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Page 1: NYIT UI Design Lesson_Augme… · Augmented reality (AR), is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated

NYITUI Design

Augmented Reality

Page 2: NYIT UI Design Lesson_Augme… · Augmented reality (AR), is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated
Page 3: NYIT UI Design Lesson_Augme… · Augmented reality (AR), is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated
Page 4: NYIT UI Design Lesson_Augme… · Augmented reality (AR), is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated
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XR | AR | VR | MR

https://en.wikipedia.org/wiki/Augmented_reality

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X Reality (XR). It encompasses a wide spectrum of hardware and software, including sensory interfaces, applications, and infrastructures, that enable content creation for virtual reality (VR), mixed reality (MR), Augmented Reality (AR), cinematic reality (CR).

https://en.wikipedia.org/wiki/X_Reality_(XR)#cite_note-1

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Virtual reality (AR) is a simulated experience that can be similar to or completely different from the real world. Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment.

https://en.wikipedia.org/wiki/Virtual_reality

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https://www.youtube.com/watch?v=dc8_dJV6e-ohttps://www.youtube.com/channel/UCJZnyHeWyS_5abW0qnFNHMg

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Augmented reality (AR), is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data.

Augmentation techniques are typically performed in real time and in semantic context with environmental elements, such as overlaying supplemental information like scores over a live video feed of a sporting event.

https://en.wikipedia.org/wiki/Augmented_reality

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https://www.psfk.com/2017/01/paper-vr-controller-virtual-reality.htmlhttps://www.youtube.com/watch?v=p7Wclfx1xSs

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Mixed reality (MR), sometimes referred to as hybrid reality, is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.

Mixed reality takes place not only in the physical world or the virtual world, but is a mix of reality and virtual reality, encompassing both augmented reality and augmented virtuality via immersive technology.

https://en.wikipedia.org/wiki/Mixed_reality

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https://www.microsoft.com/en-us/store/d/acer-windows-mixed-reality-headset-developer-edition/8pb4twx13m2n

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https://www.youtube.com/watch?v=uIHPPtPBgHkhttps://www.microsoft.com/en-us/hololens

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ARA brief history of Augmented Reality

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A brief history of AR and VRPrecursor technologies:● Solar Eclipse● Cave painting● Gnomon and Sundials● Shadow puppet play (likely originated in Central Asia-China or in India in

the 1st millennium BCE)● Camera obscura box (Prehistory to 500 BCE: Possible inspiration for

prehistoric art and possible use in religious ceremonies, gnomons)● Horse-drawn carriage rear view mirror.● Sailing Tell-tale and cabin-compass

https://slideplayer.com/slide/5360548/

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https://en.wikipedia.org/wiki/Cave_paintinghttps://en.wiktionary.org/wiki/gnomon

https://www.sciencedirect.com/science/article/pii/S2352226717300247#f0030

Cueva de las Manos, Perito Moreno, Argentina. The art in the cave is dated between 13,000–9,000 BP, stenciled, mostly left hands are shown.

The gnomon (sense 1) of this sundial in Taganrog, Rostov Oblast, Russia, is shaped like a triangular blade

A painted stick dating from 2300 BC that was excavated at the astronomical site of Taosi is the oldest gnomon, in China

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https://en.wikipedia.org/wiki/Camera_obscura

1292(or_earlier), A picture of a three-tiered camera obscura (see illustration) has been attributed to Bacon

First published picture of camera obscura in Gemma Frisius' 1545 book De Radio Astronomica et Geometrica

Leonardo da Vinci (1452–1519): Let a b c d e be the object illuminated by the sun and o r the front of the dark chamber in which is the said hole at n m.

A diagram of a camera obscura with an upright projected image at the top.

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1901: L. Frank Baum, The Wonderful Wizard of Oz (children’s book).1906-1911: Ray Harroun, Indy 500 race on Decoration Day, first rear-view mirror.1909: Dorothy Levitt, Rear-view mirror, The Woman and the Car (book).1957: Morton Heilig, Sensorama.1968: Ivan Sutherland HMD (head-mounted display).1975: Myron Krueger, Videoplace (Metaplay), University of Wisconsin Madison.1977: Star Wars, George Lucas, R2-D2 a holographic recording of Leia.1979: GUI1980: Gavan Lintern, University of Illinois, HUD (Heads up display) for flight.1980: Steve Mann, University of Toronto, EyeTap first wearable computer.1981: Dan Reitan, geospatially maps.1986: Ron Feigenblatt, IBM, smart flat panel display.1987: Douglas George and Robert Morris, astronomical telescope-based HUD.1990: Thomas Caudell, U of New Mexico, and David Mizell, Introduced the term 'Augmented Reality', Boeing research project.

https://slideplayer.com/slide/5360548/

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1992: Louis Rosenberg, Virtual Fixtures, US Air Force Research Laboratory1992: Steven Feiner, Blair MacIntyre and Doree Seligmann present an early paper on an AR system prototype, KARMA, at the Graphics Interface conference.1993: CMOS active-pixel sensor, metal–oxide–semiconductor (MOS), NASA's Jet Propulsion Laboratory1993: Mike Abernathy, identifying space debris using Rockwell WorldView by overlaying satellite geographic trajectories on live telescope video.1993: Loral WDL, live AR-equipped vehicles and manned simulators. 1994: Julie Martin, Augmented Reality Theater production, Dancing in Cyberspace.1995: S. Ravela, University of Massachusetts, vision-based system using monocular cameras to track objects

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1998: Ramesh Raskar, Welch, Henry Fuchs, University of North Carolina at Chapel Hill, Spatial Augmented Reality.1999: Frank Delgado, Mike Abernathy, flight test of LandForm software video map overlay from a helicopter, overlaying video with runways, taxiways, roads and road names.1999: The US Naval Research Laboratory, the Battlefield Augmented Reality System (BARS), wearable systems for dismounted soldier operating in urban environment for situation awareness and training.1999: Dryden Flight Research Center, NASA X-38 flown using LandForm software video map overlays.2000: Rockwell International Science Center, tetherless wearable augmented reality systems receiving analog video and 3-D Audio over radio-frequency wireless channels.

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2004: Outdoor helmet-mounted AR system, Trimble Navigation and the Human Interface Technology Laboratory (HIT lab).2008: Wikitude AR, Travel Guide launches, Android phone.2009: ARToolkit to Adobe Flash, Saqoosha, AR to the web browser.2010: Mine detection robot, Korean minefield at demilitarized zone (DMZ)2012: Lyteshot, interactive AR gaming platform, smart glasses for game data.2013: Meta announces the Meta 1 developer kit.[294][295]2015: Microsoft, HoloLens augmented reality headset. 2016: Niantic released Pokémon Go for iOS and Android, the most popular smartphone applications and augmented reality games.2017: Magic Leap, Digital Lightfield technology 2019: Microsoft, HoloLens 2, improvements of FOV and ergonomics.

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Industrial augmented reality

1990: Thomas Caudell, U of New Mexico, and David Mizell, Introduced the term 'Augmented Reality', Boeing research project.

The term "augmented reality" was coined at Boeing in 1990 by researcher Tom Caudell. He and a colleague, David Mizell, were asked to come up with an alternative to the expensive diagrams and marking devices then used to guide workers on the factory floor. They proposed replacing the large plywood boards, which contained individually designed wiring instructions for each plane, with a head-mounted apparatus that would display a plane's specific schematics through high-tech eyeware and project them onto multipurpose, reusable boards. Instead of reconfiguring each plywood board manually in each step of the manufacturing process, the customized wiring instructions would essentially be worn by the worker and altered quickly and efficiently through a computer system.

http://www.idemployee.id.tue.nl/g.w.m.rauterberg/presentations/hci-history/tsld096.htmhttps://slideplayer.com/slide/5360548/

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https://slideplayer.com/slide/5360548/

Factory workers at Boeing using traditional wiring instructions vs an AR headset to wire aeroplanes

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://slideplayer.com/slide/5360548/

Divid Mizell, Intel Research Slides

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https://www.boeing.com/features/2018/01/augmented-reality-01-18.page

Boeing Tests Augmented Reality in the Factory

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1838Charles Wheatstone

Wheatstone Stereoscope

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https://en.wikipedia.org/wiki/Charles_Wheatstone

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Leonardo Da Vinci, The eye — which sees all objects reversed — retains the images for some time. This conclusion is proved by the results; because, the eye having gazed at light retains some impression of it. After looking (at it) there remain in the eye images of intense brightness, that make any less brilliant spot seem dark until the eye has lost the last trace of the impression of the stronger light.

Leonardo Da Vinci commented about what happens when you look at an object. He realised that each eye sees something different.

Leonardo di ser Piero da Vinci (April 15, 1452 – May 2, 1519)Italian Renaissance

https://artefactual.co.uk/tag/charles-wheatstone/https://en.wikiquote.org/wiki/Leonardo_da_Vinci

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https://artefactual.co.uk/tag/charles-wheatstone/

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1839David Brewster

Lenticular Stereoscope

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https://en.wikipedia.org/wiki/David_Brewster

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https://en.wikipedia.org/wiki/Stereoscope

Brewster-type stereoscope, 1870

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Stereoscope

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https://en.wikipedia.org/wiki/Stereoscopehttps://en.wikipedia.org/wiki/Stereoscopy

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https://en.wikipedia.org/wiki/Stereoscopy#/media/File:Strereoscope-_Western_Wall_Jerusalem.jpgA company of ladies looking at stereoscopic views, painting by Jacob Spoel, before 1868

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https://en.wikipedia.org/wiki/Stereoscopy#/media/File:Strereoscope-_Western_Wall_Jerusalem.jpg

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1901L. Frank Baum

The Wonderful Wizard of Oz

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https://en.wikipedia.org/wiki/L._Frank_Baum#cite_note-34

An American children's novel written by author L. Frank Baum and illustrated by W. W. Denslow, originally published by the George M. Hill Company in May 1900

The Wonderful Wizard of Oz, This stage version opened in Chicago in 1902

The Fairylogue and Radio-Plays (1908), which combined a slideshow, film, and live actors with a lecture by Baum as if he were giving a travelogue to Oz

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https://www.youtube.com/watch?v=C1PfVVFq97I

The Wizard of Oz is a 1939 produced by MGM. Directed primarily by Victor Fleming

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1906-1911Ray Harroun

Indy 500 race on Decoration Day (Memorial Day)

first rear-view mirror.

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Ray Harroun’s idea was that by ditching his mechanic, the guy who’s main job during the race was to tell him it was clear to pass, he dumped around 160 pounds of weight. Replacing that man with a mirror would have been brilliant, had the race track not been so cobbled it shook beyond use. Harroun’s mirror was worthless to him because he couldn’t see anything in it.

https://orangebeanindiana.com/2018/10/11/rearview-mirror-invented/https://historygarage.com/history-rear-view-mirror-driving-faster/

https://en.wikipedia.org/wiki/Rear-view_mirror

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https://orangebeanindiana.com/2018/10/11/rearview-mirror-invented/https://historygarage.com/history-rear-view-mirror-driving-faster/

https://en.wikipedia.org/wiki/Rear-view_mirror

The general claim of “first rear-view mirror” is disputed by some auto historians, who note that there was mention of a potential driving mirror in a 1906 trade magazine.

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1950-60Morton Healing

First head mounted display or hmdThe telesphere mask

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http://uschefnerarchive.com/mortonheilig/Morton Leonard Heilig patented the Sensorama in 1962

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http://uschefnerarchive.com/mortonheilig/Morton Leonard Heilig patented the Sensorama in 1962

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http://uschefnerarchive.com/mortonheilig/Morton Leonard Heilig patented the Sensorama in 1962

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https://timelineofphotography.wordpress.com/View-Master 1939 New York World’s Fair

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https://www.youtube.com/watch?v=vSINEBZNCksMorton Heilig's Sensorama Interview

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https://vimeo.com/246184069https://www.youtube.com/watch?v=vSINEBZNCks

Morton Heilig’s Sensorama Promo late 1980’s

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1961Philco

HMD for surveillance through telepresence

Philco Safari First Portable Battery Operated Television

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1961, Philco: HMD for surveillance through telepresence, 1961 Philco Headsight television system provides remote surveillance, CP Comeau, JS Bryan - Electronics, Nov, 1961 The Philco HMD was part of the Philco "Headsight TV Surveillance System" and was mounted in a building, not portable or wearable.

https://en.wikipedia.org/wiki/Philcohttps://collection.cooperhewitt.org/objects/18796291/

https://www.worthpoint.com/worthopedia/vintage-1959-philco-safari-model-h-2010-tvhttp://wearcam.org/ar/

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https://www.youtube.com/watch?v=VgVYiuLZ47ghttps://www.youtube.com/watch?v=U5eAIEO4fPk

1959 Philco Safari Model H-2010

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1960’sBell Helicopter Company

Early camera-based augmented-reality systems.

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Bell Helicopter Company, in 1960’s, performed several early camera-based augmented-reality systems. In one, the head-mounted display was coupled with an infrared camera that would give military helicopter pilots the ability to land at night in rough terrain. An infrared camera, which moved as the pilot’s head moved, was mounted on the bottom of a helicopter. The pilot’s field of view was that of the camera.

http://www.bellflight.com/https://en.wikipedia.org/wiki/Bell_Helicopter

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1965 and 1968 Ivan Sutherland

Head Mounted Displays (HMD)The Sword of Damocles

VR/AR

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https://www.youtube.com/watch?v=Hp7YgZAHLos

Ivan Sutherland Virtual Reality in the 1960'sFirst Head mounted display 1965 The Sword of Damocles

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https://www.youtube.com/watch?v=Y2AIDHjylMIIvan Sutherland Virtual Reality lecture on March 19, 1996, and Proto Awards 2015

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1971Perkinelmer company

Head mounted display

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Figure3showsone helmetmountconfiguration.Figure4 sho� ... s ahelmetmountattachedtotheArmy'5ne,"SPH-4helmet.TheSPH-4ismorestableon theheadthanorevioushel metsbecauseof an internalheadharnessdesignthatcan be adjustedto thein dividual.

https://www.youtube.com/watch?v=Y2AIDHjylMI&t=660shttp://archives.rotor.com/documents/PUBLICATIONS/DOC102209-033.pdf

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https://www.youtube.com/watch?v=Y2AIDHjylMI&t=660shttp://archives.rotor.com/documents/PUBLICATIONS/DOC102209-033.pdf

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1970 and 80’Phenomenal Augmented Reality

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https://www.youtube.com/watch?v=Hp7YgZAHLos

Steve Mann, PHENOMENAmplification as a visual art form in the 1980s

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1975Myron Krueger

Videoplace

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http://thedigitalage.pbworks.com/w/page/22039083/Myron%20Kruegerhttps://www.youtube.com/watch?v=d4DUIeXSEpk

Myron Krueger, VIDEOPLACE University of Connecticut

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1977George Lucas

Star WarsR2-D2 a holographic recording of Leia

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https://en.wikipedia.org/wiki/Star_Wars_(film)https://www.youtube.com/watch?v=8N_Cj3ZS9-A

Star Wars (retroactively titled Star Wars: Episode IV – A New Hope) is a 1977 American epic space opera film written and directed by George Lucas, produced by Lucasfilm and distributed by 20th Century-Fox.

Princess Leia's hologram message.

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https://www.youtube.com/watch?v=C1PfVVFq97I

The Wizard of Oz is a 1939 produced by MGM. Directed primarily by Victor Fleming

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1977GUI (Graphical user interface)

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GUI is a type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators, instead of text-based user interfaces.

https://en.wikipedia.org/wiki/History_of_the_graphical_user_interface

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http://www.computerhistory.org/revolution/input-output/14/348

GUI technology being developed at Xerox PARC, Jobs had negotiated a visit to see the Xerox Alto computer and Smalltalk development tools in exchange for Apple stock options. The Lisa and Macintosh user interfaces were partially influenced by technology seen at Xerox PARC and were combined with the Macintosh group's own ideas.

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http://www.computerhistory.org/revolution/input-output/14/348

Apple Lisa, 1984 Ca.

Xerox PARC: Dorado Smalltalk, 1979

VS

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http://www.computerhistory.org/revolution/input-output/14/348

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1990The MIT Wearable Computing Project

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1992Steven Feiner, Blair MacIntyre and Doree Seligmann, Columbia Univ

AR system prototype, KARMAKARMA Knowledge-based

Augmented Reality for Maintenance Assistance

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https://www.academia.edu/2758388/Knowledge-based_augmented_realityhttps://graphics.cs.columbia.edu/projects/karma/karma.html

Steven Feiner, Blair MacIntyre, Dorée Seligmann, KARMA (Knowledge-based Augmented Reality for Maintenance Assistance)

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1993Wearable HDR combined with

panoramics:

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1993Thad Starner’s

“Tin Lizzy” wearable computer

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1994-Steve Mann

Wearable Wireless Webcam

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In 1989, sold by Reflection Technology, Private Eye head-mounted display scanned a vertical array of LEDs across the visual field using a vibrating mirror. The monochrome screen is 1.25-inches on the diagonal, but images appear to be a 15-inch display at 18-inches distance.

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19982000

2005

2008

2009 2013: Meta Eyewear 2013: Google Glass

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AR by Natural User Interface with 3D Gesture-based wearable computing, S. Mann, 1997, IEEE Computer, Vol. 30, No. 2, pp25-32.

1999, Mann: Contact lens display2000, Mann, Desjardins, and Spence: Implantable Camera System for the visually-impaired http://wearcam.org/ar/

http://www.media.mit.edu/wearables/lizzy/timeline.htmlhttp://www.irma-international.org/viewtitle/10158/

https://docs.google.com/viewer?url=patentimages.storage.googleapis.com/pdfs/US2388170.pdfhttps://docs.google.com/viewer?url=patentimages.storage.googleapis.com/pdfs/US2955156.pdf

http://www.mortonheilig.com/SensoramaPatent.pdfhttp://90.146.8.18/en/archiv_files/19902/E1990b_123.pdf

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EyeTap inventor Steve Mann wearing a metal frame Laser EyeTap (computer-controlled laser light source run from "GlassEye" camera)

Man wearing a one-eyed injection-molded EyeTap

https://en.wikipedia.org/wiki/EyeTap

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3 different types of AR

Marker-based / Markerless /Location based

https://en.wikipedia.org/wiki/Augmented_realityhttps://www.blippar.com/blog/2018/08/14/marker-based-markerless-or-location-based-ar-different-types-of-ar

https://library.vuforia.com/content/vuforia-library/en/features/images/image-targets/best-practices-for-designing-and-developing-image-based-targets.html

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Marker-based AR (Image Targets)

The digital world is anchored to the real world. We call the distinctive picture that can be recognised by the device, the marker. A marker can be anything, as long as it has enough unique visual points.

QR code,

https://library.vuforia.com/content/vuforia-library/en/features/images/image-targets/best-practices-for-designing-and-developing-image-based-targets.html

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Figure A – Image Target with coordinate axes for explanation. This image is fed into the online Target Manager to create the target database. Figure B – Image showing the natural features that the Vuforia Engine uses to detect the image target.

https://en.wikipedia.org/wiki/Augmented_reality

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Markerless AR

The user moves the virtual objects

Imagine an AR application that can place virtual furniture inside your living room. This allows you to try different combinations of objects, styles and location. For this application, the user needs to decide where to place the virtual object. This is called “markerless AR”.

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https://en.wikipedia.org/wiki/Synthetic_vision_systemhttps://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20080018605.pdf

https://www.microsoft.com/en-us/hololens/buy

Synthetic vision system

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Location based AR

the virtual world is in a physical space

Location based AR ties augmented reality content to a specific location.

https://www.wikitude.com/geo-augmented-reality/

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Figure A – Image Target with coordinate axes for explanation. This image is fed into the online Target Manager to create the target database. Figure B – Image showing the natural features that the Vuforia Engine uses to detect the image target.

https://niantic.helpshift.com/a/pokemon-go/?s=accessories&f=catching-pokemon-in-ar-mode&l=en&p=webhttps://www.magicleap.com/en-us/enterprise/solutions/spatial

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https://www.youtube.com/watch?v=5iTLN3AuBwsSigur Rós in collaboration with Magic Leap Studios | Tónandi

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AR / Geolocation / GeotaggingLocation-based AR

To specific locations in the real-world

https://www.wikitude.com/products/wikitude-sdk-features/https://en.wikipedia.org/wiki/Geotagginghttps://en.wikipedia.org/wiki/Geolocation

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GeoLocation

GeoLocation consists of latitude and longitude and an optional altitude property. If the altitude is not specified, the altitude will be set to AR.

Depending on the use case, location is used via GPS, network or beacon. Geo AR is the ideal feature for gaming, navigation, retail, tourism, communication, and more.

https://www.wikitude.com/geo-augmented-reality/

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Indoor positioning system

An indoor positioning system (IPS) is a network of devices used to locate people or objects where GPS and other satellite technologies lack precision or fail entirely, such as inside multistory buildings, airports, alleys, parking garages, and underground locations.

https://en.wikipedia.org/wiki/Indoor_positioning_system

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Indoor positioning system

A large variety of techniques and devices are used to provide indoor positioning ranging from reconfigured devices already deployed such as smartphones, WiFi and Bluetooth antennas, digital cameras, and clocks; to purpose built installations with relays and beacons strategically placed throughout a defined space.

https://en.wikipedia.org/wiki/Indoor_positioning_system

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Indoor vs. Outdoor vs. Virtual Space

https://en.wikipedia.org/wiki/Geotagginghttps://www.wikitude.com/geo-augmented-reality/

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https://www.google.com/maps/d/u/0/viewer?ie=UTF8&hl=en&msa=0&ll=42.45031308470501%2C-76.47474611027621&spn=0.003444%2C0.009313&z=17&mid=1CldU0O1vaJS9hnD-YIDKwOww-K8

https://en.wikipedia.org/wiki/Location-based_game

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https://www.pointr.tech/https://litlong.org/welcome

https://apps.apple.com/us/app/curious-edinburgh/id1113602530?ls=1http://www.walkingthroughtime.co.uk/

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QR Codes, RFID, Beacon, and NFC

https://www.meetingplay.com/blog/qr-rfid-beacon-nfc

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Beacon vs. NFC

http://zugara.com/beacon-vs-nfc-infographic

https://www.getelastic.com/mobile-commerce-ibeacon-vs-nfc-infographics

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http://zugara.com/beacon-vs-nfc-infographic

https://www.getelastic.com/mobile-commerce-ibeacon-vs-nfc-infographics

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http://zugara.com/beacon-vs-nfc-infographic

https://www.getelastic.com/mobile-commerce-ibeacon-vs-nfc-infographics

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Indoor positioning with Bluetooth beacons

https://www.wikitude.com/geo-augmented-reality/

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A visual-based positioning serviceFacebook & Scape

https://www.scape.io/

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https://www.scape.io/https://medium.com/scape-technologies/designing-large-scale-ar-apps-with-scapekit-a3bce1be1fbc

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XRStandards and Best practice

https://xra.org/

https://developer.apple.com/design/human-interface-guidelines/ios/system-capabilities/augmented-reality/https://developers.google.com/ar

https://docs.microsoft.com/en-us/windows/mixed-reality/https://developer.magicleap.com/en-us/learn/guides/design-principles

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https://xra.org/

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Designing for the User’s Environmentreviews the concept of designing for many different environments and considerations about people may use the app, including the private space of a room or the vast openness of a real-world environment.

https://xra.org/

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Designing for the User’s Experiencedetails how users are just beginning to become familiar with a 360-degree XR environment and reviews considerations for how users may expect to consume augmented experiences.

https://xra.org/

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Smartphone AR vs. HMD (Headset AR)

Smartphone AR

https://xra.org/

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SURFACESSmartphone AR software platforms are constantly improving their understanding of the real-world environment. They can cluster and recognize feature points that appear to lie on common horizontal and angled surfaces and make these surfaces available to the app as planes.

LIGHTINGAR requires an exceptional level of detail to overlay believable-looking objects onto real- world environments. Accurately detecting the light type, source, and intensity are important components of selling realism.

https://xra.org/

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USER MOVEMENTUsers are just beginning to become familiar with 360-degree XR environments. When initially engaging in smartphone AR experiences, they tend to remain stationary due to habits built by 2D mobile interactions.

Based on each user’s environment and comfort level, their movement while using a smartphone AR application can go through four phases:1. Seated, with hands fixed2. Seated, with hands moving 3. Stationary with hands fixed 4. Full range of motion

ACCESSIBILITY AND EASE OF ACCESS

USER COMFORT

REDUCING USER FRUSTRATIONhttps://xra.org/

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FEEDBACKSSURFACE DETECTION FEEDBACKSURFACE VISUALIZATION

https://xra.org/

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OPTIMAL PLACEMENT RANGEAn optimal placement range indicator helps ensure that the user will place an object at a comfortable viewing distance. Guide users to optimal object placement by clearly labeling regions of the screen, setting maximum placement distance defaults and using visual indicators for object destinations.

Scene Staging

Maximum Placement Distance

Destination Point

https://xra.org/

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TYPES OF OBJECT PLACEMENTObjects in AR can be placed automatically or manually.

Auto Placement

Manual PlacementTap-to-PlaceDrag-to-PlaceFree Placement

https://xra.org/

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MANIPULATING VIRTUAL OBJECTSAny interactive objects placed by the user in a scene should be easily manipulated, from selecting the object, to moving it between surfaces, to scaling it larger or smaller.Selection, Translation, Multi-Surface Translation, Translation Limits

ROTATIONRotation is the ability to orient the object in a desired direction. Rotation can be either auto or manual.Manual Rotation, Auto-Rotation

SCALINGScaling is the ability to increase or decrease the size of an object, most commonly with a pinch gesture.Constraints, Scale and Gameplay

https://xra.org/

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VOLUMETRIC INTERFACE DESIGNVolumetric interfaces allow users to interact with objects that appear to have three- dimensional depth. Volumetric interfaces necessitate a range of design considerations.Gestures, Proximity, Accidental Gestures

MAINTAINING IMMERSION

MAINTAINING IMMERSIONDesign for an immersive experience, but empower users to feel in control.

Allow users to perform primary and secondary tasks within the app.

https://xra.org/

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ONBOARDING AND INSTRUCTIONSAllow users to launch the smartphone AR experience quickly and teach users how to perform key tasks contextually in the first-run experience. This will tie helpful instructions to relevant tasks and build retention.

FAMILIARITY (Jakob’s Law)Leverage familiar UI patterns and conventions. Align to standard UX interaction models and patterns without breaking the immersiveness of the experience. This will help reduce the need for providing instructions or detailed onboarding.

LANDSCAPE AND PORTRAIT MODESCamera and button placementLayoutOne-mode supportKey target placement

https://xra.org/

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AUDIO EXPLORATIONAudio can encourage engagement and enhance the user’s experience. Be mindful of the following though while infusing audio in 3D objects or the 360-degree environmentAvoid playing sounds simultaneously.Add attenuation for sound effects.

VISUAL EXPLORATIONVisual or audio cues can encourage off- screen exploration. For example, a bird flying off-screen until the user brings it back in the scene can help direct the user to complete the intended goal.

https://xra.org/

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AVOIDING VISIBLE DEPTH COLLISIONSTo avoid depth collisions — when a virtual object appears to intersect a real-world object — be mindful of reasonable room sizes and the various environments in which users will use the app. Set expectations up front by clearly communicating how much space is needed for the experience, from a tabletop, to an entire room, to a world-scale space.

Carry over from VR:● Occlusion● Collision● Teaching the control scheme

https://nianticlabs.com/en/blog/nrwp-update-110619/https://xra.org/

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Snapchat / Lens Studio

https://lensstudio.snapchat.com/guides/general/panels/https://lensstudio.snapchat.com/guides/getting-started/

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https://www.youtube.com/watch?v=ZkeQXpi_5Pg&feature=emb_logohttps://www.youtube.com/playlist?list=PL0rDQ-c-_kxcwwBccaz1N9Rmz_xgyijRg

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https://lensstudio.snapchat.com/guides/general/panels/

Scene Object Inspector

Resources

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Preview Scene Config Pair To Snapchat

Loggerhttps://lensstudio.snapchat.com/guides/general/panels/

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Snapchat / Lens Studio /AR Landmarkers

https://lensstudio.snapchat.com/templates/landmarker/download/https://www.youtube.com/watch?v=s1aYoaQ3oe4

https://www.theverge.com/2019/4/4/18294062/snapchat-landmarkers-ar-lenses-filters-eiffel-tower-rainbows

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https://lensstudio.snapchat.com/templates/landmarker/download/https://www.youtube.com/watch?v=s1aYoaQ3oe4

https://www.theverge.com/2019/4/4/18294062/snapchat-landmarkers-ar-lenses-filters-eiffel-tower-rainbows

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Snapchat / Lens Studio /Face Mask

https://lensstudio.snapchat.com/guides/general/panels/https://lensstudio.snapchat.com/guides/getting-started/

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