06 - Spatial Augmented Reality and Tangible User Interfaces Flashcards
Was ist Spatial Augmented Reality?
● 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
Was ist die generelle Idee von Spatial Augmented Reality?
Calibration of display configuration using a video camera
Rendering perfomed using texture mapping hardware
Pair-wise registration and blending of projection overlaps
Was sind Vorteile von Spatial Augmented Reality?
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
Was ist das Luminous Room Konzept?
Projector-camera system
Captures user interaction and displays the result
Welche Probleme bestehen bei projektorbasierten Projektionen?
- Consistent occlusion
Consistent illumination
Welche Probleme gibt es bei der Projektor und multi projektor Kalibrierung?
Geometric correction can be performed
Colour correction can be performed
Intensity correction can be performed
Display on arbitrary surfaces should be possible
Wie sieht die Evolution von spatially continuous workspaces aus?
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
Wie funktioniert das verschieben von spatial virtuellen Objekten?
(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
Was ist ein anchored Cursor in der spatial AR?
Link between data on portable computer and data on InfoWall or InfoTable indicates interaction for other participants
Was ist eine Object aura in der spatial AR?
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
Wie kann ein Augmented Surface aufgebaut sein?
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
Wie funktioniert Projection Mapping in der Spatial AR?
● 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
Was ist die AR Sandbox?
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
was ist die Augmented Climbing Wall?
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
Was ist das Mono-on-Mono Projekt?
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