological sensing, emotion mapping
  • 62. • Advanced displays • Real time space capture • Natural gesture interaction • Robust eye-tracking • Emotion sensing/sharing Empathic Tele-Existence
  • 63. Empathic Tele-Existence (10+ years) • Know what someone is seeing, hearing, feeling • Feel that you are in the same environment with them • Seeing virtual people with you in your real world
  • 65. Conclusions • AR is becoming commonly available • In order to achieve significant growth AR needs to • Expand into new markets • Move onto new platforms • Create new types of applications • New AR technologies will enable this to happen • Display, Interaction, Tracking technologies • However there are still significant areas for research • Social Acceptance, Cloud Services, AR authoring tools, Etc