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LECTURE 3: INTERACTION
FOR AUGMENTED REALITY
Mark Billinghurst
AR Summer School
February 15th – 19th 2016
University of South Australia
Augmented Reality Definition
• Defining Characteristics [Azuma 97]
• Combines Real andVirtual Images
• Both can be seen at the same time
• Registered in 3D
• Virtual objects appear fixed in space
• Interactive in real-time
• The virtual content can be interacted with
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
Interacting inAugmented Reality
•  You can see spatially registered AR..
how can you interact with it?
AR Interaction
• Designing AR System = Interface Design
•  Using different input and output technologies
• Objective is a high quality of user experience
•  Ease of use and learning
•  Performance and satisfaction
User Interface and Tool
• Human ! User Interface/Tool " Machine/Object
• Human Machine Interface
User Interface: Characteristics
• Input: mono or multimodal
• Output: mono or multi-sensorial
• Technique/Metaphor/Paradigm
© Andreas Dünser
Output
Sensation of
movement
Input
Metaphor
“Push” to accelerate
“Turn” to rotate
Human Computer Interface
• Human ! User Interface "Computer System
• Human Computer Interface=
Hardware + Software
• Computer is everywhere now# HCI electronic
devices, Home Automation, Transport vehicles,
etc
• Interface Components
• Physical components
• Display elements
• Visual/audio
• Interaction metaphors
Physical
Elements
Display
ElementsInteraction
MetaphorInput Output
AR Interface Elements
AR Design Space
Reality Virtual Reality
Augmented Reality
Physical Design Virtual Design
Types of Objects
• Objects
•  Purposely built – affordances
•  “Found” – repurposed
•  Existing – already at use in marketplace
"...the term affordance refers to the perceived
and actual properties of the thing, primarily
those fundamental properties that determine
just how the thing could possibly be used. [...]
Affordances provide strong clues to the
operations of things.”
(Norman, The Psychology of EverydayThings 1988, p.9)
Physical Affordances
• Physical affordances:
How do the following physical objects afford?
Are they obvious?
VirtualAffordances
• Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
• AR Interface = physical affordance +
virtual affordance
• Physical
•  Tangible controllers and objects
• Virtual
•  Virtual graphics and audio
Design of Objects
• Make affordances obvious
• Object affordances visible
• Give feedback
• Provide constraints
• Use natural mapping
• Use good cognitive model
Interface Design Path
1/ Prototype Demonstration
2/ Adoption of Interaction Techniques from other
interface metaphors
3/ Development of new interface metaphors
appropriate to the medium
4/ Development of formal theoretical models for
predicting and modeling user actions
Desktop WIMP
Virtual Reality
Augmented Reality
AR Interaction Metaphors
• Browsing Interfaces
• simple (conceptually!), unobtrusive
• 3D AR Interfaces
• expressive, creative, require attention
• Tangible Interfaces
• Embedded into conventional environments
• Tangible AR
• Combines TUI input + AR display
AR Interfaces as Data Browsers
• 2D/3D virtual objects are
registered in 3D
•  “VR in Real World”
• Interaction
•  2D/3D virtual viewpoint control
• Applications
•  Visualization, training
AR Information Browsers
•  Information is registered to
real-world context
•  Hand held AR displays
•  Interaction
•  Manipulation of a window
into information space
•  Applications
•  Context-aware information displays
Rekimoto, et al. 1997
Architecture
Current AR Information Browsers
• Mobile AR
•  GPS + compass
• Many Applications
•  Layar
•  Wikitude
•  Acrossair
•  PressLite
•  Yelp
•  AR Car Finder
•  …
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
Advantages and Disadvantages
• Important class of AR interfaces
•  Wearable computers
•  AR simulation, training
• Limited interactivity
•  Modification of virtual
content is difficult
Rekimoto, et al. 1997
3D AR Interfaces
•  Virtual objects displayed in 3D
physical space and manipulated
•  HMDs and 6DOF head-tracking
•  6DOF hand trackers for input
•  Interaction
•  Viewpoint control
•  Traditional 3D user interface interaction:
manipulation, selection, etc.
Kiyokawa, et al. 2000
AR 3D Interaction
AR Graffiti
www.nextwall.net
Advantages and Disadvantages
•  Important class of AR interfaces
•  Entertainment, design, training
•  Advantages
•  User can interact with 3D virtual object
everywhere in space
•  Natural, familiar interaction
•  Disadvantages
•  Usually no tactile feedback
•  User has to use different devices for
virtual and physical objects
Oshima, et al. 2000
Augmented Surfaces and Tangible
Interfaces
• Basic principles
•  Virtual objects are projected on
a surface
•  Physical objects are used as
controls for virtual objects
•  Support for collaboration
Augmented Surfaces
• Rekimoto, et al. 1998
• Front projection
• Marker-based tracking
• Multiple projection surfaces
Rekimoto, J., & Saitoh, M. (1999, May). Augmented surfaces: a spatially continuous work
space for hybrid computing environments. In Proceedings of the SIGCHI conference on
Human Factors in Computing Systems (pp. 378-385). ACM.
Tangible User Interfaces (Ishii 97)
•  Create digital shadows for
physical objects
•  Foreground
•  graspable UI
•  Background
•  ambient interfaces
Ishii, H., & Ullmer, B. (1997, March). Tangible bits: towards seamless interfaces between
people, bits and atoms. In Proceedings of the ACM SIGCHI Conference on Human factors
in computing systems (pp. 234-241). ACM.
Tangible Interfaces - Ambient
• Dangling String
•  Jeremijenko 1995
•  Ambient ethernet monitor
•  Relies on peripheral cues
• Ambient Fixtures
•  Dahley, Wisneski, Ishii 1998
•  Use natural material qualities
for information display
Tangible Interface: ARgroove
•  Collaborative Instrument
•  Exploring Physically Based
Interaction
•  Map physical actions to Midi output
•  Translation, rotation
•  Tilt, shake
ARgroove in Use
Visual Feedback
• Continuous Visual Feedback is Key
• Single Virtual Image Provides:
• Rotation
• Tilt
• Height
i/O Brush (Ryokai, Marti, Ishii)
Other Examples
• Triangles (Gorbert 1998)
•  Triangular based story telling
• ActiveCube (Kitamura 2000-)
•  Cubes with sensors
Lessons from Tangible Interfaces
• Physical objects make us smart
•  Norman’s “Things that Make Us Smart”
•  encode affordances, constraints
• Objects aid collaboration
•  establish shared meaning
• Objects increase understanding
•  serve as cognitive artifacts
TUI Limitations
• Difficult to change object properties
•  can’t tell state of digital data
• Limited display capabilities
•  projection screen = 2D
•  dependent on physical display surface
• Separation between object and display
•  ARgroove
Advantages and Disadvantages
• Advantages
•  Natural - users hands are used for interacting
with both virtual and real objects.
•  No need for special purpose input devices
• Disadvantages
•  Interaction is limited only to 2D surface
•  Full 3D interaction and manipulation is difficult
Orthogonal Nature ofAR Interfaces
Orthogonal Nature ofAR Interfaces
Tangible AR Interaction
• AR overcomes limitation of TUIs
•  enhance display possibilities
•  merge task/display space
•  provide public and private views
• TUI + AR = Tangible AR
•  Apply TUI methods to AR interface design
TangibleAR Design Principles
• Tangible AR Interfaces use TUI principles
• Physical controllers for moving virtual content
• Support for spatial 3D interaction techniques
• Support for multi-handed interaction
• Match object affordances to task requirements
• Support parallel activity with multiple objects
• Allow collaboration between multiple users
Space vs.Time - Multiplexed
• Space-multiplexed
• Many devices each with one function
•  Quicker to use, more intuitive, clutter
•  Real Toolbox
• Time-multiplexed
• One device with many functions
•  Space efficient
•  mouse
TangibleAR:Tiles (Space Multiplexed)
• Tiles semantics
• data tiles
• operation tiles
• Operation on tiles
• proximity
• spatial arrangements
• space-multiplexed
Poupyrev, I., Tan, D., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). Tiles: A
mixed reality authoring interface. In INTERACT 2001 Conference on Human Computer
Interaction (pp. 334-341).
Space-multiplexed Interface
Data authoring in Tiles
Proximity-based Interaction
Object Based Interaction:MagicCup
• Intuitive Virtual Object Manipulation
on a Table-Top Workspace
• Time multiplexed
• Multiple Markers
•  Robust Tracking
• Tangible User Interface
•  Intuitive Manipulation
• Stereo Display
•  Good Presence
MagicCup system
$ Main table, Menu table, Cup interface
Billinghurst, M., Kato, H., & Myojin, S. (2009). Advanced interaction techniques for augmented
reality applications. In Virtual and Mixed Reality (pp. 13-22). Springer Berlin Heidelberg.
TangibleAR:Time-multiplexed Interaction
• Use of natural physical object manipulations to
control virtual objects
• VOMAR Demo
•  Catalog book:
•  Turn over the page
•  Paddle operation:
•  Push, shake, incline, hit, scoop
Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., & Tachibana, K. (2000). Virtual object
manipulation on a table-top AR environment. In Augmented Reality, 2000.(ISAR 2000).
Proceedings. IEEE and ACM International Symposium on (pp. 111-119). Ieee.
VOMAR Interface
Advantages and Disadvantages
• Advantages
•  Natural interaction with virtual and physical tools
•  No need for special purpose input devices
•  Spatial interaction with virtual objects
•  3D manipulation with virtual objects anywhere in physical space
• Disadvantages
•  Requires Head Mounted Display
Wrap-up
• Browsing Interfaces
•  simple (conceptually!), unobtrusive
• 3D AR Interfaces
•  expressive, creative, require attention
• Tangible Interfaces
•  Embedded into conventional environments
• Tangible AR
•  Combines TUI input + AR display
• Interface Components
• Physical components
• Display elements
• Visual/audio
• Interaction metaphors
Physical
Elements
Display
ElementsInteraction
MetaphorInput Output
AR Interface Elements
Case Study 1:3DAR Lens
Goal: Develop a lens based AR interface
•  MagicLenses
•  Developed at Xerox PARC in 1993
•  View a region of the workspace differently to the rest
•  Overlap MagicLenses to create composite effects
3D MagicLenses
MagicLenses extended to 3D (Veiga et. al. 96)
%  Volumetric and flat lenses
AR Lens Design Principles
• Physical Components
• Lens handle
•  Virtual lens attached to real object
• Display Elements
• Lens view
•  Reveal layers in dataset
• Interaction Metaphor
• Physically holding lens
3DAR Lenses:ModelViewer
%  Displays models made up of multiple parts
%  Each part can be shown or hidden through the lens
%  Allows the user to peer inside the model
%  Maintains focus + context
AR Lens Demo
AR Lens Implementation
Stencil Buffer Outside Lens
Inside Lens Virtual Magnifying Glass
AR FlexiLens
Real handles/controllers with flexible AR lens
Case Study 2 :LevelHead (Julian Oliver)
•  Block based game
Case Study 2:LevelHead
• Physical Components
• Real blocks
• Display Elements
• Virtual person and rooms
• Interaction Metaphor
• Blocks are rooms
Case Study 3:AR Chemistry (Fjeld 2002)
•  Tangible AR chemistry education
Fjeld, M., Fredriksson, J., Ejdestig, M., Duca, F., Bötschi, K., Voegtli, B., & Juchli, P. (2007, April). Tangible
user interface for chemistry education: comparative evaluation and re-design. In Proceedings of the
SIGCHI conference on Human factors in computing systems (pp. 805-808). ACM.
Goal: An AR application to test molecular
structure in chemistry
• Physical Components
•  Real book, rotation cube, scoop, tracking markers
• Display Elements
•  AR atoms and molecules
• Interaction Metaphor
•  Build your own molecule
AR Chemistry Input Devices
Case Study 4:Transitional Interfaces
Goal: An AR interface supporting transitions
from reality to virtual reality
• Physical Components
•  Real book
• Display Elements
•  AR andVR content
• Interaction Metaphor
•  Book pages hold virtual scenes
Milgram’s Continuum (1994)
Reality
(Tangible
Interfaces)
Virtuality
(Virtual
Reality)
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Mixed Reality (MR)
Central Hypothesis
• The next generation of interfaces will support
transitions along the Reality-Virtuality continuum
Transitions
• Interfaces of the future will need to support
transitions along the RV continuum
• Augmented Reality is preferred for:
• co-located collaboration
• ImmersiveVirtual Reality is preferred for:
• experiencing world immersively (egocentric)
• sharing views
• remote collaboration
MagicBook Metaphor
Features
• Seamless transition between Reality andVirtuality
• Reliance on real decreases as virtual increases
• Supports egocentric and exocentric views
• User can pick appropriate view
• Computer becomes invisible
• Consistent interface metaphors
• Virtual content seems real
• Supports collaboration
Collaboration
• Collaboration on multiple levels:
• Physical Object
• AR Object
• ImmersiveVirtual Space
• Egocentric + exocentric collaboration
• multiple multi-scale users
• IndependentViews
• Privacy, role division, scalability
Technology
• Reality
• No technology
• Augmented Reality
• Camera – tracking
• Switch – fly in
• Virtual Reality
• Compass – tracking
• Press pad – move
• Switch – fly out
Summary
• When designing AR interfaces, think of:
• Physical Components
• Physical affordances
• Virtual Components
• Virtual affordances
• Interface Metaphors
• Connecting physical and virtual
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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2016 AR Summer School Lecture3

  • 1. LECTURE 3: INTERACTION FOR AUGMENTED REALITY Mark Billinghurst AR Summer School February 15th – 19th 2016 University of South Australia
  • 2. Augmented Reality Definition • Defining Characteristics [Azuma 97] • Combines Real andVirtual Images • Both can be seen at the same time • Registered in 3D • Virtual objects appear fixed in space • Interactive in real-time • The virtual content can be interacted with Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 3. Interacting inAugmented Reality •  You can see spatially registered AR.. how can you interact with it?
  • 4. AR Interaction • Designing AR System = Interface Design •  Using different input and output technologies • Objective is a high quality of user experience •  Ease of use and learning •  Performance and satisfaction
  • 5. User Interface and Tool • Human ! User Interface/Tool " Machine/Object • Human Machine Interface
  • 6. User Interface: Characteristics • Input: mono or multimodal • Output: mono or multi-sensorial • Technique/Metaphor/Paradigm © Andreas Dünser Output Sensation of movement Input Metaphor “Push” to accelerate “Turn” to rotate
  • 7. Human Computer Interface • Human ! User Interface "Computer System • Human Computer Interface= Hardware + Software • Computer is everywhere now# HCI electronic devices, Home Automation, Transport vehicles, etc
  • 8. • Interface Components • Physical components • Display elements • Visual/audio • Interaction metaphors Physical Elements Display ElementsInteraction MetaphorInput Output AR Interface Elements
  • 9. AR Design Space Reality Virtual Reality Augmented Reality Physical Design Virtual Design
  • 10. Types of Objects • Objects •  Purposely built – affordances •  “Found” – repurposed •  Existing – already at use in marketplace
  • 11.
  • 12.
  • 13.
  • 14. "...the term affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. [...] Affordances provide strong clues to the operations of things.” (Norman, The Psychology of EverydayThings 1988, p.9)
  • 15. Physical Affordances • Physical affordances: How do the following physical objects afford? Are they obvious?
  • 16. VirtualAffordances • Virtual affordances How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?
  • 17. • AR Interface = physical affordance + virtual affordance • Physical •  Tangible controllers and objects • Virtual •  Virtual graphics and audio
  • 18. Design of Objects • Make affordances obvious • Object affordances visible • Give feedback • Provide constraints • Use natural mapping • Use good cognitive model
  • 19. Interface Design Path 1/ Prototype Demonstration 2/ Adoption of Interaction Techniques from other interface metaphors 3/ Development of new interface metaphors appropriate to the medium 4/ Development of formal theoretical models for predicting and modeling user actions Desktop WIMP Virtual Reality Augmented Reality
  • 20. AR Interaction Metaphors • Browsing Interfaces • simple (conceptually!), unobtrusive • 3D AR Interfaces • expressive, creative, require attention • Tangible Interfaces • Embedded into conventional environments • Tangible AR • Combines TUI input + AR display
  • 21. AR Interfaces as Data Browsers • 2D/3D virtual objects are registered in 3D •  “VR in Real World” • Interaction •  2D/3D virtual viewpoint control • Applications •  Visualization, training
  • 22. AR Information Browsers •  Information is registered to real-world context •  Hand held AR displays •  Interaction •  Manipulation of a window into information space •  Applications •  Context-aware information displays Rekimoto, et al. 1997
  • 24. Current AR Information Browsers • Mobile AR •  GPS + compass • Many Applications •  Layar •  Wikitude •  Acrossair •  PressLite •  Yelp •  AR Car Finder •  …
  • 25. 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
  • 26. Advantages and Disadvantages • Important class of AR interfaces •  Wearable computers •  AR simulation, training • Limited interactivity •  Modification of virtual content is difficult Rekimoto, et al. 1997
  • 27. 3D AR Interfaces •  Virtual objects displayed in 3D physical space and manipulated •  HMDs and 6DOF head-tracking •  6DOF hand trackers for input •  Interaction •  Viewpoint control •  Traditional 3D user interface interaction: manipulation, selection, etc. Kiyokawa, et al. 2000
  • 30. Advantages and Disadvantages •  Important class of AR interfaces •  Entertainment, design, training •  Advantages •  User can interact with 3D virtual object everywhere in space •  Natural, familiar interaction •  Disadvantages •  Usually no tactile feedback •  User has to use different devices for virtual and physical objects Oshima, et al. 2000
  • 31. Augmented Surfaces and Tangible Interfaces • Basic principles •  Virtual objects are projected on a surface •  Physical objects are used as controls for virtual objects •  Support for collaboration
  • 32. Augmented Surfaces • Rekimoto, et al. 1998 • Front projection • Marker-based tracking • Multiple projection surfaces Rekimoto, J., & Saitoh, M. (1999, May). Augmented surfaces: a spatially continuous work space for hybrid computing environments. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 378-385). ACM.
  • 33. Tangible User Interfaces (Ishii 97) •  Create digital shadows for physical objects •  Foreground •  graspable UI •  Background •  ambient interfaces Ishii, H., & Ullmer, B. (1997, March). Tangible bits: towards seamless interfaces between people, bits and atoms. In Proceedings of the ACM SIGCHI Conference on Human factors in computing systems (pp. 234-241). ACM.
  • 34. Tangible Interfaces - Ambient • Dangling String •  Jeremijenko 1995 •  Ambient ethernet monitor •  Relies on peripheral cues • Ambient Fixtures •  Dahley, Wisneski, Ishii 1998 •  Use natural material qualities for information display
  • 35. Tangible Interface: ARgroove •  Collaborative Instrument •  Exploring Physically Based Interaction •  Map physical actions to Midi output •  Translation, rotation •  Tilt, shake
  • 37. Visual Feedback • Continuous Visual Feedback is Key • Single Virtual Image Provides: • Rotation • Tilt • Height
  • 38. i/O Brush (Ryokai, Marti, Ishii)
  • 39. Other Examples • Triangles (Gorbert 1998) •  Triangular based story telling • ActiveCube (Kitamura 2000-) •  Cubes with sensors
  • 40. Lessons from Tangible Interfaces • Physical objects make us smart •  Norman’s “Things that Make Us Smart” •  encode affordances, constraints • Objects aid collaboration •  establish shared meaning • Objects increase understanding •  serve as cognitive artifacts
  • 41. TUI Limitations • Difficult to change object properties •  can’t tell state of digital data • Limited display capabilities •  projection screen = 2D •  dependent on physical display surface • Separation between object and display •  ARgroove
  • 42. Advantages and Disadvantages • Advantages •  Natural - users hands are used for interacting with both virtual and real objects. •  No need for special purpose input devices • Disadvantages •  Interaction is limited only to 2D surface •  Full 3D interaction and manipulation is difficult
  • 45. Tangible AR Interaction • AR overcomes limitation of TUIs •  enhance display possibilities •  merge task/display space •  provide public and private views • TUI + AR = Tangible AR •  Apply TUI methods to AR interface design
  • 46. TangibleAR Design Principles • Tangible AR Interfaces use TUI principles • Physical controllers for moving virtual content • Support for spatial 3D interaction techniques • Support for multi-handed interaction • Match object affordances to task requirements • Support parallel activity with multiple objects • Allow collaboration between multiple users
  • 47. Space vs.Time - Multiplexed • Space-multiplexed • Many devices each with one function •  Quicker to use, more intuitive, clutter •  Real Toolbox • Time-multiplexed • One device with many functions •  Space efficient •  mouse
  • 48. TangibleAR:Tiles (Space Multiplexed) • Tiles semantics • data tiles • operation tiles • Operation on tiles • proximity • spatial arrangements • space-multiplexed Poupyrev, I., Tan, D., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). Tiles: A mixed reality authoring interface. In INTERACT 2001 Conference on Human Computer Interaction (pp. 334-341).
  • 51. Object Based Interaction:MagicCup • Intuitive Virtual Object Manipulation on a Table-Top Workspace • Time multiplexed • Multiple Markers •  Robust Tracking • Tangible User Interface •  Intuitive Manipulation • Stereo Display •  Good Presence
  • 52. MagicCup system $ Main table, Menu table, Cup interface Billinghurst, M., Kato, H., & Myojin, S. (2009). Advanced interaction techniques for augmented reality applications. In Virtual and Mixed Reality (pp. 13-22). Springer Berlin Heidelberg.
  • 53.
  • 54. TangibleAR:Time-multiplexed Interaction • Use of natural physical object manipulations to control virtual objects • VOMAR Demo •  Catalog book: •  Turn over the page •  Paddle operation: •  Push, shake, incline, hit, scoop Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., & Tachibana, K. (2000). Virtual object manipulation on a table-top AR environment. In Augmented Reality, 2000.(ISAR 2000). Proceedings. IEEE and ACM International Symposium on (pp. 111-119). Ieee.
  • 56. Advantages and Disadvantages • Advantages •  Natural interaction with virtual and physical tools •  No need for special purpose input devices •  Spatial interaction with virtual objects •  3D manipulation with virtual objects anywhere in physical space • Disadvantages •  Requires Head Mounted Display
  • 57. Wrap-up • Browsing Interfaces •  simple (conceptually!), unobtrusive • 3D AR Interfaces •  expressive, creative, require attention • Tangible Interfaces •  Embedded into conventional environments • Tangible AR •  Combines TUI input + AR display
  • 58. • Interface Components • Physical components • Display elements • Visual/audio • Interaction metaphors Physical Elements Display ElementsInteraction MetaphorInput Output AR Interface Elements
  • 59. Case Study 1:3DAR Lens Goal: Develop a lens based AR interface •  MagicLenses •  Developed at Xerox PARC in 1993 •  View a region of the workspace differently to the rest •  Overlap MagicLenses to create composite effects
  • 60. 3D MagicLenses MagicLenses extended to 3D (Veiga et. al. 96) %  Volumetric and flat lenses
  • 61. AR Lens Design Principles • Physical Components • Lens handle •  Virtual lens attached to real object • Display Elements • Lens view •  Reveal layers in dataset • Interaction Metaphor • Physically holding lens
  • 62. 3DAR Lenses:ModelViewer %  Displays models made up of multiple parts %  Each part can be shown or hidden through the lens %  Allows the user to peer inside the model %  Maintains focus + context
  • 64. AR Lens Implementation Stencil Buffer Outside Lens Inside Lens Virtual Magnifying Glass
  • 65. AR FlexiLens Real handles/controllers with flexible AR lens
  • 66. Case Study 2 :LevelHead (Julian Oliver) •  Block based game
  • 67. Case Study 2:LevelHead • Physical Components • Real blocks • Display Elements • Virtual person and rooms • Interaction Metaphor • Blocks are rooms
  • 68.
  • 69. Case Study 3:AR Chemistry (Fjeld 2002) •  Tangible AR chemistry education Fjeld, M., Fredriksson, J., Ejdestig, M., Duca, F., Bötschi, K., Voegtli, B., & Juchli, P. (2007, April). Tangible user interface for chemistry education: comparative evaluation and re-design. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 805-808). ACM.
  • 70. Goal: An AR application to test molecular structure in chemistry • Physical Components •  Real book, rotation cube, scoop, tracking markers • Display Elements •  AR atoms and molecules • Interaction Metaphor •  Build your own molecule
  • 72.
  • 73. Case Study 4:Transitional Interfaces Goal: An AR interface supporting transitions from reality to virtual reality • Physical Components •  Real book • Display Elements •  AR andVR content • Interaction Metaphor •  Book pages hold virtual scenes
  • 74. Milgram’s Continuum (1994) Reality (Tangible Interfaces) Virtuality (Virtual Reality) Augmented Reality (AR) Augmented Virtuality (AV) Mixed Reality (MR) Central Hypothesis • The next generation of interfaces will support transitions along the Reality-Virtuality continuum
  • 75. Transitions • Interfaces of the future will need to support transitions along the RV continuum • Augmented Reality is preferred for: • co-located collaboration • ImmersiveVirtual Reality is preferred for: • experiencing world immersively (egocentric) • sharing views • remote collaboration
  • 77. Features • Seamless transition between Reality andVirtuality • Reliance on real decreases as virtual increases • Supports egocentric and exocentric views • User can pick appropriate view • Computer becomes invisible • Consistent interface metaphors • Virtual content seems real • Supports collaboration
  • 78. Collaboration • Collaboration on multiple levels: • Physical Object • AR Object • ImmersiveVirtual Space • Egocentric + exocentric collaboration • multiple multi-scale users • IndependentViews • Privacy, role division, scalability
  • 79. Technology • Reality • No technology • Augmented Reality • Camera – tracking • Switch – fly in • Virtual Reality • Compass – tracking • Press pad – move • Switch – fly out
  • 80. Summary • When designing AR interfaces, think of: • Physical Components • Physical affordances • Virtual Components • Virtual affordances • Interface Metaphors • Connecting physical and virtual