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Future Directions for
Augmented Reality
Mark Billinghurst
Computer Interfaces in 1967
1968 – Sutherland/Sproull’s HMD
https://www.youtube.com/watch?v=NtwZXGprxag
Star Wars - 1977
Augmented Reality
• Combines Real and Virtual 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
Augmented Reality Applications
Augmented Reality in 2018
• Large growing market
• $1.2B USD in 2016, $3B in 2017
• Many available devices
• HMD, phones, tablets, HUDs
• Robust developer tools
• Vuforia, ARToolKit, Unity, Wikitude, etc
• Large number of applications
• > 250K developers, > 100K mobile apps
• Strong research/business communities
• ISMAR, AWE conferences, AugmentedReality.org, etc
AR Revenue Projections
• > $80Bilion by 2021, > 3x VR Revenue (Digi-Capital)
Future Directions
Key Enabling Technologies
• Combines Real and Virtual Images
• Display Technology
• Interactive in real-time
• Interaction Technologies
• Registered in 3D
• Tracking Technologies
• Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Wide FOV see through
• Retinal displays
• Contact lens
Display Technology
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.
https://www.youtube.com/watch?v=P407DFm0PFQ
Retinal Displays (5+ years)
• Photons scanned into eye
• Infinite depth of field
• Bright outdoor performance
• 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
• 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/
Interaction
• Past
• Limited interaction
• Viewpoint manipulation
• Present
• Screen based, simple gesture
• Tangible interaction
• Future
• Natural gesture, Multimodal
• Intelligent Interfaces, Sensor based
Natural Gesture (2-5 years)
• Freehand gesture input
• Depth sensors for gesture capture
• Rich two handed gestures
• E.g. Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Meta, MS Hololens, Occulus, Leap Motion, 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).
https://www.youtube.com/watch?v=LblxKvbfEoo
Multimodal Input (5-10+ years)
• Combine gesture and speech input
• Gesture good for qualitative input
• Speech good for quantitative input
• Support combined commands
• “Put that there” + pointing
• E.g. HIT Lab NZ multimodal input
• 3D hand tracking, speech, multimodal fusion
• 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
Tracking
• Past
• Location based, marker based
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
Environmental Tracking (1-3+ 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
https://www.youtube.com/watch?v=47zTHHxJjQU
https://www.youtube.com/watch?v=LxQY_7COzQg
Ubiquity6 - AR Cloud Tracking
Wide Area Outdoor Tracking (5 + yrs)
• 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
New Research
Envisage AR (envisage-ar.com)
• New types of collaboration using Mixed Reality
• Scene capture and sharing
• Natural collaboration
Empathic Computing
Empathic Computing
Systems that allow us to share
what we are seeing, hearing
and feeling with others..
Empathy Glasses
• Combine together eye-tracking, display, face expression
• Implicit cues – eye gaze, face expression
Empathy Glasses in Use
• Eye gaze pointer and remote pointing
• Face expression display
https://www.youtube.com/watch?v=CdgWVDbMwp4
Shared Sphere – 360 Video Sharing
Shared
Live 360 Video
Host User Guest User
Theta S
360 Camera
Hi-res Camera
Epson BT-200
See-through HMD
Oculus Rift
HMD
Leap Motion
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
Emotion Sensing HMDs are Coming
• Looxid
• EEG/Emotion sensing
• Eye tracking
• Emteq
• EMG sensing
• Neurable
• EEG/BCI for VR
Looxid VR HMD
https://www.youtube.com/watch?v=0jCGLUbJ800
Technology Trends
• Advanced displays
• Real time space capture
• Natural gesture interaction
• Robust eye-tracking
• Emotion sensing/sharing
Empathic
Tele-Existence
Empathic Tele-Existence
• Move from Observer to Participant
• Explicit to Implicit communication
• Experiential collaboration – doing together
Conclusions
• AR Reality Market Growing
• New display, interaction, tracking technologies
• Trend toward Empathic Computing
• Sharing what you see, hear and feel
• Many directions for future research
• Capture/sharing emotion, interface design, etc..
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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Future Directions for Augmented Reality

  • 1. Future Directions for Augmented Reality Mark Billinghurst
  • 5. Star Wars - 1977
  • 6. Augmented Reality • Combines Real and Virtual 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.
  • 9. Augmented Reality in 2018 • Large growing market • $1.2B USD in 2016, $3B in 2017 • Many available devices • HMD, phones, tablets, HUDs • Robust developer tools • Vuforia, ARToolKit, Unity, Wikitude, etc • Large number of applications • > 250K developers, > 100K mobile apps • Strong research/business communities • ISMAR, AWE conferences, AugmentedReality.org, etc
  • 10. AR Revenue Projections • > $80Bilion by 2021, > 3x VR Revenue (Digi-Capital)
  • 12. Key Enabling Technologies • Combines Real and Virtual Images • Display Technology • Interactive in real-time • Interaction Technologies • Registered in 3D • Tracking Technologies
  • 13. • Past • Bulky Head mounted displays • Current • Handheld, lightweight head mounted • Future • Wide FOV see through • Retinal displays • Contact lens Display Technology
  • 14. 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.
  • 16. Retinal Displays (5+ years) • Photons scanned into eye • Infinite depth of field • Bright outdoor performance • True 3D stereo with depth modulation • Microvision (1993-) • Head mounted monochrome • MagicLeap (2013-) • Projecting light field into eye
  • 17. Contact Lens (10 – 15 + years) • Contact Lens only • Unobtrusive • Significant technical challenges • 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/
  • 18. Interaction • Past • Limited interaction • Viewpoint manipulation • Present • Screen based, simple gesture • Tangible interaction • Future • Natural gesture, Multimodal • Intelligent Interfaces, Sensor based
  • 19. Natural Gesture (2-5 years) • Freehand gesture input • Depth sensors for gesture capture • Rich two handed gestures • E.g. Microsoft Research Hand Tracker • 3D hand tracking, 30 fps, single sensor • Commercial Systems • Meta, MS Hololens, Occulus, Leap Motion, 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).
  • 21. Multimodal Input (5-10+ years) • Combine gesture and speech input • Gesture good for qualitative input • Speech good for quantitative input • Support combined commands • “Put that there” + pointing • E.g. HIT Lab NZ multimodal input • 3D hand tracking, speech, multimodal fusion • 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.
  • 22. HIT Lab NZ Multimodal Input
  • 23. Tracking • Past • Location based, marker based • magnetic/mechanical • Present • Image based, hybrid tracking • Future • Ubiquitous • Model based • Environmental
  • 24. Environmental Tracking (1-3+ 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
  • 27. Wide Area Outdoor Tracking (5 + yrs) • 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.
  • 28. Wide Area Outdoor Tracking
  • 29.
  • 31. Envisage AR (envisage-ar.com) • New types of collaboration using Mixed Reality • Scene capture and sharing • Natural collaboration
  • 32.
  • 34. Empathic Computing Systems that allow us to share what we are seeing, hearing and feeling with others..
  • 35. Empathy Glasses • Combine together eye-tracking, display, face expression • Implicit cues – eye gaze, face expression
  • 36. Empathy Glasses in Use • Eye gaze pointer and remote pointing • Face expression display
  • 38. Shared Sphere – 360 Video Sharing Shared Live 360 Video Host User Guest User Theta S 360 Camera Hi-res Camera Epson BT-200 See-through HMD Oculus Rift HMD Leap Motion
  • 39.
  • 40. 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
  • 41. Emotion Sensing HMDs are Coming • Looxid • EEG/Emotion sensing • Eye tracking • Emteq • EMG sensing • Neurable • EEG/BCI for VR
  • 43. Technology Trends • Advanced displays • Real time space capture • Natural gesture interaction • Robust eye-tracking • Emotion sensing/sharing Empathic Tele-Existence
  • 44. Empathic Tele-Existence • Move from Observer to Participant • Explicit to Implicit communication • Experiential collaboration – doing together
  • 45. Conclusions • AR Reality Market Growing • New display, interaction, tracking technologies • Trend toward Empathic Computing • Sharing what you see, hear and feel • Many directions for future research • Capture/sharing emotion, interface design, etc..