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Introduction to

Augmented Reality
and Studierstube

Dieter Schmalstieg

First part based on material by Ron Azuma


What is Augmented Reality?
Fantasy Game City Guide

„ Augmented Reality
„ Virtual Reality
„ combine virtual + real
„ Completely replace
real world „ Supplement reality
„ Photorealism not a goal
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Definition of Augmented Reality
1. Blends real and virtual, in real
environment
2. Real-time interactive
3. Registered in 3-D
„ Applies to all senses (auditory, haptic?)
„ Not an HMD-specific definition
„ Includes idea of removing part of real
environment (a.k.a. mediated or
diminished reality)
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Milgram’s Continuum
Mixed Reality

Real Augmented Augmented Virtual


Environment Reality (AR) Virtuality (AV) Environment

Reality - Virtuality (RV) Continuum


Adapted from Milgram, Takemura, Utsumi, Kishino.
Augmented Reality: A class of displays on the reality-virtuality continuum
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Why are researchers interested?
„ Enhance perception of and interaction with
the real world
„ Potential for productivity improvements in
real-world tasks
„ Relatively new field with many problems, but
much progress has occurred recently

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A Brief (and incomplete) History
of AR (1)
„ 1960’s: Sutherland /
Sproull’s first HMD
system was see-through

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A Brief (and incomplete) History of
AR (2)
„ Early 1990’s: Boeing coined the term “AR.”
Wire harness assembly application begun.
„ Early to mid 1990’s: UNC ultrasound
visualization project
„ 1994: Motion stabilized display [Azuma]
„ 1994: Fiducial tracking in video see-through
[Bajura / Neumann]

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A Brief (and incomplete) History of
AR (3)
„ 1996: UNC hybrid magnetic-vision tracker
(first compelling environment)
„ 1998: Dedicated conferences begin
„ Late 90’s: Collaboration, outdoor, interaction
„ Late 90’s: Augmented sports broadcasts
„ 1998 - 2001: Mixed Reality Systems Lab
„ 2000: Custom see-through HMDs

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Applications: medical
„ “X-ray vision” for surgeons
„ Aid visualization, minimally-invasive
operations. Training. MRI, CT data.
‹Ultrasound project, UNC Chapel Hill.
‹ARAS, VRVis

Video 01
Courtesy UNC Chapel Hill Courtesy VRVis
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Assembly and maintenance
pictures (1)

Courtesy Andrei State, UNC


Chapel Hill
Boeing wire harness assembly.
Adam Janin wearing HMD.
Courtesy David Mizell, Boeing
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Assembly and maintenance
pictures (2)

Columbia
University

© 1993 S. Feiner, B. MacIntyre, &


D. Seligmann, Columbia University

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Applications: annotating
environment
„ Public and private annotations
„ Aid recognition, “extended memory”
‹Libraries, maps [Fitzmaurice93]
‹Windows [Columbia]
‹Mechanical parts [many places]
‹Reminder notes [Sony, MIT Media Lab]
‹Navigation and spatial information access

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Annotation pictures

Columbia
University

© 1993 S. Feiner, B. MacIntyre, © 1997 S. Feiner, B. MacIntyre,


M. Haupt, & E. Solomon, T. Höllerer, & A. Webster,
Columbia University Columbia University

HRL

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Application: broadcast
augmentation
„ Adding virtual content to live sports
broadcasts
‹“First down” line in American football
‹Hockey puck trails, virtual advertisements
‹National flags in swimming lanes in 2000
Olympics
„ Commercial application
‹Princeton Video Image is one company

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Displays for Augmented Reality
„ Optical and Video see-through HMDs
„ Video monitor Augmented Reality
„ Projector based Augmented Reality

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Optical see-through head-mounted
display
Virtual images
from monitors

Real
World
Optical
Combiners

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Examples of optical see-through
HMDs
Virtual Vision VCAP

Sony Glasstron

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Video see-through head-mounted
display
Video
cameras Video
Graphics

Monitors Combiner

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Example of video see-through HMD

MR Laboratory’s COASTAR HMD


(Co-Optical Axis See-Through Augmented Reality)
Parallax-free video see-through HMD
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Video monitor Augmented Reality

Video (Stereo
cameras Monitor glasses)

Video

Graphics Combiner

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Projector-based Augmented Reality

User (possibly
head-tracked)

Projector

Real objects Examples:


with retroreflective Raskar, UNC Chapel Hill
covering Inami, Tachi Lab, U. Tokyo

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Example of projector-based AR

Ramesh Raskar, UNC Chapel Hill

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Strengths of optical AR
„ Simpler?
„ 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 problem)

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Strengths of video AR
„ True occlusion (but note 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

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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

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STUDIERSTUBE
„ “study room”
„ A long term research
project to develop a
powerful collaborative
AR platform
„ 1996-today
Faust and Mephisto
in the study room

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Application: Medical Visualization

Liver
Planner
„ Developed at
„ ICG.TU-Graz

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Application: Industrial Design

Spacedesign
„ Collaboration with
„ Fraunhofer IGD
„ Darmstadt

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Application:
Mediated Reality for Design

„Paint“ the real world

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Application: Math Education
Teach
geometric
concepts

Roles:
teacher sees
solution,
students don’t

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Collaborative Augmented Reality
„ = virtual objects + natural communication

„ A user interface for


computer supported collaborative work!
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AR Videoconferencing

Collaboration with
Fiducial Tracking
Systems in Motion,
+ Real-time Volume Rendering
Norway
+ Low-Bandwith Videoconferencing
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STUDIERSTUBE
„ “study room”
„ Space as the
user interface
„ → Pervasive Computing

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Pervasive Computing

„ Make computer support Users


input output
available everywhere
„ Space shared by many
people
Networked pool
of computers
and I/O devices

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User Interface Design
„ AR = 3D Graphical User Interface
for Pervasive Computing

„ Smart Environments „ Mobile Computing


„ Stationary Devices „ Wearable Devices
SD SD SD SD SD WD WD WD WD

Wireless
Access
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Smart Environments (1)
„ Application Migration
„ Distributed graphics system
„ System knows about position of users,
virtual + real objects
„ Graphical apps migrate from host to host

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Smart Environments (2)
„ Tiled Projector Display
„ Scalable display area
„ PC real-time rendering
cluster
„ Software edge-blending
„ Software frame-lock
„ Currently 3x2 mono or
3x1 passive stereo

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Mobile Computing
Mobile Augmented Reality
Inertial
sensor
camera
GPS tracked HMD
touchpad

notebook Wide Area Tracking


WLAN - DGPS (outdoors)
GPRS phone - Vision-based (indoors)
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Application: Signpost
„ Wayfinding in
building

Heads-up display of room geometry world-in-miniature


+ direction arrows on tablet

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Appliction: Library Agent

„ Finding books made


easy...

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Application: Signpost Outdoors
„ Wayfinding in open spaces

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Ergonomic Considerations

How long until wearable AR


becomes ergonomically and
socially acceptable?
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Surprising Answer
„ We can start right now!
„ „Handheld Augmented
Reality“
„ Platform: PocketPC 2003,
Intel XScale at 400MHz,
CF plug-in camera, WLAN
„ Fully self contained vision
tracking and 3D graphics
„ 4-5 fps for 3D navigation app.

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Handheld AR
„ Three tracking modes:
‹ Stand-alone
‹ Compressed image via
WLAN to server
‹ Outside-in IR tracking
(passive target)
„ OpenGL compatible
renderer
„ Current problem:
slow camera
„ Application: Signpost
again
„ Shares most data + code
with PC version

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Some Concluding Remarks (1)

„ Computers are already ubiquitous


„ For most people, the computer is the UI
→ Better UI will be a significant improvement
„ AR leverages real world as UI
→ Users are free to go everywhere
„ 3D Graphics are the most successful interface
→ The World is seen in 3D!
„ What could be a better UI than the real world?

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Some
Concluding
Remarks (2) EN
D
Maybe a
21st ct. century
version of
Faust‘s tale
would be an
entirely different
story?
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