COSC 426: Augmented Reality

           Mark Billinghurst
     mark.billinghurst@hitlabnz.org

             July 11th 2012

        Lecture 1: Introduction
Mark Billinghurst
  PhD Electrical Engineering
     University of Washington
  Interaction Design
     Museum experiences
     Tools for designers
  Augmented Reality
     Mobile AR, Evaluation,
     Multimodal Interfaces, Collaborative
  Collaboration
     Enhanced FtF and remote collaboration
     Social networking
Overview
  One two hour lecture a week
     Wednesday 1pm – 3pm
  You will learn
       Introduction to Augmented Reality
       Augmented Reality technology
       AR Interaction techniques
       Interaction Design
       AR authoring tools
       Research directions in AR
  Complete a simple project
Course Outline
    Wk 1 (July 11th): Introduction to Augmented Reality (AR)
    Wk 2 (July 18th): AR Technology
    Wk 3 (July 25th): AR Developer Tools
    Wk 4 (Aug 1st): AR Interaction Techniques
    Wk 5 (Aug 8th): AR Applications
    Wk 6 (Aug 15th): Outdoor and Mobile AR
    Wk 7,8 (Aug 22nd, Aug 29th): Holidays
    Wk 9 (Sept 5th): Collaborative AR
    Wk 10 (Sept 12th): Usability Testing
    Wk 11 (Sept 19th): AR research Directions
    Wk 12 (Sept 26th): Final Project Presentations
Assessment - Update
  Research project – 40%
    Group work (2-4 people)
    Due Sept 28th
  Two Class Assignments – 20 %
    Programming assignments, individual work
  Final Exam – 40%
    Exam week Oct 3rd – 14th
Introduction
A Brief History of Time



  Trend
     smaller, cheaper, more functions, more intimate
  Technology becomes invisible
       Intuitive to use
       Interface over internals
       Form more important than function
       Human centered design
A Brief History of Computing



  Trend
    smaller, cheaper, faster, more intimate, intelligent objects
  Computers need to become invisible
    hide the computer in the real world
     -  Ubiquitous / Tangible Computing
    put the user inside the computer
     -  Virtual Reality
Invisible Interfaces




              Jun Rekimoto, Sony CSL
Graphical User Interfaces




  Separation between real and digital worlds
    WIMP (Windows, Icons, Menus, Pointer) metaphor
Ubiquitous Computing




  Computing and sensing embedded in real world
    Particle devices, RFID, motes, arduino, etc
Virtual Reality




  1985…
Virtual Reality




  Immersive VR
    Head mounted display, gloves
    Separation from the real world
1977 – Star Wars
Augmented Reality Definition
  Defining Characteristics [Azuma 97]
    Combines Real and Virtual Images
     -  Both can be seen at the same time
    Interactive in real-time
     -  The virtual content can be interacted with
    Registered in 3D
     -  Virtual objects appear fixed in space
2008 - CNN
Augmented Reality Examples
  Put AR pictures here
AR vs VR
  Virtual Reality: Replaces Reality
    Scene Generation: requires realistic images
    Display Device: fully immersive, wide FOV
    Tracking and Sensing: low accuracy is okay
  Augmented Reality: Enhances Reality
    Scene Generation: minimal rendering okay
    Display Device: non-immersive, small FOV
    Tracking and Sensing: high accuracy needed
Milgram’s Reality-Virtuality continuum
              "...anywhere between the extrema of the virtuality continuum."

                                      Mixed Reality


   Real                   Augmented                     Augmented                  Virtual
Environment               Reality (AR)                 Virtuality (AV)           Environment




                        Reality - Virtuality (RV) Continuum

P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
Augmented Virtuality




  VR with windows into the real world
Metaverse
  Neal Stephenson’s “SnowCrash”
  The Metaverse is the convergence of:
    1) virtually enhanced physical reality
    2) physically persistent virtual space
  Metaverse Roadmap
    http://metaverseroadmap.org/
Metaverse Dimensions
• Augmentation technologies that layer information onto
   our perception of the physical environment.
• Simulation refers to technologies that model reality
• Intimate technologies are focused inwardly, on the
   identity and actions of the individual or object;
• External technologies are focused outwardly, towards
   the world at large;
Metaverse Components
  Four Key Components
    Virtual Worlds
    Augmented Reality
    Mirror Worlds
    Lifelogging
Mirror Worlds
  Mirror worlds are informationally-enhanced
   virtual models of the physical world.
    Google Earth, MS Street View, Google Maps
LifeLogging
  Technologies record and report the intimate
   states and life histories of objects and users
    Nokia LifeBlog, Nike+, FitBits
  Steve Mann - LifeLogging
Gordon Bell: LifeLogging




1 TB to store 65 years of data
Summary
  Augmented Reality has three key features
    Combines Real and Virtual Images
    Interactive in real-time
    Registered in 3D
  AR can be classified alongside other technologies
    Invisible Interfaces
    Milgram’s Mixed Reality continuum
    MetaVerse
AR History
A Brief History of AR (1)
  1960’s: Sutherland / Sproull’s
   first HMD system was see-
   through
A Brief History of AR (2)




                 F16 – Head Up Display
A Brief History of AR (3)




1960 - 70’s: US Air Force helmet mounted
  displays (T. Furness)
A Brief History of AR (4)




1970 - 80’s: US Air Force Super Cockpit (T. Furness)
A Brief History of AR (5)




  Early 1990’s: Boeing coined the term “AR.” Wire harness
   assembly application begun (T. Caudell, D. Mizell).
A Brief History of AR (6)




  1994: Motion stabilized display [Azuma]
  1995: Fiducial tracking in video see-through [Bajura / Neumann]
  1996: UNC hybrid magnetic-vision tracker
A Brief History of AR (7)




    1996: MIT Wearable Computing efforts
    1998: Dedicated conferences begin (ISMAR)
    Late 90’s: Collaboration, outdoor, interaction
    Late 90’s: Augmented sports broadcasts
History Summary
  1960’s – 80’s: Early Experimentation
  1980’s – 90’s: Basic Research
    Tracking, displays
  1995 – 2005: Tools/Applications
    Interaction, usability, theory
  2005 - : Commercial Applications
    Games, Medical, Industry
2007 - AR Reaches Mainstream
  MIT Technology Review
     March 2007
     list of the 10 most
      exciting technologies
  Economist
     Dec 6th 2007
     Reality, only better
Gartner Hype Cycle
2009 - AR in Magazines
  Esquire Magazine
    Dec 2009 issue
    12 pages AR content
  Many Others
    Wired
    Colors
    Red Bull
    Etc
Google Searches for AR
2008 - Browser Based AR
  Flash + camera + 3D graphics
  High impact
     High marketing value
  Large potential install base
     1.6 Billion web users
  Ease of development
     Lots of developers, mature tools
  Low cost of entry
     Browser, web camera
Impact of Web-based AR
  Boffswana Living Sasquatch
    http://www.boffswana.com/news/?p=605
  In first month
    100K unique visits
    500K page views
    6 minutes on page
2005 - Mobile Phone AR
  Mobile Phones
    camera
    processor
    display
  AR on Mobile Phones
    Simple graphics
    Optimized computer vision
    Collaborative Interaction
AR Advertising (HIT Lab NZ 2007)




  Txt message to download AR application (200K)
  See virtual content popping out of real paper advert
  Tested May 2007 by Saatchi and Saatchi
2008: Location Aware Phones




Motorola Droid      Nokia Navigator
2009 - Outdoor Information Overlay
  Mobile phone based
  Tag real world locations
    GPS + Compass input
    Overlay graphics data on live video

  Applications
    Travel guide, Advertising, etc
  Wikitude, Layar, Junaio, etc..
    Android based, Public API released
Layar (www.layar.com)
  Location based data
    GPS + compass location
    Map + camera view
  AR Layers on real world
    Customized data
    Audio, 3D, 2D content
  Easy authoring
  Android, iPhone
$784 million USD in 2014
AR Today
  Key Technologies Available
  -  Robust tracking (Computer Vision, GPS/sensors)
  -  Display (Handheld HMDs)
  -  Input Devices (Kinect, etc)
  -  Developer tools (Qualcomm, Metaio, ARTW)
  Commercial Business Growing
  -  Gaming, GPS/Mobile, Online Advertisement
     •  >$5 Billion USD by 2016 (Markets andMarkets)
     •  >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
AR Business Today
  Marketing
    Web-based, mobile
  Mobile AR
    Geo-located information and service
    Driving demand for high end phones
  Gaming
    Mobile, Physical input (Kinect, PS Move)
  Upcoming areas
    Manufacturing, Medical, Military
Some Commercial AR Companies
  ARToolworks (http://www.artoolworks.com/)
     ARToolKit, FLARToolKit, SDKs
  Metaio (http://www.metaio.com/)
     Marketing, Industry, SDKs
  Total Immersion (http://www.t-immersion.com/)
     Marketing, Theme Parks, AR Experiences
  Qualcomm (http://developer.qualcomm.com/dev/augmented-
  reality)
     Mobile AR, Vuforia SDK
  Many small start-ups (String, Ogmento, etc)
Summary
  Augmented Reality has a long history going
   back to the 1960’s
  Interest in AR has exploded over the last few
   years and is being commercialized quickly
  AR is growing in a number of areas
    Mobile AR
    Web based AR
    Marketing experiences
Sample AR Applications
Applications
  Medicine
  Manufacturing
  Information overlay
  Architecture
  Museum
  Marketing
  Gaming
Applications: medical
  “X-ray vision” for surgeons
  Aid visualization, minimally-invasive operations.
   Training. MRI, CT data.
    Ultrasound project, UNC Chapel Hill.

                       Courtesy
                       UNC
                       Chapel
                       Hill
Medical AR Trials
        Sauer et al. 2000 at Siemens
         Corporate Research, NJ
        Stereo video see through




F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a
Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial,
 MICCAI 2002
Assembly and maintenance
 © 1996 S. Feiner, B. MacIntyre, &
 A. Webster, Columbia University




                                     © 1993 S. Feiner, B. MacIntyre, &
                                     D. Seligmann, Columbia University
PS3 - Eye of Judgment (2007)
    Computer Vision Tracking
    Card based battle game
    Collaborative AR
    October 24th 2007
AR Books – Markerless Tracking
AR Annotations

                                  Columbia
                                  University


© 1993 S. Feiner, B. MacIntyre,                © 1997 S. Feiner, B. MacIntyre,
M. Haupt, & E. Solomon,                        T. Höllerer, & A. Webster,
Columbia University                             Columbia University




                                     HRL
Broadcast TV
Interactive Museum Experiences
  BlackMagic
     Virtual America’s Cup
     410,000 people in six months
  MagicPlanet
     TeManawa science museum
     Virtual Astronomy
     Collaborative AR experience
  AR Volcano
     Interactive AR kiosk
     Scienceworks museum, Melbourne
Digital Binocular Station




http://www.DigitalBinocularStation.com/
Museum Archeology
  LifePlus (2002-2004)
    Natural feature tracking
    Virtual characters
    Mobile AR system
  Archeoguide (2000-2002)
    Cultural heritage on-site guide
    Hybrid tracking
    Virtual overlay
Sales and Marketing
  Connect with brands and branded objects
  Location Based Experiences
     Lynx Angels
  Web based
     Rayban glasses
  Mobile
     Ford Ka campaign
  Print based
     Red Bull Magazine
Summary
  AR technology can be used to develop a wide
   range of applications
  Promising application areas include
    Games
    Education
    Engineering
    Medicine
    Museums
    Etc..
AR Experience Design
“The product is no longer
  the basis of value. The
      experience is.”

      Venkat Ramaswamy
     The Future of Competition.
Gilmore + Pine: Experience Economy

           experiences        Emotion



             services
 Value




             products

                               Function
           components

                                 Sony CSL © 2004
The Value of Good User Experience


                                    50c




                            $3.50

     20c
Good Experience Design
  Reactrix
      Top down projection
      Camera based input
      Reactive Graphics
      No instructions
      No training
Using the N-gage
SideTalking
  http://www.sidetalkin.com
Interaction Design
 “Designing interactive products to support people in their
   everyday and working lives”
                 Preece, J., (2002). Interaction Design

   Design of User Experience with Technology
       Higher in the value chain than product design
  Interaction Design involves answering three questions:
      What do you do? - How do you affect the world?
      What do you feel? – What do you sense of the world?
      What do you know? – What do you learn?
Interaction Design is All About You

   Users should be
    involved throughout
    the Design Process
   Consider all the needs
    of the user
Google Glasses
Interaction Design Process
Building Compelling AR Experiences

          experiences
                         Usability

          applications   Interaction


             tools       Authoring


          components     Tracking, Display
Summary
  In order to build AR applications you need to
   focus on the user experience
  Great user experience is based on
    Low level AR component technology
    Authoring tools
    Application/Interaction design
    User experience texting

426 lecture1: Introduction to AR

  • 1.
    COSC 426: AugmentedReality Mark Billinghurst [email protected] July 11th 2012 Lecture 1: Introduction
  • 2.
    Mark Billinghurst   PhDElectrical Engineering   University of Washington   Interaction Design   Museum experiences   Tools for designers   Augmented Reality   Mobile AR, Evaluation,   Multimodal Interfaces, Collaborative   Collaboration   Enhanced FtF and remote collaboration   Social networking
  • 3.
    Overview   One twohour lecture a week   Wednesday 1pm – 3pm   You will learn   Introduction to Augmented Reality   Augmented Reality technology   AR Interaction techniques   Interaction Design   AR authoring tools   Research directions in AR   Complete a simple project
  • 4.
    Course Outline   Wk 1 (July 11th): Introduction to Augmented Reality (AR)   Wk 2 (July 18th): AR Technology   Wk 3 (July 25th): AR Developer Tools   Wk 4 (Aug 1st): AR Interaction Techniques   Wk 5 (Aug 8th): AR Applications   Wk 6 (Aug 15th): Outdoor and Mobile AR   Wk 7,8 (Aug 22nd, Aug 29th): Holidays   Wk 9 (Sept 5th): Collaborative AR   Wk 10 (Sept 12th): Usability Testing   Wk 11 (Sept 19th): AR research Directions   Wk 12 (Sept 26th): Final Project Presentations
  • 5.
    Assessment - Update  Research project – 40%   Group work (2-4 people)   Due Sept 28th   Two Class Assignments – 20 %   Programming assignments, individual work   Final Exam – 40%   Exam week Oct 3rd – 14th
  • 6.
  • 7.
    A Brief Historyof Time   Trend   smaller, cheaper, more functions, more intimate   Technology becomes invisible   Intuitive to use   Interface over internals   Form more important than function   Human centered design
  • 8.
    A Brief Historyof Computing   Trend   smaller, cheaper, faster, more intimate, intelligent objects   Computers need to become invisible   hide the computer in the real world -  Ubiquitous / Tangible Computing   put the user inside the computer -  Virtual Reality
  • 9.
    Invisible Interfaces Jun Rekimoto, Sony CSL
  • 10.
    Graphical User Interfaces  Separation between real and digital worlds   WIMP (Windows, Icons, Menus, Pointer) metaphor
  • 11.
    Ubiquitous Computing   Computingand sensing embedded in real world   Particle devices, RFID, motes, arduino, etc
  • 12.
  • 13.
    Virtual Reality   ImmersiveVR   Head mounted display, gloves   Separation from the real world
  • 14.
  • 15.
    Augmented Reality Definition  Defining Characteristics [Azuma 97]   Combines Real and Virtual Images -  Both can be seen at the same time   Interactive in real-time -  The virtual content can be interacted with   Registered in 3D -  Virtual objects appear fixed in space
  • 16.
  • 17.
  • 18.
    AR vs VR  Virtual Reality: Replaces Reality   Scene Generation: requires realistic images   Display Device: fully immersive, wide FOV   Tracking and Sensing: low accuracy is okay   Augmented Reality: Enhances Reality   Scene Generation: minimal rendering okay   Display Device: non-immersive, small FOV   Tracking and Sensing: high accuracy needed
  • 19.
    Milgram’s Reality-Virtuality continuum "...anywhere between the extrema of the virtuality continuum." Mixed Reality Real Augmented Augmented Virtual Environment Reality (AR) Virtuality (AV) Environment Reality - Virtuality (RV) Continuum P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
  • 20.
    Augmented Virtuality   VRwith windows into the real world
  • 21.
    Metaverse   Neal Stephenson’s“SnowCrash”   The Metaverse is the convergence of:   1) virtually enhanced physical reality   2) physically persistent virtual space   Metaverse Roadmap   http://metaverseroadmap.org/
  • 22.
    Metaverse Dimensions • Augmentationtechnologies that layer information onto our perception of the physical environment. • Simulation refers to technologies that model reality • Intimate technologies are focused inwardly, on the identity and actions of the individual or object; • External technologies are focused outwardly, towards the world at large;
  • 23.
    Metaverse Components   FourKey Components   Virtual Worlds   Augmented Reality   Mirror Worlds   Lifelogging
  • 25.
    Mirror Worlds   Mirrorworlds are informationally-enhanced virtual models of the physical world.   Google Earth, MS Street View, Google Maps
  • 27.
    LifeLogging   Technologies recordand report the intimate states and life histories of objects and users   Nokia LifeBlog, Nike+, FitBits
  • 28.
      Steve Mann- LifeLogging
  • 29.
    Gordon Bell: LifeLogging 1TB to store 65 years of data
  • 30.
    Summary   Augmented Realityhas three key features   Combines Real and Virtual Images   Interactive in real-time   Registered in 3D   AR can be classified alongside other technologies   Invisible Interfaces   Milgram’s Mixed Reality continuum   MetaVerse
  • 31.
  • 32.
    A Brief Historyof AR (1)   1960’s: Sutherland / Sproull’s first HMD system was see- through
  • 33.
    A Brief Historyof AR (2) F16 – Head Up Display
  • 34.
    A Brief Historyof AR (3) 1960 - 70’s: US Air Force helmet mounted displays (T. Furness)
  • 35.
    A Brief Historyof AR (4) 1970 - 80’s: US Air Force Super Cockpit (T. Furness)
  • 36.
    A Brief Historyof AR (5)   Early 1990’s: Boeing coined the term “AR.” Wire harness assembly application begun (T. Caudell, D. Mizell).
  • 37.
    A Brief Historyof AR (6)   1994: Motion stabilized display [Azuma]   1995: Fiducial tracking in video see-through [Bajura / Neumann]   1996: UNC hybrid magnetic-vision tracker
  • 38.
    A Brief Historyof AR (7)   1996: MIT Wearable Computing efforts   1998: Dedicated conferences begin (ISMAR)   Late 90’s: Collaboration, outdoor, interaction   Late 90’s: Augmented sports broadcasts
  • 39.
    History Summary   1960’s– 80’s: Early Experimentation   1980’s – 90’s: Basic Research   Tracking, displays   1995 – 2005: Tools/Applications   Interaction, usability, theory   2005 - : Commercial Applications   Games, Medical, Industry
  • 40.
    2007 - ARReaches Mainstream   MIT Technology Review   March 2007   list of the 10 most exciting technologies   Economist   Dec 6th 2007   Reality, only better
  • 41.
  • 42.
    2009 - ARin Magazines   Esquire Magazine   Dec 2009 issue   12 pages AR content   Many Others   Wired   Colors   Red Bull   Etc
  • 43.
  • 44.
    2008 - BrowserBased AR   Flash + camera + 3D graphics   High impact   High marketing value   Large potential install base   1.6 Billion web users   Ease of development   Lots of developers, mature tools   Low cost of entry   Browser, web camera
  • 47.
    Impact of Web-basedAR   Boffswana Living Sasquatch   http://www.boffswana.com/news/?p=605   In first month   100K unique visits   500K page views   6 minutes on page
  • 48.
    2005 - MobilePhone AR   Mobile Phones   camera   processor   display   AR on Mobile Phones   Simple graphics   Optimized computer vision   Collaborative Interaction
  • 49.
    AR Advertising (HITLab NZ 2007)   Txt message to download AR application (200K)   See virtual content popping out of real paper advert   Tested May 2007 by Saatchi and Saatchi
  • 50.
    2008: Location AwarePhones Motorola Droid Nokia Navigator
  • 51.
    2009 - OutdoorInformation Overlay   Mobile phone based   Tag real world locations   GPS + Compass input   Overlay graphics data on live video   Applications   Travel guide, Advertising, etc   Wikitude, Layar, Junaio, etc..   Android based, Public API released
  • 52.
    Layar (www.layar.com)   Locationbased data   GPS + compass location   Map + camera view   AR Layers on real world   Customized data   Audio, 3D, 2D content   Easy authoring   Android, iPhone
  • 53.
  • 54.
    AR Today   KeyTechnologies Available -  Robust tracking (Computer Vision, GPS/sensors) -  Display (Handheld HMDs) -  Input Devices (Kinect, etc) -  Developer tools (Qualcomm, Metaio, ARTW)   Commercial Business Growing -  Gaming, GPS/Mobile, Online Advertisement •  >$5 Billion USD by 2016 (Markets andMarkets) •  >$1.5 Billion USD in Mobile AR by 2014 (Juniper Research)
  • 55.
    AR Business Today  Marketing   Web-based, mobile   Mobile AR   Geo-located information and service   Driving demand for high end phones   Gaming   Mobile, Physical input (Kinect, PS Move)   Upcoming areas   Manufacturing, Medical, Military
  • 56.
    Some Commercial ARCompanies   ARToolworks (http://www.artoolworks.com/)   ARToolKit, FLARToolKit, SDKs   Metaio (http://www.metaio.com/)   Marketing, Industry, SDKs   Total Immersion (http://www.t-immersion.com/)   Marketing, Theme Parks, AR Experiences   Qualcomm (http://developer.qualcomm.com/dev/augmented- reality)   Mobile AR, Vuforia SDK   Many small start-ups (String, Ogmento, etc)
  • 57.
    Summary   Augmented Realityhas a long history going back to the 1960’s   Interest in AR has exploded over the last few years and is being commercialized quickly   AR is growing in a number of areas   Mobile AR   Web based AR   Marketing experiences
  • 58.
  • 59.
    Applications   Medicine   Manufacturing  Information overlay   Architecture   Museum   Marketing   Gaming
  • 60.
    Applications: medical   “X-rayvision” for surgeons   Aid visualization, minimally-invasive operations. Training. MRI, CT data.   Ultrasound project, UNC Chapel Hill. Courtesy UNC Chapel Hill
  • 61.
    Medical AR Trials   Sauer et al. 2000 at Siemens Corporate Research, NJ   Stereo video see through F. Sauer, Ali Khamene, S. Vogt: An Augmented Reality Navigation System with a Single-Camera Tracker: System Design and Needle Biopsy Phantom Trial, MICCAI 2002
  • 62.
    Assembly and maintenance © 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University © 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University
  • 63.
    PS3 - Eyeof Judgment (2007)   Computer Vision Tracking   Card based battle game   Collaborative AR   October 24th 2007
  • 65.
    AR Books –Markerless Tracking
  • 66.
    AR Annotations Columbia University © 1993 S. Feiner, B. MacIntyre, © 1997 S. Feiner, B. MacIntyre, M. Haupt, & E. Solomon, T. Höllerer, & A. Webster, Columbia University Columbia University HRL
  • 67.
  • 68.
    Interactive Museum Experiences  BlackMagic   Virtual America’s Cup   410,000 people in six months   MagicPlanet   TeManawa science museum   Virtual Astronomy   Collaborative AR experience   AR Volcano   Interactive AR kiosk   Scienceworks museum, Melbourne
  • 69.
  • 70.
    Museum Archeology   LifePlus(2002-2004)   Natural feature tracking   Virtual characters   Mobile AR system   Archeoguide (2000-2002)   Cultural heritage on-site guide   Hybrid tracking   Virtual overlay
  • 71.
    Sales and Marketing  Connect with brands and branded objects   Location Based Experiences   Lynx Angels   Web based   Rayban glasses   Mobile   Ford Ka campaign   Print based   Red Bull Magazine
  • 72.
    Summary   AR technologycan be used to develop a wide range of applications   Promising application areas include   Games   Education   Engineering   Medicine   Museums   Etc..
  • 73.
  • 75.
    “The product isno longer the basis of value. The experience is.” Venkat Ramaswamy The Future of Competition.
  • 76.
    Gilmore + Pine:Experience Economy experiences Emotion services Value products Function components Sony CSL © 2004
  • 77.
    The Value ofGood User Experience 50c $3.50 20c
  • 78.
    Good Experience Design  Reactrix   Top down projection   Camera based input   Reactive Graphics   No instructions   No training
  • 81.
  • 82.
  • 85.
    Interaction Design “Designinginteractive products to support people in their everyday and working lives” Preece, J., (2002). Interaction Design   Design of User Experience with Technology   Higher in the value chain than product design
  • 87.
      Interaction Designinvolves answering three questions:   What do you do? - How do you affect the world?   What do you feel? – What do you sense of the world?   What do you know? – What do you learn?
  • 88.
    Interaction Design isAll About You   Users should be involved throughout the Design Process   Consider all the needs of the user
  • 91.
  • 92.
  • 93.
    Building Compelling ARExperiences experiences Usability applications Interaction tools Authoring components Tracking, Display
  • 94.
    Summary   In orderto build AR applications you need to focus on the user experience   Great user experience is based on   Low level AR component technology   Authoring tools   Application/Interaction design   User experience texting