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Going Out Research in Mobile Augmented
RealityMark Billinghurst
HIT Lab NZ University of Canterbury
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
1999: AR Face to Face Collaboration
Siggraph 99 Demo
$5,000CPU: 300 MhzHDD; 9GBRAM: 512 mbCamera: VGA 30fpsGraphics: 500K poly/sec
1998: SGI O2 2008: Nokia N95
$500CPU: 332 MhzHDD; 8GBRAM: 128 mbCamera: VGA 30 fpsGraphics: 2m poly/sec
Evolution of Mobile AR
Wearable AR
Handheld AR Displays
Camera phone
1995 1997 2001 2003 2004
Camera phone- Self contained AR
WearableComputers
PDAs-Thin client AR
PDAs-Self contained AR
Camera phone- Thin client AR
Mobile Phone AR Mobile Phones
camera processor display
AR on Mobile Phones Simple graphics Optimized computer vision Collaborative Interaction
Collaborative AR
AR Tennis Two user game Audio + haptic
feedback Bluetooth
messaging
AR Tennis
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
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
MARS View
Virtual tags overlaid on the real world “Information in place”
2008 - Location Aware Phones
Nokia NavigatorMotorola Droid
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
Layar – www.layar.com iPhone, Android > 2 million downloads 1500+ information layers
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
Prototype: Earthquake Reconstruction
See past, present and future building designs
Earthquake survivor stories shown on map view
Collect user comments Android platform
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
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
$784 million USD in 2014
Looking to the Future
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
Tri-corder Problem Handheld AR
Social boundaries Not always available
Future Displays
Always on, unobtrusive
Contact Lens Display Babak Parviz
University Washington MEMS components
Transparent elements Micro-sensors
Challenges Miniaturization Assembly Eye-safe
AR User Experience
Crossing Boundaries
Jun Rekimoto, Sony CSL
Invisible Interfaces
Jun Rekimoto, Sony CSL
The MagicBook
Reality VirtualityAugmented Reality (AR)
Augmented Virtuality (AV)
ubiHome @ GIST
ubiHome
What/When/How
Where/When
Media services
Who/What/When/How
ubiKey
Couch SensorPDA
Tag-it
Door Sensor
ubiTrack
When/HowWhen/HowWho/What/When/How
Light service MR window
CAMAR - GIST
(CAMAR: Context-Aware Mobile Augmented Reality)
Ubiquitous AR (GIST, Korea)
How does your AR device work with other devices?
How is content delivered?
Reality Virtual Reality
Terminal
Ubiquitous
Desktop AR VR
Milgram
Weiser
UbiComp
Mobile AR
Ubi AR
Ubi VR
From: Joe Newman
Reality
VR
Ubiquitous
Terminal
Milgram
Weiser
Single User
Massive Multi User
Multi-user AR Interfaces
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…
19962 users
19994 users
20048 users
2018?? users
Social Augmented Reality
Public and private annotations everywhere
BASIC VIEW
PERSONAL VIEW
Augmented Reality 2.0 Infrastructure
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
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