1. Going Out
Research in Mobile Augmented
Reality
Mark Billinghurst
HIT Lab NZ
University of Canterbury
2.
3. Augmented Reality (Azuma 97)
Combines Real and Virtual 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
7. Evolution of Mobile AR
Camera phone
Camera phone
- Thin client AR
Wearable Wearable AR
Computers Camera phone
- Self contained AR
PDAs
Handheld -Thin client AR
AR Displays
PDAs
-Self contained AR
1995 1997 2001 2003 2004
8. Mobile Phone AR
Mobile Phones
camera
processor
display
AR on Mobile Phones
Simple graphics
Optimized computer vision
Collaborative Interaction
9. Collaborative AR
AR Tennis
Two user game
Audio + haptic
feedback
Bluetooth messaging
11. Mobile AR
Txt message to download AR application (200K)
See virtual content popping out of real paper advert
Tested May 2007 by Saatchi and Saatchi
12. Mobile AR: Touring Machine (1997)
University of Columbia
Feiner, MacIntyre, Höllerer, Webster
Combines
See through head mounted display
GPS tracking
Orientation sensor
Backpack PC (custom)
Tablet input
13. MARS View
Virtual tags overlaid on the real world
“Information in place”
15. Real World Information Overlay
Tag real world locations
GPS + Compass input
Overlay graphics data on live video
Applications
Travel guide, Advertising, etc
Eg: Mobilizy Wikitude
Android based, Public API released
Other companies
Layar, AcrossAir, Tochnidot, RobotVision, etc
20. 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
21. Prototype: Earthquake Reconstruction
See past, present and future building designs
Earthquake survivor stories shown on map
view
Collect user comments
Android platform
22. Benefits of Mobile AR
Making the invisible visible
Geo-located services/information
Ease interaction with virtual content
Tangible/physical interaction
Reduce cognitive load
Intuitive spatial organization of information
23. Mobile AR Today
Smart Phones (450+ million in 2011)
Cameras, GPS, Compass, Gyroscope
Sensors
Fast CPU, GPU chips
Free developer kits
Layar,Junaio, outdoor SDKs
Qualcomm QCAR vision tracking SDK
User-generated content
Flickr, Sketch-up, YouTube, Twitter, etc
26. Directions for Future Research
Enabling Technologies
Displays, tracking, information filtering
User Experience
Remove social boundaries, increasing ease of
use
Crossing Boundaries
AR + other interface metaphors
Social Augmented Reality
AR 2.0, AR everywhere
41. Multi-user AR Interfaces
1996 1999 2004 2018
2 users 4 users 8 users ?? users
10 years of Collaborative AR – 2 to 8 users
cf MSN Chat 29m, Skype 17m, Second Life 50K
Mobile/handheld AR scales to high number of users
New applications, infrastructure, content distribution…
46. Social Implications
Privacy
Who can see my information?
Reliability (Wikipedia effect)
How truthful is the information?
Just in time education
Information without learning?
Attention Becomes a Valuable Commodity
Hyperconnectivity = time slicing
47. Conclusions
• Mobile AR enhances interaction with real
world
• Many possible applications/commercial
possibilities
• Important research problems need to be
solved
–Enabling Technologies
–Experience Design
–Crossing Boundaries
–Social Augmented Reality
48. More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
• Website
– www.hitlabnz.org