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

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Presentation on theme: "Where’s the Reality in Augmented Reality? Mark Billinghurst HIT Lab NZ University of Canterbury."— Presentation transcript:

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

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

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8 1990-95 1995-2000

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10  April 2007 Computer World  Voted 7 th on list of 21 biggest technology flops - MS Bob Winner

11 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

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

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

14 $3-5 Billion

15 Lessons learned  Don’t over hype  Design for users  Need to move from Demo to Production - Profitable niche markets  Follow the money

16 What’s Real About Augmented Reality?

17 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

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

19 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

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21 BBC AR Jam

22 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

23  MIT Technology Review  March 2007  list of the 10 most exciting technologies

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25 Current AR Application Areas  Production level applications  Education  Medicine  Broadcast  Automotive

26 PS3 - Eye of Judgement  Computer Vision Tracking  Card based battle game  Collaborative AR  October 24 th 2007

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

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30 VR vs. AR  Don’t oversell it.. Be Honest

31 How do we make AR more real?

32 1. Make Friends

33  Meeting Seattle 1997  Great working relationship  Complementary interests My Friend

34 2. Share Your Toys

35 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

36 >55,000 downloads since 2004

37 ARToolKit in the World  Hundreds of projects  Large research community

38 Tracking, Tracking, Tracking

39 3. Play With Strangers

40 Work with others outside the field Roger Bays

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42 Gavin Bishop

43 Convergent Creation

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

46 Final Results

47 4. Learn from Your Mistakes

48 Interaction Design Process

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50 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

51 ISMAR 2007 Evaluation  ISMAR 2007 Papers with Formal User Studies  2 from14 full papers - 14%  7 from 22 short papers – 32%  0 from 15 Posters - 0 %

52 5. Make Magic

53 Put Magic in Your Project Name Magic + AR = 116,000 Google Hits MagicBook MagicARMagic Story Cube Magic Music Desk Magic Desk Magic Meeting Magic Bench Magic frameMagic CauldronMagicCube MAGIC MagicCupMagic Window MagicLensMagic Mirror MagicPaddle Magic Board MagicLandMagic Examiner MagicEyeBlack Magic Book Tangible Magic Lens Magic TouchMagic Box Magic Pen MagicBook (2001)

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55 Conclusions

56  We can make AR more real  Follow Kindergarten Lessons  Make friends (collaboration in field)  Share your toys (building tools)  Talking to strangers (collaboration out of field)  Learn from your mistakes (Evaluation)  Make Magic

57 More Information Mark Billinghurst –mark.billinghurst@hitlabnz.org Websites –www.hitlabnz.org

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