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  • Tue 1 Apr 2008

    IEEE VR 2008, AR/MR

    Published at 18:01   Category Augmented Reality  

    From Monday 10th to Wednesday 12th March 2008 was the actual IEEE VR conference. See the complete program.

    It was harder to take notes because there was no power plug in this room, and Wi-fi was having a hard time, so sorry if the report here is less complete. Moreover we had to hold the Virtools booth during pauses, which was pretty exhausting and caused us to miss some interesting presentations.

    The first session was about Augmented/Mixed reality, and even during the other sessions, there was a lot of talk about AR! I’m wondering if this is because AR is trendy right now, but I’m pretty sure there are a lot of things to research in pure VR! Not that AR isn’t interesting, and of course there’s a lot of common ground, but it’s not my main field of interest. So maybe there should be a IEEE AR or a full AR session where all the AR specific topics are discussed ? Like markers /camera tracking, AR displays, AR applications etc.

    An impressive tracking system based on visual/inertial fusion was presented by Gabriele Bleser and Didier Stricker (”Advanced tracking through efficient image processing and visual-inertial sensor fusion”). It is very robust and didn’t seem to have any visible latency, but it requires a textured-CAD model of the environment to be able to use an illumination model. Everyone in the room was stunned and I believe it’s the only time the public spontaneously applauded in the middle of the presentation!

    Here are some summaries of papers.

    Massively Multiplayer Online World as Platform for AR experiences

    by Lang, MacIntyre, Jamard.

    We have seen a prototype of augmented reality interface to Second Life; you could see SL avatars in the real world, which is really nice! Even more, an avatar inside SL can record its performance in the Augmented Reality and see that video inside SL! This mixing of real and virtual world makes me dizzy!! That’s a really nice application.

    See http://arsecondlife.gvu.gatech.edu

    Providing a wide field of view for AR

    by Seokhee Jeon, Gerard J. Kim.

    The first paper was about improving the field of view used for desktop AR to improve usability. By putting the camera on the user’s head and mosaicing (stitching) the views, the system can provide a proprioceptive match between the real and augmented world.
    Displaying the whole interaction space shows better performance and usability, and it also reduces searching time and cognitive load.
    But it seems that placing the camera in a fixed location close to the user’s head. The stiching errors, mainly due to motion blur, were the main concern of users but the mosaicing system can still be a good alternative if the camera cannot be fixed at the proper place or when it will be improved

    Capturing images with sparse informational pixels using projected 3d tags

    by Li Zhang, Neesha Subramaniam, Robert Lin, Ramesh Raskar, Shree Nayar.

    The goal of this team is to have tags in realworld to be seen by telephone cameras.
    Some challenges in barcode recognition are tag distance and inclination, environment illumination.
    Moreover, it requires attaching physical tags to the surface.
    What is proposed here is to project optical tag with a projector. This allows to use, instead of a spatial pattern, have a temporal pattern, or a spatio temporal pattern. Moreover, the tags are projected in the infrared spectrum so are not visible by human eye or regular camera.
    These tags allow to get information of real objects on cheap phone cameras with very limited computation power.

    See http://www1.cs.columbia.edu/CAVE/projects/photo_tags/
    Hear-through AR: using bone conduction to deliver spatial audio

    by Robert W. Lindeman, Haruo Noma, Paulo Gonçalves de Barros .

    See http://www.cs.wpi.edu/~gogo/hive

    The goal is to augment reality of the auditory sense, not only visually as in traditionnal AR. We need CG and real world sound occlusion and reflection. Why use a bone conduction headset ? Because the real world is not occluded or modified in any way. But headphone accuracy is probably better. So a lot of work still has to be done to improve the system, both on the sound generation and the hardware, but the results of the study are very interesting.

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    Sun 11 Nov 2007

    Levelhead - Augmented Reality Game

    Published at 19:29   Category Augmented Reality, Game  

    Here’s a really nice use of AR, by Julian Oliver (you should look at the higher res video on the site).
    (from O-Town)

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    Thu 23 Aug 2007

    Markerless realtime 3D tracking & modeling

    Published at 13:16   Category Augmented Reality, VR Devices  

    A french lab, who published a paper at Siggraph 2007, is working on a impressive markerless tracking/modeling system, the GrImage Platform:

    This architecture is designed for mixed reality applications requiring such dynamic models, tele-immersion for instance. (…)

    The acquisition [is] based on standard firewire cameras; the computation, based on a distribution scheme over a cluster of PC and using a recent shape-from-silhouette algorithm which leads to optimally precise 3D models.

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    Fri 20 Jul 2007

    Intersense IS-1200 VisTracker

    Published at 17:32   Category Augmented Reality, VR Devices  

    Back at IPT/EGVE, Intersense was presenting its MictroTrax and new Wand. The head tracker is really small, and the wand is smaller. It can fit on cheap, lightweight passive stereo glasses without any problem. I did the setup of their installation in no time, it’s all VRPN compatible already (except for the trigger but that should be easy and fast to fix).

    They had also a new tracker, the IS-1200 VisTracker. All their trackers use an internal inertial tracker (accelerometers, gyroscopes and magnetometer), which have very fast update rates, but tend to drift. The IS-900 trackers use ultrasound emitters to recalibrate this drift. The VisTracker instead uses a camera that matches Augmented Reality patterns anywhere in your room.

    Intersense had sent us the tracker and the associated UMPC so that we could setup Virtools demos.

    - The VisTracker, mounted on a UMPC Vaio UX 280 -

    - The AR patterns -

    - A close-up of the UMPC -

    The UMPC is a Sony Vaio UX 280, running on Windows XP which has an Intel CPU at 1.2GHZ with 1Gb of RAM. Virtools runs perfectly on this. The display is really bright. The only problem is the size of the keys! Maybe with a virtual laser keyboard this would be more practical.

    I believe there is still some work to do for the tracking to work flawlessly. The inertial tracker drifts quite fast, and it takes a couple of seconds for the camera to recalibrate when if finds an AR pattern. Once it has two in sight it works quite fine excepts that it sometimes loses the patterns every now and then.

    With this system you can print your own AR patterns, stick them anywhere in your building, register their position in the software. This allows you to be precisely tracked in a potentially huge surface for a flat fee!
    Here’s an official video :

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    Wed 20 Jun 2007

    Virtual Reality in France

    Published at 13:17   Category Augmented Reality, VR Applications, VR Devices, VR Displays, Virtual Reality  

    The newly formed AFRV [ French Association for VR/AR and 3D interaction ] is publishing some informal statistics about the state of VR in France in its “Journal de l’AFRV” (available to members). These stats are for general information purpose only and shouldn’t be regarded as official statistics.
    The most interesting figures are :

    - ~500 people are working in VR/AR; Researchers/Teachers (51%), PhD candidates (34%), engineers & technicians (14%).

    - The majority of research is done about VR only, much less about AR only (often VR+AR).
    - There is an important number of groups that use VR without doing research about these technologies (18/39), which represent 100/460 people.

    - The research is done, by decreasing order, in the medical field, product conception, transportation, education, human studies, scientific data exploration, architecture, sport, game, archelogy, art, geoscience, energy, military, domotic.

    - No group is doing fundamental research on VR/AR. It seems to always be applied research.

    - The equipment is, by decreasing order, tracking devices, feedback/haptics devices, stereoscopic display, big screen (<10m²), data glove (no haptics), HMD, 3d sound, immersive room (>10m²), speech recognition, CAVE or approaching (6!), workbench, tactile feedback, treadmill …

    If you add all the VR students that come out of schools every year, that makes a lot of VR enthousiasts in France ;)

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    Thu 7 Dec 2006

    Dassault Systèmes : See what you mean

    Published at 17:41   Category Augmented Reality  


    Am I corporate? =)
    Here’s a cool video showing what could be a collaborative work over a 3D/AR mock-up in a not so distant future.


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