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AugmentedReality

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Title: AugmentedReality


1
Augmented-Reality
  • Ping Gai
  • HFE 760

2
Augmented-Reality
  • Augmented- Reality Definition
  • Augmented Reality vs. Virtual Reality
  • Visual Display Systems for AR
  • Video Keying and Image Registration
  • System Design Issues
  • Augmented Reality Application

3
Augmented Reality Definition
  • Augmented Reality is a growing area in virtual
    reality area.
  • An Augmented Reality system generates a composite
    view for the user. Its a combination of the real
    scene viewed by the user and a virtual scene
    generated by the computer that augments the scene
    generated by the computer that augmented the
    scene with additional information.

4
Augmented Reality Definition
  • Typically, the real-world visual scene in an AR
    display is captured by video or directly viewed.
  • Most current AR displays are designed using
    see-through HMDs which allow the observer to view
    the real world directly with the naked eye.
  • If video is used to capture the real world, one
    may use either an opaque HMD or screen-based
    system to view the scene.

5
AR vs. VR
  • Virtual Reality a computer generated,
    interactive, three-dimensional environment in
    which a person is immersed.(Aukstakanis and
    Blatner, 1992)
  • Virtual Environment is a computer generated three
    dimensional scene which requires high performance
    computer graphics to provide an adequate level
    of realism.
  • The virtual world is interactive. A user requires
    real-time response from the system to be able to
    interact with it in an effective manner.
  • The user is immersed in this virtual environment.

6
AR vs . VR
  • VR the user is completely immersed in an
    artificial world and becomes divorced from the
    real environment. The generated world consists
    entirely of computer graphics.

7
AR vs. AR
  • VR strives for a totally immersive environment.
    The visual, and in some systems aural and sense
    are under control of the system.
  • In contrast, an AR system is augmenting the real
    world sense of presence in that world. The
    virtual images are merged with the real view to
    create the augmented display.

8
AR vs. VR
  • For some applications , it may be desirable to
    use as much as possible real world in the scene
    rather creating a new scene using computer
    imagery. For example, in medical applications,
    the physician must view the patient to perform
    surgery, in telerobotics the operator must view
    the remote scene in order to perform tasks.

9
AR vs. VR
  • A main motivation for the use of AR relates to
    the computational resources necessary to generate
    and update computer-generated scene. In VR, The
    more complex the scene, the more computational
    resource needed to render the scene.
  • AR can maintain the high-level of detail and
    realistic shading that one finds in the real
    world.

10
AR vs. VR
  • NO simulator sickness. Vertigo, dizziness
    introduced by sensory mismatch within display
    environment can be a problem when one uses an HMD
    to view a virtual world.
  • If the task is to show an annotation to the real
    world.

11
Visual Display System for AR
  • Hardware for display visual images
  • A position and orientation sensing system
  • Hardware for combining the computer graphics and
    video images into one signal
  • The associated system software

12
Visual Display System for AR
  • There are two main ways in which the real world
    and the computer generated imagery may be
    combined to form an augmented scene.
  • Direct viewing of the real world with overlaid
    computer generated imagery as an enhancement.In
    this case, the the real world and the CG images
    are combined optically.
  • Combining the camera-captured video of the real
    world with CG imagery viewed using either an
    opaque HMD, or a screen-based display system.

13
Visual Display System for AR
  • Two basic types of AR system
  • Opaque HMD or screen-based AR.
  • These systems can be used to view local or remote
    video views of real world scenes, combined with
    overlaid CG.The viewing of a remote scene is an
    integral component of telepresence applications.
  • Transparent HMD AR.
  • This system allows the observer to view the real
    world directly using half-silvered mirrors with
    CG electronically composited into the image. An
    advantage id that the real-world can be directly
    viewed and manipulated.

14
Visual Display System for AR
15
Video Keying
  • Relevant when an opaque HMD with video input is
    used to create an AR scene. Video and synthetic
    image are mixed using a video keyer to form an
    integrated scene.
  • Video Keying is a process that is widely used in
    television, film production and CG. (weather
    report)

16
Video Keying
  • When using video keying to design AR scenes, one
    signal contains the foreground image and the
    other one contains the background image. The
    keyer combines the two signal to produce a
    combined video which is then sent to the display
    device.

17
Video Keying
  • Keying can be done using composite or component
    video signals.
  • A composite video signal contains information
    about color, luminance, and synchronization, thus
    combining three piece of information into one
    signal.
  • With component video, luminance synchronization
    are combined, but chroma information is delivered
    separately.

18
Video Keying
  • Chroma keying involves specifying a desired
    foreground key color. Foreground areas containing
    the keying color are then electronically replaced
    with the background image. This results in the
    background image being replaced with the fore
    ground image in areas where the background image
    contains chroma color.
  • Blue is typically used for chroma keying
    (Chromakey blue) rarely shows up in human skin
    tones.

19
Video Keying
  • If a video image of the real world is chosen as
    the foreground image, parts of the scene that
    should show the computer-generated world are
    rendered blue.
  • In contrast, if video of the real world is chosen
    as the background image, the computer generated
    environment will be located in the foreground.

20
Video Keying
21
Video Keying
  • A luminance keyer works in a similar manner to a
    chroma keyer, however, a luminance keyer combines
    the background image wherever the luminance
    values are below a certain threshold.
  • Luminance and chroma keyers both accomplish the
    same function but usa of a chroma keyer can
    result in a sharper key and has greater
    flexibility, whereas a luminance keyer is
    typically lower resolution and had less
    flexibility.

22
Z-keying
23
Z-keying
  • Figure is a schema of the z-key method. The
    z-key method requires images with both depth
    information (depth map) as inputs. The z-key
    switch compares depth information of two images
    for each pixel, and connects output to the image
    which is the nearer one to the camera. The result
    of this is that real and virtual objects can
    occlude each other correctly. This kind of
    merging is impossible by the chroma-key method,
    even if it is accompanied with some other
    positioning devices such as magnetic or acoustic
    sensor, since these devices provide only a gross
    measurement of position.

24
Image Registration
  • Its required that the computer generated images
    accurately register with the surroundings in the
    real world. In certain applications, image
    registration is crucial.
  • In terms of developing scenes for AR displays,
    the problem of image registration, or positioning
    of the synthetic objects within the scene in
    relation to real objects, is both a difficult and
    important technical problem to solve.

25
Image Registration
  • With applications that require close
    registration, accurate depth information has to
    be retrieved from the real world in order to
    carry out the calibration of the real and
    synthetic environments. Without an accurate
    knowledge of the geometry of the real world and
    computer-generated scene, exact registration is
    not possible.

26
System Design Issues
  • Frame rate, update rate, system delays, and the
    range and sensitivity of the tracking sensors.
  • Frame rate is a hardware-controlled variable
    determining the number of images presented to the
    eye per second. AR displays which show stereo
    images alternatively to the left and right eye
    typically use a scan rate doubler to transmit 120
    frames per second so that each eye has an
    effective frame rate of 60 Hz.

27

System Design Issues
  • Update rate of the display is the rate at which
    new images are presented to the viewer.
  • With a low update rate, if the user using an AR
    display moves his head, the real and
    computer-generated images will no longer be
    registered until the next update. Small errors in
    registration are easily detectable by the visual
    system.
  • What limits the update rate is the relationship
    between the complexity of the scene and the
    computational power of the computer system used
    to generate the scene. This relationship is esp.
    important for computationally intensive
    applications such as medical imaging.

28
System Design Issues
  • The lag in image generation and tracking is
    noticeable in all HMDs but is dramatically
    accentuated with see-through HMDs. This is an
    crucial problem if exact image registration is
    required.
  • There are two types of system delays which will
    affect performance in AR computational and
    sensor delays.
  • As the complexity of the CG image increases, the
    computational delay is a major factor determining
    the update of a display.
  • In addition, sensor delay, the time requires
    updating the display, is an important variable in
    determining performance in augmented reality.
  • Many HMD-based systems have combined latencies
    over 100ms, which become very noticeable.

29
System Design Issues
  • Sensor sensitivity
  • The head-tracking requirements for AR displays.
  • A tracker must be accurate to a small fraction of
    a degree in orientation and a few millimeters in
    position.
  • Errors in head orientation(pitch, roll, yaw)
    affect image registration more so than error in
    position(x, y, z), leading to the more stringent
    requirements for head-orientation tracking.
  • Positional tracking errors of no more than 1 to 2
    mm are maximum for AR system.

30
System Design Issues
  • In addition to visual factors, cognitive factors
    should be considered in the design as well.
  • Users of systems form mental models of the system
    they interact with and the mental model they form
    influence their performance.
  • With AR displays the designer must take into
    account two mental models of the environment, the
    mental model of the synthetic imagery and of the
    real image.
  • The challenge will be to integrate the two
    stimuli in such a way that a single mental model
    will be formed of the augmented scene.

31
System Design Issues
Integrated Mental Model
Mental Model of real envoronment
Mental Model of synthetic envoronment
Virtual world stimuli Auditory, haptic, visual
Real world stimuli Auditory, haptic, visual
32
Augmented-Reality Application
  • Medical
  • Entertainment
  • Military Training
  • Engineering Design
  • Robotics and Telerobotics
  • Manufacture, Maintenance and Repair
  • Consumer Design

33
Augmented-Reality Application
  • Medical
  • Most of the medical applications deal with image
    guided surgery. Pre-operative imaging studies,
    such as CT or MRI scans, of the patient provide
    the surgeon with the necessary view of the
    internal anatomy. From these images the surgery
    is planned. Visualization of the path through the
    anatomy to the affected area where, for example,
    a tumor must be removed is done by first creating
    a 3D model from the multiple views and slices in
    the preoperative study. AR can be applied so that
    the surgical team can see the CT or MRI data
    correctly registered on the patient in the
    operation theater while the procedure is
    progressing. Being able to correctly register the
    images at the point will enhance the performance
    of the surgical team and eliminate the need for
    the painful and cumbersome stereotactic frames
    currently used for registration.

34
Augmented-Reality Application
35
Augmented-Reality Application
  • Entertainment
  • Weather report
  • Virtual studio
  • Movie special effect
  • Advertisement

36
Augmented-Reality Application
  • Military Training
  • The military has been using display in cockpits
    that present information to the pilot on the
    windshield of the cockpit or the visor of their
    flight helmet. This is a form fo AR display.

37
Augmented-Reality Application
  • Engineering Design
  • Distributed Coollaberation
  • Product visualizatoin

The scenario for this application consists of an
office manager who is working with an interior
designer on the layout of a room. The office
manager intends to order furniture for the room.
On a computer monitor the pair see a picture of
the room from the viewpoint of the camera. By
interacting with various manufacturers over a
network, they select furniture by querying
databases using a graphical paradigm. The system
provides descriptions and pictures of furniture
that is available from the various manufactures
who have made models available in their
databases. Pieces or groups of furniture that
meet certain requirements such as colour,
manufacturer, or price may be requested. The
users choose pieces from this "electronic
catalogue" and 3D renderings of this furniture
appear on the monitor along with the view of the
room. The furniture is positioned using a 3D
mouse. Furniture can be deleted, added, and
rearranged until the users are satisfied with the
result they view these pieces on the monitor as
they would appear in the actual room. As they
move the camera they can see the furnished room
from different points of view.
38
Augmented-Reality Application
  • Robotics and Telerobotics

39
Augmented-Reality Application
  • Manufacturing, Maintenance, and Repair
  • One application area that is currently being
    explored involves mechanical maintenance and
    repair. In this scenario a mechanic is assisted
    by an AR system while examining and repairing a
    complex engine. The system may present a variety
    of information to the mechanic. Annotations may
    identify the name of parts, describe their
    function, or present other important information
    like maintenance or manufacturing records. AR may
    lead the mechanic through a specific task by
    highlighting parts that must be sequentially
    removed and showing the path of extraction. The
    system may also provide safety information. Parts
    that are hot or electrified can be highlighted to
    constantly remind the mechanic of the danger of
    touching them. The mechanic may also be assisted
    by a remote expert who can control what
    information is displayed on the mechanic's AR
    system.

40
Augmented-Reality Application
  • Consumer Design
  • House Design
  • Fashion, beauty industry
  • .

41
Reference
  • http//www.cs.rit.edu/jrv/research/ar/
  • Virtual Environments and Advanced Interface
    Design, edited by Woodrow Barfield, Thomas
    A.Furness III

42
  • Augmented Reality Sites - North America
  • MIT
  • Image Guided Surgery home page
  • Intelligent Room project
  • J P Mellor's home page
  • Media Lab Wearable Computer page
  • CMU
  • Z-Key project
  • Magic Eye project
  • Columbia University
  • Virtual Worlds research
  • Architectural Anatomy
  • University of North Carolina - Chapel Hill
  • Ultrasound Visualization Research
  • Hybrid Tracking Research
  • Latency in Augmented Reality
  • Ronald Azuma's Augmented Reality page
  • Telepresence Research Group
  • Rich Holloway's Home Page
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