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Baselios Mathews II College of Engineering, Sasthamcotta, Kollam CHAPTER 1 INTRODUCTION Space Glasses build a three dimensional model of the world, as you walk around, with the help of an algorithm that tracks flat surface in real time. Computers that can be mounted on our heads seem like a concept straight out of science fiction movies. Steve Mann, a professor at University of Toronto, and a leader in the field of wearable computing. A company, called Meta, in collaboration with Mann, is creating glasses that can loosen the grip of Google Glass on the emerging market with its ability to merge the real and the virtual. Meta is building headwear that can superimpose 3D content on the real world. Mann works as the chief scientist in the company founded by Ben Sand and Meron Gribetz. The first product, the Space Glasses comes with a projectable LCD that you can see through for each eye, an infrared depth camera, and a standard colour camera, in addition to a gyroscope, accelerometer, and compass. Space Glasses build a three dimensional model of the world, as you walk Dept of Electronics & Communication Engineering 1

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Page 1: Seminar report meta

Baselios Mathews II College of Engineering, Sasthamcotta, Kollam

CHAPTER 1

INTRODUCTION

Space Glasses build a three dimensional model of the world, as you walk

around, with the help of an algorithm that tracks flat surface in real time. Computers

that can be mounted on our heads seem like a concept straight out of science fiction

movies. Steve Mann, a professor at University of Toronto, and a leader in the field of

wearable computing. A company, called Meta, in collaboration with Mann, is creating

glasses that can loosen the grip of Google Glass on the emerging market with its

ability to merge the real and the virtual. Meta is building headwear that can

superimpose 3D content on the real world. Mann works as the chief scientist in the

company founded by Ben Sand and Meron Gribetz. The first product, the Space

Glasses comes with a projectable LCD that you can see through for each eye, an

infrared depth camera, and a standard colour camera, in addition to a gyroscope,

accelerometer, and compass. Space Glasses build a three dimensional model of the

world, as you walk around, with the help of an algorithm that tracks flat surface in

real time. It is not like augmented reality systems which needs special markers. The

coordinates obtained from the tracking are sent to the computer which sends over a

3D model of your surroundings. You can use this to project a movie on a piece of

paper. Various people can come at the same object from various angles, or you could

have a 3D model to follow you around. The company envisions a future where its

technology will replace the regular computer and as something that people can use to

work together – from architects bent over a table with their teams to design buildings,

to people playing around with friends.

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CHAPTER 2

HYSTORY OF WEARABLE DIGITAL EYEGLASSES &

TECHNOLOGY

Wearable technology, wearable’s, fashionable technology, wearable

devices, tech togs, or fashion electronics are clothing and accessories incorporating

computer and advanced electronic technologies. The designs often incorporate

practical functions and features, but may also have a purely critical or aesthetic

agenda. Wearable devices such as activity trackers are a good example of the Internet

of Things, since they are part of the network of physical objects or "things" embedded

with electronics, software, sensors and connectivity to enable objects to exchange

data with a manufacturer, operator and/or other connected devices, without requiring

human intervention. Wearable technology is related to both ubiquitous computing and

the history and development of wearable computers. Wearable’s make technology

pervasive by interweaving it into daily life. Through the history and development of

wearable computing, pioneers have attempted to enhance or extend the functionality

of clothing, or to create wearable’s as accessories able to provide users

with sousveillance - the recording of an activity typically by way of small wearable or

portable personal technologies. Tracking information like movement, steps and heart

rate are all part of the quantified self movement. The origins of wearable technology

are influenced by both of these responses to the vision of ubiquitous computing. One

early piece of widely-adopted wearable technology was the calculator watch,

introduced in the 1980s. In 2008, incorporated a hidden  Bluetooth microphone into a

pair of earrings. Around the same time, the Spy Tie appeared, a "stylish neck tie with

a hidden color camera".

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Smart glasses or smart glasses or Digital Eye Glass or Personal Imaging

System are a wearable computer that adds information to what the wearer

sees. Typically this is achieved through an optical head-mounted display (OHMD)

or computerized internet-connected glasses with transparent heads-up display (HUD)

or augmented reality (AR) overlay that has the capability of reflecting projected

digital images as well as allowing the user to see through it, or see better with it.

While early models can perform basic tasks, such as just serve as a front end display

for a remote system, as in the case of smart glasses utilizing cellular technology or

Wi-Fi, modern smart glasses are effectively wearable computers which can run self-

contained mobile. Some are hands free that can communicate with the Internet

via natural language voice commands, while other use touch buttons. Like

other computers, smart glasses may collect information from internal or external

sensors. It may control, or retrieve data from, other instruments or computers. It may

support wireless technologies like Bluetooth, WI-Fi, and GPS. While a smaller

number of models run a mobile operating system and function as portable media

players to send audio and video files to the user via a Bluetooth or Wi-Fi

headset. Some smart glasses models also feature full life logging and tracker

capability.

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CHAPTER 3

COMPUTER MEDIATED REALITY

Computer-mediated reality refers to the ability to add to, subtract information

from, or otherwise manipulate one's perception of reality through the use of

a wearable computer or hand-held device such as a smart phone. Typically, it is the

user's visual perception of the environment that is mediated. This is done through the

use of some kind of electronic device, such as an Eye Tap device or smart phone,

which can act as a visual filter between the real world and what the user perceives.

Computer-mediated reality has been used to enhance visual perception as an aid to

the visually impaired. This example achieves a mediated reality by altering a video

input stream light that would have normally reached the user's eyes, and

computationally altering it to filter it into a more useful form. It has also been used

for interactive computer interfaces. The use of computer-mediated reality

to diminish perception, by the removal or masking of visual data, has been used for

architectural applications, and is an area of ongoing research.

Fig:3.1 Mediated reality

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3.1 AUGMENTED REALITY

Fig 3.2: Augmediated Reality

Simply AR is a field of computer research and which is the combination of

real world and computer generated data. And it has the ability to overlay computer

graphics on to the real world. Differ from virtual reality the users maintain a sense of

presence in real world. Broadly, augmented reality is the (most frequently visual)

superposition of real and virtual objects or information in one environment. As a

research area, augmented reality has been pursued for many years with a number of

wide-ranging applications. Many of these systems have never left the laboratory due

to cost or other constraints rendering them impractical. However, due to the adoption

of mobile devices with powerful processors, built-in cameras, and fast internet

connections, augmented reality is beginning to infiltrate the average individual’s life.

A number of augmented reality applications have appeared in the Apple and Google

application stores. These applications range from spur-of the moment information

overlays, like location guides, reviews and ratings, to games that observe the user’s

motions to create virtual effects. One good example is Google's Goggle program an

application that accepts photos of landmarks, books, artwork, and many other object

types and then returns a Google visual search on the object.

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3.2 VIRTUAL REALITY

Fig:3.3 Virtual rreality

Virtual reality is a term that applies to computer-simulated environments that

can simulate physical presence in places in the real world, as well as in

imaginary worlds. It covers remote communication environments which provide

virtual presence of users with the concepts of tele presence and tele existence or

a virtual artifact (VA). The simulated environment can be similar to the real

world in order to create a life like experience. Virtual reality is often used to

describe a wide variety of applications commonly associated with immersive,

highly visual, 3D environments. The development of CAD software, graphics

hardware acceleration, head mounted displays, database gloves, and

miniaturization.

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CHAPTER 4

META PRO SPACEGLASSES

The Meta Pro Space Glasses are the most innovative glasses in the wearable

technology world at the moment. They are the future of having a laptop computer,

phone, and tablet all in one. They are augmented reality specs that layer digital reality

and content that users can manipulate over their field of vision. Meta Pro brings about

a mind boggling world, where free flowing virtual shapes can be molded and actually

produced with 3D printers. The Pro is the first pair of smart glasses that stuffs the

technology. This technology is capable of delivering the stunning holographic

interfaces.

Fig 4.1: Meta pro spaceglasses

The SpaceGlasses boasts a giant 3D holographic HD screen, 40 deg field of view (15

x Google Glass) Ultra high-end sleek light weight design. Independent pocket

computing power. You can change your screen size to suit you on the fly, and have

access to all your apps. Link with your laptop which is now a hologram and you can

place it anywhere in the world around you.

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FATHER OF META & AUGMENTED REALITY

Fig 4.2:Gribetz Meron & Prof.Steve Mann

Meta is a 40 person start up company that is led by Founder & CEO Meron

Gribetz (Forbes 30 under 30), Chief Scientist Prof. Steve Mann (inventor of wearable

computing &pioneer of augmented reality).

4.1 SPECIFICATIONS OF META

HARDWARE SOFTWARE

Projection: two individual screen Supported platform: currently Windows 32/

64 bits

Weight: 0.3Kg Intel core i5 CPU

Operating temperature: -30 to 300 deg 4GB of RAM

Powered by a 32WHr battery 802.11n Wi-Fi, Bluetooth 4.0

Resolution: 1280x720 for each eye Meta app store

Tabe 4.1: Specifications

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CHAPTER 5

OVERVIEW

Fig 5.1: overview of Meta pro

The glasses feature two 1280×720-pixel LCD displays, each with 40 degree

fields of view and aligned for stereoscopic 3D; twin RGB cameras; 3D surround

sound; 3D time of flight depth; and a 9-axis integrated motion unit with

accelerometer, gyroscope and compass. If you order a pair of Pros, not only do you

get this innovative technology, but you also get a wearable computer that is very

powerful to run them — an Intel Core i5 CPU, 4GB of RAM, 128 GB of storage,

802.11n Wi-Fi, Bluetooth 4.0 powered by a 32WHr battery. It has the ability to create

a 3D image of your smartphone, tablet and laptop, allowing you to control your

devices through a pair of glasses.

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5.1 OPTICAL HEADMOUNTED DISPLAY

An optical head-mounted display (OHMD) is a wearable device that has the

capability of reflecting projected images as well as allowing the user to see through it

that is augmented reality. Head-mounted displays are not designed to be workstations,

and traditional input devices such as keyboards do not support the concept of smart

glasses. Input devices that lend themselves to mobility and/or hands-free use are good

candidate.

5.1.1 VIRTUAL RETINAL DISPLAY

A virtual retinal display (VRD), also known as a retinal scan display (RSD) or retinal

projector (RP), is a display technology that draws a raster display (like a television)

directly onto the retina of the eye. The user sees what appears to be a conventional

display floating in space in front of them.

Fig 5.1.1 VRD

In a conventional display a real image is produced. The real image is either

viewed directly or, as in the case with most head-mounted displays projected through

an optical system and the resulting virtual image is viewed. The projection moves the

virtual image to a distance that allows the eye to focus comfortably. In a VRD no real

image is ever produced. Rather, an image is formed directly on the retina of the user's

eye. A block diagram of the VRD is shown in the Figure above. To create an image

with the VRD a photon source is used to generate a coherent beam of light. The use of

a coherent source allows the system to draw a diffraction limited spot on the retina.

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The light beam is intensity modulated to match the intensity of the image being

rendered. The modulation can be accomplished after the beam is generated. If the

source has enough modulation bandwidth, as in the case of a laser diode, the source

can be modulated directly. The resulting modulated beam is then scanned to place

each image point, or pixel, at the proper position on the retina. A variety of scan

patterns are possible. The scanner could be used in a calligraphic (vector) mode, in

which the lines that form the image are drawn directly, or in a raster mode, much like

standard computer monitors or television. Use of the raster method of image scanning

allows the VRD to be driven by standard video sources. To draw the raster, a

horizontal scanner moves the beam to draw a row of pixels. The vertical scanner then

moves the beam to the next line where another row of pixels is drawn. After scanning,

the optical beam must be properly projected into the eye. The goal is for the exit pupil

of the VRD to be coplanar with the entrance pupil of the eye. The lens and cornea of

the eye will then focus the beam on the retina, forming a spot. The position on the

retina where the eye focuses the spot is determined by the angle at which light enters

the eye. This angle is determined by the scanners and is continually varying in a raster

pattern. The brightness of the focused spot is determined by the intensity modulation

of the light beam. The intensity modulated moving spot, focused through the eye,

draws an image on the retina. The eye's persistence allows the image to appear

continuous and stable. Finally, the drive electronics synchronize the scanners and

intensity modulator with the incoming video signal in such a manner that a stable

image is formed

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5.1.2 HOLOGRAPHIC INTERFACE

A holographic interface is a computer input method that utilizes a projected imagine

instead of a physical device. Holographic interfaces are popular on computer systems

that see a variety of uses, as well as those that require extremely complex inputs.

Because they are more expensive than physical interfaces, they tend to be restricted to

wealthy areas. Holographic interfaces utilize holoprojectors to create a 3d image in

whatever configuration is most appropriate to the program used. Because the image is

constructed only of light, the configuration can be as simple or complex as needed,

and easily scaled to a size that the user finds comfortable. Additionally, it can be

dynamically reconfigured, so a user can quickly switch from a simplified interface to

a more involved one as need. Interaction with the image is recorded via sensors in the

projector, not through direct manipulation of the hologram. These sensors can record

the precise location of the user's fingers (or other appendages for interfaces that utilize

them), enabling pinpoint control. A holographic interface is a way to interact with

electronics without coming into physical contact with the machine. Though the

holographic interface was only developed in the 2010s, it is often compatible with

contemporary computer systems and programs. The creation of the hologram is a

relatively complex component of the interface, whereas the ability of the interface to

recognize the commands of the user is achieved through the use of motion detectors, a

technology that has been in use for decades. In order to create a holographic interface,

a special holographic projector is needed that can display a three dimensional image

in space. A holographic interface is a way to interact with electronics without coming

into physical contact with the machine. Though the holographic interface was only

developed in the 2010s, it is often compatible with contemporary computer systems

and programs. The creation of the hologram is a relatively complex component of the

interface, whereas the ability of the interface to recognize the commands of the user is

achieved through the use of motion detectors, a technology that has been in use for

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decades. In order to create a holographic interface, a special holographic projector is

needed that can display a three dimensional image in space.

CHAPTER 6

WORKING OF META PRO SPACEGLASS

The glasses will be running a Unity-based desktop, and through that desktop the user

will be able to open certain files and programs.  For access to all windows-based

programs, the team suggests using Unity's own Virtual Desktop (I haven't actually

found a Virtual Desktop that can be run in Unity).  Meta doesn't officially support

this, though.    What is displayed by the glasses doesn't necessarily move with the

movement of the head.  For example, say you are looking at some virtual picture, and

you wan to fix that picture in some point in space.  You can do that, and look a way.

When you look back, it's exactly where you hung it. Or, if you want that picture to be

fixed in your Field of View, you can do that, too. The device will be using the Soft

Kinect DS325 for monitoring movements, and the IISU middleware for programming

needs.  The Soft Kinect does not do body tracking, only short range tracking and hand

tracking.  The IISU pro will be shipping free with the Meta SDK. They know about

the problems Oculus Rift had with Customs, and they're going to try and avoid them.

6.1 SPEECH RECOGNITION

In computer science and electrical engineering, speech recognition (SR) is the

translation of spoken words into text. It is also known as "automatic speech

recognition" (ASR), "computer speech recognition", or just "speech to text" (STT).

Some SR systems use "training" ( "enrolment") where an individual speaker reads

text or isolated vocabulary into the system. The system analyzes the person's specific

voice and uses it to fine-tune the recognition of that person's speech, resulting in

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increased accuracy. Systems that do not use training are called "speaker

independent" systems.

The advances are evidenced not only by the surge of academic papers published in the

field, but more importantly by the world-wide industry adoption of a variety of deep

learning methods in designing and deploying speech recognition systems.

Both acoustic modeling and language modeling are important parts of modern

statistically-based speech recognition algorithms. Hidden Markov models (HMMs)

are widely used in many systems. Language modeling is also used in many other

natural language processing applications such as document classification or statistical

machine translation.

6.1.1 Hidden Markov models

Modern general-purpose speech recognition systems are based on Hidden Markov

Models. These are statistical models that output a sequence of symbols or quantities.

HMMs are used in speech recognition because a speech signal can be viewed as a

piecewise stationary signal or a short-time stationary signal. In a short time-scale

(e.g., 10 milliseconds), speech can be approximated as a stationary process. Speech

can be thought of as a Markov model for many stochastic purposes. Another reason

why HMMs are popular is because they can be trained automatically and are simple

and computationally feasible to use. In speech recognition, the hidden Markov model

would output a sequence of n-dimensional real-valued vectors (with n being a small

integer, such as 10), outputting one of these every 10 milliseconds. The vectors would

consist of cepstral coefficients, which are obtained by taking a Fourier transform of a

short time window of speech and decorrelating the spectrum using a cosine transform,

then taking the first (most significant) coefficients. The hidden Markov model will

tend to have in each state a statistical distribution that is a mixture of diagonal

covariance Gaussians, which will give a likelihood for each observed vector. Each

word, or (for more general speech recognition systems), each phoneme, will have a

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different output distribution; a hidden Markov model for a sequence of words or

phonemes is made by concatenating the individual trained hidden Markov models for

the separate words and phonemes.

6.2 GESTURE RECOGNITION

Gesture recognition is a topic in computer science and language technology with the

goal of interpreting human gestures via mathematical algorithms. Gestures can

originate from any bodily motion or state but commonly originate from

the face or hand. Current focuses in the field include emotion recognition from face

and hand gesture recognition. Many approaches have been made using cameras

and computer vision algorithms to interpret sign language. However, the

identification and recognition of posture, gait, proxemics, and human behaviors is

also the subject of gesture recognition techniques Gesture recognition can be seen as a

way for computers to begin to understand human body language, thus building a

richer bridge between machines and humans than primitive text user interfaces or

even GUIs (graphical user interfaces), which still limit the majority of input to

keyboard and mouse. Gesture recognition enables humans to communicate with the

machine (HMI) and interact naturally without any mechanical devices. Using the

concept of gesture recognition, it is possible to point a finger at the computer

screen so that the cursor will move accordingly. This could potentially make

conventional input devices such as mouse, keyboards and even touch-

screens redundant. Gesture recognition can be conducted with techniques

from computer vision and image processing. The ability to track a person's

movements and determine what gestures they may be performing can be achieved

through various tools. Although there is a large amount of research done in

image/video based gesture recognition, there is some variation within the tools and

environments used between implementations.

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Wired gloves: These can provide input to the computer about the position and

rotation of the hands using magnetic or inertial tracking devices. Furthermore, some

gloves can detect finger bending with a high degree of accuracy (5-10 degrees), or

even provide haptic feedback to the user, which is a simulation of the sense of touch.

Depth-aware cameras: Using specialized cameras such as structured light or time-

of-flight cameras, one can generate a depth map of what is being seen through the

camera at a short range, and use this data to approximate a 3d representation of what

is being seen. These can be effective for detection of hand gestures due to their short

range capabilities.

Stereo cameras. Using two cameras whose relations to one another are known, a 3d

representation can be approximated by the output of the cameras. To get the cameras'

relations, one can use a positioning reference such as a lexian-

stripe or infrared emitters. In combination with direct motion measurement (6D-

Vision) gestures can directly be detected.

Controller-based gestures. These controllers act as an extension of the body so that

when gestures are performed, some of their motion can be conveniently captured by

software. Mouse gestures are one such example, where the motion of the mouse is

correlated to a symbol being drawn by a person's hand.

Single camera. A standard 2D camera can be used for gesture recognition where the

resources/environment would not be convenient for other forms of image-based

recognition. Earlier it was thought that single camera may not be as effective as stereo

or depth aware cameras, but some companies are challenging this theory.

6.2.1 Algorithms

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Fig 6.1 Algorithm

Different ways of tracking and analyzing gestures exist, and some basic layout is

given is in the diagram above. For example, volumetric models convey the necessary

information required for an elaborate analysis, however they prove to be very

intensive in terms of computational power and require further technological

developments in order to be implemented for real-time analysis. On the other hand,

appearance-based models are easier to process but usually lack the generality required

for Human-Computer Interaction.

Depending on the type of the input data, the approach for interpreting a gesture could

be done in different ways. However, most of the techniques rely on key pointers

represented in a 3D coordinate system. Based on the relative motion of these, the

gesture can be detected with a high accuracy, depending on the quality of the input

and the algorithm’s approach. In order to interpret movements of the body, one has to

classify them according to common properties and the message the movements may

express. For example, in sign language each gesture represents a word or phrase. The

taxonomy that seems very appropriate for Human-Computer Interaction has been

proposed by Quek in "Toward aVision-Based Hand Gesture Interface". He presents

several interactive gesture systems in order to capture the whole space of the gestures:

1. Manipulative; 2. Semaphoric; 3. Conversational. Some literature differentiates 2

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different approaches in gesture recognition: a 3D model based and an appearance-

based.[21] The foremost method makes use of 3D information of key elements of the

body parts in order to obtain several important parameters, like palm position or joint

angles. On the other hand, Appearance-based systems use images or videos for direct

interpretation.

.Fig.6.2 A real hand (left) is interpreted as a collection of vertices and lines in the 3D

mesh version (right), and the software uses their relative position and interaction in

order to infer the gesture

a) 3D model-based algorithms

The 3D model approach can use volumetric or skeletal models, or even a combination

of the two. Volumetric approaches have been heavily used in computer animation

industry and for computer vision purposes. The models are generally created of

complicated 3D surfaces, like NURBS or polygon meshes.

Fig.6.3: 3D model-based algorithms

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The skeletal version (right) is effectively modelling the hand (left). This has fewer

parameters than the volumetric version and it's easier to compute, making it suitable

for real-time gesture analysis systems

b) Skeletal-based algorithms

Instead of using intensive processing of the 3D models and dealing with a lot of

parameters, one can just use a simplified version of joint angle parameters along with

segment lengths. This is known as a skeletal representation of the body, where a

virtual skeleton of the person is computed and parts of the body are mapped to certain

segments.

6.3 EYE TRACKING

Eye tracking is the process of measuring either the point of gaze (where one is

looking) or the motion of an eye relative to the head. Aneye tracker is a device for

measuring eye positions and eye movement. Eye trackers are used in research on

the visual system, in psychology, in psycholinguistics, marketing, as an input device

for human computer interaction, and in product design. There are a number of

methods for measuring eye movement. The most popular variant uses video images

from which the eye position is extracted.

6.3.1 OPTICAL TRACKING

Light, typically infrared, is reflected from the eye and sensed by a video camera or

some other specially designed optical sensor. The information is then analyzed to

extract eye rotation from changes in reflections. Video-based eye trackers typically

use the corneal reflection and the center of the pupil as features to track over time.

Still more sensitive method of tracking is to image features from inside the eye, such

as the retinal blood vessels, and follow these features as the eye rotates. Optical

methods, particularly those based on video recording, are widely used for gaze

tracking and are favored for being non-invasive and inexpensive.

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Fig 6.3.1 An eye-tracking head-mounted display

An eye-tracking head-mounted display. Each eye has an LED light source (gold-color

metal) on the side of the display lens, and a camera under the display lens.

CHAPTER 7

TECHNOLOGY USED

7.1SDK(SOFTWERE DEVELOPMENT KIT)

Meta Software Developer Kit (SDK) is a bundled package for developers to

start Meta applications with. It contains access to prefabs and classes you can use to

manipulate the 3D holographic content you view through the Meta glasses. The Meta

SDK is designed to let you develop your concepts and ideas into working applications

as quickly and efficiently as possible. Built on top of the Unity Engine, the SDK has

full support for hand gestures, marker-based and markerless surface tracking,

imported graphics, 3D models.

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Fig 7.1 SDK

There are any number of uses for the Meta Pro, as the company has an SDK which

allows developers to create programs to use with the glasses. In our visit, Meta’s CEO

and founder Meron Gribetz showed us how the glasses can be used in place of

traditional CAD software to design a 3D printed object using only your hands.

7.2 BRAIN–COMPUTER INTERFACE (BCI)

A brain–computer interface (BCI), sometimes called a mind-machine

interface (MMI), direct neural interface (DNI), or brain–machine interface (BMI), is a

direct communication pathway between the brain and an external device. BCIs are

often directed at assisting, augmenting, or repairing human cognitive or sensory-

motor functions. Research on BCIs began in the 1970s at the University of California,

Los Angeles (UCLA) under a grant from the National Science Foundation, followed

by a contract from DARPA. The papers published after this research also mark the

first appearance of the expression brain–computer interface in scientific literature.

The field of BCI research and development has since focused primarily on

neuroprosthetics applications that aim at restoring damaged hearing, sight and

movement. Thanks to the remarkable cortical plasticity of the brain, signals from

implanted prostheses can, after adaptation, be handled by the brain like natural sensor

or effector channels.[3] Following years of animal experimentation, the first

neuroprosthetic devices implanted in humans appeared in the mid-1990s.

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7.3 3-D STERIOSCOPIC DISPLAY

Stereoscopy (also called stereoscopics) is a technique for creating or enhancing

the illusion of depth in an image by means of stereopsis for binocular vision. Any

stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of

stereo images which could be viewed using a stereoscope. Most stereoscopic methods

present two offset images separately to the left and right eye of the viewer.

These two-dimensional images are then combined in the brain to give the perception

of 3D depth. This technique is distinguished from 3D displays that display an image

in three full dimensions, allowing the observer to increase information about the 3-

dimensional objects being displayed by head and eye movements.

Autostereoscopic display principles multiview and head-tracked autostereoscopic

displays combine the effects of both stereo parallax and movement parallax to give 3d

without glasses. The best implementations produce a perceived effect similar to a

white-light hologram.

• TrueScaleStereoTM mode

• Dimensions, depth and 3D position of graphics match real-life.

• Real occlusion

• 1280x720 pixels (metaPro)

7.4 Tegra K1 - NEXT AR ENABLER CHIP

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Fig 7.2 Tegra K1

The Tegra K1 features a heart built out of the Kepler architecture which has

spanned two years inside desktop computers, notebooks and the world’s fastest

TITAN supercomputer. Featuring upto 192 Kepler cores, the Tegra K1 is indeed a

next generation mobile super chip aimed towards high-performance mobile devices.

Has also announced their highly anticipated Denver CPU which utilizes specialized

64-bit ARM Cores which would be fused alongside the GPU die. The Tegra K1 chip

would be available in two variants, the dual core variant with Denver CPU and 7 Way

superscalar compute will feature the 64-bit ARM v8 cores and 192 Kepler cores with

clock frequency of 2.5 GHz while the 32-bit Quad core ARM variant will be clocked

at 2.3 GHz. The 64-bit Denver model comes with 128KB + 64KB while the 32-bit

variant comes with 328KB + 32KB L1 Cache.

7.5 ZERO Ui TECHNOLOGY

It seems impossible for the behaviors, habits, devices, and interactions we

have so rapidly absorbed into the fabric of our lives to not continue indefinitely from

here on in. This is probably what society thought about the steam engine in the 18th

Century as well. We are entering a new era of Zero UI: not only is the technology

already being invented, but emergent products and services are already in the market

that will usher in this shift. Zero UI refers to a paradigm where our movements, voice,

glances, and even thoughts can all cause systems to respond to us through our

environment. At its extreme, it implies a screen-less, invisible user interface where

natural gestures trigger interactions, as if the user was communicating to another

person. It would require many technologies to converge and become significantly

more sophisticated, particularly voice recognition and motion sensing, but these

technologies are evolving rapidly. The word “screen” itself has tension: It

simultaneously means an object we look at and something that we hide behind. Even

the small hand-sized device becomes a barrier in social situations, absorbing our gaze

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and taking us away elsewhere. The replacement of these monolithic screen-based

devices by ambient technology that surrounds and immerses us may in the end be a

very good thing; social interactions could become more natural again and not as

obviously mediated by devices. Our attention could again return to the people sitting

across the dining table, instead of those half a continent away. In this talk we will

explore the technologies, theories, and possible futures of Zero UI; what it means to

design and build these interfaces; and what it will mean to live alongside or even

“inside” them. Zero UI will not be limited to personal devices but will extend to

homes, entire cities, even environments and ecosystems, and as a result will have a

massive impact on society as a whole.

CHAPTER 8

DATA PROCESSING

8.1 META COMPUTER VISION PROCESSORS

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Fig 8.1 meta computer vision processors

8.2 HAND SURFACE INTERACTION

Several studies have been carried out on augmented reality (AR)-based

environments that deal with user interfaces for manipulating and interacting with

virtual objects aimed at improving immersive feeling and natural interaction. Most of

these studies have utilized AR paddles or AR cubes for interactions. However, these

interactions overly constrain the users in their ability to directly manipulate AR

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objects and are limited in providing natural feeling in the user interface. This paper

presents a novel approach to natural and intuitive interactions through a direct hand

touchable interface in various AR-based user experiences. It combines markerless

augmented reality with a depth camera to effectively detect multiple hand touches in

an AR space. Furthermore, to simplify hand touch recognition, the point cloud

generated by Kinect is analyzed and filtered out. The proposed approach can easily

trigger AR interactions, and allows users to experience more intuitive and natural

sensations and provides much control efficiency in diverse AR environments.

Furthermore, it can easily solve the occlusion problem of the hand and arm region

inherent in conventional AR approaches through the analysis of the extracted point

cloud. We present the effectiveness and advantages of the proposed approach by

demonstrating several implementation results such as interactive AR car design and

touchable AR pamphlet. We also present an analysis of a usability study to compare

the proposed approach with other well-known AR interactions.

CHAPTER 9

ADVANTAGES OF META PRO SPACEGLASSES

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1. 3D visualization

2. No need of pc’s, laptops, etc

3. Supports large number of Apps

4. More number of screen can be extracted

5. Fastest wearable device along the universe

CHAPTER 10

APPLICATIONS

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Meta’s Augmented Reality platform has attracted over a thousand development

groups that are building applications in the areas of

Productivity

Architecture

Also applicable in

Industrial design

Data visualization

Medical, simulation and training,

Communications

Gaming.

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CHAPTER 11

CONCLUSION

Augmented Reality is just around the corner for the excited consumer market.

MetaPro Spaceglasses are one of the most highly anticipated smartglasses brands for

many reasons. Not only have they been hailed as the best looking smart glasses by

Forbes Magazine but they also claim to offer the most advanced AR experience in the

world. MetaPro offer a true 3D holographic augmented reality experience to their

users. One of the features is ZeroUi, a virtual 3D modelling technology that enables

you to create holographic models by essentially shaping the ether in front of the

glasses. If you have access to a 3D printer, you can then transfer the data from

MetaPro and bring your hologram to life in the physical world. These super

smartglasses also replicate your hardware devices and display them as holograms, for

instance MetaPro would create a hologram of your laptop which you can then interact

with via the gesture recognition. In terms of Specs, MetaPro Spaceglasses win against

any other smartglasses. One of the reasons is that they havent crammed all the

technology into the frames of the glasses but instead come with a high power external

pocket computer with 4GB of RAM, 128 GB SSD and an i5 Intel processor.

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REFERENCE

[1]. www.wikipedia.com

[2]. www.spceglass.com

[3]. www.metapro.com

[4] Meta 3Dglasses-Businessinsider

[5] www.techcrunch/meta.com

[6] www.kickstarter.com//meta

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APPENDIX

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