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Where’s the Reality in Augmented Reality?

Mark Billinghurst HIT Lab NZ University of Canterbury. Where’s the Reality in Augmented Reality?. Falling in Love. 1989…. Virtual Reality Was COOL!. Joining the HIT Lab in Seattle. Only $250K for 1500 polygons/sec!. Cheap HMDs. I knew everyone would use VR when:

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Where’s the Reality in Augmented Reality?

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  1. Mark Billinghurst HIT Lab NZ University of Canterbury Where’s the Reality in Augmented Reality?

  2. Falling in Love • 1989…

  3. Virtual Reality Was COOL!

  4. Joining the HIT Lab in Seattle • Only $250K for 1500 polygons/sec!

  5. Cheap HMDs

  6. I knew everyone would use VR when: • HMDs were cheap (<$300) • Computers generate millions of polys/sec • Tracking was inexpensive • Good 3D input devices

  7. 1990-95 1995-2000

  8. April 2007 Computer World • Voted 7th on list of 21 biggest technology flops • MS Bob Winner

  9. Back to Reality • 1999 Fred Brooks – “What’s Real about Virtual Reality” • In 1994 VR barely works • In 1999 VR is now really real • 3 stages of application maturity: • Demonstration • Pilot • Production

  10. Production VR applications in 1999 • Vehicle simulation • Entertainment • Vehicle design • Architectural design • Training • Medicine • Niche markets with heavy input by domain experts

  11. VR Today • $3-5 Billion VR business (+ > $150 Billion Graphics Industry) • Visualization, simulation, gaming, CAD/CAE, multimedia, graphics arts

  12. $3-5 Billion

  13. Lessons learned • Don’t over hype • Design for users • Need to move from Demo to Production • Profitable niche markets • Follow the money

  14. What’s Real About Augmented Reality?

  15. AR History Summary 1960’s – 80’s: Early Experimentation 1980’s – 90’s: Basic Research • Tracking, displays 1995 – 2005: Tools/Applications • Interaction, usability, theory 2005 - : Commercial Applications • Games, Medical, Industry

  16. Shared Space • Goal • create compelling collaborative AR interface usable by novices • Exhibit content • matching card game • face to face collaboration • physical interaction

  17. We Have The Technology • The technology is good enough • Reliable tracking • Good displays • Widespread hardware platforms • PC + camera, mobile phone There are research problems to be solved but the technology is good enough for many applications

  18. BBC AR Jam

  19. AR Advertising • Txt message to download AR application (200K) • See virtual content popping out of real paper advert • Tested May 2007 by Saatchi and Saatchi

  20. MIT Technology Review • March 2007 • list of the 10 most exciting technologies

  21. Current AR Application Areas • Production level applications • Education • Medicine • Broadcast • Automotive

  22. PS3 - Eye of Judgement • Computer Vision Tracking • Card based battle game • Collaborative AR • October 24th 2007

  23. Excellent reviews • Largest deployed AR application • 24,000 sales since release (in two weeks) • Amazon.com #24 on PS3 games

  24. VR vs. AR • Don’t oversell it.. Be Honest

  25. How do we make AR more real?

  26. 1. Make Friends

  27. My Friend • Meeting Seattle 1997 • Great working relationship • Complementary interests

  28. 2. Share Your Toys

  29. Build and Share Tools • Address important problems • Make tool available to others • Support the community • ARToolKit • Provided Tracking, Object based interaction • Tutorials, email, mailing list, tutorials

  30. >55,000 downloads since 2004

  31. ARToolKit in the World • Hundreds of projects • Large research community

  32. Tracking, Tracking, Tracking

  33. 3. Play With Strangers

  34. Work with others outside the field Roger Bays

  35. Gavin Bishop

  36. Convergent Creation

  37. Story Telling Workshop • Educational Goals • Children build their own AR Book (Free software) • Modeling, spatial concepts, mathematics, story telling etc..

  38. Final Results

  39. 4. Learn from Your Mistakes

  40. Interaction Design Process

  41. Evaluate the Technology • Edward Swan (2005) • Surveyed major conference/journals (1992-2004) • Presence, ISMAR, ISWC, IEEE VR • Summary • 1104 total papers • 266 AR papers • 38 AR HCI papers (Interaction) • 21 Formal AR user studies • Only 8% of all AR papers have a formal user study

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