426 lecture 8: mobile augmented reality

141
COSC 426: Augmented Reality Mark Billinghurst [email protected] Sept 12 th 2012 Lecture 8: Mobile Augmented Reality

Upload: mark-billinghurst

Post on 12-May-2015

2.594 views

Category:

Technology


2 download

DESCRIPTION

COSC 426 graduate class on Mobile Augmented Reality taught at the University of Canterbury by Mark Billinghurst, Sept. 12th 2012.

TRANSCRIPT

Page 1: 426 Lecture 8: Mobile Augmented Reality

COSC 426: Augmented Reality

Mark Billinghurst

[email protected]

Sept 12th 2012

Lecture 8: Mobile Augmented Reality

Page 2: 426 Lecture 8: Mobile Augmented Reality

1983 – Star Wars

Page 3: 426 Lecture 8: Mobile Augmented Reality

1999 - HIT Lab US

Page 4: 426 Lecture 8: Mobile Augmented Reality

CPU: 300 Mhz HDD; 9GB RAM: 512 mb Camera: VGA 30fps Graphics: 500K poly/sec

1998: SGI O2 2008: Nokia N95

CPU: 332 Mhz HDD; 8GB RAM: 128 mb Camera: VGA 30 fps Graphics: 2m poly/sec

Page 5: 426 Lecture 8: Mobile Augmented Reality

Mobile Phone AR   Mobile Phones

  camera   processor   display

  AR on Mobile Phones   Simple graphics   Optimized computer vision   Collaborative Interaction

Page 6: 426 Lecture 8: Mobile Augmented Reality

2005: Collaborative AR

  AR Tennis   Shared AR content   Two user game   Audio + haptic feedback   Bluetooth networking

Page 7: 426 Lecture 8: Mobile Augmented Reality
Page 8: 426 Lecture 8: Mobile Augmented Reality

Mobile AR History

Page 9: 426 Lecture 8: Mobile Augmented Reality

Evolution of Mobile AR

Wearable AR

Handheld AR Displays

Camera phone

1995 1997 2001 2003 2004

Camera phone - Self contained AR

Wearable Computers

PDAs -Thin client AR

PDAs -Self contained AR

Camera phone - Thin client AR

Page 10: 426 Lecture 8: Mobile Augmented Reality

Handheld Displays Tethered Applications

  Fitzmaurice Chameleon (1994)   Rekimoto’s Transvision (1995)   Tethered LCD   PC Processing and Tracking

Page 11: 426 Lecture 8: Mobile Augmented Reality

Handheld AR Display - Tethered

1995, 1996 Handheld AR   ARPad, Cameleon   Rekimoto’s NaviCam, Transvision   Tethered LCD   PC Processing and Tracking

Page 12: 426 Lecture 8: Mobile Augmented Reality

NaviCam (Rekimoto, 1995)

Information is registered to real-world context   Hand held AR displays

Interaction   Manipulation of a window

into information space

Applications   Context-aware information displays

Page 13: 426 Lecture 8: Mobile Augmented Reality

AR Pad (Mogilev 2002) Handheld AR Display

  LCD screen   Camera   SpaceOrb 3 DOF controller   Peripheral awareness   Viewpoint awareness

Page 14: 426 Lecture 8: Mobile Augmented Reality

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

Page 15: 426 Lecture 8: Mobile Augmented Reality

MARS View

  Virtual tags overlaid on the real world   “Information in place”

Page 16: 426 Lecture 8: Mobile Augmented Reality

Backpack/Wearable AR

1997 Backpack AR   Feiner’s Touring Machine   AR Quake (Thomas)   Tinmith (Piekarski)   MCAR (Reitmayr)   Bulky, HMD based

Page 17: 426 Lecture 8: Mobile Augmented Reality

PCI 3D Graphics Board

Hard Drive

Serial

Ports

CPU

PC104 Sound Card

PC104 PCMCIA

GPS Antenna

Tracker Controller

DC to DC Converter

Battery

Wearable Computer

GPS RTK correction

Radio

Example self-built working solution with PCI-based 3D graphics

Columbia Touring Machine

Mobile AR - Hardware

Page 18: 426 Lecture 8: Mobile Augmented Reality

  1997 Philip Kahn invents camera phone   1999 First commercial camera phone

Sharp J-SH04

Page 19: 426 Lecture 8: Mobile Augmented Reality

Millions of Camera Phones

Page 20: 426 Lecture 8: Mobile Augmented Reality

Handheld AR – Thin Client

2001 BatPortal (AT&T Cambridge)   PDA used as I/O device   Wireless connection to workstation   Room-scale ultrasonic tracking (Bat)

2001 AR-PDA (C Lab)   PDA thin graphics client   Remote image processing   www.ar-pda.com

Page 21: 426 Lecture 8: Mobile Augmented Reality

2003 ARphone (Univ. of Sydney)   Transfer images via Bluetooth (slow – 30 sec/image)   Remote processing – AR Server

   

Mobile Phone AR – Thin Client

Page 22: 426 Lecture 8: Mobile Augmented Reality

Early Phone Computer Vision Apps 2003 – Mozzies Game - Best mobile game Optical motion flow detecting phone orientation Siemens SX1 – Symbian, 120Mhz, VGA Camera

2005 – Marble Revolution (Bit-Side GmbH) Winner of Nokia's Series 60 Challenge 2005

2005 – SymBall (VTT)

Page 23: 426 Lecture 8: Mobile Augmented Reality

Computer Vision on Mobile Phone   Cameras and Phone CPU sufficient for computer vision

applications   Pattern Recognition (Static Processing)

  QR Code   Shotcode (http://www.shotcode.com/)

  Motion Flow (2D Image Processing)   GestureTek

-  http://www.gesturetekmobile.com/

  TinyMotion

  3D Pose Calculation   Augmented Reality

Page 24: 426 Lecture 8: Mobile Augmented Reality

Handheld AR – Self Contained 2003 PDA-based AR

  ARToolKit port to PDA   Studierstube ported to PDA   AR Kanji Educational App.   Mr Virtuoso AR character   Wagner’s Invisible Train

-  Collaborative AR

Page 25: 426 Lecture 8: Mobile Augmented Reality

Mobile Phone AR – Self Contained 2004 Mobile Phone AR

  Moehring, Bimber   Henrysson (ARToolKit)   Camera, processor, display together

Page 26: 426 Lecture 8: Mobile Augmented Reality
Page 27: 426 Lecture 8: Mobile Augmented Reality
Page 28: 426 Lecture 8: Mobile Augmented Reality

AR Advertising

  Txt message to download AR application (200K)   See virtual content popping out of real paper advert   Tested May 2007 by Saatchi and Saatchi

Page 29: 426 Lecture 8: Mobile Augmented Reality

2008 - Location Aware Phones

Nokia Navigator Motorola Droid

Page 30: 426 Lecture 8: Mobile Augmented Reality

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 (www.mobilizy.com)   Android based, Public API released

  Other companies   Layar, AcrossAir, Tochnidot, RobotVision, etc

Page 31: 426 Lecture 8: Mobile Augmented Reality

Layar – www.layar.com

Page 32: 426 Lecture 8: Mobile Augmented Reality

HIT Lab NZ Android AR Platform   Architectural Application   Loads 3D models

  a OBJ/MTL format

  Positions content in space   GPS, compass

  Intuitive user interface   toolkit to modify the model

  Connects to back end model database

Page 33: 426 Lecture 8: Mobile Augmented Reality

Architecture

Android application Database server

Postgres

Web Interface

Add models

Web application java and php server

Page 34: 426 Lecture 8: Mobile Augmented Reality

1995 Handheld Display: NaviCam, AR-PAD, Transvision

1997 Wearable AR: Touring Machine, AR Quake

2001 Handheld AR – Thin Client: AR-PDA, Bat Portal

2003 Handheld AR – Self contained: Invisible Train

2003 Mobile Phone – 2D Vision: Mozzies, Symball

2003 Mobile Phone – Thin Client: ARphone

2004 Mobile Phone – Self contained: Moehring, Symbian

History of Handheld and Mobile AR

Page 35: 426 Lecture 8: Mobile Augmented Reality

2012 State of the Art Handheld Hardware available

PDA, mobile phones, external cameras Sensors: GPS, accelerometer, compass Software Tools are Available

Tracking: ARToolKitPlus, stbTracker, Vuforia Graphics: OpenGL ES Authoring: Layar, Wikitude, Metaio Creator

What is needed: High level authoring tools Content development tools Novel interaction techniques User evaluation and usability

Page 36: 426 Lecture 8: Mobile Augmented Reality

Mobile AR Companies   Mobile AR

  GPS + compass

  Many Companies   Layar   Wikitude   Acrossair   PressLite   Yelp   Robot vision   Etc..

Page 37: 426 Lecture 8: Mobile Augmented Reality

$2 million USD in 2010 $732 million USD in 2014

Page 38: 426 Lecture 8: Mobile Augmented Reality
Page 39: 426 Lecture 8: Mobile Augmented Reality

Handset Manufacturers   Qualcomm

  $100 million USD investment

  Nokia   25+ people in NRC

  Samsung   Exploring the space

  Apple   586 AR Applications on App Store

  Google   Google goggles/Android AR Applications

Page 40: 426 Lecture 8: Mobile Augmented Reality

Qualcomm

  Acquired Imagination   October 2010 - Releases free Android AR SDK   Computer vision tracking - marker, markerless   Integrated with Unity 3D renderer   http://developer.qualcomm.com/ar

Page 41: 426 Lecture 8: Mobile Augmented Reality

Rock-em Sock-em

  Shared AR Demo   Markerless tracking

Page 42: 426 Lecture 8: Mobile Augmented Reality

Apple

  iPhone 4 SDK supports direct camera access   Launches AR theme on App Store

Page 43: 426 Lecture 8: Mobile Augmented Reality

Mobile AR Technology

Page 44: 426 Lecture 8: Mobile Augmented Reality

Technology Components   Software Platform

  Eg studierStube platform

  Developer Tools   iOS, Android

  Tracking Technology   Computer vision, sensor based

  Mobile Graphics   OpenGL ES

  Interaction Methods   Handheld Interaction

Page 45: 426 Lecture 8: Mobile Augmented Reality

What are the challenges?   Many platforms (operating systems)   Slow CPUs (low clock rates, often no FPU)

  Difficulties with tracking   Difficulties with visualizations that require a lot of data processing

  Small and slow memory access   No or weak hardware 3D acceleration

  Difficulties with graphics

  Poor cameras   Bad under low light, noise, etc

Page 46: 426 Lecture 8: Mobile Augmented Reality

What makes a device interesting for AR?

  Open and easy to program   Good camera   Fast CPU, FPU is a plus   Good H/W 3D support   Large installed basis

  Easy access to devices

  GPS, accelerometer, compass   Enough memory/storage

Page 47: 426 Lecture 8: Mobile Augmented Reality

Typical Smart Phone Hardware   CPU

  300-800+ Mhz

  GPU   None, or Power VR Chip (OpenGL ES1.0/2.0)

  Input   Touch screen, keyboard, keypad

  Sensors   GPU, compass, accelerometer, camera (1.3-5mb+)

  Networking   Bluetooth, Wifi, 3G

  Screen   320x240 up to 800x480

Page 48: 426 Lecture 8: Mobile Augmented Reality

HTC Desire   Android   Fast CPU (1GHz)   Smaller screen

  3.7”, 800x480

  Multi-touch   Hardware 3D   GPS, compass and

accelerometer

Page 49: 426 Lecture 8: Mobile Augmented Reality

iPhone 4   Apple iOS 4.0   Faster CPU (1.2GHz)   High screen resolution

  3.5”, 960x640

  (Finally) camera API   Multi-touch   Hardware 3D   GPS, compass, accelerometer

and gyroscope

Page 50: 426 Lecture 8: Mobile Augmented Reality

Hardware Sensors   Camera (resolution, fps)

  Maker based/markerless tracking   Video overlap

  GPS (resolution, update rate)   Outdoor location

  Compass   Indoor/outdoor orientation

  Accelerometer   Motion sensing, relative tilt

Page 51: 426 Lecture 8: Mobile Augmented Reality

Studierstube ES Framework

  Typical AR application framework

  Developed at TU Graz

Page 52: 426 Lecture 8: Mobile Augmented Reality

Hardware

OS/Low Level API

Programming Libraries

End User Application

Page 53: 426 Lecture 8: Mobile Augmented Reality

The Studierstube ES framework

Tracking

Platform

Graphics

Content

User Interface - Application

Page 54: 426 Lecture 8: Mobile Augmented Reality

Mobile Development Environments   Not like developing for desktops

  Wide range of different OS   Limited CPU, low memory, poor graphics, no floating point

  Popular Mobile OS   iPhone (Objective C)   Android (Java, Native NDK wrapper)   Windows Mobile (C#, C++, Visual Studio)

  Other   Blackberry, Linux

Page 55: 426 Lecture 8: Mobile Augmented Reality

Programming iPhone   Harsh restrictions from Apple

  Apps have to go through the apps store

  Xcode IDE for development   Nice development tools

  Objective-C   Required for application development   Can call into C/C++ code

  Limited camera API except in iOS 4   Can overlay on live video   No image processing

Page 56: 426 Lecture 8: Mobile Augmented Reality

Android   Hardware creators

  HTC, LG, Samsung, Motorola

  Widely available phone   Different form factors – tablets, phones, PC, etc

  Multiple versions and fragmentation   Android 1.0, 1.6   Android 2.0, 2.1

  Free Tools   Eclipse Development   App Integrator

Page 57: 426 Lecture 8: Mobile Augmented Reality

Mobile Graphics

Page 58: 426 Lecture 8: Mobile Augmented Reality

Computer Graphics on Mobile Phones   Small screen, limited input options   Limited support for accelerated graphics

  Most phones have no GPU

  Mobile Graphics Libraries   OpenGL ES (1.0, 2.0)

-  Cross platform, subset of OpenGL -  C/C++ low level library

  Java M3G -  Mobile 3D graphics API for J2ME platform -  Object importer, scene graph library -  Support from all major phone manufacturers

Page 59: 426 Lecture 8: Mobile Augmented Reality
Page 60: 426 Lecture 8: Mobile Augmented Reality

OpenGL ES   Small-footprint subset of OpenGL

  OpenGL is too large for embedded devices!

  Powerful, low-level API, full functionality for 3D games   Can do almost everything OpenGL can   Available on all key platforms   Software and hardware implementations available

  Fully extensible   Extensions like in OpenGL

Page 61: 426 Lecture 8: Mobile Augmented Reality

OpenGL ES SLIDE 61

OpenGL ES on mobile devices

Page 62: 426 Lecture 8: Mobile Augmented Reality

OpenGL ES History   Khronos Group – founded 2000

  Goal: create royalty free open multimedia standards   Create OpenML specification   Consortium of > 120 companies

  OpenGL ES working group – formed 2002   20-30 companies   Create API for 3D graphics on embedded devices   Cleaned up and trimmed down version of OpenGL   OpenGL ES 1.0 released 2004, 1.1 in 2005, 2.0 spec in 2007

Page 63: 426 Lecture 8: Mobile Augmented Reality
Page 64: 426 Lecture 8: Mobile Augmented Reality
Page 65: 426 Lecture 8: Mobile Augmented Reality

Versions   Two major tracks

  Not compatible, parallel rather than competitive

  OpenGL ES 1.x   Fixed function pipeline   Suitable for software implementations   All 1.x are backwards compatible

  OpenGL ES 2.x   Vertex and pixel shaders using GLSL ES   All 2.x will be backwards compatible

Page 66: 426 Lecture 8: Mobile Augmented Reality

Fixed Function (1.x)

h"p://www.khronos.org/opengles/2_X/  

Page 67: 426 Lecture 8: Mobile Augmented Reality

Programmable (2.x)

h"p://www.khronos.org/opengles/2_X/  

Page 68: 426 Lecture 8: Mobile Augmented Reality

OpenGL ES 1.x vs 2.0

Page 69: 426 Lecture 8: Mobile Augmented Reality

Hardware supporting OpenGL ES 2.x   Qualcomm SnapDragon   Texas Instruments OMAP3   NVIDIA Tegra (APX2500)   Samsung S3C6410   POWERVR SGX

  Now becoming available in phones!   Typically come with OpenGL ES 1.x drivers too

  The emulation on GLES 2.0 hardware can be slow!

Page 70: 426 Lecture 8: Mobile Augmented Reality

Tracking

Page 71: 426 Lecture 8: Mobile Augmented Reality

Mobile Augmented Reality’s goal

Create an affordable, massively multi-user, widespread platform

© Tinmith, U. of South Australia

Page 72: 426 Lecture 8: Mobile Augmented Reality

Tracking Requirements for AR on Phones   Fast and efficient   Form factor: light and robust   Track simultaneously

  a large number of objects   by a large number of users

  Requires little or no …   Device modification   Manual calibration (targeting non-technical users)   Instrumentation of the physical environment

  Low costs

Page 73: 426 Lecture 8: Mobile Augmented Reality

How to not do it…

Ka-Ping Yee: Peephole Displays, CHI’03

Page 74: 426 Lecture 8: Mobile Augmented Reality

Tracking on mobile phones   Vision-based tracking

  Marker-based tracking   Model-based natural feature tracking   Natural feature tracking in unknown environments

  Sensor tracking   GPS, inertial compass, gyroscope

Page 75: 426 Lecture 8: Mobile Augmented Reality

Backpack-based

Höllerer et al. (1999), Piekarski & Thomas al. (2001), Reitmayr & Schmalstieg (2003)

  Laptop, HMD   Enhanced GPS (DGPS / RTK) + inertial sensor for viewpoint tracking   Hand tracking w/ fiducial markers

Page 76: 426 Lecture 8: Mobile Augmented Reality

Tablet PC / UMPC-based

Schall et al., 2006   Hybrid tracking on UMPC

  Camera fiducial marker tracking   When no marker in view inertial sensor + UWB tracking

Page 77: 426 Lecture 8: Mobile Augmented Reality

PDA-based 1.

BatPortal (Newman et al., 2001)   PDA as thin client (rendering &

tracking on server + VNC)   Ultrasonic tracking

SHEEP (MacWilliams et al., 2003)

  Tracking by ART (external IR cameras + retroreflective target)

  Projection-based AR environ.

Page 78: 426 Lecture 8: Mobile Augmented Reality

Signpost on PDA (Wagner & Schmalstieg, 2003)

  First “truly” handheld AR platform: PDA + camera   Standalone, self-contained AR system   Optimized fiducial marker tracking library

PDA-based 2.

Page 79: 426 Lecture 8: Mobile Augmented Reality

History of non-AR Tracking on Phones (1)

AR-PDA (Gausemeier et al., 2003)

  Model-based tracking   PDA = thin client

tracking off-loaded to server   Not real-time

Kick Real (Paelke et al., 2004)

  Edge detection of real foot + collision detection w/ virtual ball

  2D tracking and limited interaction (tailored to game)

Page 80: 426 Lecture 8: Mobile Augmented Reality

History of non-AR Tracking on Phones (2)

Mosquito Hunt (Siemens, 2003) Marble Revolution (BitSide, 2004) Pingis (VTT, 2006) Game control w/ optical flow techniques

TinyMotion (Wang et al., 2006) GUI control & input on cell phones

w/ image differencing & block correlation

Page 81: 426 Lecture 8: Mobile Augmented Reality

History of AR Tracking on Phones (1)

  2003   ARToolKit on PDA   Wagner et at.

  2004   3D Marker on Phone   Möhring et al.

  2005   ARToolKit on Symbian   Henrysson et al.

Page 82: 426 Lecture 8: Mobile Augmented Reality

History of AR Tracking on Phones (2)

  2005   Visual Codes   Rohs et at.

  2008   Advanced Marker Tracking   Wagner et al.

  2008   Natural Feature Tracking   Wagner et al.

Page 83: 426 Lecture 8: Mobile Augmented Reality

What can we do on today‘s mobile phones?

  Typical specs   600+ MHz   ~5MB of available RAM   160x120 - 320x240 at 15-30 Hz camera

  Possible to do   Marker tracking in 5-15ms   Natural feature tracking in 20-50ms

Page 84: 426 Lecture 8: Mobile Augmented Reality

Other Mobile Sensors   Orientation

  Compass

  Relative movement/rotation   Accelerometer, gyroscope

  Context   Audio, light sensor, proximity

  Location   GPS, A-GPS, Wifi positioning, Cell tower triangulation

Page 85: 426 Lecture 8: Mobile Augmented Reality

Handheld AR Interfaces

Page 86: 426 Lecture 8: Mobile Augmented Reality

Handheld HCI

 Consider your user   Follow good HCI principles  Adapt HCI guidelines for handhelds  Design to device constraints  Rapid prototyping  User evaluation

Page 87: 426 Lecture 8: Mobile Augmented Reality

Sample Handheld AR Interfaces   Clean   Large Video View   Large Icons   Text Overlay

Page 88: 426 Lecture 8: Mobile Augmented Reality

Handheld Display vs Fixed Display

  Experiment comparing handheld moving, to handheld button input, small fixed display, desktop display, large plasma

  Users performed (1) navigation task, (2) selection task   Moving handheld display provided greater perceived FOV, higher degree of

presence, faster completion time

J. Hwang, J. Jung, G. Kim. Hand-held Virtual Reality: A Feasibility Study. In proceedings of VRST 2006

Page 89: 426 Lecture 8: Mobile Augmented Reality

Search Task Completion Time

Page 90: 426 Lecture 8: Mobile Augmented Reality

FOV, Presence and Immersion

Page 91: 426 Lecture 8: Mobile Augmented Reality

Outdoor AR: Limited Field of View

Page 92: 426 Lecture 8: Mobile Augmented Reality

Possible solutions   Overview + Detail   spatial separation; two views

  Focus + Context   merges both views into one view

  Zooming   temporal separation

Page 93: 426 Lecture 8: Mobile Augmented Reality

  TU Graz – HIT Lab NZ - collaboration   Zooming panorama   Zooming Map

Zooming Views

Page 94: 426 Lecture 8: Mobile Augmented Reality

Zooming AR interfaces

Context  Compass   Zooming  Panorama   Zooming  Map  

  Interface Types   Compass (C)   Compass + Zooming Panorama (CP)   Compass + Zooming Map (CM)   Compass, Zooming Panorama, Zooming Map (CPM)

Page 95: 426 Lecture 8: Mobile Augmented Reality

Twitter 360

  www.twitter-360.com   iPhone application   See geo-located tweets in real world   Twitter.com supports geo tagging

Page 96: 426 Lecture 8: Mobile Augmented Reality

Wikitude – www.mobilizy.com

Blah

Blah

Blah Blah Blah

Blah Blah

Blah

Blah Blah Blah

Blah Blah

Blah

Blah Blah

Blah

Blah Blah

Blah

Blah Blah

Page 97: 426 Lecture 8: Mobile Augmented Reality

Information Filtering

Page 98: 426 Lecture 8: Mobile Augmented Reality

Information Filtering   Information Filtering (Julier et al. ’00)

•  Remove clutter by goal- and distance based filtering •  User’s task is route finding: Sniper and relevant buildings are displayed; objects, which are determined to be unnecessary, removed

Page 99: 426 Lecture 8: Mobile Augmented Reality

HandHeld AR Wearable AR

Output: Display

Input

Input & Output

HMD vs Handheld AR Interface

Page 100: 426 Lecture 8: Mobile Augmented Reality

Handheld Interface Metaphors   Tangible AR Lens Viewing

  Look through screen into AR scene   Interact with screen to interact with AR

content -  Eg Invisible Train

  Tangible AR Lens Manipulation   Select AR object and attach to device   Use the motion of the device as input

-  Eg AR Lego

Page 101: 426 Lecture 8: Mobile Augmented Reality

Translation Study Conditions

A: Object fixed to the phone (one handed) B: Button and keypad input C: Object fixed to the phone (bimanual) - one hand for rotating tracking pattern

Page 102: 426 Lecture 8: Mobile Augmented Reality

Results – Translation •  9 subjects – within subject design •  Timing

•  Tangible fastest •  twice as fast as keypad

•  Survey •  Tangible easiest (Q1) •  Keypad most accurate (Q2) •  Tangible quickest (Q3) •  Tangible most enjoyable (Q4)

•  Ranking •  Tangible favored

A B C

Rank 1.44 2.56 2.0

Page 103: 426 Lecture 8: Mobile Augmented Reality

Conditions A: Arcball B: Keypad input for rotation about

the object axis C: Object fixed to the phone (one handed)

D: Object fixed to the phone (bimanual)

Rotation Study

Page 104: 426 Lecture 8: Mobile Augmented Reality

•  Timing •  Keypad(B) and Arcball(A) fastest

•  No significant survey differences

A B C D Rank 3.0 2.3 2.4 2.2

Results – Rotation

Page 105: 426 Lecture 8: Mobile Augmented Reality

TAT Augmented ID

Page 106: 426 Lecture 8: Mobile Augmented Reality
Page 107: 426 Lecture 8: Mobile Augmented Reality
Page 108: 426 Lecture 8: Mobile Augmented Reality

Design Guidelines

Apply handheld HCI guidelines for on-screen content - large buttons, little text input, etc

Design physical + virtual interface elements Pick appropriate interface metaphor

- “handheld lens” approach using handheld motion - Tangible AR for AR overlay

Build prototypes Continuously evaluate application

Page 109: 426 Lecture 8: Mobile Augmented Reality

Mobile AR Browsing

Page 110: 426 Lecture 8: Mobile Augmented Reality
Page 111: 426 Lecture 8: Mobile Augmented Reality
Page 112: 426 Lecture 8: Mobile Augmented Reality

Junaio - www.junaio.com

Page 113: 426 Lecture 8: Mobile Augmented Reality
Page 114: 426 Lecture 8: Mobile Augmented Reality

QR Code Launch

Page 115: 426 Lecture 8: Mobile Augmented Reality

Glue Tracking - Markerless

  Search for “instant tracker”

Page 116: 426 Lecture 8: Mobile Augmented Reality

Junaio Interface

Page 117: 426 Lecture 8: Mobile Augmented Reality

Interface

  List View, Map View, AR View

Page 118: 426 Lecture 8: Mobile Augmented Reality

Architecture

Page 119: 426 Lecture 8: Mobile Augmented Reality
Page 120: 426 Lecture 8: Mobile Augmented Reality

Back-end Servers

Page 121: 426 Lecture 8: Mobile Augmented Reality

Data Flow

Page 122: 426 Lecture 8: Mobile Augmented Reality

Search.php <?xml version=\"1.0\" encoding=\"UTF-8\"?> <results>

<poi id=\"1\" interactionfeedback=\"none\"> <name><![CDATA[[Hotel Hello World]]]></name> <description><![CDATA[[This is a beautiful, family hotel and restaurant, just around the

corner. Special Dinner and Rooms available.]]]></description>

<l>37.776685,-122.422771,0</l> <mime-type>text/plain</mime-type>

<icon>http://dev.junaio.com/publisherDownload/tutorial/icon_map.png</icon> <thumbnail>http://dev.junaio.com/publisherDownload/tutorial/thumb.jpg</thumbnail> <phone>555/1234567</phone> <homepage> http://www.hotelaroundthecorner.com </homepage> </poi>

</results>

Page 123: 426 Lecture 8: Mobile Augmented Reality

Creating a New Channel

Page 124: 426 Lecture 8: Mobile Augmented Reality

AR Outcome

Page 125: 426 Lecture 8: Mobile Augmented Reality

Mime Tag Types

  <mime-type>text/plain</mime-type>   Changing mime tag changes media loaded

Page 126: 426 Lecture 8: Mobile Augmented Reality
Page 127: 426 Lecture 8: Mobile Augmented Reality
Page 128: 426 Lecture 8: Mobile Augmented Reality
Page 129: 426 Lecture 8: Mobile Augmented Reality
Page 130: 426 Lecture 8: Mobile Augmented Reality
Page 131: 426 Lecture 8: Mobile Augmented Reality

AR Browsers   Commercial outdoor AR applications

  Junaio, Layar, Wikitude, etc

  All have their own language specifications   Wikitude – ARML   Junaio - XML

  Need for common standard   Based on existing standards for geo-located content etc   Support for dynamic/interactive content   Easier to author mobile AR applications   Easy to render on AR browsers

Page 132: 426 Lecture 8: Mobile Augmented Reality

BirdsView - http://www.birdsview.de/

  Location Based CMS   Add content, publish to Layar or Junaio

Page 133: 426 Lecture 8: Mobile Augmented Reality

BirdsView on Junaio

Page 134: 426 Lecture 8: Mobile Augmented Reality

BirdsView on Junaio

Page 135: 426 Lecture 8: Mobile Augmented Reality

Limitations   BirdsView Branding

  Their logo, not yours

  Limited POI Content   Images, Text, URL

  Public Channel   Your content + everyone else's

Page 136: 426 Lecture 8: Mobile Augmented Reality

Hoppala Augmentation

  http://www.hoppala-agency.com/   Rich media overlay

Page 137: 426 Lecture 8: Mobile Augmented Reality

Hoppala in Junaio

Page 138: 426 Lecture 8: Mobile Augmented Reality

Metaio Creator

  Drag and drop Junaio authoring

Page 139: 426 Lecture 8: Mobile Augmented Reality

BuildAR – buildar.com

Page 140: 426 Lecture 8: Mobile Augmented Reality

3DOn

  Onsite Visualization Single Building   GPS + Compass input   Overlay graphics data on live video/Photos

Page 141: 426 Lecture 8: Mobile Augmented Reality

3D On Interface