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IMGD 5100: Immersive HCI Augmented Reality Robert W. Lindeman Associate Professor Interactive Media & Game Development Department of Computer Science Worcester Polytechnic Institute [email protected]

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Page 1: imgd5100 09 AugmentedReality - WPIgogo/courses/imgd5100/... · Augmented Reality " Mixing of real-world (RW) and computer-generated (CG) stimuli " Graphical overlays on the real world

IMGD 5100: Immersive HCI

Augmented Reality

Robert W. Lindeman Associate Professor

Interactive Media & Game Development Department of Computer Science Worcester Polytechnic Institute

[email protected]

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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! Direct

Real-World Stimulus Paths

1 2 3 4

Real-World Signal Environment Sensory

Subsystem Nerves Brain

Real-World Signal Environment Capture

Device Post-

Processing Captured

Signal

! Captured/Mediated

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Visual Sense

PC

! Projection " Mixing in the environment (far)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Visual Sense (cont.)

PC

! Optical-see-through AR " Mixing in the environment (near)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Visual Sense (cont.)

PC

! Video-see-through AR " Mixing in the Computer

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Video-See-Through HMD

(Image: Fuchs, et al., Medical Image Computing and Computer-Assisted Intervention (MICCAI) ’98, LNCS, 1998, Vol. 1496/1998, 934)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Video-See-Through HMD (cont.)

(Image: Fuchs, et al., Medical Image Computing and Computer-Assisted Intervention (MICCAI) ’98, LNCS, 1998, Vol. 1496/1998, 934)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Video-See-Through HMD (cont.) ! NVIS: nVisor MH60-V (2010)

http://www.nvisinc.com/product2009.php?id=57

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Using Visual AR: Tools ! Google SketchUp + ARMedia Plugin

" http://www.youtube.com/watch?v=wsQ-YGgVUT0 " (local clip) " http://sketchup.google.com/

! Layar for mobile devices " http://www.layar.com/ " Layering tool for layar browser

! "Like HTML for AR" " (local clip)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Sound Paths & Mixing Points

Real-World Sound Environment Outer

Ear Nerves Brain

! Typical VR/AR systems use speakers (1) or headphones (2a)

! Our approach performs the mixing at the cochlea (2b)

Inner Ear

Middle Ear

Ear System

1 2 3 4 a b

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Auditory Sense ! Acoustic-Hear-Through AR (Speakers)

" Mixing in the environment (far)

PC

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Auditory Sense (cont.) ! Mic-Through AR

" Mixing in the computer

PC

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Auditory Sense (cont.) ! Hear-Through AR

" Bone conduction " Mixing at the sensory subsystem

PC

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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User Study ! Physical/Virtual sound locations

Ө = 45o

Ө Ө

Ө LEFT RIGHT

CENTER

CENTER- LEFT

CENTER- RIGHT

r = 1m

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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User Study (cont.) ! Each sample was played for 1 second ! Subjects wore a blindfold ! No HRTFs used ! Subjects had to identify location/direction

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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)

ns ns Interaction ns HIGH LOW MED Frequency

S B H S H B Audio Device Moving Stationary

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Results (cont.) ! Problems with the "in-between" locations

"  Center-Left/Center-Right

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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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)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Haptic Sense

Mixing at Sensory Subsystem (Novint Falcon)

Mixing in Computer (teleoperation) or in Environment (Immersion CyberGrasp)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Haptic Sense (cont.) Mixing in the Environment

(Lindeman, VRST 2004)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Olfactory Sense Mixing in the Environment (far) [AirCanon (Yanagida et al., 2004)]

Mixing in the Computer (Hirose et al. 1997)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Olfactory Sense (cont.)

Mixing in the Environment (mid) [AirCanon (Yanagida et al., 2004)]

Mixing in the Environment (near) (Nakamoto & Min, 2007)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Gustatory Sense ! Bite interface

" Really haptics (near)

Iwata, 2004 (photos: Sid Fels)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Gustatory Sense (cont.) ! Edible bits ! Straw-like interface

" Mixing in the env.

(Maynes-Aminzade, 2005) (Nakamoto, 2007)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Gustatory Sense (cont.)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development

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Final Thoughts ! What about a 3D printer+robot arm? ! RW stimuli

"  High fidelity / low control

! CG stimuli "  Low(er) fidelity / complete control

! Later mixing point = more "personal" stimuli "  Closer to the brain

! Multi-sensory approaches are interesting "  Compensate for weaknesses in one sense with

another sense "  Use speakers for environmental, bone-conduction for

virtual characters