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CS-525H: Immersive HCI Augmented Reality Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science [email protected]

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Page 1: CS-525H: Immersive HCIweb.cs.wpi.edu/~gogo/courses/cs525H/slides/cs525H... · R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 20 Design of the User

CS-525H:Immersive HCI

Augmented Reality

Robert W. Lindeman

Worcester Polytechnic InstituteDepartment of Computer Science

[email protected]

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R.W. Lindeman - WPI Dept. of Computer ScienceInteractive 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, attributesmust 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 ScienceInteractive Media & Game Development

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Direct

Real-World Stimulus Paths

1 2 3 4

Real-WorldSignal Environment Sensory

Subsystem Nerves Brain

Real-WorldSignal Environment Capture

DevicePost-

ProcessingCaptured

Signal

Captured/Mediated

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

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Visual Sense

PC

Projection Mixing in the environment (far)

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Visual Sense (cont.)

PC

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

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Visual Sense (cont.)

PC

Video-see-through AR Mixing in the Computer

Page 7: CS-525H: Immersive HCIweb.cs.wpi.edu/~gogo/courses/cs525H/slides/cs525H... · R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 20 Design of the User

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

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Using Visual AR: SDKsARToolKit

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 ScienceInteractive Media & Game Development

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Using Visual AR: SDKs ExamplesARToolKit

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 ScienceInteractive Media & Game Development

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Using Visual AR: ToolsGoogle 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)

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

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Sound Paths & Mixing Points

Real-WorldSound Environment Outer

EarNerves Brain

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

Our approach performs the mixing at thecochlea (2b)

InnerEar

MiddleEar

Ear System

1 2 3 4a b

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Auditory SenseAcoustic-Hear-Through AR (Speakers)

Mixing in the environment (far)

PC

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Auditory Sense (cont.)Mic-Through AR

Mixing in the computer

PC

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Auditory Sense (cont.)Hear-Through AR

Bone conduction Mixing at the sensory subsystem

PC

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Bone-Conduction ExampleThe sound of your own voice is a

combination of: Sound reaching your ears through the air Vibrations reaching your cochlea though your

head

ExampleSound heard through the airSound heard through the headCombined sound

Mauldin & Scordilis, 2004

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Research QuestionsHow 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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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 eachdevice 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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User StudyPhysical/Virtual sound locations

Ө = 45o

ӨӨ

ӨLEFT RIGHT

CENTER

CENTER-LEFT

CENTER-RIGHT

r = 1m

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User Study (cont.)Each sample was played for 1 secondSubjects wore a blindfoldNo HRTFs usedSubjects had to identify location/direction

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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)

nsnsInteractionnsHIGH LOW MEDFrequency

S B HS H BAudio DeviceMovingStationary

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

Center-Left/Center-Right

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AnalysisReal-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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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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Haptic Sense

Mixing at Sensory Subsystem(Novint Falcon)

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

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Haptic Sense (cont.)Mixing in the Environment

(Lindeman, VRST 2004)

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

Mixing in the Computer(Hirose et al. 1997)

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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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Gustatory SenseBite interface

Really haptics (near)

Iwata, 2004(photos: Sid Fels)

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Gustatory Sense (cont.)Edible bitsStraw-like interface

Mixing in the env.

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

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Gustatory Sense (cont.)

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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