This document provides an overview of augmented reality technology. It defines augmented reality as combining real and virtual images in real-time and in 3D. Various AR display technologies are described, including head-mounted displays, spatial displays that project onto surfaces, and handheld/mobile displays. Key considerations for different display types like field of view and resolution are also outlined. The document discusses the core technologies needed for AR like tracking and interactive input. A variety of applications of AR are mentioned along with models for AR experience design.
3. Augmented Reality Definition
Defining Characteristics [Azuma 97]
Combines Real and Virtual Images
- Both can be seen at the same time
Interactive in real-time
- Virtual content can be interacted with
Registered in 3D
- Virtual objects appear fixed in space
4. What is not Augmented Reality?
Location-based services
Barcode detection (QR-codes)
Augmenting still images
Special effects in movies
…
… but they can be combined with AR!
21. Interaction Design
“Designing interactive products to support people in their
everyday and working lives”
Preece, J., (2002). Interaction Design
Design of User Experience with Technology
Higher in the value chain than product design
22.
23. Interaction Design involves answering three questions:
What do you do? - How do you affect the world?
What do you feel? – What do you sense of the world?
What do you know? – What do you learn?
24. Interaction Design is All About You
Users should be
involved throughout
the Design Process
Consider all the needs
of the user
31. Summary
In order to build AR applications you need to
focus on the user experience
Great user experience is based on
Low level AR component technology
Authoring tools
Application/Interaction design
User experience texting
36. AR Displays
e.g. window
reflections
Virtual Images
seen off windows
e.g. Reach-In
Projection CRT Display
using beamsplitter
Not Head-Mounted
e.g. Shared Space
Magic Book
Liquid Crystal
Displays LCDs
Head-Mounted
Display (HMD)
Primarily Indoor
Environments
e.g. WLVA
and IVRD
Cathode Ray Tube (CRT)
or Virtual Retinal Display (VRD)
Many Military Applications
& Assistive Technologies
Head-Mounted
Display (HMD)
e.g. Head-Up
Display (HUD)
Projection Display
Navigational Aids in Cars
Military Airborne Applications
Not Head Mounted
(e.g. vehicle mounted)
Primarily Outdoor
(Daylight) Environments
AR
Visual Displays
37. Display Technologies
Types (Bimber/Raskar 2003)
Head attached
• Head mounted display/projector
Body attached
• Handheld display/projector
Spatial
• Spatially aligned projector/monitor
40. Head Mounted Displays (HMD)
- Display and Optics mounted on Head
- May or may not fully occlude real world
- Provide full-color images
- Considerations
• Cumbersome to wear
• Brightness
• Low power consumption
• Resolution limited
• Cost is high?
41. Key Properties of HMD
Field of View
Human eye 95 degrees horizontal, 60/70 degrees vertical
Resolution
> 320x240 pixel
Refresh Rate
Focus
Fixed/manual
Power
Size
42. Types of Head Mounted Displays
The image cannot be
displayed. Your
computer may not have
enough memory to open
the image, or the image
may have been
corrupted. Restart your
computer, and then open
the file again. If the red x
still appears, you may
have to delete the image
and then insert it again.
The
ima
ge
can
not
be
dis
play
ed.
You
r
co
mp
uter
Occluded
See-thru
Multiplexed
44. See-thru AR Architecture
Head!
Tracker
Host!
Processor
Data Base!
Model
Rendering!
Engine
Frame!
Buffer
head position/orientation
to network
Display!
Driver
see-thru!
combiner
Virtual Image
superimposed!
over real world
object
real world
Image source
50. The Virtual Retinal Display
Image scanned onto retina
Commercialized through Microvision
Nomad System - www.mvis.com
51. Strengths of optical see-through AR
Simpler (cheaper)
Direct view of real world
Full resolution, no time delay (for real world)
Safety
Lower distortion
No eye displacement
but COASTAR video see-through avoids this
58. Vuzix Display
www.vuzix.com
Wrap 920
$350 USD
Twin 640 x 480 LCD displays
31 degree diagonal field of view
Weighs less than three ounces
59. Strengths of Video See-Through AR
True occlusion
Kiyokawa optical display that supports occlusion
Digitized image of real world
Flexibility in composition
Matchable time delays
More registration, calibration strategies
Wide FOV is easier to support
60. Optical vs. Video AR Summary
Both have proponents
Video is more popular today?
Likely because lack of available optical products
Depends on application?
Manufacturing: optical is cheaper
Medical: video for calibration strategies
61. Eye multiplexed AR Architecture
Head!
Tracker
Host!
Processor
Data Base!
Model
Rendering!
Engine
Frame!
Buffer
head position/orientation
to network
Display!
Driver
Virtual Image
inset into!
real world scene
real world
Opaque!
Image source
83. Virtual Showcase
Mirrors on a projection table
Head tracked stereo
Up to 4 users
Merges graphic and real objects
Exhibit/museum applications
Fraunhofer Institute (2001)
Bimber, Frohlich