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Augmented Reality Robert W. Lindeman Worcester Polytechnic - PowerPoint PPT Presentation

CS-525H: Immersive HCI Augmented Reality Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science gogo@wpi.edu Motivation Augmented Reality Mixing of real-world (RW) and computer-generated (CG) stimuli


  1. CS-525H: Immersive HCI Augmented Reality Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science gogo@wpi.edu

  2. Motivation  Augmented Reality  Mixing of real-world (RW) and computer-generated (CG) stimuli  Graphical overlays on the real world  Adding information to real experiences  Much work on visual sense  Can be extended to auditory sense  Other senses?  For the user to merge RW and CG, attributes must be matched  Visual: Lighting & shadows, level of fidelity  Audio: CG and RW sound occlusion and reflection R.W. Lindeman - WPI Dept. of Computer Science 2 Interactive Media & Game Development

  3. Real-World Stimulus Paths  Direct Real-World Sensory Environment Nerves Brain Signal Subsystem 1 2 3 4  Captured/Mediated Real-World Captured Capture Post- Environment Signal Signal Device Processing R.W. Lindeman - WPI Dept. of Computer Science 3 Interactive Media & Game Development

  4. Visual Sense  Projection  Mixing in the environment (far) PC R.W. Lindeman - WPI Dept. of Computer Science 4 Interactive Media & Game Development

  5. Visual Sense (cont.)  Optical-see-through AR  Mixing in the environment (near) PC R.W. Lindeman - WPI Dept. of Computer Science 5 Interactive Media & Game Development

  6. Visual Sense (cont.)  Video-see-through AR  Mixing in the Computer PC R.W. Lindeman - WPI Dept. of Computer Science 6 Interactive Media & Game Development

  7. Video-See-Through HMD (Image: Fuchs, et al., Medical Image Computing and Computer-Assisted Intervention (MICCAI) ’98, LNCS, 1998, Vol. 1496/1998, 934) R.W. Lindeman - WPI Dept. of Computer Science 7 Interactive Media & Game Development

  8. Video-See-Through HMD (cont.) (Image: Fuchs, et al., Medical Image Computing and Computer-Assisted Intervention (MICCAI) ’98, LNCS, 1998, Vol. 1496/1998, 934) R.W. Lindeman - WPI Dept. of Computer Science 8 Interactive Media & Game Development

  9. Video-See-Through HMD (cont.)  NVIS: nVisor MH60-V (2010) http://www.nvisinc.com/product2009.php?id=57 R.W. Lindeman - WPI Dept. of Computer Science 9 Interactive Media & Game Development

  10. Using Visual AR: SDKs  ARToolKit  http://www.hitl.washington.edu/artoolkit/  Earliest usable kit  Now Open Source (free)  Commercial versions for iPhone & Android  http://www.artoolworks.com/  Studierstube ES & Tracker  http://studierstube.icg.tu-graz.ac.at/handheld_ar/  ES sits on top of Tracker  Not free R.W. Lindeman - WPI Dept. of Computer Science 10 Interactive Media & Game Development

  11. Using Visual AR: SDKs Examples  ARToolKit  http://www.youtube.com/watch?v=5M-oAmBDcZk  (local clip)  Studierstube ES  http://www.youtube.com/watch?v=JwluCuVKO9c  (local clips) R.W. Lindeman - WPI Dept. of Computer Science 11 Interactive Media & Game Development

  12. Using Visual AR: Tools  Google SketchUp + ARMedia Plugin  http://www.youtube.com/watch?v=wsQ-YGgVUT0  (local clip)  (live demo)  http://sketchup.google.com/  Layar for mobile devices  http://www.layar.com/  Layering tool for layar browser  "Like HTML for AR"  (local clip) R.W. Lindeman - WPI Dept. of Computer Science 12 Interactive Media & Game Development

  13. Using Visual AR: Tools (cont.)  Cereal?  http://www.youtube.com/watch?v=jGdSslAJRwM  (local clip)  Slot Cars?  http://www.youtube.com/watch?v=WMWEYqYPDfc  (local clip)  Magic Tricks?  http://www.youtube.com/watch?v=Mk1xjbA-ISE  (local clip)  Heads-up Display in Cars (play GE clip)  Mobile AR (play Nokia clip)  Mobile 3rd Party  http://news.bbc.co.uk/2/hi/technology/8193951.stm R.W. Lindeman - WPI Dept. of Computer Science 13 Interactive Media & Game Development

  14. Sound Paths & Mixing Points Ear System Real-World Outer Middle Inner Environment Nerves Brain Sound Ear Ear Ear a b 1 2 3 4  Typical VR/AR systems use speakers (1) or headphones (2a)  Our approach performs the mixing at the cochlea (2b) R.W. Lindeman - WPI Dept. of Computer Science 14 Interactive Media & Game Development

  15. Auditory Sense  Acoustic-Hear-Through AR (Speakers)  Mixing in the environment (far) PC R.W. Lindeman - WPI Dept. of Computer Science 15 Interactive Media & Game Development

  16. Auditory Sense (cont.)  Mic-Through AR  Mixing in the computer PC R.W. Lindeman - WPI Dept. of Computer Science 16 Interactive Media & Game Development

  17. Auditory Sense (cont.)  Hear-Through AR  Bone conduction  Mixing at the sensory subsystem PC R.W. Lindeman - WPI Dept. of Computer Science 17 Interactive Media & Game Development

  18. Bone-Conduction Example  The sound of your own voice is a combination of:  Sound reaching your ears through the air  Vibrations reaching your cochlea though your head  Example Sound heard through the air Sound heard through the head Combined sound Mauldin & Scordilis, 2004 R.W. Lindeman - WPI Dept. of Computer Science 18 Interactive Media & Game Development

  19. Research Questions  How well can people localize sound using bone conduction?  What types of sound works best?  Ambient sound  Spoken voice  Sound FX  Music  We looked at basic sounds (sine waves) of various frequencies  Stationary and moving sounds R.W. Lindeman - WPI Dept. of Computer Science 19 Interactive Media & Game Development

  20. Design of the User Study  24 Computer science students (22 male)  3 Main treatments (Audio Devices)  Speakers, Headphones, Bone-Conduction Device  Each subject performed 63 trials with each device  3 Frequencies  Low (200Hz), Medium (500Hz), High (1kHz)  7 sound samples (5 sound locations + 2 directions)  Left, Center-Left, Center, Center-Right, Right  Moving, right-to-left moving  3 repetitions of each combination  3 * 7 * 3 = 63 R.W. Lindeman - WPI Dept. of Computer Science 20 Interactive Media & Game Development

  21. User Study  Physical/Virtual sound locations CENTER CENTER- CENTER- LEFT RIGHT Ө Ө Ө = 45 o Ө LEFT RIGHT r = 1m R.W. Lindeman - WPI Dept. of Computer Science 21 Interactive Media & Game Development

  22. User Study (cont.)  Each sample was played for 1 second  Subjects wore a blindfold  No HRTFs used  Subjects had to identify location/direction R.W. Lindeman - WPI Dept. of Computer Science 22 Interactive Media & Game Development

  23. Results  Accuracy for Stationary Sounds  Speakers > headphones > bone conduction  High-Freq. == Low Freq., both > Medium Freq.  Accuracy for Moving Sounds  Speakers == Bone conduction  Bone Conduction == Headphones  Speakers > headphones ( α = .05) Stationary Moving Audio Device S H B S B H Frequency HIGH LOW MED ns Interaction ns ns R.W. Lindeman - WPI Dept. of Computer Science 23 Interactive Media & Game Development

  24. Results (cont.)  Problems with the "in-between" locations  Center-Left/Center-Right R.W. Lindeman - WPI Dept. of Computer Science 24 Interactive Media & Game Development

  25. Analysis  Real-world sound  High fidelity  Low control  Computer-generated sound  Low(er) fidelity  Complete control  Later mixing point = Closer to the brain  More personalized, but  More processing for transforming and mixing R.W. Lindeman - WPI Dept. of Computer Science 25 Interactive Media & Game Development

  26. Analysis (cont.)  Bone-conduction/headphone approaches  Require head tracking for CG sound  Require processing for spatialization (e.g., HRTF or BRTF)  Speaker-based  Allows for shared experience (like projection systems in visual field) R.W. Lindeman - WPI Dept. of Computer Science 26 Interactive Media & Game Development

  27. Haptic Sense Mixing in Computer (teleoperation) or Mixing at Sensory Subsystem in Environment (Novint Falcon) (Immersion CyberGrasp) R.W. Lindeman - WPI Dept. of Computer Science 27 Interactive Media & Game Development

  28. Haptic Sense (cont.) Mixing in the Environment (Lindeman, VRST 2004) R.W. Lindeman - WPI Dept. of Computer Science 28 Interactive Media & Game Development

  29. Olfactory Sense Mixing in the Environment (far) [AirCanon (Yanagida et al., 2004)] Mixing in the Computer (Hirose et al. 1997) R.W. Lindeman - WPI Dept. of Computer Science 29 Interactive Media & Game Development

  30. Olfactory Sense (cont.) Mixing in the Environment (mid) Mixing in the Environment (near) [AirCanon (Yanagida et al., 2004)] (Nakamoto & Min, 2007) R.W. Lindeman - WPI Dept. of Computer Science 30 Interactive Media & Game Development

  31. Gustatory Sense  Bite interface  Really haptics (near) Iwata, 2004 (photos: Sid Fels) R.W. Lindeman - WPI Dept. of Computer Science 31 Interactive Media & Game Development

  32. Gustatory Sense (cont.)  Edible bits  Straw-like interface  Mixing in the env. (Maynes-Aminzade, 2005) (Nakamoto, 2007) R.W. Lindeman - WPI Dept. of Computer Science 32 Interactive Media & Game Development

  33. Gustatory Sense (cont.) R.W. Lindeman - WPI Dept. of Computer Science 33 Interactive Media & Game Development

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