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LECTURE 11:
EXAMPLE AR APPLICATIONS
COMP 4010 – Virtual Reality
Semester 5 – 2017
Bruce Thomas, Mark Billinghurst
University of South Australia
October 26th 2017
AR Business Today
• Around $600 Million USD in 2014 (>$2B 2016)
• 70-80+% Games and Marketing
• Web based AR
• Marketing, education
• Outdoor Mobile AR
• Viewing Points of Interest
• Handheld AR
• Marketing, gaming, education
• Location Based Experiences
• Museums, point of sale, advertising
Typical AR Experiences
COMP 4010 - Lecture11 - AR Applications
AR Commercial Landscape
What types of AR Applications in Future?
• Applications suitable for AR
• Involve 3D spatial data
• Require physical interaction
• Involve connection between real and digital worlds
• Require collaboration, connecting between people
• Focus on Intelligence Augmentation (IA not AI)
• Enhancing people performing real world tasks
Examples
• Good for AR
• Sharing virtual masks
• Medical visualization on real body
• CAD model on real printed manual
• AR assembly instructions shown on real model
• Bad for AR
• ATM locations overlaid on camera view (use map instead)
• AR tower defense game (better than non-AR version?)
• Language learning with AR flip cards (why AR?)
• AR names on faces (social acceptance, not better than 2D)
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
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR Applications
Other Important AR Application Domains
• Education
• Learning on real world tasks
• Visualization
• Enhancing real world view
• Conferencing
• Face to face and remote collaboration
• Empathic Computing
• Sharing Understanding
VISUALISATION
COMP 4010 - Lecture11 - AR Applications
Christchurch Earthquakes (2011 onwards)
Christchurch Before and After
COMP 4010 - Lecture11 - AR Applications
• Professional solutions available
• Autodesk REVIST, ESRI ArcGIS, Grass,etc
GIS Desktop Visualization Tools
Interactive AR Maps
• Markerless tracking
• 3D model overlay
• Gesture input
Enhanced City Plans
• CERA – CCDU Plan
• Using tablet to track off printed maps
• Overlay 3D city models onto real maps
Earthquake AR Project
• Goal:
• To allow people to see Christchurch as it was
• To provide a tool for visualizing the city as it could be
• Technology
• Mobile AR platform
• Smart phone hardware
• 3D content
HIT Lab NZ Outdoor AR Platform
• Cross platform
• Android, iPhone
• 3D onsite visualization
• Intuitive user interface
• Positions content in space
• Camera, GPS, compass
• Client/Server software architecture
• Targeting museum guide/outdoor site applications
Earthquake Reconstruction
• See past, present and future building designs
• Earthquake survivor stories shown on map view
• Collect user comments
• Android platform
Demo
https://www.youtube.com/watch?v=vFFUKJzxTH4
Architecture
Android
application
Database server
Postgres
Web Interface
Add models
Web application java
and php server
CityViewAR
• Using AR to visualize Christchurch city buildings
• 3D models of buildings, 2D images, text, panoramas
• AR View, Map view, List view
• Available on Android market
CityViewAR Demo
https://www.youtube.com/watch?v=fdgrXxJx4SE
User Experience
• While walking in the real world people can see text, 2D
images and 3D content on their own phones
Interface Design (1/2)
Browsing Interface ContentFront face
Title Screen
AR View
Map View
List View
Detail View
Image Gallery
PanoramaInstruction &
Information
Examples for Situated Visualization
Textual labels for architectural sights
Image: Raphael Grasset
Pollution levels on the street
Image: Sean White and Steve Feiner
Hydrological Data Visualization
Hydrosys displays
locations of stations in
a global sensor network
as well as interpolated
temperature plotted as
geodesic contours
Image: Eduardo Veas and Ernst Kruijff
Raw
data
Filtered
data
Visual
structures
View
Data
transformation
Visual
mapping
View
transformation
Visualization Pipeline
The visualization pipeline includes three stages:
data transformation, visual mapping, and view transformation
34
Making the Invisible Visible
• Hidden structures & information
• Supermans X-Ray Vision
• Spatial arrangement problem
Example: Bently Systems
https://www.youtube.com/watch?v=KS_5OHoHHuo
AR Navigation
• Many commercial AR browsers
• Information in place
• How to navigate to POI
2D vs. AR Navigation?
VS
AR Navigation Study
• Users navigate between Points of Interest
• Three conditions
• AR: Using only an AR view
• 2D-map: Using only a top down 2D map view
• AR+2D-map: Using both an AR and 2D map view
• Experiment Measures
• Quantitative
• Time taken, Distance travelled
• Qualitative
• Experimenter observations, Navigation behavior, Interviews
• User surveys, workload (NASA TLX)
HIT Lab NZ Test Platform – AR View
HIT Lab NZ Platform – Map View
Distance and Time
No significant differences
Paths Travelled
• Red – AR
• Blue – AR + Map
• Yellow - Map
Navigation Behaviour
• Depends on interface
• Map doesn’t show short cuts
Survey Responses
User Comments
• AR
• “you don't know exactly where you are all of the time.”
• “using AR I found it difficult to see where I was going”
• Map
• “you were able to get a sense of where you were”
• “you are actually able to see the physical objects
around you”
• AR+MAP
• “I used the map at the beginning to understand where
the buildings were and the AR between each point”
• “You can choose a direction with AR and find the
shortest way using the map.”
Lessons Learned
• User adapt navigation behaviour to guide type
• AR interface shows shortcuts
• Map interface good for planning
• Include map view in AR interface
• 2D exocentric, and 3D egocentric
• Allow people to easily change between views
• May use Map far away, AR close
• Difficult to accurately show depth
Dünser, A., Billinghurst, M., Wen, J., Lehtinen, V., & Nurminen, A. (2012). Exploring the
use of handheld AR for outdoor navigation. Computers & Graphics, 36(8), 1084-1095.
CONFERENCING
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR Applications
A wide variety of communication cues used.
Speech
Paralinguistic
Para-verbals
Prosodics
Intonation
Audio Gaze
Gesture
Face Expression
Body Position
Visual
Object Manipulation
Writing/Drawing
Spatial Relationship
Object Presence
Environmental
Face to Face Communication
Evolution of Communication Tools
Communication Today
Communication Seams
• Technology creates artificial seams in communication
• Separation between real and virtual space
Task Space
Communication Space
COMP 4010 - Lecture11 - AR Applications
Augmented Reality Conferencing
• Augmented Reality
• Combines real and virtual world
• Interactive in real time
• Registered in 3D
• AR Conferencing
• Seamless blending of task/communication space
• Natural spatial presentation/interaction
• Support for realistic communication cues
• Independent views of shared content
Augmented Reality Conferencing
• Tele-Presence
• Bringing a remote person into your space
• Tele-Existence
• Feeling like you are in a remote space
TELE-PRESENCE
AR Video Conferencing (2001)
• Bringing conferencing into real world
• Using AR video textures of remote people
• Attaching AR video to real objects
Billinghurst, M., & Kato, H. (2002). Collaborative augmented reality. Communications of the ACM, 45(7), 64-70.
Multi-View AR Conferencing
Billinghurst, M., Cheok, A., Prince, S., & Kato, H. (2002). Real world teleconferencing. Computer
Graphics and Applications, IEEE, 22(6), 11-13.
Holoportation (2016)
• Augmented Reality + 3D capture + high bandwidth
• http://research.microsoft.com/en-us/projects/holoportation/
Holoportation Video
https://www.youtube.com/watch?v=7d59O6cfaM0
Social VR
• Facebook Spaces, AltspaceVR
• Bringing Avatars into VR space
• Natural social interaction
Demo: Facebook Spaces VR
https://www.youtube.com/watch?v=PVf3m7e7OKU
Mini-Me – Miniature Avatar
• Using a miniature Avatar to show communication cues
TELE-EXISTENCE
Example: Google Glass
• Camera + Processing + Display + Connectivity
• Ego-Vision Collaboration (But with FixedView)
First Person Sharing Through Glass
https://www.youtube.com/watch?v=LyKaUT1bArw
Current Collaboration onWearables
• First person remote conferencing/hangouts
• Limitations
• Single POV, no spatial cues, no annotations, etc
Social Panoramas (ISMAR 2014)
• Capture and share social spaces in real time
• Supports independent views into Panorama
Implementation
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
User Interfaces
Glass View
Tablet View
Social Panorama Demo
https://www.youtube.com/watch?v=vdC0-UV3hmY
Lessons Learned
• Good
• Communication easy and natural
• Users enjoy have view independence
• Very natural capturing panorama on Glass
• Sharing panorama enhances the shared experience
• Bad
• Difficult to support equal input
• Need to provide awareness cues
JackIn – Live Immersive Video Streaming
• Jun Rekimoto – University of Tokyo/Sony CSL
Kasahara, S., & Rekimoto, J. (2014, March). JackIn: integrating first-person view with
out-of-body vision generation for human-human augmentation. In Proceedings of the
5th Augmented Human International Conference (p. 46). ACM.
JackIn Hardware
• Wide angle cameras – 360 degree video capture
• Live video stitching
JackIn Demo
https://www.youtube.com/watch?v=Lkuz6LhlBf8
JospehTame – Tokyo Marathon
• Live streaming from Tokyo marathon
• http://josephta.me/en/tokyo-marathon/
Shared Sphere – 360 Video Sharing
Shared
Live 360 Video
Host User Guest User
Theta S
360 Camera
Hi-res Camera
Epson BT-200
See-through HMD
Oculus Rift
HMD
Leap Motion
Mixed Space Collaboration (2017)
• Make 3D copy of real space
• AR user in real world, VR user in 3D copy of real space
• Hololens for AR user, HTC Vive for VR user
• Share virtual body cues (head, hands, gaze information)
Real World Virtual World
AR User/VR User Displays
• HTC Vive (VR User), HoloLens (AR User)
• Room scale tracking
• Gesture input (Leap Motion)
Virtual Body Cues
• Virtual head, hands
• View frustums
EMPATHIC COMPUTING
Natural
Collaboration
Implicit
Understanding
Experience
Capture
Empathic
Computing
Empathic Computing
1. Understanding: Systems that can
understand your feelings and emotions
2. Experiencing: Systems that help you
better experience the world of others
3. Sharing: Systems that help you better
share the experience of others
1. Understanding: Affective Computing
• Ros Picard – MIT Media Lab
• Systems that recognize emotion
Appliances That Make You Happy
• Jun Rekimoto – University of Tokyo/Sony CSL
• Smile detection + smart appliances
Happiness Counter Demo
https://vimeo.com/29169237
2. Experiencing: Virtual Reality
“Virtual Reality is the ultimate Empathy Machine”
Chris Milk
• Within
• http://with.in/
Virtual Reality as Empathy Medium
"Virtual reality offers a whole different
medium to tell stories that really connect
people and create an empathic connection."
Nonny de la Peña
http://www.emblematicgroup.com/
Using VR for Empathy
• USC Project Syria (2014)
• Experience of Terrorism • Project Homeless (2015)
• Experience of Homelessness
Hunger
• Experience of homeless waiting in food line
https://www.youtube.com/watch?v=wvXPP_0Ofzc
3. Sharing
Can we develop systems
that allow us to share what
we are seeing, hearing and
feeling with others?
The Machine to Be Another (2014)
• Art project exploring issues of human identity
• One user has impression they’re in the body of another
• VR HMDs, stereo cameras, video mixing
• http://www.themachinetobeanother.org/
Machine to Be Another
• https://www.youtube.com/watch?v=_Wk489deqAQ
CHILDHOOD
• Kenji Suzuki, University of Tsukuba
• What does it feel like to be a child?
• VR display + moved cameras + hand restrictors
CHILDHOOD Demo
https://vimeo.com/128641932
Technical Requirements
•Basic Requirements
•Make the technology transparent
•Wearable, unobtrusive
•Technology for transmitting
•Sights, Sounds, Feelings of another
•Audio, video, physiological sensors
Gaze and Video Conferencing
• Gaze tracking
• Implicit communication cue
• Shows intent
• Task space collaboration
• HMD + camera + gaze tracker
• Expected Results
• Gaze cues reduce need for communication
• Allow remote collaborator to respond faster
Gupta, K., Lee, G. A., & Billinghurst, M. (2016). Do You See What I See? The Effect of
Gaze Tracking on Task Space Remote Collaboration. IEEE Transactions on
Visualization and Computer Graphics, 22(11), 2413-2422.
Experiment Set Up
• Lego assembly
• Two assembly areas
• Remote expert
Experiment Design
• 4 conditions varying eye-tracking/pointer support
• 13 pairs subjects
• Measures
• Performance time
• Likert scale results, Ranking results, User preference
Task Performance
• Performance Time (seconds)
Ranking
• Average Ranking Values
Key Results
• Both the pointer and eye tracking visual cues
helped participants to perform significantly faster
• The pointer cue significantly improved perceived
quality of collaboration and co-presence
• Eye-tracking improved the collaboration quality,
and sense of being focused for the local users, and
enjoyment for the remote users
• The Both condition was ranked as the best in user
experience, while the None condition was worst.
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
Integrated System
• Local User
• Video camera
• Eye-tracking
• Face expression
• Remote Helper
• Remote pointing
System Diagram
• Two monitors on Remote User side
• Scene + Emotion Display
Empathy Glasses Demo
https://www.youtube.com/watch?v=CdgWVDbMwp4
Ranking Results
"I ranked the (A) condition best, because I could easily point to
communicate, and when I needed it I could check the facial
expression to make sure I was being understood.”
Q2: Communication Q3: Understanding partner
HMD – Local User Computer – Remote User
Lessons Learned
• Pointing really helps in remote collaboration
• Makes remote user feel more connected
• Gaze looks promising
• Shows context of what person talking about
• Establish shared understanding/awareness
• Face expression
• Used as an implicit cue to show comprehension
• Limitations
• Limited implicit cues
• Task was a poor emotional trigger
• AffectiveWear needs improvement
CONCLUSIONS
AR Applications
• Current applications mostly gaming and marketing
• Application types ideal for AR
• Involve 3D spatial data
• Require physical interaction
• Involve connection between real and digital worlds
• Emphasis on Intelligence Amplification
• Promising Areas for future applications
• Visualization
• Conferencing
• Empathic Computing
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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COMP 4010 - Lecture11 - AR Applications