06 - Spatial Augmented Reality and Tangible User Interfaces Flashcards

1
Q

Was ist Spatial Augmented Reality?

A

● Information is displayed on physical objects

 Actual objects or real world surfaces are used as display area

 “In Spatially Augmented Reality (SAR), the user’s physical environment is augmented with images that are integrated directly in the user’s environment, not simply in their visual field“

 Reinhold Behringer, Gudrun Klinker, David Mizell

● User is separated from the display

 Scales up to a large number of users and allows for co-located interaction

 Provides passive haptics sensation

 Can avoid encumbering the user

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2
Q

Was ist die generelle Idee von Spatial Augmented Reality?

A

 Calibration of display configuration using a video camera

 Rendering perfomed using texture mapping hardware

 Pair-wise registration and blending of projection overlaps

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3
Q

Was sind Vorteile von Spatial Augmented Reality?

A

 Display surfaces may not be flat walls

 Projection axis does not have to be orthogonal to displays

 Flexible projection configuration

 Projector’s intrinsic or extrinsic parameters not needed

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4
Q

Was ist das Luminous Room Konzept?

A

 Projector-camera system

 Captures user interaction and displays the result

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5
Q

Welche Probleme bestehen bei projektorbasierten Projektionen?

A
  • Consistent occlusion

 Consistent illumination

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6
Q

Welche Probleme gibt es bei der Projektor und multi projektor Kalibrierung?

A

 Geometric correction can be performed

 Colour correction can be performed

 Intensity correction can be performed

 Display on arbitrary surfaces should be possible

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7
Q

Wie sieht die Evolution von spatially continuous workspaces aus?

A

 a) individual tasks with performed with a portable computer

 b) table used as extension

 c) pre-installed displays (table and wall) serve as shared workspace

 I/O from portable computer is used with other workspaces (InfoTable and InfoWall) as well

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8
Q

Wie funktioniert das verschieben von spatial virtuellen Objekten?

A

 (a) picking of virtual object with mouse cursor

 (b) when cursor reaches edge of display virtual object is migrated to other display

 (c) virtual object can be dragged to next display

 (d) virtual object can be dropped on a physical object

 in an object database a link between virtual and real object is established

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9
Q

Was ist ein anchored Cursor in der spatial AR?

A

 Link between data on portable computer and data on InfoWall or InfoTable indicates interaction for other participants

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10
Q

Was ist eine Object aura in der spatial AR?

A

 Area around a physical object

 Data can be attached to registered and recognised physical objects

 To bind these objects the virtual object has to enter the aura of a physical object

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11
Q

Wie kann ein Augmented Surface aufgebaut sein?

A

 Communication between devices via wireless LAN

 Projection on InfoTable and InfoWall

 Identification of physical objects and portable computers via optical markers and cameras

 Aura can be displayed to provide feedback on registration

 Additional ceiling mounted moving camera used to increase resolution (Desksat)

 Smaller area to cover focus set on desk objects

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12
Q

Wie funktioniert Projection Mapping in der Spatial AR?

A

● Outside installations often used for advertisement or art projects

● Complex calibrations corrections with help of projectorcamera (ProCam) systems used

● Approach of projector – camera systems

 Project structured light (e.g. Grey Code) on desired display surface

 Record the projected pattern displayed on the surface

 Compare original data with projected data and determine offsets in geometry colour and brightness

 Based on this data generate a distortion pattern in order to pre-distort image to be projected in a way, that the distortion through the environment is corrected

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13
Q

Was ist die AR Sandbox?

A

 Consists of Kinect, projector, sandbox

 Generation of real-time topography data with the Kinect depth sensor

 Depth images are captured at 30FPS

 Delay of 1 second is introduced in order

 to filter moving objects (e.g. hands),

 reduce the noise of the Kinect and

 to fill missing data in the depth stream

 Heat maps are generated and flow simulation is integrated

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14
Q

was ist die Augmented Climbing Wall?

A

 Developed at Aalto University Finland

 Gamification of indoor wall climbing

 Multiple game modes available

 Use of depth camera for tracking (Kinect v2)

 Problems accurate tracking of climbing poses

 Kinect SW is focused on reconstruction of standing or walking persons

 Initial findings

 Interactive graphics are best located near the holds where the attentional focus of the climber is naturally located

 Fast moving graphics can be easily missed

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15
Q

Was ist das Mono-on-Mono Projekt?

A

 Room scale projection

 Only usable for dyadic interaction

 Use of three projectors

 Makes use of projecting behind other users, while each user is facing the other users projection with the back

 Two renderings per object, each based on perspective of each user

 Registration of the room performed with Kinects

 Dynamic distortion on the user is also measured with a Kinect and used for correct perspective display

 Interaction also performed with Kinect

 Room geometry can be used for interaction as well

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16
Q

Was sind Pico Projectors?

A

● Battery driven

● Low brightness 15-50 lumens

● Max. 1280x720 resolution

● Image size max. 2.5m diagonal

● Projection distance max. 2.5m

● Growing range of products

● Video transmission via Bluetooth or HDMI

● Prices range between $100 and $500

● Highly portable

17
Q

Was ist SixthSense und WUW?

A

 Wearable gestural interface that augments the physical world with digital information and lets us use natural hand gestures to interact with that information

 Consists of

 Camera, mobile computing device, mirror pocket projector

 Interaction

 Projection of interaction space at variable locations

 Coloured markers are attached to the fingers

 Based on gestures

 E.g. framing for taking pictures

 Icon drawing with the index finger can be recognised (e.g. drawing an @-symbol for checking e-mails)

18
Q

Was sind Tangible User Interfaces?

A

● A prop or a Tangible User Interface (TUI) is a physical object representing an object in a virtual world, which might have physical controllers mounted on it

● Its physical properties often suggest the use

 Shape, weight, texture, centre of gravity, solidity, provide haptic information

● Tangible user interfaces provide access to virtual information through intuitive physical manipulation

● Seamless input interface which increases realism by providing haptic properties

19
Q

F20 Was ist das Besondere an der Interaktion bei Tangible User Interfaces?

A

● TUIs try to integrate user interfaces in the surrounding world, not only physical objects but also surfaces, and spaces act as tangible embodiments of digital information

● Broadening interaction bandwidth

 allowing users to “grasp & manipulate” foreground bits by coupling bits with physical objects, and

 enabling users to be aware of background bits at the periphery using ambient media in an augmented space

● Not restricted to solid object vison goes also to gases and liquids zB Wii (Plastikgolfschläger/Lenkrad)

20
Q

Was ist der TUISTER?

A

 Incorporation of displays on TUI

 Used to browse and access hierarchical structures

 1 rotational DOF

 Designed for two hand usage

 Consists of display part as well as turntable sleeve

 Contains sensors determining its orientation

 Based on the orientation the primary display is chosen that it can be clearly read by the user

21
Q

Wie kann mit dem TUISTER durch Hierarchien gebrowst werden?

A

 Turning the display component leads to switching through entries in same hierarchy levels

 Turning the sleeve clockwise leads to selection of the entry shown on the display

 Turning the sleeve counter clockwise leads to moving backwards one hierarchy level

 Ideally the dominant hand controls the display part while the non- dominant hand controls the sleeve

22
Q

Was ist der Toolstone bei Tangible User Interfaces?

A

● Can provide as well an abstract shape (be generic) but still use an immediate mapping for scene manipulation

● Allow for more flexible and intuitive interaction

● Toolstone

 Cube equipped with sensors (initially optical tracking)

 Can be placed on six sides

 When placed it can point in 8 different directions

 Motion can be detected and mapped on user interaction

23
Q

Wie werden Tools bei Tangible User Interfaces verwendet?

A

● Physical tools that are overloaded with logical functions

● Visual feedback presents the logical mode by using an SAR projection on tool

 Immediate causal interconnection between tool and functionality provided

● Operation modes supported by a tool are defined by the shape of the tool itself

 Classical prop approach

24
Q

Was ist direktes oder indirektes Mapping vom Interaktionsraum bei Tangible User Interfaces?

A

Direct or indirect mapping of interaction space

 Idea of mapping physical interaction into the design space

 Direct mapping of interaction space results in visualisation of data in similar dimension and similar location

 Indirect mapping for data manipulation relative to visualisation

 Touch sensitive cube

 Physical axes

 Virtual mid air

25
Q

Wie funktioniert Master based Input bei Tangible User Interfaces?

A

 Use of virtual buttons and tangible input devices created by physical marker configurations

 Menu item selection by tilting target marker

 Connection establishment by proximity

 Component based programming approach for marker interaction

 Virtual “black hole” for object deletion

 Basic application shows interaction techniques for marker based interactions

26
Q

Zählen Sie ein paar Projekte zum Thema Tangible User Interface auf

A

iOrb, MagnifyingLens, T4T, Keyers, Lightglove, KITTY, ChairIO, ShoeSolesSense, selbstgemachte

27
Q

Was ist der iOrb bei Tangible User Interfaces?

A

 Single button

 Contains inertial tracking to measure the device orientation

 Similar to TUIster idea to manipulate menus

28
Q

Was ist die Magnifying Lens bei Tangible User Interfaces?

A

 Combination of markers with traditional input device in order to create tangible interface

 Provides 6DOF tracking and additional device input (e.g. trackball, buttons)

 Reference marker used in background

 Implementation of the magic lens metaphor

 Different approaches of visualisation implemented with lens metaphor

29
Q

Was ist der T4T bei Tangible User Interfaces?

A

 Use of relative motion of tablet for interaction

 Rotation and translation of tablet are mapped on the transformation of a virtual object

 Use of tracked cup as a dial

 Rotational input of a cup equipped with a marker is mapped on a virtual dial

30
Q

Was ist Keyers bei Tangible User Interfaces?

A

● Standard keyboards are often required or desirable for data input and communication, but not really applicable to wearable computing

● Devices, which are used to send a set of signals by hand

● Range from uni-ambic to multi-ambic (depending on the amount of buttons)

● A keyboard without board

● Typically one-handed devices

● Often come with training software

31
Q

Was ist der Lightglove bei Tangible User Interfaces?

A

 Attached on the wrist

 Illuminates fingertips

 Measures reflection if finger is bend

 If finger is stretched no reflection occurs

32
Q

Was ist KITTY bei Tangible user Interfaces?

A

● KITTY (Keyboard Independent Touch TYping)

 Data input, wearable computing

 Keyboard, is mapped on finger positions

 Thumbs represent a row on the keyboard

 Finger-thumb contact generates keystroke

33
Q

Was ist ChairIO bei Tangible User Interfaces?

A

 4 DOF (3 translatory DOFs, 1 rotatory DOF)

 Aeris- chair equipped with an additional tracking system

 Tracking could be optical, magnetic, or use mice wheels

 Uses VRPN as a library for input processing

 Used mainly for navigation in 3D environments

 Terrain following

 Flying

 Huge mapping possibilities

 3D First Person Shooters (FPS)

 2D games possible as well

 Can be used as a mouse replacement for desktop input

34
Q

Was ist der ShoeSolesSense bei Tangible User Interfaces?

A

 Alternative hands free input device

 Pressure input mapped into four discrete cursor directions

 Acts also as a display

 Tactile vibration feedback

 Temperature feedback

 In virtual reality - supports walking in place metaphor

 In wearable computing - provides ambient information

 Prototype build with Arduino based controller as shoe sole inlay

 Different foot shapes of 18 participants have been measured and used as input for the design of the pressure measurements

 Socially very acceptable since basically invisible

 Industrial application of foot based interfaces could be machine contro

35
Q

Welche Tools kann man für selbstgemachten Tangible User Interfaces verwenden?

A

● For self assembly two components are often useful

● Potentiometer (Poti)

 Resistor with a sliding contact

 Adjustable voltage divider

 Cheap, easy to gather data

● Arduino Board (www.arduino.cc/)

 Ideal for homebrew installations

 Connection of self-constructed sensors with board

 Post-processing of signals

 Fully programmable

 Output via serial interface

 Cheap and easy to use