COMP 4010 - Lecture10: Mobile AR
- 1. LECTURE 10:
MOBILE AR
COMP 4010 – Virtual Reality
Semester 5 – 2017
Bruce Thomas, Mark Billinghurst
University of South Australia
October 19th 2017
- 3. 1999 – Shared Space Demo
• Face to face collaborative AR like Star Wars concept
- 4. 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
By 2008 phones had the same hardware as used in Shared Space demo
- 5. Mobile PhoneAR
• Mobile Phones
• camera
• processor
• display
• AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
- 6. 2005: Mobile AR version of Shared Space
• AR Tennis
• Shared AR content
• Two user game
• Audio + haptic feedback
• Bluetooth networking
Henrysson, A., Billinghurst, M., & Ollila, M. (2005, October). Face to face collaborative AR on
mobile phones. In Proceedings of ISMAR 2005. Proceedings. (pp. 80-89). IEEE.
- 9. 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
- 11. Example: AR Pad (Mogilev 2002)
Handheld AR Display
• LCD screen
• Camera
• SpaceOrb 3 DOF controller
• Peripheral awareness
• Viewpoint awareness
- 13. Backpack 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
- 15. PCI 3D Graphics Board
Hard Drive
Serial
Ports
CPU
PC104 Sound Card
PC104 PCMCIA
GPS
Antenna
RTK correction Antenna
HMD
Controller
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
Backpack AR - Hardware
- 16. More Backpack/Wearable AR Systems
1997 Backpack AR
• Feiner’s Touring Machine
• AR Quake (Thomas)
• Tinmith (Piekarski)
• MCAR (Reitmayr)
• Bulky, HMD based
- 18. Mobile Phone Cameras
• 1997 Philip Kahn invents camera phone
• 1999 First commercial camera phone
Sharp J-SH04
- 19. Millions of Camera Phones
0
200
400
600
800
1000
1200
2002 2003 2004 2005 2006 2007 2008 2009 2010
DSC
Phone
- 20. 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
- 21. 2003 ARphone (Univ. of Sydney)
• Transfer images via Bluetooth (slow – 30 sec/image)
• Remote processing – AR Server
•
•
Mobile Phone AR – Thin Client
- 22. 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)
- 23. Handheld AR – Self Contained
2003 PDA-based AR
• ARToolKit port to PDA
• Studierstube ported to PDA
• Mr Virtuoso AR character
• Wagner’s Invisible Train
• Collaborative AR
- 25. Mobile Phone AR – Self Contained
2004 Mobile Phone AR
• Moehring, Bimber
• Henrysson (ARToolKit)
• Camera, processor, display together
- 26. 2007 - First Mobile AR Advertising App
• Developed by HIT Lab NZ
• Txt message to download AR application (200K)
• See virtual content popping out of real paper advert
• Tested May 2007 by Saatchi and Saatchi
- 29. Mobile Hardware Sensors Available
• Camera (resolution, fps)
• Maker based/markerless tracking
• Video overlap
• GPS (resolution, update rate)
• Outdoor location
• Compass
• Indoor/outdoor orientation
• Accelerometer
• Motion sensing, relative tilt
- 30. Sensors Support Real World Overlay
• Tag real world locations
• GPS + Compass input
• Overlay graphics data on live video
• Applications
• Travel guide, gaming, advertising, etc
• Eg: Wikitude (www.wikitude.com)
• First mobile outdoor AR application
• iOS, Android based, Public API released
• Other early companies
• Layar, AcrossAir, Tochnidot, RobotVision, etc
- 31. Wikitude – www.wikitude.com
• Overlays Points of Interest on real world
• GPS, compass data
• Uses data feeds
• Flickr
• Wikipedia
• Google
• Web authoring
- 33. 2010 – Launch of Vuforia
• Qualcomm’s image based tracking library (now PTC)
• Computer vision tracking - marker, markerless
• Integrated with Unity 3D game engine
• 200,000+ downloads, 10,000+ apps developed
• http://www.vuforia.com/
- 36. Pokemon GO Effect
• Fastest App to reach $500 million in Revenue
• Only 63 days after launch, > $1 Billion in 6 months
• Over 500 million downloads, > 25 million DAU
• Nintendo stock price up by 50% (gain of $9 Billion USD)
- 37. 2017 - Release of ARKit/Arcore SDKs
• Visual/Inertial Tracking for mobile phones
• Combines camera + IMU input for robust hybrid tracking
• Very accurate relative tracking
• Easy integration with game engines
- 39. Mobile AR State of the Art
• Thousands of Mobile AR apps
• Number of users predicted to grow to 1 Billion by 2020
• Hardware available
• Phones, Tablets, Head mounted displays
• Software Tools
• Tracking: Vuforia, ARKit SDK, etc
• Authoring tools: Unity, AR Creator, Entiti, etc
• Rapidly Growing market
- 42. AR Browsers
• AR equivalent of web browser
• Request and serve up content
• Commercial outdoor AR applications
• Aurasma, Junaio, Layar, Wikitude, etc
• All have their own language specifications
• Wikitude – ARML
• Junaio – XML, AREL
- 47. Demo: Junaio AR Penguin Navigation
https://www.youtube.com/watch?v=IK4-zPD_25U
- 64. Mobile AR Interface Guidelines
•Consider your user
•Follow good HCI principles
•Adapt HCI guidelines for handhelds
•Design to device constraints
•Design for Micro-Interactions
•Design for perceptual issues
•Use Design Patterns
- 65. Consider Your User
• Consider context of user
• Physical, social, emotional, cognitive, etc.
• Mobile Phone AR User
• Probably Mobile
• One hand interaction
• Short application use
• Need to be able to multitask
• Use in outdoor or indoor environment
• Want to enhance interaction with real world
- 66. Follow Good HCI Principles
• Provide good conceptual model/Metaphor
• customers want to understand how UI works
• Make things visible
• if object has function, interface should show it
• Map interface controls to customer s model
• infix -vs- postfix calculator -- whose model?
• Provide feedback
• what you see is what you get!
- 67. Adapting Existing Guidelines
• Mobile Phone AR
• Phone HCI Guidelines
• Mobile HCI Guidelines
• HMD Based AR
• 3D User Interface Guidelines
• VR Interface Guidelines
• Desktop AR
• Desktop UI Guidelines
- 68. Example: Apple iOS Interface Guidelines
• Make it obvious how to use your content.
• Avoid clutter, unused blank space, and busy
backgrounds.
• Minimize required user input.
• Express essential information succinctly.
• Provide a fingertip-sized target for all controls.
• Avoid unnecessary interactivity.
• Provide feedback when necessary
From: https://developer.apple.com/ios/human-interface-guidelines/
- 70. AR vs. Non AR Design
• Design Guidelines
• Design for 3D graphics + Interaction
• Consider elements of physical world
• Support implicit interaction
Characteristics Non-AR Interfaces AR Interfaces
Object Graphics Mainly 2D Mainly 3D
Object Types Mainly virtual objects Both virtual and physical objects
Object behaviors Mainly passive objects Both passive and active objects
Communication Mainly simple Mainly complex
HCI methods Mainly explicit Both explicit and implicit
- 71. Maps vs. AR Browser View
• Google Maps
• 2D, mouse driven, text/image heavy, exocentric
• AR Browser
• 3D, location driven, simple graphics, egocentric
- 72. Design to Device Constraints
• Understand the platform and design for limitations
• Hardware, software platforms
• E.g. Handheld AR game with visual tracking
• Use large screen icons
• Consider screen reflectivity
• Support one-hand interaction
• Consider the natural viewing angle
• Do not tire users out physically
• Do not encourage fast actions
• Keep at least one tracking surface in view
Art of Defense Game
- 73. Handheld AR Constraints/Affordances
• Camera and screen are linked
• Fast motions a problem when looking at screen
• Intuitive “navigation”
• Phone in hand
• Two handed activities: awkward or intuitive
• Extended periods of holding phone tiring
• Awareness of surrounding environment
• Small screen
• Extended periods of looking at screen tiring
• In general, small awkward platform
• Vibration, sound
• Can provide feedback when looking elsewhere
- 75. Time Looking at Screen
Oulasvirta, A. (2005). The fragmentation of attention in mobile
interaction, and what to do with it. interactions, 12(6), 16-18.
- 77. Design for Micro Interactions
▪ Design interaction for less than a few seconds
• Tiny bursts of interaction
• One task per interaction
• One input per interaction
▪ Benefits
• Use limited input
• Minimize interruptions
• Reduce attention fragmentation
- 78. Mobile AR and Perception
• Creating the illusion that virtual images are
seamlessly part of the real world
• Must match real and virtual cues
• Depth, occlusion, lighting, shadows..
- 79. Mobile AR as Perception Problem
• Goal of AR to fool human senses – create illusion
that real and virtual are merged
• Depth
• Size
• Occlusion
• Shadows
• Relative motion
• Etc..
- 80. Possible Depth Cues
• Pictorial: visual cues
• Occlusion, texture, relative brightness
• Kinetic: motion cues
• Relative motion parallax, motion perspective
• Physiological: motion cues
• Convergence, accommodation
• Binocular disparity: two different eye images
- 83. Information Presentation
• Consider
• The amount of information
• Clutter, complexity
• The representation of information
• Navigation cues, POI representation
• The placement of information
• Head, body, world stabilized
• Using view combinations
• Multiple views
- 84. Example: Twitter 360
• www.twitter-360.com
• iPhone application
• See geo-located tweets in real world
• Twitter.com supports geo tagging
- 85. But: Information Clutter from Many Tweets
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
Blah
- 89. • Show POI outside FOV
• Zooms between map and panorama views
Zooming Views
- 91. Design Patterns
“Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that problem in
such a way that you can use this solution a million
times over, without ever doing it the same way twice.”
– Christopher Alexander et al.
Use Design Patterns to Address Reoccurring Problems
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
- 92. Handheld AR Design Patterns
Title Meaning Embodied Skills
Device Metaphors Using metaphor to suggest available player
actions
Body A&S Naïve physics
Control Mapping Intuitive mapping between physical and
digital objects
Body A&S Naïve physics
Seamful Design Making sense of and integrating the
technological seams through game design
Body A&S
World Consistency Whether the laws and rules in
physical world hold in digital world
Naïve physics
Environmental A&S
Landmarks Reinforcing the connection between digital-
physical space through landmarks
Environmental A&S
Personal Presence The way that a player is represented in the
game decides how much they feel like living
in the digital game world
Environmental A&S
Naïve physics
Living Creatures Game characters that are responsive to
physical, social events that mimic behaviours
of living beings
Social A&S Body A&S
Body constraints Movement of one’s body position
constrains another player’s action
Body A&S Social A&S
Hidden information The information that can be hidden and
revealed can foster emergent social play
Social A&S Body A&S
*A&S = awareness and skills
- 94. Example: Seamless Design
• Design to reduce seams in the user experience
• Eg: AR tracking failure, change in interaction mode
• Paparazzi Game
• Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality games,
Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--Arts, Media,
and Humanities, p.19-28, October 26-29, 2011
- 96. Example: Living Creatures
• Virtual creatures should respond to real world events
• eg. Player motion, wind, light, etc
• Creates illusion creatures are alive in the real world
• Sony EyePet
• Responds to player blowing on creature
- 107. Project Tango
• Smart phone + Depth Sensing
• Sensors
• Gyroscope/accelerometer/compass
• 180º field of view fisheye camera
• An infrared projector.
• 4 MP RGB/IR camera
- 110. How it Works
• Sensors
• 4MP RGB/IR camera : can capture full color images and
detect IR reflections.
• IR Depth Sensor : Used to measure depths with IR pulse
• Tracking Camera : To track objects
• 3 Basic operations
• In real time can map depth of environment
• Measure depth accurately using IR pulse
• Create a 3D model of the environment real time
- 112. Gestural interfaces
• 1. Micro-gestures
• (unistroke, smartPad)
• 2. Device-based gestures
• (tilt based examples)
• 3. Embodied interaction
• (eye toy)
- 114. Remote Collaboration
• Mobile AR offers new types of remote collaboration
• E.g. Vuforia’s project chalk
• Virtual annotation of live video from remote collaboration
• Using SLAM tracking to space stabilize the annotations
- 116. Vipaar Lime - https://www.vipaar.com/
• Remote collaboration on handheld
• Remote users hands appear in live camera view
- 117. Ubiquitous AR (GIST, Korea)
• How does your AR device work with other devices?
• How is content delivered?
- 119. Trend Towards Ubiquitous AR
Reality Virtual Reality
Terminal
Ubiquitous
Desktop AR VR
Milgram
Weiser
UbiComp
Mobile AR
Ubi AR
Ubi VR
- 121. Mobile AR
• Has a long history going back over 20+ years
• Current phones are powerful enough to create
compelling mobile AR experiences
• Wide range of sensors
• Tracking software such as ARKit/ARcore available
• Many useful design guidelines available
• Adapt existing mobile HCI guides, develop new guidelines
• Opportunities for future research
• Tracking, interaction, collaboration, etc.