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The Reality of Augmented Reality Mark Billinghurst

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    The Reality of Augmented Reality

    Mark [email protected]

    The HIT Lab NZ, University of Canterbury

    December 2011

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    Falling in Love

    1989

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    Virtual Reality Was COOL!

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    Joining the HIT Lab in Seattle

    Only $250K for 1500 polygons/sec!

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    My VR Predictions

    I knew everyone would use VR when:

    HMDs were cheap (

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    Cheap HMDs

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    Gartner Hype Cycle

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    1990-95

    1995-2000

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    April 2007 Computer World VR Voted 7th on list of 21 biggest technology

    flops- MS Bob Winner

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    Back to Reality

    1999 Fred BrooksWhats Real about VirtualReality

    In 1994 VR barely works

    In 1999 VR is now really real

    3 stages of application maturity: Demonstration

    Pilot

    Production

    There are successful VR application domains

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    VR Business Today

    > $3-5 Billion VR business (+ > $150 Billion GraphicsIndustry) Visualization, simulation, gaming, CAD/CAE, multimedia, graphics

    arts

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    > $3-5 Billion

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    Lessons learned

    Dont believe the hype

    Many factors determine technologyacceptance

    - Design for users

    Need to move from Demo to Production

    - Profitable niche markets

    Follow the money

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    Whats Real About

    Augmented Reality?

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    Key Questions

    Where is AR technology today?

    What are the key opportunities?

    What are research obstacles? Where will the technology be in 5-10

    years?

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    AR History

    1960s 80s: EarlyExperiments

    1980s 90s: Basic

    Research Tracking, displays

    1995 2005:Tools/Applications Interaction, usability, theory

    2005 - : CommercialApplications Games, Medical, Industry

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    2007 - AR Reaches Mainstream

    MIT Technology Review

    March 2007

    list of the 10 most

    exciting technologies Economist

    Dec 6th 2007

    Reality, only better

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    Google Searches for AR

    2009 Key crossover point More people interested in AR than VR

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    Gartners top 10 disruptive technologies 2008-2012: Multicore and hybrid processors

    Virtualisation and fabric computing

    Social networks and social software

    Cloud computing and cloud/Web platforms

    Web mashups

    User Interface

    Ubiquitous computing

    Contextual computing

    Augmented reality

    Semantics

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    AR Technology Today

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    1977 Star Wars

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    Key Features Classic Augmented Reality (Azuma 97)

    Combines Real and Virtual Images- Display technology

    Interactive in Real-Time

    - Real time graphics

    Content Registered in 3D- Viewpoint tracking

    Other Features Shared 3D viewing

    - Individual views

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    HMD, HMD, HMD...

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    Tracking, Tracking, Tracking

    ContoursFeature Points

    Surfaces

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    1999 - HIT Lab US Shared

    Space

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    AR Conferencing

    Moves conferencing from thedesktop to the workspace

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    Virtual Viewpoint Generation

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    3D Live System

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    2008 - CNN

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    The Red Planet (2000)

    Outdoor AR

    Flexible Lens Surface Bimanual interaction

    Digital paper analogy

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    AR FlexiLens

    Real handles/controllers with flexible AR lens

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    2008: Location Aware Phones

    Nokia NavigatorMotorola Droid

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    HIT Lab NZ Outdoor AR Platform

    Cross platform

    Android, iPhone

    3D onsite visualization

    Intuitive user interface

    Positions content in space

    Camera, GPS, compass

    Client/Server software architecture

    Targeting museum guide/outdoor site

    applications

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    Earthquake Reconstruction

    See past, present and future building designs

    Earthquake survivor stories shown on mapview

    Collect user comments

    Android platform

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    IronMan2

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    Natural Hand Interaction (2011)

    Using bare hands to interact with AR

    content MS Kinect depth sensing

    Real time hand tracking

    Physics based simulation model

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    AR Today Key Technologies Available

    - Robust tracking (Computer Vision,GPS/sensors)

    - Display (Handheld HMDs)- Input Devices (Kinect, etc)

    - Developer tools (Qualcomm, Metaio, ARTW)

    Commercial Business Growing- Gaming, GPS/Mobile, Online Advertisement

    >$5 Billion USD by 2016 (MarketsandMarkets)

    >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)

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    AR Business Today

    Marketing Web-based, mobile

    Mobile AR

    Geo-located information and service Driving demand for high end phones

    Gaming

    Mobile, Physical input (Kinect, PS Move) Upcoming areas

    Manufacturing, Medical, Military

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    Research Directions

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    Important Research Directions

    Fundamental Technologies

    Unobtrusive displays

    Ubiquitous tracking

    Improving the user experience

    Interaction, Information management

    Social networking + AR

    Standards (Content, interaction)

    Integrating with related technologies

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    AR User Experience

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    Future Displays

    Always on, unobtrusive

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    Contact Lens Display

    Babak Parviz University Washington

    MEMS components Transparent elements Micro-sensors

    Challenges

    Miniaturization Assembly

    Eye-safe

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    Contact Lens Prototype

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    Information Presentation

    Public and private annotations

    Aid recognition, extended memory

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    Wikitude www.mobilizy.com

    Blah

    Blah

    BlahBlah

    Blah

    BlahBlah

    Blah

    BlahBlah

    Blah

    BlahBlah

    Blah

    BlahBlah

    Blah

    BlahBlah

    Blah

    BlahBlah

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    Information Filtering

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    Information Filtering Information Filtering (Julier et al. 00)

    Remove clutter by goal- and distance based filteringUsers task is route finding: Sniper and relevant buildings aredisplayed; objects, which are determined to be unnecessary,removed

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    Metaverse

    Neal Stephensons SnowCrash

    The Metaverse is the convergence of:

    1) virtually enhanced physical reality

    2) physically persistent virtual space

    Metaverse Roadmap

    http://metaverseroadmap.org/

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    Metaverse Dimensions

    Augmentationtechnologies that layer informationonto our perception of the physical environment.

    Simulationrefers to technologies that model

    reality Intimatetechnologies are focused inwardly, on

    the identity and actions of the individual orobject;

    Externaltechnologies are focused outwardly,towards the world at large;

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    Mirror Worlds

    Mirror worlds are informationally-enhancedvirtual models or reflections of the physical

    world.

    Google Earth, MS Street View, Google Maps

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    LifeLogging

    Technologies record and report theintimate states and life histories of objectsand users

    Nokia LifeBlog, Nike+

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    Ubiquitous AR (GIST, Korea)

    How does your AR device work with other devices?

    How is content delivered?

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    ubiHome @ GIST

    ubiHome

    What/When/How

    Where/When

    Media services

    Who/What/When/How

    ubiKey

    Couch SensorPDA

    Tag-it

    Door Sensor

    ubiTrack

    When/HowWhen/HowWho/What/When/How

    Light service MR window

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    CAMAR GIST

    (Context-Aware Mobile Augmented Reality)

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    Conclusions

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    Conclusions

    AR is becoming a real industry

    Key areas of everyday use include

    Location Based, Gaming

    Web-based, Mobile AR

    Important research for the future

    Tracking, Interaction, Displays, User experience

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    More Information

    Mark Billinghurst [email protected]

    Website

    http://www.hitlabnz.org/


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