SlideShare uma empresa Scribd logo
1 de 86
Baixar para ler offline
LECTURE 1: INTRODUCTION
TO AUGMENTED REALITY
Mark Billinghurst
AR Summer School
February 15th – 19th 2016
University of South Australia
A Brief History ofTime
• Trend
•  smaller, cheaper, more functions, more intimate
• Technology becomes invisible
•  Intuitive to use
•  Interface over internals
•  Form more important than function
•  Human centered design
A Brief History of Computing
• Trend
• smaller, cheaper, faster, more intimate, intelligent objects
• Computers need to become invisible
• hide the computer in the real world
•  Ubiquitous / Tangible Computing
• put the user inside the computer
•  Virtual Reality
Making Interfaces Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
Graphical User Interfaces
•  Separation between real and digital worlds
•  WIMP (Windows, Icons, Menus, Pointer) metaphor
Ubiquitous Computing
•  Computing and sensing embedded in real world
•  Particle devices, RFID, motes, arduino, etc
Virtual Reality
•  1985…
Virtual Reality
• ImmersiveVR
•  Head mounted display, gloves
•  Separation from the real world
Occulus Rift
• $300 USD
• 360 degree head tracking
• 100 degree field of view
1977 – StarWars
Augmented Reality Definition
• Defining Characteristics [Azuma 97]
• 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
•  Put AR pictures here
Augmented Reality Examples
AR vsVR
Making Interfaces Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
From Reality toVirtual Reality
Ubiquitous Computing Augmented Reality Virtual Reality
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.
AugmentedVirtuality
•  VR with windows into the real world
Ubiquitous Computing Continuum
•  Weiser Continuum
Milgram – Weiser Continuum
•  Newman, J., Bornik, A., Pustka, D., Echtler, F., Huber, M., Schmalstieg, D., & Klinker, G. (2007, March). Tracking for
distributed mixed reality environments. In Workshop on Trends and Issues in Tracking for Virtual Environments at the IEEE
Virtual Reality Conference (VR’07).
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/
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;
Metaverse Components
• Four Key Components
• Virtual Worlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
MirrorWorlds
• Mirror worlds are informationally-enhanced virtual
models of the physical world.
•  Google Earth, MS StreetView, Google Maps
LifeLogging
• Technologies record and report the intimate
states and life histories of objects and users
• Nokia LifeBlog, Nike+, FitBit
•  Steve Mann - LifeLogging
Gordon Bell:LifeLogging
1 TB to store 65 years of data
Narrative Clip
• Wearable camera
• Automatic picture capture - 2 pics/minute
• http://getnarrative.com
Summary
• Augmented Reality has three key features
• Combines Real andVirtual Images
• Interactive in real-time
• Registered in 3D
• AR can be classified alongside other technologies
• Invisible Interfaces
• Milgram’s Mixed Reality continuum
• MetaVerse
AR History
Pepper’s Ghost (1862)
•  Dates back to Giambattista della Porta (1584)
The Master Key (1901) – AR Glass
•  "It consists of this pair of spectacles.
While you wear them every one you
meet will be marked upon the
forehead with a letter indicating his or
her character. The good will bear the
letter 'G,' the evil the letter 'E.' …
Thus you may determine by a single
look the true natures of all those you
encounter.”
L. Frank Baum
Early HUD (1958)
F16 – Head Up Display
Early HMD Patents
First HMD
•  Philco Headsight (1961) – Remote Camera Viewing
Sutherland HMD
• 1960’s: Sutherland / Sproull’s
first HMD system was see-
through
USAirforce HMDs
1960 - 70’s: US Air Force helmet mounted
displays (T. Furness)
SuperCockpit Program
1970 - 80’s: US Air Force Super Cockpit (T. Furness)
Modern Airforce HMDs
•  Honeywell Integrated Helmet and Display Sighting System
(IHADSS) deployed in 1985 on the AH-64 Apache attack helicopter
First Industrial Use
• Early 1990’s: Boeing coined the term “AR.” Wire harness
assembly application begun (T. Caudell, D. Mizell).
Academic Research
•  1994: Motion stabilized display [Azuma]
•  1995: Fiducial tracking in video see-through [Bajura / Neumann]
•  1996: UNC hybrid magnetic-vision tracker
Development of the Field
• 1996: MIT Wearable Computing efforts
• 1998: Dedicated conferences begin (ISMAR)
• Late 90’s: Collaboration, outdoor, interaction
• Late 90’s:Augmented sports broadcasts
History Summary
• 1960’s – 80’s: Early Experimentation
• 1980’s – 90’s: Basic Research
• Tracking, displays
• 1995 – 2005:Tools/Applications
• Interaction, usability, theory
• 2005 - : Commercial Applications
• Games, Medical, Industry
Important Milestones
• 1992:T. Caudell coined term “AR” (Boeing)
• 1996: First collaborative AR systems
• 1999:ARToolKit released – tracking library
• 1997: Feiner First outdoor AR system
• 1997 – 2001: Mixed Reality Systems Lab (Japan)
• 1999 – 2003:ARVIKA project (Germany)
• 2002: ISMAR conference started
2007 -AR Reaches Mainstream
• MIT Technology Review
•  March 2007
•  list of the 10 most exciting
technologies
• Economist
•  Dec 6th 2007
•  Reality, only better
2009 -AR in Magazines
• Esquire Magazine
• Dec 2009 issue
• 12 pages AR content
• Many Others
• Wired
• Colors
• Red Bull
• Etc
Google Searches forAR
2008 - Browser BasedAR
• Flash + camera + 3D graphics
• High impact
•  High marketing value
• Large potential install base
•  1.6 Billion web users
• Ease of development
•  Lots of developers, mature tools
• Low cost of entry
•  Browser, web camera
Impact ofWeb-basedAR
• Boffswana Living Sasquatch
• http://www.boffswana.com/news/?p=605
• In first month
• 100K unique visits
• 500K page views
• 6 minutes on page
2005 - Mobile PhoneAR
• Mobile Phones
• camera
• processor
• display
• AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
ARAdvertising (HIT Lab NZ 2007)
•  Txt message to download AR application (200K)
•  See virtual content popping out of real paper advert
•  Tested May 2007 by Saatchi and Saatchi
2008:LocationAware Phones
Nokia NavigatorMotorola Droid
2009 - Outdoor Information Overlay
• Mobile phone based
• Tag real world locations
• GPS + Compass input
• Overlay graphics data on live video
• Applications
• Travel guide,Advertising, etc
• Wikitude, Layar, Junaio, etc..
• Android based, Public API released
Layar (www.layar.com)
• Location based data
• GPS + compass location
• Map + camera view
• AR Layers on real world
• Customized data
• Audio, 3D, 2D content
• Easy authoring
• Android, iPhone
Google Glass (2011 - )
Epson Moverio BT-200
▪ Stereo see-through display ($700)
▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g
▪ Android Powered, separate controller
▪ VGA camera, GPS, gyro, accelerometer
ARToday
• Key Technologies Available
• Robust tracking (ComputerVision, GPS/sensors)
• Display (Handheld, HMDs)
• Input Devices (Kinect, etc)
• Developer tools (PTC,ARTW)
• Commercial Business Growing
• Gaming, GPS/Mobile, Online Advertisement
• >$600 Million USD in 2015
•  Web based AR
•  Flash, HTML 5 based AR
•  Marketing, education
•  Outdoor Mobile AR
•  GPS, compass tracking
•  Viewing Points of Interest in real world
•  Eg: Junaio, Layar, Wikitude
•  Handheld AR
•  Vision based tracking
•  Marketing, gaming
•  Location Based Experiences
•  HMD, fixed screens
•  Museums, point of sale, advertising
Typical AR Experiences
AR BusinessToday
• 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
Some CommercialAR Companies
• ARToolworks (http://www.artoolworks.com/)
•  ARToolKit, FLARToolKit, SDKs
• Total Immersion (http://www.t-immersion.com/)
•  Marketing,Theme Parks,AR Experiences
• PTC (http://www.vuforia.com/)
•  Mobile AR,Vuforia SDK
• Many small start-ups
Gartner Hype Cycle (2015)
AR Commercial Landscape
Market Forecast
Up to $120B by 2020 – 5 xVR market
User Forecast
Summary
• Augmented Reality has a long history going
back to the 1960’s
• Interest in AR has exploded over the last few
years and is being commercialized quickly
• AR is growing in a number of areas
• Mobile AR
• Web based AR
• Marketing experiences
Sample AR Applications
Applications
•  Medicine
•  Manufacturing
•  Information overlay
•  Architecture
•  Museum
•  Marketing
•  Gaming
Applications:medical
•  “X-ray vision” for surgeons
•  Aid visualization, minimally-invasive operations. Training. MRI, CT
data.
•  Ultrasound project, UNC Chapel Hill.
Courtesy
UNC
Chapel
Hill
MedicalARTrials
!  Sauer et al. 2000 at
Siemens Corporate
Research, NJ
!  Stereo video see through
F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a
Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,
MICCAI 2002
Assembly and Maintenance
© 1993 S. Feiner, B. MacIntyre, &
D. Seligmann, Columbia University
© 1996 S. Feiner, B. MacIntyre, &
A. Webster, Columbia University
PS3 - Eye of Judgment (2007)
• Computer Vision Tracking
• Card based battle game
• Collaborative AR
• October 24th 2007
AR Books – MarkerlessTracking
ARAnnotations
Columbia
University
HRL
© 1993 S. Feiner, B. MacIntyre,
M. Haupt, & E. Solomon,
Columbia University
© 1997 S. Feiner, B. MacIntyre,
T. Höllerer, & A. Webster,
Columbia University
BroadcastTV
Interactive Museum Experiences
"  BlackMagic
"  Virtual America’s Cup
"  410,000 people in six months
"  MagicPlanet
"  TeManawa science museum
"  Virtual Astronomy
"  Collaborative AR experience
"  ARVolcano
"  Interactive AR kiosk
"  Scienceworks museum, Melbourne
Digital Binocular Station
http://www.DigitalBinocularStation.com/
MuseumArcheology
• LifePlus (2002-2004)
• Natural feature tracking
• Virtual characters
• Mobile AR system
• Archeoguide (2000-2002)
• Cultural heritage on-site guide
• Hybrid tracking
• Virtual overlay
CityViewARApplication
•  Visualize Christchurch before the earthquakes
Sales and Marketing
• Connect with brands and branded objects
• Location Based Experiences
•  Lynx Angels
• Web based
•  Rayban glasses
• Mobile
•  Ford Ka campaign
• Print based
•  Red Bull Magazine
Summary
• AR technology can be used to develop a wide
range of applications
• Promising application areas include
• Games
• Education
• Engineering
• Medicine
• Museums
• Etc..
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

Mais conteúdo relacionado

Mais procurados

Mais procurados (20)

COMP 4010 - Lecture 8 AR Technology
COMP 4010 - Lecture 8 AR TechnologyCOMP 4010 - Lecture 8 AR Technology
COMP 4010 - Lecture 8 AR Technology
 
Lecture 8 Introduction to Augmented Reality
Lecture 8 Introduction to Augmented RealityLecture 8 Introduction to Augmented Reality
Lecture 8 Introduction to Augmented Reality
 
COMP 4010 - Lecture 7: Introduction to Augmented Reality
COMP 4010 - Lecture 7: Introduction to Augmented RealityCOMP 4010 - Lecture 7: Introduction to Augmented Reality
COMP 4010 - Lecture 7: Introduction to Augmented Reality
 
COMP 4010 - Lecture 7: Introduction to Augmented Reality
COMP 4010 - Lecture 7: Introduction to Augmented RealityCOMP 4010 - Lecture 7: Introduction to Augmented Reality
COMP 4010 - Lecture 7: Introduction to Augmented Reality
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
 
Mobile AR Lecture1-introduction
Mobile AR Lecture1-introductionMobile AR Lecture1-introduction
Mobile AR Lecture1-introduction
 
COMP 4010 - Lecture10: Mobile AR
COMP 4010 - Lecture10: Mobile ARCOMP 4010 - Lecture10: Mobile AR
COMP 4010 - Lecture10: Mobile AR
 
Getting Real about AR
Getting Real about ARGetting Real about AR
Getting Real about AR
 
Virtual Reality: Sensing the Possibilities
Virtual Reality: Sensing the PossibilitiesVirtual Reality: Sensing the Possibilities
Virtual Reality: Sensing the Possibilities
 
Building AR and VR Experiences
Building AR and VR ExperiencesBuilding AR and VR Experiences
Building AR and VR Experiences
 
A Survey of Augmented Reality
A Survey of Augmented RealityA Survey of Augmented Reality
A Survey of Augmented Reality
 
The Next Generation of Human Computer Interaction
The Next Generation of Human Computer InteractionThe Next Generation of Human Computer Interaction
The Next Generation of Human Computer Interaction
 
2016 AR Summer School - Lecture 5
2016 AR Summer School - Lecture 52016 AR Summer School - Lecture 5
2016 AR Summer School - Lecture 5
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VR
 
Easy Virtual Reality
Easy Virtual RealityEasy Virtual Reality
Easy Virtual Reality
 
AR-VR Workshop
AR-VR WorkshopAR-VR Workshop
AR-VR Workshop
 
Creating Immersive and Empathic Learning Experiences
Creating Immersive and Empathic Learning ExperiencesCreating Immersive and Empathic Learning Experiences
Creating Immersive and Empathic Learning Experiences
 
COMP 4010 Lecture10: AR Tracking
COMP 4010 Lecture10: AR TrackingCOMP 4010 Lecture10: AR Tracking
COMP 4010 Lecture10: AR Tracking
 
COMP 4026 Lecture4: Processing and Advanced Interface Technology
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyCOMP 4026 Lecture4: Processing and Advanced Interface Technology
COMP 4026 Lecture4: Processing and Advanced Interface Technology
 
Lecture 9 AR Technology
Lecture 9 AR TechnologyLecture 9 AR Technology
Lecture 9 AR Technology
 

Destaque

Destaque (9)

Empathic Computing
Empathic ComputingEmpathic Computing
Empathic Computing
 
Ismar 2016 Presentation
Ismar 2016 PresentationIsmar 2016 Presentation
Ismar 2016 Presentation
 
Virtual Reality 2.0
Virtual Reality 2.0Virtual Reality 2.0
Virtual Reality 2.0
 
From Interaction to Understanding
From Interaction to UnderstandingFrom Interaction to Understanding
From Interaction to Understanding
 
The Coming Age of Empathic Computing
The Coming Age of Empathic ComputingThe Coming Age of Empathic Computing
The Coming Age of Empathic Computing
 
2016 AR Summer School - Lecture4
2016 AR Summer School - Lecture42016 AR Summer School - Lecture4
2016 AR Summer School - Lecture4
 
2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3
 
From Interaction to Empathy
From Interaction to EmpathyFrom Interaction to Empathy
From Interaction to Empathy
 
May the Force be with You
May the Force be with YouMay the Force be with You
May the Force be with You
 

Semelhante a 2016 AR Summer School - Lecture1

COSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to ARCOSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to AR
Mark Billinghurst
 
informationtech1-180930175759.pptx
informationtech1-180930175759.pptxinformationtech1-180930175759.pptx
informationtech1-180930175759.pptx
jaspreetkaur908049
 

Semelhante a 2016 AR Summer School - Lecture1 (20)

Introduction to Augmented Reality
Introduction to Augmented RealityIntroduction to Augmented Reality
Introduction to Augmented Reality
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
Comp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionComp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-Perception
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR
 
VRCAI 2011 Billinghurst Keynote
VRCAI 2011 Billinghurst KeynoteVRCAI 2011 Billinghurst Keynote
VRCAI 2011 Billinghurst Keynote
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XR
 
426 lecture1: Introduction to AR
426 lecture1: Introduction to AR426 lecture1: Introduction to AR
426 lecture1: Introduction to AR
 
COSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426 Lecture 1: Introduction to Augmented RealityCOSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426 Lecture 1: Introduction to Augmented Reality
 
모바일 AR 개요 및 Scan Search 사례 2부
모바일 AR 개요 및 Scan Search 사례 2부모바일 AR 개요 및 Scan Search 사례 2부
모바일 AR 개요 및 Scan Search 사례 2부
 
Augmented Reality: The Next 20 Years
Augmented Reality: The Next 20 YearsAugmented Reality: The Next 20 Years
Augmented Reality: The Next 20 Years
 
COSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to ARCOSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to AR
 
AIS "On the Lot" 12-17-19
AIS "On the Lot" 12-17-19AIS "On the Lot" 12-17-19
AIS "On the Lot" 12-17-19
 
AWE 2014 - The Glass Class: Designing Wearable Interfaces
AWE 2014 - The Glass Class: Designing Wearable InterfacesAWE 2014 - The Glass Class: Designing Wearable Interfaces
AWE 2014 - The Glass Class: Designing Wearable Interfaces
 
CHI 2015: The Glass Class - Designing Wearable Interfaces
CHI 2015: The Glass Class - Designing Wearable InterfacesCHI 2015: The Glass Class - Designing Wearable Interfaces
CHI 2015: The Glass Class - Designing Wearable Interfaces
 
Augmented Reality: The Next 20 Years (AWE Asia 2015)
Augmented Reality: The Next 20 Years (AWE Asia 2015)Augmented Reality: The Next 20 Years (AWE Asia 2015)
Augmented Reality: The Next 20 Years (AWE Asia 2015)
 
Latest Trends in Information Technology - 2020
Latest Trends  in Information Technology - 2020Latest Trends  in Information Technology - 2020
Latest Trends in Information Technology - 2020
 
The Glass Class: Designing Wearable Interfaces
The Glass Class: Designing Wearable InterfacesThe Glass Class: Designing Wearable Interfaces
The Glass Class: Designing Wearable Interfaces
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented Reality
 
Latest trends in information technology
Latest trends in information technologyLatest trends in information technology
Latest trends in information technology
 
informationtech1-180930175759.pptx
informationtech1-180930175759.pptxinformationtech1-180930175759.pptx
informationtech1-180930175759.pptx
 

Mais de Mark Billinghurst

Mais de Mark Billinghurst (20)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
ISS2022 Keynote
ISS2022 KeynoteISS2022 Keynote
ISS2022 Keynote
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional Interfaces
 
Comp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsComp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research Directions
 

Último

IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
Enterprise Knowledge
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
vu2urc
 
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsArtificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
Joaquim Jorge
 

Último (20)

IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI SolutionsIAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsArtificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)
 
Automating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps ScriptAutomating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps Script
 
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CVReal Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivity
 

2016 AR Summer School - Lecture1

  • 1. LECTURE 1: INTRODUCTION TO AUGMENTED REALITY Mark Billinghurst AR Summer School February 15th – 19th 2016 University of South Australia
  • 2. A Brief History ofTime • Trend •  smaller, cheaper, more functions, more intimate • Technology becomes invisible •  Intuitive to use •  Interface over internals •  Form more important than function •  Human centered design
  • 3. A Brief History of Computing • Trend • smaller, cheaper, faster, more intimate, intelligent objects • Computers need to become invisible • hide the computer in the real world •  Ubiquitous / Tangible Computing • put the user inside the computer •  Virtual Reality
  • 4. Making Interfaces Invisible Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  • 5. Graphical User Interfaces •  Separation between real and digital worlds •  WIMP (Windows, Icons, Menus, Pointer) metaphor
  • 6. Ubiquitous Computing •  Computing and sensing embedded in real world •  Particle devices, RFID, motes, arduino, etc
  • 8. Virtual Reality • ImmersiveVR •  Head mounted display, gloves •  Separation from the real world
  • 9. Occulus Rift • $300 USD • 360 degree head tracking • 100 degree field of view
  • 11. Augmented Reality Definition • Defining Characteristics [Azuma 97] • 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.
  • 13. •  Put AR pictures here Augmented Reality Examples
  • 15. Making Interfaces Invisible Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  • 16. From Reality toVirtual Reality Ubiquitous Computing Augmented Reality Virtual Reality
  • 17. 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.
  • 18. AugmentedVirtuality •  VR with windows into the real world
  • 20. Milgram – Weiser Continuum •  Newman, J., Bornik, A., Pustka, D., Echtler, F., Huber, M., Schmalstieg, D., & Klinker, G. (2007, March). Tracking for distributed mixed reality environments. In Workshop on Trends and Issues in Tracking for Virtual Environments at the IEEE Virtual Reality Conference (VR’07).
  • 21. 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/
  • 22. 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;
  • 23. Metaverse Components • Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging
  • 24.
  • 25. MirrorWorlds • Mirror worlds are informationally-enhanced virtual models of the physical world. •  Google Earth, MS StreetView, Google Maps
  • 26.
  • 27. LifeLogging • Technologies record and report the intimate states and life histories of objects and users • Nokia LifeBlog, Nike+, FitBit
  • 28. •  Steve Mann - LifeLogging
  • 29. Gordon Bell:LifeLogging 1 TB to store 65 years of data
  • 30. Narrative Clip • Wearable camera • Automatic picture capture - 2 pics/minute • http://getnarrative.com
  • 31. Summary • Augmented Reality has three key features • Combines Real andVirtual Images • Interactive in real-time • Registered in 3D • AR can be classified alongside other technologies • Invisible Interfaces • Milgram’s Mixed Reality continuum • MetaVerse
  • 33. Pepper’s Ghost (1862) •  Dates back to Giambattista della Porta (1584)
  • 34. The Master Key (1901) – AR Glass •  "It consists of this pair of spectacles. While you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' … Thus you may determine by a single look the true natures of all those you encounter.” L. Frank Baum
  • 35. Early HUD (1958) F16 – Head Up Display
  • 37. First HMD •  Philco Headsight (1961) – Remote Camera Viewing
  • 38. Sutherland HMD • 1960’s: Sutherland / Sproull’s first HMD system was see- through
  • 39. USAirforce HMDs 1960 - 70’s: US Air Force helmet mounted displays (T. Furness)
  • 40. SuperCockpit Program 1970 - 80’s: US Air Force Super Cockpit (T. Furness)
  • 41. Modern Airforce HMDs •  Honeywell Integrated Helmet and Display Sighting System (IHADSS) deployed in 1985 on the AH-64 Apache attack helicopter
  • 42. First Industrial Use • Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).
  • 43. Academic Research •  1994: Motion stabilized display [Azuma] •  1995: Fiducial tracking in video see-through [Bajura / Neumann] •  1996: UNC hybrid magnetic-vision tracker
  • 44. Development of the Field • 1996: MIT Wearable Computing efforts • 1998: Dedicated conferences begin (ISMAR) • Late 90’s: Collaboration, outdoor, interaction • Late 90’s:Augmented sports broadcasts
  • 45. History Summary • 1960’s – 80’s: Early Experimentation • 1980’s – 90’s: Basic Research • Tracking, displays • 1995 – 2005:Tools/Applications • Interaction, usability, theory • 2005 - : Commercial Applications • Games, Medical, Industry
  • 46. Important Milestones • 1992:T. Caudell coined term “AR” (Boeing) • 1996: First collaborative AR systems • 1999:ARToolKit released – tracking library • 1997: Feiner First outdoor AR system • 1997 – 2001: Mixed Reality Systems Lab (Japan) • 1999 – 2003:ARVIKA project (Germany) • 2002: ISMAR conference started
  • 47. 2007 -AR Reaches Mainstream • MIT Technology Review •  March 2007 •  list of the 10 most exciting technologies • Economist •  Dec 6th 2007 •  Reality, only better
  • 48. 2009 -AR in Magazines • Esquire Magazine • Dec 2009 issue • 12 pages AR content • Many Others • Wired • Colors • Red Bull • Etc
  • 50. 2008 - Browser BasedAR • Flash + camera + 3D graphics • High impact •  High marketing value • Large potential install base •  1.6 Billion web users • Ease of development •  Lots of developers, mature tools • Low cost of entry •  Browser, web camera
  • 51.
  • 52.
  • 53. Impact ofWeb-basedAR • Boffswana Living Sasquatch • http://www.boffswana.com/news/?p=605 • In first month • 100K unique visits • 500K page views • 6 minutes on page
  • 54. 2005 - Mobile PhoneAR • Mobile Phones • camera • processor • display • AR on Mobile Phones • Simple graphics • Optimized computer vision • Collaborative Interaction
  • 55. ARAdvertising (HIT Lab NZ 2007) •  Txt message to download AR application (200K) •  See virtual content popping out of real paper advert •  Tested May 2007 by Saatchi and Saatchi
  • 57. 2009 - Outdoor Information Overlay • Mobile phone based • Tag real world locations • GPS + Compass input • Overlay graphics data on live video • Applications • Travel guide,Advertising, etc • Wikitude, Layar, Junaio, etc.. • Android based, Public API released
  • 58. Layar (www.layar.com) • Location based data • GPS + compass location • Map + camera view • AR Layers on real world • Customized data • Audio, 3D, 2D content • Easy authoring • Android, iPhone
  • 60. Epson Moverio BT-200 ▪ Stereo see-through display ($700) ▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪ Android Powered, separate controller ▪ VGA camera, GPS, gyro, accelerometer
  • 61. ARToday • Key Technologies Available • Robust tracking (ComputerVision, GPS/sensors) • Display (Handheld, HMDs) • Input Devices (Kinect, etc) • Developer tools (PTC,ARTW) • Commercial Business Growing • Gaming, GPS/Mobile, Online Advertisement • >$600 Million USD in 2015
  • 62. •  Web based AR •  Flash, HTML 5 based AR •  Marketing, education •  Outdoor Mobile AR •  GPS, compass tracking •  Viewing Points of Interest in real world •  Eg: Junaio, Layar, Wikitude •  Handheld AR •  Vision based tracking •  Marketing, gaming •  Location Based Experiences •  HMD, fixed screens •  Museums, point of sale, advertising Typical AR Experiences
  • 63. AR BusinessToday • 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
  • 64. Some CommercialAR Companies • ARToolworks (http://www.artoolworks.com/) •  ARToolKit, FLARToolKit, SDKs • Total Immersion (http://www.t-immersion.com/) •  Marketing,Theme Parks,AR Experiences • PTC (http://www.vuforia.com/) •  Mobile AR,Vuforia SDK • Many small start-ups
  • 67. Market Forecast Up to $120B by 2020 – 5 xVR market
  • 69. Summary • Augmented Reality has a long history going back to the 1960’s • Interest in AR has exploded over the last few years and is being commercialized quickly • AR is growing in a number of areas • Mobile AR • Web based AR • Marketing experiences
  • 71. Applications •  Medicine •  Manufacturing •  Information overlay •  Architecture •  Museum •  Marketing •  Gaming
  • 72. Applications:medical •  “X-ray vision” for surgeons •  Aid visualization, minimally-invasive operations. Training. MRI, CT data. •  Ultrasound project, UNC Chapel Hill. Courtesy UNC Chapel Hill
  • 73. MedicalARTrials !  Sauer et al. 2000 at Siemens Corporate Research, NJ !  Stereo video see through F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial, MICCAI 2002
  • 74. Assembly and Maintenance © 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University © 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University
  • 75. PS3 - Eye of Judgment (2007) • Computer Vision Tracking • Card based battle game • Collaborative AR • October 24th 2007
  • 76.
  • 77. AR Books – MarkerlessTracking
  • 78. ARAnnotations Columbia University HRL © 1993 S. Feiner, B. MacIntyre, M. Haupt, & E. Solomon, Columbia University © 1997 S. Feiner, B. MacIntyre, T. Höllerer, & A. Webster, Columbia University
  • 80. Interactive Museum Experiences "  BlackMagic "  Virtual America’s Cup "  410,000 people in six months "  MagicPlanet "  TeManawa science museum "  Virtual Astronomy "  Collaborative AR experience "  ARVolcano "  Interactive AR kiosk "  Scienceworks museum, Melbourne
  • 82. MuseumArcheology • LifePlus (2002-2004) • Natural feature tracking • Virtual characters • Mobile AR system • Archeoguide (2000-2002) • Cultural heritage on-site guide • Hybrid tracking • Virtual overlay
  • 84. Sales and Marketing • Connect with brands and branded objects • Location Based Experiences •  Lynx Angels • Web based •  Rayban glasses • Mobile •  Ford Ka campaign • Print based •  Red Bull Magazine
  • 85. Summary • AR technology can be used to develop a wide range of applications • Promising application areas include • Games • Education • Engineering • Medicine • Museums • Etc..