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User Interfaces in Panoramic Augmented Reality Environments Stephen Peterson Department of Science and Technology (ITN) Linköping University, Sweden Supervisors: Anders Ynnerman – Linköping University, Sweden François Jouen – EPHE, France European Organisation for the Safety of Air Navigation

User Interfaces in Panoramic Augmented Reality Environments · zpositioning and orientation of the user, screen and observed objects is critical zPanoramic environment zAn abstraction

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Page 1: User Interfaces in Panoramic Augmented Reality Environments · zpositioning and orientation of the user, screen and observed objects is critical zPanoramic environment zAn abstraction

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User Interfaces inPanoramic Augmented Reality Environments

Stephen PetersonDepartment of Science and Technology (ITN)Linköping University, Sweden

Supervisors:Anders Ynnerman – Linköping University, SwedenFrançois Jouen – EPHE, France

European Organisation for the Safety of Air Navigation

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Presentation Overview

ContextBackgroundCurrent WorkRelated experiments Proposed experimentation

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Context

Objective: To investigate the feasibility of using see-through display systems in ATC towersAdvantage: potential performance benefits for visual tasks

Visually complex scenarios → reduce head-up / head-down switchPoor visibility conditions → maintain/enhance visual input

MethodologyTechnology-centred designEmpirical experimentation

Technology-centred Design

Empirical Experimentation

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Context

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Presentation Overview

ContextBackgroundCurrent WorkRelated experiments Proposed experimentation

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Background

Augmented Reality (AR)Computer visualization on a semi-transparent display device, situated between the user and observed physical objectsThe real object can be overlaid with computer graphics

positioning and orientation of the user, screen and observed objects is critical

Panoramic environmentAn abstraction of environments like the Air Traffic Control towerEgocentric space

user is fixed in confined volumeview of the far field surrounding the user

Closest objects are 30 m from user → beyond “optical infinity” (6 m)

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Background

Display systems for panoramic AR

Video Optical

Attached VST-HMD (video cameras and miniature display)

HMD (miniature display, retinal laser display)

Non-attached Computer monitor Spatial display (transparent screen)

We will investigate optically combining non-attached(spatial) displaysPros:

non-intrusivemore accurate registrationinfinite real world resolutionunlimited peripheral FoVgaze-tracking possible

Cons:collaboration is a technical challenge

Classification of AR displays [Bimber05]

limited working volume

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Background

Spatial display technologyLight-reflecting

+ Image distance bigger than screen distance, bright– Screen is space consuming

Light-diffracting+ Flexible screen size– Projectors are space consuming

Light-emitting+ Very bright, very compact– Experimental

Light-reflecting

Light-diffracting

Light-emitting

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Background

Head-up display (HUD)Related technology applied to (mostly military) aircraft cockpits for decades, more recently in carsPanoramic environment Light-reflecting spatial displayMostly only superimposing symbology at fixed screen locations, not perfect overlays as in AR

Boeing 737 HUD. Courtesy Boeing

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Background

Image overlayAR display → “scene-fixed symbology”

Aim to register (spatially align) the real and virtual objects in the view of the user. Vertical and horizontal registration of objects in screen is important, but so is also depth.

HUD → “screen-fixed symbology”Used in aircraft cockpits, an example of panoramic environment (visual input from far field). Focal plane is at a fixed distance (usually infinity) from the user. This is referred to as collimating the image at a particular distance.Research shows unclear or contradictory need for infinity collimation, hints that it depends on how symbols and data is presented -> the level of real-superimposed object connectivity.

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Presentation Overview

ContextBackgroundCurrent Work Related experiments Proposed experimentation

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Current Work

“Collimation in Transparent Projection Screens for Panoramic Augmented Reality Environments”

In the range between screen-fixed symbology overlay in traditional HUDs and scene-fixed symbology in traditional AR, the need for collimation should be further examined.

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Presentation Overview

ContextBackgroundCurrent WorkRelated experiments Proposed experimentation

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Related experiments

Fürstenau (DLR), 2004: “On the use of transparent rear projection screens to reduce head-down time in the air traffic control tower”

[Fürstenau 2004]

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Presentation Overview

ContextBackgroundCurrent WorkRelated experimentsProposed experimentation

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Proposed experimentation

A. When is biocular overlay sufficient?Hypothesis: Stereoscopy is not required and can be replaced by biocular overlay in panoramic environments.Setup: Compare results in a visual search task when screen is placed at 6 and 25 m from the user, and the display mode is biocular and stereoscopic.Independent variables: display mode, user-screen distanceDependent variables: accuracy

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Proposed experimentation

B. Is infinity collimation possible in transparent projection screens? Hypothesis: Collimation can be achieved in transparent projection screens.Setup: Compare results in a visual search task between display and background when

a) the foreground image is placed on the transparent projection screen which is collimated through biocular overlay and the screen is placed at optical infinity, and b) the foreground image is placed directly on the background (simulated collimation).

Independent variables: collimation techniqueDependent variables: accuracy

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Proposed experimentation

C. How is collimation linked to object superimposition mode?Hypothesis: Collimation in a transparent projection screen does not have tobe at optical infinity for certain object superimposition modes.Setup: Compare results in a visual search task at different collimation distances (ex. 1, 2 and 6 m) and different real-superimposed object connectivity (ex screen-fixed superimposition, scene-linked symbology and scene augmentations).Independent variables: user-screen distance, real-superimposed object connectivityDependent variables: accuracy

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Proposed experimentation

EquipmentThe proposed experimentation will be performed on a 100x75 cm transparent projection screen The screen is non-depolarizing which allows for biocular or stereoscopic display modes with passive stereo through polarization multiplexing The user is required to wear polarized glassesThe screen is rear-projected from 38° below by two 6500 ANSI lumen projectors at XGA resolutionThe user’s head and eye positions are given in real time by a camera-based eye tracking system

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For further information or questions: [email protected]