Occlusion based Interaction Methods Tangible Augmented...

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VR Lab HITLabNZ POSTECH Univ. of Canterbury Occlusion based Interaction Methods for Tangible Augmented Reality Environments Gun A. Lee α Mark Billinghurst β Gerard J. Kim α α Virtual Reality Laboratory, Pohang University of Science and Technology β Human Interface Technology Laboratory New Zealand, University of Canterbury [email protected] VRCAI 2004

Transcript of Occlusion based Interaction Methods Tangible Augmented...

VR Lab HITLabNZPOSTECH Univ. of Canterbury

Occlusion based Interaction Methodsfor

Tangible Augmented Reality Environments

Gun A. Leeα Mark Billinghurstβ Gerard J. Kimα

α Virtual Reality Laboratory, Pohang University of Science and Technology

β Human Interface Technology Laboratory New Zealand,University of Canterbury

[email protected]

VRCAI 2004

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Introduction

■ Tangible Augmented Reality[Kato 2001]

■ Each virtual object registered to physical object

■ Users manipulate virtual objects by manipulating corresponding physical objects

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Introduction

■ Tangible AR Applications

▲MagicBook

ARGroove ►

▼ VOMAR

◄ Tiles

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Introduction

■ Tangible Augmented Reality■ Easy natural 3D interactions

■ Full 6DOF 3D Direct manipulation

■ 1/2D interactions?■ Buttons?■ Sliders?■ Menus?■ Keypads?

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Related Works

■ 2D Input methods in AR■ Screen stabilized fashion

■ Tinmith [Piekarski 2002]

■ Magic Ring [Dias 2003]

■ World stabilized fashion■ Windows on World■ ARGUI [Geiger 2003]

■ Hand gesture mouse [McDonald 2003]

■ Used indirect input methods (mouse, getsture, etc) rather than direct touch

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Related Works

■ Large scale touch sensor■ SmartSkin [Rekimoto 2002]

■ Touch implies occlusion■ Commercial products using

occlusions as inputs■ Virtual Keyboard, Canesta■ Parapara Paradise, KONAMI

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Occlusion based Interaction

■ 2D Interaction using pointers■ Pointer centered view

■ Tracking the pointers■ Cost depends on number of pointers + interaction

points■ Interaction point centered view

■ Sensing on interaction points■ Cost depends on number of interaction points

■ In TAR environments, interaction points (props) are trackedrather than pointers (hands).

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Occlusion based Interaction

■ Occlusion Detection in TAR■ Tracking a set of visual markers with

predefined spatial relationship■ Provides robustness■ Invisible marker positions are inferred from

the visible ones

■ Occlusion = Invisible + Within the view■ Two methods for detecting occlusions

■ Boundary Marker Method■ Estimated Marker Projection Method

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Occlusion based Interaction

■ Boundary Marker Method

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Occlusion based Interaction

■ Estimated Marker Projection Method

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Occlusion based Interaction

■ Boundary Marker Method■ Easy and straight forward, reliable

implementation■ Lesser computation

■ Estimated Marker Projection Method■ No need of boundary markers■ More computation required■ Estimation errors due to lens distortion

■ Over estimating the size of markers helps

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Occlusion based Interaction

■ Interaction Design■ Time out constraints

■ Point & hold -> Explicit command■ Preventing accidental commands■ Repeating the command (common in

keyboards)

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Occlusion based Interaction

■ Interaction Design (cont’d)

■ Sub-marker level measurement■ Two consecutive markers occluded

-> The pointer is in-between them■ Relatively lesser markers needed

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Occlusion based Interaction

■ Interaction Design (cont’d)

■ Tip point marker detection■ 2D grid of markers■ Top-left one from the

occluded marker blob■ Other heuristics applicable

– e.g. select top-right one when the blob is skewed to the right

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Implementation

■ Desktop■ Custom built PC with Windows XP■ Athlon 1.5GHz / 512MB■ NVIDIA GeForce4 MX

■ Mobile■ Apple Macintosh iBook with Mac OS X■ G3 900MHz / 640MB■ ATI Radeon 7500

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Implementation

■ ARToolKit (2.65DS / 2.61Mac)■ Logitech Notebook PRO USB Camera

■ 320x240 @ 30Hz■ i-Visor HMD

■ Video image stretched to fit 800x600■ OpenGL drawn in full resolution

■ Performance: 19~30fps■ 5fps with 35 markers on mobile

configuration (low computation power)

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Applications

■ Buttons

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Applications

■ Sliders

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Applications

■ Menu bars

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Applications

■ Ball-pushing Game

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Applications

■ Calculator

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Applications

■ Board games

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Discussion

■ Informal user study■ 6 subjects■ 7 scale questionnaire

■ Easy to learn: 5.6 (stddev=0.55)■ Easy to use: 5 (stddev=0.7)

■ Two 2D game applications demonstrated on public■ Over 100 peoples tried and gave

positive feedbacks

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Discussion

■ The interaction appeared natural■ Using bare hands■ Direct manipulation (pointing)

■ Occlusion of users’ hands by virtual objects were reported unnatural ■ Partially solved by making the interface

semitransparent when occluded■ Easily applicable to mobile and/or

wearable systems

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Conclusion & Future Works

■ Occlusion based Interaction for Tangible AR Environments■ Simple, easy to use, and natural 2D interaction■ Low development and computational cost

■ Future Works■ Try other type of visual markers or visual

tracking methods■ Add passive tactile feedbacks