The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
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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
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.
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.
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.
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;
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
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
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
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
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
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
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
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..