Professional Documents
Culture Documents
Mark Billinghurst mark.billinghurst@hitlabnz.org The HIT Lab NZ, University of Canterbury December 2011
Falling in Love
1989
My VR Predictions
I knew everyone would use VR when:
HMDs were cheap (<$300) Computers generate millions of polys/sec Tracking was inexpensive Good 3D input devices
Cheap HMDs
1990-95
1995-2000
Back to Reality
1999 Fred Brooks Whats Real about Virtual Reality In 1994 VR barely works In 1999 VR is now really real
VR Business Today
Lessons learned
Dont believe the hype Many factors determine technology acceptance
- Design for users
Key Questions
Where is AR technology today? What are the key opportunities? What are research obstacles? Where will the technology be in 5-10 years?
AR History
1960s 80s: Early Experiments 1980s 90s: Basic Research
Tracking, displays
AR Technology Today
Key Features
Classic Augmented Reality (Azuma 97)
Combines Real and Virtual Images
- Display technology
Interactive in Real-Time
- Real time graphics
Content Registered in 3D
- Viewpoint tracking
Other Features
Shared 3D viewing
- Individual views
Surfaces
AR Conferencing
3D Live System
2008 - CNN
AR FlexiLens
Motorola Droid
Nokia Navigator
3D onsite visualization
Intuitive user interface
Earthquake Reconstruction
See past, present and future building designs Earthquake survivor stories shown on map view Collect user comments Android platform
IronMan2
AR Today
Key Technologies Available
- Robust tracking (Computer Vision, GPS/sensors) - Display (Handheld HMDs) - Input Devices (Kinect, etc) - Developer tools (Qualcomm, Metaio, ARTW)
AR Business Today
Marketing
Web-based, mobile
Mobile AR
Geo-located information and service Driving demand for high end phones
Gaming
Mobile, Physical input (Kinect, PS Move)
Upcoming areas
Manufacturing, Medical, Military
Research Directions
AR User Experience
Future Displays
MEMS components
Transparent elements Micro-sensors
Challenges
Miniaturization Assembly Eye-safe
Information Presentation
Wikitude www.mobilizy.com
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Information Filtering
Information Filtering
Information Filtering (Julier et al. 00)
Remove clutter by goal- and distance based filtering Users task is route finding: Sniper and relevant buildings are
displayed; objects, which are determined to be unnecessary, removed
Metaverse
Neal Stephensons SnowCrash The Metaverse is the convergence of:
1) virtually enhanced physical reality 2) physically persistent virtual space
Metaverse Roadmap
http://metaverseroadmap.org/
Metaverse Dimensions
Augmentation technologies that layer information onto our perception of the physical environment. Simulation refers to technologies that model reality Intimate technologies are focused inwardly, on the identity and actions of the individual or object; External technologies are focused outwardly, towards the world at large;
Mirror Worlds
Mirror worlds are informationally-enhanced virtual models or reflections of the physical world.
Google Earth, MS Street View, Google Maps
LifeLogging
Technologies record and report the intimate states and life histories of objects and users
Nokia LifeBlog, Nike+
How does your AR device work with other devices? How is content delivered?
ubiHome @ GIST
Media services Light service MR window ubiTrack
Where/When
Tag-it
ubiHome
ubiKey
Who/What/ When/How
What/When/How
PDA
Couch Sensor
Door Sensor
Who/What/When/How
When/How
When/How
CAMAR GIST
(Context-Aware Mobile Augmented Reality)
Conclusions
Conclusions
AR is becoming a real industry Key areas of everyday use include
Location Based, Gaming Web-based, Mobile AR
More Information
Mark Billinghurst
mark.billinghurst@hitlabnz.org
Website
http://www.hitlabnz.org/