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LECTURE 12: RESEARCH
DIRECTIONS
COMP 4010 – Virtual Reality
Semester 5 – 2016
Bruce Thomas, Mark Billinghurst
University of South Australia
November 1st 2016
Augmented Reality Definition
•  Defining Characteristics [Azuma 97]
• Combines Real andVirtual 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
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
Key Research Areas
1.  Combines Real andVirtual Images
Display Technology
2.  Registered in 3D
Tracking Technologies
3.  Interactive in real-time
Interaction Technologies
DISPLAYS
• Past
•  Bulky Head mounted displays
• Current
•  Handheld, lightweight head mounted
• Future
•  Projected AR
•  Wide FOV see through
•  Retinal displays
•  Contact lens
Evolution in Displays
Wide FOV See-Through (3+ years)
• Waveguide techniques
•  Wider FOV
•  Thin see through
•  Socially acceptable
• Pinlight Displays
•  LCD panel + point light sources
•  110 degree FOV
•  UNC/Nvidia
Lumus DK40
Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide
field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014
Emerging Technologies (p. 20). ACM.
Pinlight Display Demo
https://www.youtube.com/watch?v=tJULL1Oou9k
Light Field Displays
https://www.youtube.com/watch?v=J28AvVBZWbg
Retinal Displays (5+ years)
• Photons scanned into eye
•  Infinite depth of field
•  Bright outdoor performance
•  Overcome visual defects
•  True 3D stereo with depth modulation
• Microvision (1993-)
•  Head mounted monochrome
• MagicLeap (2013-)
•  Projecting light field into eye
Contact Lens (10 – 15 + years)
• Contact Lens only
•  Unobtrusive
•  Significant technical challenges
•  Power, data, resolution
•  Babak Parviz (2008)
• Contact Lens + Micro-display
•  Wide FOV
•  socially acceptable
•  Innovega (innovega-inc.com)
http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
TRACKING
Evolution of Tracking
• Past
•  Location based, marker based,
•  magnetic/mechanical
• Present
•  Image based, hybrid tracking
• Future
•  Ubiquitous
•  Model based
•  Environmental
Model Based Tracking (1-3 yrs)
• Track from known 3D model
•  Use depth + colour information
•  Match input to model template
•  Use CAD model of targets
• Recent innovations
•  Learn models online
•  Tracking from cluttered scene
•  Track from deformable objects
Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013).
Model based training, detection and pose estimation of texture-less 3D objects in heavily
cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
Deformable Object Tracking
https://www.youtube.com/watch?v=KThSoK0VTDU
Environmental Tracking (3+ yrs)
• Environment capture
•  Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
•  Real time scene capture on mobiles, dense or sparse capture
•  Dynamic memory swapping allows large environment capture
•  Cross platform, open source library available
InfinitAM Demo
https://www.youtube.com/watch?v=47zTHHxJjQU
Fusion4D (2016)
•  Shahram Izhadi (Microsoft + perceptiveIO)
•  Real capture and dynamic reconstruction
•  RGBD sensors + incremental reconstruction
Fusion4D Demo
•  https://www.youtube.com/watch?v=rnz0Kt36mOQ
Wide Area Outdoor Tracking (5+ yrs)
• Process
•  Combine panorama’s into point cloud model (offline)
•  Initialize camera tracking from point cloud
•  Update pose by aligning camera image to point cloud
•  Accurate to 25 cm, 0.5 degree over very wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
Wide Area Outdoor Tracking
https://www.youtube.com/watch?v=8ZNN0NeXV6s
Outdoor Localization using Maps
•  Use 2D building footprints and approximate height
•  Process
•  Sensor input for initial position orientation
•  Estimate camera orientation from straight line segments
•  Estimate camera translation from façade segmentation
•  Use pose estimate to initialise SLAM tracking
•  Results – 90% < 4m position error, < 3
o
angular error
Arth, C., Pirchheim, C., Ventura, J., Schmalstieg, D., & Lepetit, V. (2015). Instant outdoor
localization and SLAM initialization from 2.5 D maps. IEEE transactions on visualization and
computer graphics, 21(11), 1309-1318.
Demo: Outdoor Tracking
•  https://www.youtube.com/watch?v=PzV8VKC5buQ
INTERACTION
Evolution of Interaction
• Past
•  Limited interaction
•  Viewpoint manipulation
• Present
•  Screen based, simple gesture
•  tangible interaction
• Future
•  Natural gesture, Multimodal
•  Intelligent Interfaces
•  Physiological/Sensor based
Natural Gesture (2-5 years)
• Freehand gesture input
•  Depth sensors for gesture capture
•  Move beyond simple pointing
•  Rich two handed gestures
• Eg Microsoft Research Hand Tracker
•  3D hand tracking, 30 fps, single sensor
• Commercial Systems
•  Meta, MS Hololens, Occulus, Intel, etc
Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S.
(2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
Hand Tracking Demo
https://www.youtube.com/watch?v=QTz1zQAnMcU
Multimodal Input (5+ years)
• Combine gesture and speech input
•  Gesture good for qualitative input
•  Speech good for quantitative input
•  Support combined commands
•  “Put that there” + pointing
• Eg HIT Lab NZ multimodal input
•  3D hand tracking, speech
•  Multimodal fusion module
•  Complete tasks faster with MMI, less errors
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
HIT Lab NZ Multimodal Input
https://www.youtube.com/watch?v=DSsrzMxGwcA
Intelligent Interfaces (10+ years)
• Move to Implicit Input vs. Explicit
•  Recognize user behaviour
•  Provide adaptive feedback
•  Support scaffolded learning
•  Move beyond check-lists of actions
• Eg AR + Intelligent Tutoring
•  Constraint based ITS + AR
•  PC Assembly (Westerfield (2015)
•  30% faster, 25% better retention
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for
Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
ENHANCED
EXPERIENCES
Crossing Boundaries
Jun Rekimoto, Sony CSL
Invisible Interfaces
Jun Rekimoto, Sony CSL
Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
The MagicBook
Reality VirtualityAugmented
Reality (AR)
Augmented
Virtuality (AV)
MagicBook Demo
https://www.youtube.com/watch?v=tNMljw0F-aw
Invisible Interfaces
Jun Rekimoto, Sony CSL
Example:Visualizing Sensor Networks
• Rauhala et. al. 2007 (Linkoping)
• Network of Humidity Sensors
• ZigBee wireless communication
• Use Mobile AR toVisualize Humidity
Rauhala, M., Gunnarsson, A. S., & Henrysson, A. (2006, September). A novel interface to
sensor networks using handheld augmented reality. In Proceedings of the 8th conference
on Human-computer interaction with mobile devices and services (pp. 145-148). ACM.
Invisible Interfaces
Jun Rekimoto, Sony CSL
UbiVR – CAMAR 
CAMAR Companion
CAMAR Viewer
CAMAR Controller
GIST - Korea
UbiVR – CAMAR (GIST, Korea)
•  Seamlessly blending AR, VR and Ubiquitous Computing
CAMAR Companion
CAMAR Viewer
CAMAR Controller
Oh, S., & Woo, W. (2009, January). CAMAR: Context-aware mobile augmented reality in smart
space. In Proceedings of International Workshop on Ubiquitous Virtual Reality (pp. 15-18).
ubiHome @ GIST
©ubiHomeWhat/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
Suh, Y., Park, Y., Yoon, H., Chang, Y., & Woo, W. (2007, July). Context-aware mobile AR system for
personalization, selective sharing, and interaction of contents in ubiquitous computing environments.
In International Conference on Human-Computer Interaction (pp. 966-974). Springer Berlin Heidelberg.
Research Needed in Many Areas
• Collaborative Experiences
•  AR teleconferencing
• Social Acceptance
•  Overcome social problems with AR
• Cloud Services
•  Cloud based storage/processing
• AR Authoring Tools
•  Easy content creation for non-experts
• Etc..
Example: Google Glass
• Camera + Processing + Display + Connectivity
• Ego-Vision Collaboration (But with FixedView)
Current Collaboration onWearables
• First person remote conferencing/hangouts
• Limitations
•  Single POV, no spatial cues, no annotations, etc
Example: Social Panoramas
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable
computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on
(pp. 303-304). IEEE.
Social Panorama Demo
https://www.youtube.com/watch?v=vdC0-UV3hmY
Empathy Glasses (CHI 2016)
•  Combine together eye-tracking, display, face expression
•  Impicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of
the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
AffectiveWear – Emotion Glasses
•  Photo sensors to recognize expression
•  User calibration
•  Machine learning
•  Recognizing 8 face expressions
Remote Collboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
Example: Holoportation
•  Augmented Reality + 3D capture + high bandwidth
•  http://research.microsoft.com/en-us/projects/holoportation/
Holoportation Video
https://www.youtube.com/watch?v=7d59O6cfaM0
Example:SocialAcceptance
• People don’t want to look silly
•  Only 12% of 4,600 adults would be willing to wear AR glasses
•  20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
•  Needs further study (ethnographic, field tests, longitudinal)
TATAugmented ID
TAT AugmentedID
https://www.youtube.com/watch?v=tb0pMeg1UN0
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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COMP 4010 Lecture12 Research Directions in AR

  • 1. LECTURE 12: RESEARCH DIRECTIONS COMP 4010 – Virtual Reality Semester 5 – 2016 Bruce Thomas, Mark Billinghurst University of South Australia November 1st 2016
  • 2. Augmented Reality Definition •  Defining Characteristics [Azuma 97] • Combines Real andVirtual 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 Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 3. Key Research Areas 1.  Combines Real andVirtual Images Display Technology 2.  Registered in 3D Tracking Technologies 3.  Interactive in real-time Interaction Technologies
  • 5. • Past •  Bulky Head mounted displays • Current •  Handheld, lightweight head mounted • Future •  Projected AR •  Wide FOV see through •  Retinal displays •  Contact lens Evolution in Displays
  • 6. Wide FOV See-Through (3+ years) • Waveguide techniques •  Wider FOV •  Thin see through •  Socially acceptable • Pinlight Displays •  LCD panel + point light sources •  110 degree FOV •  UNC/Nvidia Lumus DK40 Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014 Emerging Technologies (p. 20). ACM.
  • 9. Retinal Displays (5+ years) • Photons scanned into eye •  Infinite depth of field •  Bright outdoor performance •  Overcome visual defects •  True 3D stereo with depth modulation • Microvision (1993-) •  Head mounted monochrome • MagicLeap (2013-) •  Projecting light field into eye
  • 10. Contact Lens (10 – 15 + years) • Contact Lens only •  Unobtrusive •  Significant technical challenges •  Power, data, resolution •  Babak Parviz (2008) • Contact Lens + Micro-display •  Wide FOV •  socially acceptable •  Innovega (innovega-inc.com) http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
  • 12. Evolution of Tracking • Past •  Location based, marker based, •  magnetic/mechanical • Present •  Image based, hybrid tracking • Future •  Ubiquitous •  Model based •  Environmental
  • 13. Model Based Tracking (1-3 yrs) • Track from known 3D model •  Use depth + colour information •  Match input to model template •  Use CAD model of targets • Recent innovations •  Learn models online •  Tracking from cluttered scene •  Track from deformable objects Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013). Model based training, detection and pose estimation of texture-less 3D objects in heavily cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
  • 15. Environmental Tracking (3+ yrs) • Environment capture •  Use depth sensors to capture scene & track from model • InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/) •  Real time scene capture on mobiles, dense or sparse capture •  Dynamic memory swapping allows large environment capture •  Cross platform, open source library available
  • 17. Fusion4D (2016) •  Shahram Izhadi (Microsoft + perceptiveIO) •  Real capture and dynamic reconstruction •  RGBD sensors + incremental reconstruction
  • 19. Wide Area Outdoor Tracking (5+ yrs) • Process •  Combine panorama’s into point cloud model (offline) •  Initialize camera tracking from point cloud •  Update pose by aligning camera image to point cloud •  Accurate to 25 cm, 0.5 degree over very wide area Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
  • 20. Wide Area Outdoor Tracking https://www.youtube.com/watch?v=8ZNN0NeXV6s
  • 21. Outdoor Localization using Maps •  Use 2D building footprints and approximate height •  Process •  Sensor input for initial position orientation •  Estimate camera orientation from straight line segments •  Estimate camera translation from façade segmentation •  Use pose estimate to initialise SLAM tracking •  Results – 90% < 4m position error, < 3 o angular error Arth, C., Pirchheim, C., Ventura, J., Schmalstieg, D., & Lepetit, V. (2015). Instant outdoor localization and SLAM initialization from 2.5 D maps. IEEE transactions on visualization and computer graphics, 21(11), 1309-1318.
  • 22. Demo: Outdoor Tracking •  https://www.youtube.com/watch?v=PzV8VKC5buQ
  • 24. Evolution of Interaction • Past •  Limited interaction •  Viewpoint manipulation • Present •  Screen based, simple gesture •  tangible interaction • Future •  Natural gesture, Multimodal •  Intelligent Interfaces •  Physiological/Sensor based
  • 25. Natural Gesture (2-5 years) • Freehand gesture input •  Depth sensors for gesture capture •  Move beyond simple pointing •  Rich two handed gestures • Eg Microsoft Research Hand Tracker •  3D hand tracking, 30 fps, single sensor • Commercial Systems •  Meta, MS Hololens, Occulus, Intel, etc Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S. (2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
  • 27. Multimodal Input (5+ years) • Combine gesture and speech input •  Gesture good for qualitative input •  Speech good for quantitative input •  Support combined commands •  “Put that there” + pointing • Eg HIT Lab NZ multimodal input •  3D hand tracking, speech •  Multimodal fusion module •  Complete tasks faster with MMI, less errors Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
  • 28. HIT Lab NZ Multimodal Input https://www.youtube.com/watch?v=DSsrzMxGwcA
  • 29. Intelligent Interfaces (10+ years) • Move to Implicit Input vs. Explicit •  Recognize user behaviour •  Provide adaptive feedback •  Support scaffolded learning •  Move beyond check-lists of actions • Eg AR + Intelligent Tutoring •  Constraint based ITS + AR •  PC Assembly (Westerfield (2015) •  30% faster, 25% better retention Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
  • 33. Milgram’s Reality-Virtuality continuum Mixed Reality Reality - Virtuality (RV) Continuum Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment
  • 34. The MagicBook Reality VirtualityAugmented Reality (AR) Augmented Virtuality (AV)
  • 37. Example:Visualizing Sensor Networks • Rauhala et. al. 2007 (Linkoping) • Network of Humidity Sensors • ZigBee wireless communication • Use Mobile AR toVisualize Humidity Rauhala, M., Gunnarsson, A. S., & Henrysson, A. (2006, September). A novel interface to sensor networks using handheld augmented reality. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services (pp. 145-148). ACM.
  • 38.
  • 39.
  • 41. UbiVR – CAMAR CAMAR Companion CAMAR Viewer CAMAR Controller GIST - Korea
  • 42. UbiVR – CAMAR (GIST, Korea) •  Seamlessly blending AR, VR and Ubiquitous Computing CAMAR Companion CAMAR Viewer CAMAR Controller Oh, S., & Woo, W. (2009, January). CAMAR: Context-aware mobile augmented reality in smart space. In Proceedings of International Workshop on Ubiquitous Virtual Reality (pp. 15-18).
  • 43. ubiHome @ GIST ©ubiHomeWhat/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 Suh, Y., Park, Y., Yoon, H., Chang, Y., & Woo, W. (2007, July). Context-aware mobile AR system for personalization, selective sharing, and interaction of contents in ubiquitous computing environments. In International Conference on Human-Computer Interaction (pp. 966-974). Springer Berlin Heidelberg.
  • 44. Research Needed in Many Areas • Collaborative Experiences •  AR teleconferencing • Social Acceptance •  Overcome social problems with AR • Cloud Services •  Cloud based storage/processing • AR Authoring Tools •  Easy content creation for non-experts • Etc..
  • 45. Example: Google Glass • Camera + Processing + Display + Connectivity • Ego-Vision Collaboration (But with FixedView)
  • 46. Current Collaboration onWearables • First person remote conferencing/hangouts • Limitations •  Single POV, no spatial cues, no annotations, etc
  • 47. Example: Social Panoramas • Google Glass • Capture live image panorama (compass + camera) • Remote device (tablet) • Immersive viewing, live annotation Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.
  • 49. Empathy Glasses (CHI 2016) •  Combine together eye-tracking, display, face expression •  Impicit cues – eye gaze, face expression ++ Pupil Labs Epson BT-200 AffectiveWear Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
  • 50. AffectiveWear – Emotion Glasses •  Photo sensors to recognize expression •  User calibration •  Machine learning •  Recognizing 8 face expressions
  • 51. Remote Collboration • Eye gaze pointer and remote pointing • Face expression display • Implicit cues for remote collaboration
  • 52. Example: Holoportation •  Augmented Reality + 3D capture + high bandwidth •  http://research.microsoft.com/en-us/projects/holoportation/
  • 54. Example:SocialAcceptance • People don’t want to look silly •  Only 12% of 4,600 adults would be willing to wear AR glasses •  20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues •  Needs further study (ethnographic, field tests, longitudinal)
  • 57.
  • 58.