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The reality of_augmented_reality_mark_billinghurst

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The Reality of Augmented Reality Mark Billinghurst [email protected] The HIT Lab NZ, University of Canterbury December 2011
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Page 1: The reality of_augmented_reality_mark_billinghurst

The Reality of Augmented Reality

Mark Billinghurst

[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 (<$300) Computers generate millions of

polys/sec Tracking was inexpensive Good 3D input devices

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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 Brooks – “What’s Real about

Virtual Reality” 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 Graphics Industry) Visualization, simulation, gaming, CAD/CAE, multimedia, graphics arts

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> $3-5 Billion

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Lessons learned Don’t believe the hype Many factors determine technology

acceptance- Design for users

Need to move from Demo to Production- Profitable niche markets

Follow the money

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What’s 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 History1960’s – 80’s: Early

Experiments1980’s – 90’s: Basic

Research Tracking, displays

1995 – 2005: Tools/Applications Interaction, usability, theory

2005 - : Commercial Applications 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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Gartner’s 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, TrackingContoursFeature Points

Surfaces

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1999 - HIT Lab US Shared Space

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AR Conferencing

Moves conferencing from the desktop 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 map view 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 filtering • User’s task is route finding: Sniper and relevant buildings are displayed; objects, which are determined to be unnecessary, removed

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Metaverse Neal Stephenson’s “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• Augmentation technologies that layer

information onto our perception of the physical environment.

• Simulation refers to technologies that model reality

• Intimate technologies are focused inwardly, on the identity and actions of the individual or object;

• External technologies are focused outwardly, towards the world at large;

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Mirror Worlds Mirror worlds are informationally-

enhanced virtual models or “reflections” of the physical world. Google Earth, MS Street View, Google Maps

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LifeLogging Technologies record and report the

intimate states and life histories of objects and 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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