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LECTURE 1: INTRODUCTION TO AUGMENTED REALITY Mark Billinghurst AR Summer School February 15 th – 19 th 2016 University of South Australia
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2016 AR Summer School - Lecture1

Apr 14, 2017

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Page 1: 2016 AR Summer School - Lecture1

LECTURE 1: INTRODUCTION TO AUGMENTED REALITY

Mark Billinghurst

AR Summer School February 15th – 19th 2016 University of South Australia

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A Brief History of Time

• Trend •  smaller, cheaper, more functions, more intimate

• Technology becomes invisible •  Intuitive to use •  Interface over internals • Form more important than function • Human centered design

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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

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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.

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Graphical User Interfaces

•  Separation between real and digital worlds •  WIMP (Windows, Icons, Menus, Pointer) metaphor

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Ubiquitous Computing

• Computing and sensing embedded in real world •  Particle devices, RFID, motes, arduino, etc

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Virtual Reality

•  1985…

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Virtual Reality

•  Immersive VR • Head mounted display, gloves •  Separation from the real world

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Occulus Rift

• $300 USD • 360 degree head tracking • 100 degree field of view

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1977 – Star Wars

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Augmented Reality Definition

• Defining Characteristics [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

Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.

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2008 - CNN

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•  Put AR pictures here

Augmented Reality Examples

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AR vs VR

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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.

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From Reality to Virtual Reality

Ubiquitous Computing Augmented Reality Virtual Reality

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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.

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Augmented Virtuality

•  VR with windows into the real world

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Ubiquitous Computing Continuum

• Weiser Continuum

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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).

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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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Metaverse Components

• Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging

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Mirror Worlds

• Mirror worlds are informationally-enhanced virtual models 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+, FitBit

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•  Steve Mann - LifeLogging

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Gordon Bell: LifeLogging

1 TB to store 65 years of data

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Narrative Clip

• Wearable camera • Automatic picture capture - 2 pics/minute • http://getnarrative.com

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Summary

• Augmented Reality has three key features • Combines Real and Virtual Images •  Interactive in real-time • Registered in 3D

• AR can be classified alongside other technologies •  Invisible Interfaces • Milgram’s Mixed Reality continuum • MetaVerse

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AR History

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Pepper’s Ghost (1862)

• Dates back to Giambattista della Porta (1584)

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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

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Early HUD (1958)

F16 – Head Up Display

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Early HMD Patents

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First HMD

• Philco Headsight (1961) – Remote Camera Viewing

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Sutherland HMD • 1960’s: Sutherland / Sproull’s first HMD system was see-through

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US Airforce HMDs

1960 - 70’s: US Air Force helmet mounted displays (T. Furness)

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SuperCockpit Program

1970 - 80’s: US Air Force Super Cockpit (T. Furness)

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Modern Airforce HMDs

•  Honeywell Integrated Helmet and Display Sighting System (IHADSS) deployed in 1985 on the AH-64 Apache attack helicopter

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First Industrial Use

• Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).

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Academic Research

•  1994: Motion stabilized display [Azuma] •  1995: Fiducial tracking in video see-through [Bajura / Neumann] •  1996: UNC hybrid magnetic-vision tracker

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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

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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

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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

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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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2009 - AR in Magazines • Esquire Magazine

• Dec 2009 issue • 12 pages AR content

• Many Others • Wired • Colors • Red Bull • Etc

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Google Searches for AR

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2008 - Browser Based AR • 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

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Impact of Web-based AR

• Boffswana Living Sasquatch • http://www.boffswana.com/news/?p=605

• In first month • 100K unique visits • 500K page views • 6 minutes on page

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2005 - Mobile Phone AR

• Mobile Phones • camera • processor • display

• AR on Mobile Phones • Simple graphics • Optimized computer vision • Collaborative Interaction

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AR Advertising (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

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2008: Location Aware Phones

Nokia Navigator Motorola Droid

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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

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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

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Google Glass (2011 - )

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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

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AR Today • Key Technologies Available

• Robust tracking (Computer Vision, 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

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• 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

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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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Some Commercial AR 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

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Gartner Hype Cycle (2015)

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AR Commercial Landscape

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Market Forecast

Up to $120B by 2020 – 5 x VR market

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User Forecast

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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

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Sample AR Applications

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Applications

• Medicine • Manufacturing •  Information overlay • Architecture • Museum • Marketing • Gaming

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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

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Medical AR Trials !  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

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Assembly and Maintenance

© 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University

© 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University

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PS3 - Eye of Judgment (2007)

• Computer Vision Tracking • Card based battle game • Collaborative AR • October 24th 2007

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AR Books – Markerless Tracking

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AR Annotations

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

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Broadcast TV

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Interactive Museum Experiences

"  BlackMagic "  Virtual America’s Cup "  410,000 people in six months

"  MagicPlanet "  TeManawa science museum "  Virtual Astronomy "  Collaborative AR experience

"  AR Volcano "  Interactive AR kiosk "  Scienceworks museum, Melbourne

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Digital Binocular Station

http://www.DigitalBinocularStation.com/

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Museum Archeology

• LifePlus (2002-2004) • Natural feature tracking • Virtual characters • Mobile AR system

• Archeoguide (2000-2002) • Cultural heritage on-site guide • Hybrid tracking • Virtual overlay

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CityViewAR Application

•  Visualize Christchurch before the earthquakes

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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

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Summary

• AR technology can be used to develop a wide range of applications

• Promising application areas include • Games • Education • Engineering • Medicine • Museums • Etc..

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www.empathiccomputing.org

@marknb00

[email protected]