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The Use of Surrounding Visual Context in Handheld AR: Device vs. User Perspective Rendering Klen Čopič Pucihar Dr. Paul Coulton Dr. Jason Alexander

CHI 14': The Use of Surrounding Visual Context in Handheld AR: Device vs. User Perspective Rendering

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Estimating Scale using Depth From Focus for Mobile Augmented Reality

The Use of Surrounding Visual Context in Handheld AR: Device vs. User Perspective RenderingKlen opi PuciharDr. Paul CoultonDr. Jason Alexander

Hello everybody, my name is Klen and I come form Lancaster University. Today I will talk to you about one of the key issues that affect handheld AR.

In the next 15 minutes we will dwell on the journey of surrounding context use and try to uncover how is surrounding context affected by the dual-view problem.

Lets start by looking at what is the dual-view problem.1

Handheld AR is typically implemented using the magic lens paradigm [6], where the device acts as a transparent glass pane showing a digitally enhanced view of the scene laying behind the pane.

Unfortunately. As you may have noticed by now, devices such as mobile phones are not transparent, hence virtual transparency is required.

This virtual transparency is typically implemented by utilizing a back facing camera and a device screen. Because the device camera is not in the center of the screen and the device is held in the hand and not worn on user head such setup results in perspective difference between the observer and the device camera. This results in a mismatch between the phone and its surroundings known as the dual-view problem.

Lets look at the video which demonstrates the dual-view problem. 2

Device-perspective

________________User-perspective

The video I plan to show now demonstrates two magic lens types. The first magic-lens type is device-perspective magic-lens. This implementation renders camera captured images onto device screen without any modifications. This results in a mismatch between phone and the surroundings also known as dual-view problem. It is important to note that this lens type is used in majority of AR implementations.

Alternative to device-perspective rendering is user-perspective rendering. User-perspective lenses modify the camera imagery in order to try and match the perspective seen by the observer. This results in exact match of phone and surroundings. The implementation you see now is a simplified variation of user-perspective magic-lens we call fixed-POV user-perspective magic-lens. We used this implementation in two user studies I will talk about later on in this presentation.

From the video it is obvious that the misalignment and incorrect scale, also known as dual-view problem, might have an effect on the use of the surrounding visual context. Therefore we hypothesis that within the class of tabletop size AR workspaces, the dual-view problem impedes users ability to:

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Cross-context

Cross-context interaction is defined as a task that requires crossing the border between the magic-lens and the surroundings.

Complete tasks that require crossing border between the lens and the surroundings.

We call this cross-context interaction which is important when the users hand interacts within the AR workspace and crosses the boundaries between real and augmented views. Such is the case in:1.) AR supported user sketching where user transcribing digital instructions/routes to paper or maps, 2.) Another such example is when user brings tangible objects into and out of the augmented view, e.g. AR chess with physical pieces4

View-merge

View-merge interaction is defined as tasks that requires merging magic-lens view with wider surroundings.

Beside affecting the cross-context interaction we also hypothesis that the dual-view problem impedes users ability to efficiently merge the magic lens view with the wider surroundings;

We call this view-merge interaction which is particularly important in scenarios with high information density such as AR on printed media. One example of these are 1.) digitally enhanced text documents, such as music score enhanced with audio. 2.) navigation and route planning on augmented paper maps, 3.) augmented magazine games such as crossword puzzle hints.

These two interaction patterns highlight the importance of the use of the surrounding context. We believe that improving the surrounding context will facilitate: 1.) more fluid interaction as less time will be wasted interpreting different views, 2.) allow easier use of potentially valuable surrounding information, 3.) provide greater understanding of information context, and aid the construction and retention of a mental model of the information space.

To evaluate the effect of dual-view problem on each interaction pattern we designed and run two user studies.

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Study A: Cross-context

15 Participants;2x2 within-subjects design with independent variables size and type.

The first study evaluated the Cross context interaction on drag and drop action, where a mouse controlled virtual hand was used to to drag a ball into the basket.

SLIDE

1.) 15 Participants;2.) 2x2 within-subjects design with independent variable size and type.

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Klen Copic Pucihar () - Build animatio of how the process works,

Study B: View-merge

Experiment Design A = Experiment Design BOnly one independent variable lens type is tested.

The second user study evaluated the View-merge interaction on a map navigation task. Here participants were asked to perform a path following task in which they counted the number of corners from start to finish.

While navigating users had to:1.) avoid closed roads, 2.) follow three instruction arrows. The visibility of instruction arrows alternated from phone to screen and back to phone.

Let me note here that the most difficult part of this task is expected to be at the beginning, from start to first instruction arrow, in the above case till corner 3. This is because at this point users saw the map for the first time. After they count a few corners they become more familiar with the map so the task is expected to become easier.

SLIDE

The experiment design is the same as in Study A. The only difference is that here we test only one independent variables lens type.

Lets have a quick look at quantitative results.

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Klen Copic Pucihar () - Build animatio of how the process works,

Quantitative Results:Study A:A significant effect of lens type on task time and path deviation was only detected for tablet-sized lenses;A strong interaction between lens type and size;Limited effect of lens size;Study B:A significant effect of lens type only for startup-time.What is causing this interaction?

Results of cross-context interaction showed:1.) A significant effect of lens type on task time and path deviation was detected. However, only in case of tablet-sized lenses; In case of device-perspective lens participants required more time and deviated significantly more from optimal path,2.) A strong interaction between lens type and size;3.) Limited effect of lens size;

In case of view merge interactions. Results show a significant effect of lens type only for startup-time when view-merging is expected to be most difficult.

The most interesting part of our results is the fact that when we set up the experiment we considered lens type and size are independent variables. However, the strong interaction between lens type and size suggests these two variables are inter-related. But what is causing this interaction?

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Klen Copic Pucihar () - Build animatio of how the process works,

Magnification might be causing the strong interaction between lens type and size!?Magnifying lensMinimizing lens

By analyzing task completion strategies, observational and question results we discovered that users generally dislike magnification because :1.) Magnifying magic lenses occlude a larger portion of the observers FOV than that rendered on the screen, creating information blind spots; Demonstrated on left image as missing words from the text. This is not the case on minimizing lenses on your right.2.) Lenses with larger magnification show a smaller fragment of the real-world scene thus reducing the number of landmarks.

This raised our suspicion that magnification might be causing the strong interaction between lens type and size. To confirm our hypothesis, we derived a magnification model for user and device-perspective lenses.9

Magnification model

Applying a fisheye lens to the tablet would eliminate the magnification, reducing the effect of magic lens type.

MINIMIZATIONMAGNIFICATION

The magnification model (Figure on left) is derived from a theoretical analysis of: (1) Ideal transparency and (2) Camera-generated virtual transparency.

To analyze how magnification changes with magic lens type and size, we plan to plot the minimization curves for 4 magic-lenses.

To achieve user-perspective rendering, the camera- generated transparency is adjusted to match ideal transparency. This results in realistic rendering with no magnification (we=wc, MU=we/wc=1). So phone and table sized user perspective lens are represented as a horizontal line at 1. On the graph magnification is area bellow 1, and minimization is area above 1.

For device-perspective rendering, the camera-generated transparency is not adjusted. This results in varying magnification defined by magnification model shown on the left.

When we plot phone sized lenses it is clear that for most observer and magic lens distances such lens minimizes. Therefore device-perspective phone sized lens has an advantage over user-perspective lens. The opposite is true in case of tablet sized lenses. The device-perspective lens (blue plot) always magnifies the scene. As a result user-perspective lens has the magnification advantage.

This confirms that magnification is responsible for the interaction between lens size and type and allows us to conclude that:

The strong significant effect of magic lens type in large lenses, is not a result of increased dual-view effect (a consequence of magic lens size), but rather the result of a cumulative effect of the dual- view problem and magnification (see table on Figure 5d). Consequently, applying a fisheye lens to the tablet-sized device-perspective magic lens would eliminate the magnification, reducing the effect of magic lens type. 10

Klen Copic Pucihar () - Add magnify/ minimiza coloringKlen Copic Pucihar () - Change advantage for comparrison parameter.

remove the spatial advantage rows.Klen Copic Pucihar () - Create an animation where firs hrizontal line then red and then blue plots come visible on the graph.Klen Copic Pucihar () - Change pic to only show the final equarion.Klen Copic Pucihar () - Make this smaller so text can go higher if time.

The most appropriate rendering type is the one where both advantages coexist; The most appropriate rendering type is the one where both advantages coexist; When these advantages do not coexist, the designer needs to decide which property is more important. The better spatial awareness or magnification advantage.

In order to help future developer to select the optimal magic-lens type we formulate these findings into a design guidelines.

To Magnification parameter, we add Dual-view parameter

1.) Previous studies showed that dual-view problem affects users spatial awareness, therefore not being affected by dual view problem, as is the case in user-perspective lenses, is bound to be an advantage. This fact is summarized by the second and forth row of the table.

Now that the table is generated, it may be interpreted by using the following two rules:1.) The most appropriate rendering type is the one where both advantages coexist; Reflecting on our study, this was true in case of user-perspective tablet size lens.

2.) When these advantages do not coexist, the designer needs to decide which property is more important. The better spatial awareness, or magnification advantage. Reflecting to our study, during the startup time of path following task, user perspective rendering should be chosen, however, in later stages switch to device-perspective rendering should be considered.

I think my time is running out so let me wrap this presentation up by showing you this slide.

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The message I am trying to convey with this slide is known as the most fundamental characteristic of AR which in essence strives to bring virtual and real world closer together.

I believe that the work presented to you today makes a step into the right direction.

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Demo on Wednesday 15:20 - 16:00

The strong effect of magic lens type in large lenses, is not a result of increased dual-view effect (a consequence of magic lens size), but rather the result of a cumulative effect of the dual-view problem and magnification.

But because jumping from the cliff edge can not be compared with a video of this action, I invite you all to join my demo both on Wednesday afternoon.

You will have a chance to experience the effect of dual-view problem on the surrounding context in real world AR applications I prepared for you.1.) One will let you interact with music by playing section of the score and the other will help you draw your favorite cartoon character on the wall. Hope to see you all on Wednesday.

Thank you for your time.

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