Open Source Eyetap: Empowering Every Maker with Phenomenal Augmented Reality and Wearable Computing

Total Page:16

File Type:pdf, Size:1020Kb

Open Source Eyetap: Empowering Every Maker with Phenomenal Augmented Reality and Wearable Computing ISWC '17, SEPTEMBER 11–15, 2017, MAUI, HAWAII, USA Open Source EyeTap: Empowering Every Maker with Phenomenal Augmented Reality and Wearable Computing Sarang Nerkar Max Hao Lu Abstract University of Toronto University of Toronto Augmented reality and wearable computing development Toronto, ON M5S 3G4, Canada Toronto, ON M5S 3G4, Canada has skyrocketed in the consumer product domain in the [email protected] [email protected] past few decades, while the open source domain remained rather neglected. We believe that this is due to the existing development platforms being expensive, closed-source and Sen Yang Alex Papanicolaou due to the lack of a strong open source augmented reality University of Toronto University of Toronto community. Toronto, ON M5S 3G4, Canada Toronto, ON M5S 3G4, Canada [email protected] [email protected] We present a hardware and software open source wearable augmented reality platform which enables users to make augmented reality glasses that cost less than $250 and re- Cindy Jinhee Park Steve Mann alize new applications of augmented reality which can then University of Toronto Stanford University be added to the platform for others to use and contribute to. Toronto, ON M5S 3G4, Canada Stanford, CA 94305, USA [email protected] [email protected] Author Keywords Mediated Reality; Augmented Reality; Wearable Comput- ing; EyeTap; Open Source, Open Innovation; Maker; Devel- oper; Tinkerer; Open Source Community Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed Introduction for profit or commercial advantage and that copies bear this notice and the full citation Augmented reality technology enhances the natural percep- on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, tion of humans by enabling them to sense and interact with to post on servers or to redistribute to lists, requires prior specific permission and/or a things that they normally wouldn‘t be able to, thus augment- fee. Request permissions from [email protected]. ing to the natural capabilities of humans[17]. In his child- ISWC '17, September 11–15, 2017, Maui, HI, USA © 2017 Association for Computing Machinery. hood in the 1970s, Mann invented phenomenological aug- ACM ISBN 978-1-4503-5188-1/17/09...$15.00 mented reality[10], wearable computing, and quantimetric https://doi.org/10.1145/3123021.3123075 203 ISWC '17, SEPTEMBER 11–15, 2017, MAUI, HAWAII, USA self-sensing (later called “quantified self”) which he brought open source framework that is not only open source in the to MIT in the early 1990s to found the MIT wearable com- software end but also at the hardware end, while also being puting project (http://wearcam.org/nn). The miniaturization affordable [13][7]. We are not aware of any existing solu- of the overall system enabled users to wear this system tions that enable the developer community to develop and outside the laboratory environment and use it on a daily ba- contribute to a platform. In this paper, we present a hard- sis[18]. Mann later used this work to co-found InteraXon[4] ware and software open source wearable augmented reality and Metavision (Meta Company)[6]. platform which enables the users to make augmented re- ality glasses that cost less than $250 and realize new ap- Recent implementations of augmented reality are focused plications of augmented reality which can then be added to mostly on overlaying images onto reality. However, the ac- the platform for others to use and contribute to. tual essence of augmented reality isn’t limited to just that, it can also be performed in forms of various seeing or hear- Motivation ing aids [12]. One example is using real time high dynamic Wearable computing and augmented reality have grown ex- range video to enhance the overall dynamic range of the ponentially in the past few decades, in the consumer mar- human eye [16][1][14]. Thus enabling humans to see ob- ket domain. Although, there are various augmented reality jects that are a lot brighter than what their eyes can handle. development glasses available in the market today, these Mann developed one of the first augmented reality seeing products enable developers to develop games and apps for aids, called EyeTap [11]. Since then various augmented the consumer market only. We believe that the real potential Figure 1: Top: One of world‘s first reality headsets have come into place such as Google of augmented reality hasn’t been realized. Current devel- wearable augmented reality Glass, Microsoft Hololens and Meta glasses. There has opment has happened for people living in cities that can af- computer systems developed by been exponential development in the consumer applications ford to spend $1000 or more on augmented reality glasses Mann. Middle: The EyeTap of augmented reality glasses since Mann’s EyeTap [20] . to replace their desktop computers, and this development system. Bottom: Mann‘s recent However, there does not seem to be significant growth in EyeTap, completed in 1998 (19 is mostly closed-source. The applications of augmented the open source augmented reality domain. There are a years ago), which he wears on a reality in rural areas, underprivileged areas and minority daily basis. lot of open source augmented reality software frameworks communities have not been realized yet. We believe that that enable hackers, tinkerers and developers to develop this is because the available technology is expensive and augmented reality applications. But the way these frame- doesn‘t focus on the needs of the billions of people in the works are designed only enables development of con- world. The technology, right now, focuses on the few thou- sumer applications of augmented reality such as games sands who can buy these products. One way of realizing and apps., while prohibiting enthusiasts from having the these applications is by enabling the billions of people to freedom to modify or design hardware systems tailored to find the solutions to their problems with augmented reality their unique applications. Furthermore, these frameworks and wearable computing on their own [5][2][19][3]. This can require the developers to buy the consumer augmented re- be done by making the technology open source and provid- Figure 2: EyeTap principle as in [9] ality glass developer kits that cost over $1000, a cost that ing a platform where people can use and contribute to the most early-stage developers cannot afford. To embody the technology, similar to what Linux did with operating systems true essence of augmented reality our society needs an [15]. This thought of having an open source platform for 204 DESIGN EXHIBITION augmented reality and wearable computing has been the motivation for this project. Modularity: A New Approach in Wearable Eyeglasses We approached various maker communities to realize the requirements for augmented reality development. While conducting this survey we recognized certain attributes that make a device suitable for augmented reality development. We realized that in order for the maker community to real- ize applications in augmented reality that solve problems in their localities, the device needs to be modular and open source, not only in software but also in hardware. Open source and modularity together eliminate the problem of being limited by the given technology, because the makers can just add the missing technology pieces for the develop- ment of their application. This enables open innovation, an approach that has proven to be successful in enabling new specialized application for various professions[3][2][19]. We Figure 5: Modularity enables multiple functionalities in the Open have already seen makers develop different modules with Source EyeTap our system for various applications such as eye tracking, clear vision at a distance and thermal vision(See figure 5). We envision that our system will enable a lot more makers Design Approach to solve problems and enhance the capabilities of people in The existing EyeTaps were made from various materials in- Figure 3: Open Source EyeTap their localities with augmented reality. cluding off-the-shelf safety helmet, CNC milled stainless design as part of Mobile World steel, and injection moulded plastic as seen in figure 1. Congress special fashion show in We tested different wearable eyeglasses and head up dis- We performed an evaluation of the existing manufactur- Barcelona, 2017. plays to see how they compare with our system based on ing methods and witnessed the benefits and drawbacks of the attributes that we realized are suitable for augmented using these methods. We then compared them with our reality development(See figure 6). We found out that cost proposed manufacturing method: 3D printing. Although 3D is a major reason why modularity is not a favorable choice printing is still at the early stages of development and adop- for commercial products. The customization makes it less tion, it shows a promising future in the ergonomic related, Figure 4: Base frame design with effective for mass production. Our system does not face highly customized applications like smart wearables. With separated frame and nose piece this problem because advanced tabletop manufacturing an emphasis on design for everyday use, this Open Source techniques such as 3D printing allow for production of cus- EyeTap design was also used in a fashion show at Mobile tomized personal apparel such as eyeglasses. World Congress 2017, as shown in figure 3. 205 ISWC '17, SEPTEMBER 11–15, 2017, MAUI, HAWAII, USA "# $%! #$ & & & ! Figure 6: Comparison of different wearable eyeglasses and head up displays based on attributes suitable for augmented reality development We have designed spaces to mount external mechanical modules to meet the functional needs of various applica- Design Description tions.
Recommended publications
  • A Review About Augmented Reality Tools and Developing a Virtual Reality Application
    Academic Journal of Science, CD-ROM. ISSN: 2165-6282 :: 03(02):139–146 (2014) $5(9,(:$%287$8*0(17('5($/,7<722/6$1' '(9(/23,1*$9,578$/5($/,7<$33/,&$7,21%$6('21 ('8&$7,21 0XVWDID8ODVDQG6DID0HUYH7DVFL )LUDW8QLYHULVLW\7XUNH\ Augmented Reality (AR) is a technology that gained popularity in recent years. It is defined as placement of virtual images over real view in real time. There are a lot of desktop applications which are using Augmented Reality. The rapid development of technology and easily portable mobile devices cause the increasing of the development of the applications on the mobile device. The elevation of the device technology leads to the applications and cause the generating of the new tools. There are a lot of AR Tool Kits. They differ in many ways such as used methods, Programming language, Used Operating Systems, etc. Firstly, a developer must find the most effective tool kits between them. This study is more of a guide to developers to find the best AR tool kit choice. The tool kit was examined under three main headings. The Parameters such as advantages, disadvantages, platform, and programming language were compared. In addition to the information is given about usage of them and a Virtual Reality application has developed which is based on Education. .H\ZRUGV Augmented reality, ARToolKit, Computer vision, Image processing. ,QWURGXFWLRQ Augmented reality is basically a snapshot of the real environment with virtual environment applications that are brought together. Basically it can be operated on every device which has a camera display and operation system.
    [Show full text]
  • Eyetap Devices for Augmented, Deliberately Diminished, Or Otherwise Altered Visual Perception of Rigid Planar Patches of Real-Wo
    Steve Mann EyeTap Devicesfor Augmented, [email protected] Deliberately Diminished,or James Fung Otherwise AlteredVisual [email protected] University ofToronto Perceptionof Rigid Planar 10King’ s College Road Patches ofReal-World Scenes Toronto,Canada Abstract Diminished reality is as important as augmented reality, and bothare possible with adevice called the RealityMediator. Over thepast twodecades, we have designed, built, worn,and tested many different embodiments ofthis device in thecontext of wearable computing. Incorporated intothe Reality Mediator is an “EyeTap”system, which is adevice thatquanti es and resynthesizes light thatwould otherwise pass through one or bothlenses ofthe eye(s) ofa wearer. Thefunctional principles of EyeTap devices are discussed, in detail. TheEyeTap diverts intoa spatial measure- ment system at least aportionof light thatwould otherwise pass through thecen- ter ofprojection ofat least one lens ofan eye ofa wearer. TheReality Mediator has at least one mode ofoperation in which itreconstructs these rays oflight, un- der thecontrol of a wearable computer system. Thecomputer system thenuses new results in algebraic projective geometry and comparametric equations toper- form head tracking, as well as totrack motionof rigid planar patches present in the scene. We describe howour tracking algorithm allows an EyeTap toalter thelight from aparticular portionof the scene togive rise toa computer-controlled, selec- tively mediated reality. Animportant difference between mediated reality and aug- mented reality includes theability tonot just augment butalso deliberately diminish or otherwise alter thevisual perception ofreality. For example, diminished reality allows additional information tobe inserted withoutcausing theuser toexperience information overload. Our tracking algorithm also takes intoaccount the effects of automatic gain control,by performing motionestimation in bothspatial as well as tonal motioncoordinates.
    [Show full text]
  • Augmented Reality Glasses State of the Art and Perspectives
    Augmented Reality Glasses State of the art and perspectives Quentin BODINIER1, Alois WOLFF2, 1(Affiliation): Supelec SERI student 2(Affiliation): Supelec SERI student Abstract—This paper aims at delivering a comprehensive and detailled outlook on the emerging world of augmented reality glasses. Through the study of diverse technical fields involved in the conception of augmented reality glasses, it will analyze the perspectives offered by this new technology and try to answer to the question : gadget or watershed ? Index Terms—augmented reality, glasses, embedded electron- ics, optics. I. INTRODUCTION Google has recently brought the attention of consumers on a topic that has interested scientists for thirty years : wearable technology, and more precisely ”smart glasses”. Howewer, this commercial term does not fully take account of the diversity and complexity of existing technologies. Therefore, in these lines, we wil try to give a comprehensive view of the state of the art in different technological fields involved in this topic, Fig. 1. Different kinds of Mediated Reality for example optics and elbedded electronics. Moreover, by presenting some commercial products that will begin to be released in 2014, we will try to foresee the future of smart augmented reality devices and the technical challenges they glasses and their possible uses. must face, which include optics, electronics, real time image processing and integration. II. AUGMENTED REALITY : A CLARIFICATION There is a common misunderstanding about what ”Aug- III. OPTICS mented Reality” means. Let us quote a generally accepted defi- Optics are the core challenge of augmented reality glasses, nition of the concept : ”Augmented reality (AR) is a live, copy, as they need displaying information on the widest Field Of view of a physical, real-world environment whose elements are View (FOV) possible, very close to the user’s eyes and in a augmented (or supplemented) by computer-generated sensory very compact device.
    [Show full text]
  • Augmented Reality & Virtual Reality Is Now a Reality for Enterprises
    WHITE PAPER AUGMENTED REALITY & VIRTUAL REALITY IS NOW A REALITY FOR ENTERPRISES- THE FUTURE IS HERE! Abstract Innovation and next-generation technologies have completely changed the way we work, live and possibly even the way we think. AI, Augmented Reality (AR), Virtual Reality (VR), and Blockchain are just some of the technologies that have affected how we consume art, music, movies, and how we communicate, shop, and travel. We are in the midst of a complete digital revolution. This perspective paper illustrates a point of view on the use of mixed reality (MR) in today’s enterprise environment, and covers-- virtual reality and augmented reality, market trends, industry examples, and challenges within organizations that are adopting mixed reality. In short, it sheds light on what the future is expected to look like in the context of enterprise disruption with MR. Introduction Johnny Mnemonic, the Lawnmower Man, Minority Report, the Matrix, Minority Report, the Terminator 2, Ironman… Besides captivating audiences with their Everyone seems to know what VR headsets using special electronic equipment, such as stunning visual effects, these films all have are, and the popularity of Pokémon a helmet with an internal screen or gloves one thing in common - they showcase how Go almost allows omission of a basic fitted with sensors.” VR can digitally recreate MR technologies could be potentially used introduction to AR. Though they are often the environment around you, or give you in the future. used interchangeably, it is essential to clarify the impression you are somewhere entirely that AR and VR are not the same.
    [Show full text]
  • Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
    ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration.
    [Show full text]
  • Evaluating Performance Benefits of Head Tracking in Modern Video
    Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences.
    [Show full text]
  • Architectural Model for an Augmented Reality Based Mobile Learning Application Oluwaranti, A
    Journal of Multidisciplinary Engineering Science and Technology (JMEST) ISSN: 3159-0040 Vol. 2 Issue 7, July - 2015 Architectural Model For An Augmented Reality Based Mobile Learning Application Oluwaranti, A. I., Obasa A. A., Olaoye A. O. and Ayeni S. Department of Computer Science and Engineering Obafemi Awolowo University Ile-Ife, Nigeria [email protected] Abstract— The work developed an augmented students. It presents a model to utilize an Android reality (AR) based mobile learning application for based smart phone camera to scan 2D templates and students. It implemented, tested and evaluated the overlay the information in real time. The model was developed AR based mobile learning application. implemented and its performance evaluated with This is with the view to providing an improved and respect to its ease of use, learnability and enhanced learning experience for students. effectiveness. The augmented reality system uses the marker- II. LITERATURE REVIEW based technique for the registration of virtual Augmented reality, commonly referred to as AR contents. The image tracking is based on has garnered significant attention in recent years. This scanning by the inbuilt camera of the mobile terminology has been used to describe the technology device; while the corresponding virtual behind the expansion or intensification of the real augmented information is displayed on its screen. world. To “augment reality” is to “intensify” or “expand” The recognition of scanned images was based on reality itself [4]. Specifically, AR is the ability to the Vuforia Cloud Target Recognition System superimpose digital media on the real world through (VCTRS). The developed mobile application was the screen of a device such as a personal computer or modeled using the Object Oriented modeling a smart phone, to create and show users a world full of techniques.
    [Show full text]
  • Virtual and Augmented Reality
    Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ...........................................................
    [Show full text]
  • Augmented Reality, Virtual Reality, & Health
    University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F.
    [Show full text]
  • Natural Interaction in Augmented Reality Context
    Natural Interaction in Augmented Reality Context John Aliprantis1, Markos Konstantakis1, Rozalia Nikopoulou2, Phivos Mylonas2 and George Caridakis1 1 University of the Aegean, 81100 Mytilene, Greece {jalip, mkonstadakis, gcari}@aegean.gr 2 Ionian University 49100 Corfu, Greece [email protected], [email protected] Abstract. In recent years, immersive technologies like Virtual and Augmented Reality have been accelerating at an incredible pace, building innovative experiences and developing new interaction paradigms. Current research has widely explored gesture interaction with Augmented Reality interfaces, but usually requires users to manipulate input devices that could be cumbersome and obtrusive, thus preventing them from interacting efficiently with the 3D environment. Therefore, Natural User Interfaces and freehand gesture interaction are becoming more and more popular, improving the user’s engagement and sense of presence, providing more stimulating, user-friendly and non-obtrusive interaction methods. However, researchers argue about the impact of the interaction fidelity in usability and user satisfaction, questioning the level of naturalness that should characterize the interaction metaphors. Current paper proposes different gesture recognition techniques for three basic interaction categories (translation, rotation and scaling) in a Leap Motion Controller - Augmented Reality framework. A prototype is implemented in order to evaluate efficiency and usability of the proposed architecture. Finally, experimental results are discussed. Keywords: Natural interactionAugmented realityLeap motion controller Gesture recognition. 1 Introduction Over the last few years, Augmented Reality (AR) has developed into a cutting edge technology, providing new ways to interact with computer – generated information. By removing the boundaries between physical and virtual, AR has been able to create more engaging experiences, enhancing user’s enjoyment and satisfaction.
    [Show full text]
  • The Growing Demand for AR/VR in the Workplace
    The Growing Demand for AR/VR in the Workplace AR and VR applications in the workplace are benefiting businesses By Daniel Newman, Principal Analyst of Futurum Research Sponsored by Dell It started with Pokémon GO—a simple, yet ingenious app that enabled anyone to catch and train Pokémon in the "real" world—or at least the augmented reality (AR) world. Pokémon fans and nonfans alike scrambled to catch Pokémon, visiting local retailers and landmarks as they hunted. While Pokémon GO was by no means the world's first glance at AR, it brought AR to real, practical use. The app marked the rise of the AR app in the mainstream, and left users hungry for more. Now, increased demand for AR and virtual reality (VR) applications in the workplace is giving life to new ways to leverage this immersive technology to benefit businesses. Track the Move from Mobile to Goggle Just as we techies tracked the shift from desktop to mobile—mobile finally tipped the scale in 2014—we are also tracking the rate of "goggle" adoption. We've already witnessed an impressive move from desktop screen to goggles, headsets, and accessories in 2016—and new tools are burgeoning on the horizon. Virtualization engineers and designers are making the hardware more wearable in 2017 and beyond. Major brands such as Google, Microsoft, Facebook, Samsung, and GoPro are pouring funds into VR and AR applications (Apple, IBM, and Amazon projects are also in development), proving that virtualization isn't a passing trend or tech fad—it's here to stay. That's not to say goggles will replace mobile, or even replace the desktop.
    [Show full text]
  • Augmented Reality for Unity: the Artoolkit Package JM Vezien Jan
    Augmented reality for Unity: the ARToolkit package JM Vezien Jan 2016 ARToolkit provides an easy way to develop AR applications in Unity via the ARTookit package for Unity, available for download at: http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_about The installation is covered in: http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_getting_started Basically, you import the package via Assets--> Import Package--> custom Package Current version is 5.3.1 Once imported, the package provides assets in the ARToolkit5-Unity hierarchy. There is also an additional ARToolkit entry in the general menu of unity. A bunch of example scenes are available for trials in ARToolkit5-Unity-->Example scenes. The simplest is SimpleScene.unity, where a red cube is attached to a "Hiro" pattern, like the simpleTest example in the original ARToolkit tutorials. The way ARToolkit for Unity organises information is simple: • The mandatory component for ARToolkit is called a ARController. Aside from managing the camera parameters (for example, selecting the video input), it also records the complete list of markers your application will use, via ARMarker scripts (one per marker). • A "Scene Root" will contain everything you need to AR display. It is a standard (usually empty) object with a AR Origin script. the rest of the scene will be children of it. • The standard camera remains basically the same, but is now driven by a specific ARCamera script. By default, the camera is a video see-through (like a webcam). • Objects to be tracked are usually "empty" geomeries (GameObject--> Create empty) to which one attaches a special AR Tracked Object script.
    [Show full text]