Winter Augmenter Reality MeetingWARM 2011
TU Graz, Wednsday 23-24.02.2011,

9:15 Intro by Gerhard Schall

9:30 Keynote, Tobias Hollerer

Term coined in early 90s, moved from small niche to considerable niche. Example of “Lie to Me” using a AR-based startup (hype factor, noneed to explain what AR is). Ergonomics of the current devices (small device,hold in one of the hands), social acceptance. Is the SkyMap the most successful mobile AR app? Another example: Augmented Driving app. 38years after the Alto, we have new UI paradigms. 1982 Multi-Touch display. 1991 pierre Wellner’s digital desk.


Butler Lampson (Time-sharing, Dynabook, Alto, Turing Award) arguesthat when devices are close enough (factor of 2) then they collapseinto one device.
Bill Buxton agrues for the human component (and limitations) in all Design and HCI.
IMPORTANT: 1993 non-command interfaces (Nielsen)

function-oriented UIs
object-oriented UIs
non-command interfaces, context-triggered choices

The KEY – understanding the context. Computers embedded in the environments. Plug-and-play modules instead of monolithic designs.
Is the future in a unified “AR browser”? Layar, Mixare? Is the AR-browser the next Netscape browser for the AR-enabled UI? Or is AR something more?
Mobile AR – “The World becomes the user interface”
Note: see jeopardy game, IBM Watson won. advertisement for the Computer Science.
Term “threshold of frustration”.

The “frustration” law: nothing above threshold of frustration exists (it may, in research labs, but, it is insignificant).
What academia should focus on:

multimodal UIs
implicit “on the go” modelling
user studies (they are really hard in AR) – should user studies be conducted in mixed reality simulator?

Privacy and trust: with all data in the cloud and ads == the moneymaker, the net can be constraining and controlling instead ofenabling.
UCSB Allosphere10m in diameter sphere for mixed reality simulations.
City of Sights project:
Final thoughts:- Global data base of annotations where users can leave geo-coded messages/content
Point about “data-driven computing” where Google (and industry) leads the R&D? Risks of leaving data storage to industry?

11:00 Stefanie Zollmann – SMARTVidente Project, GrazOn-site visualisation of underground infrastructure (trench inspection, pipe digging, etc)Problem: underground pipes float above the ground creating a visual mismatch.Using panorama tracker and super-pixels calculations to establish the regions that shouldbe used for ghosting.

Michael Schmidt – Fraunhofer IGD – Towards standards for mobile AR (Master student) Instant AR Browser – An AR browser based on HTML5. Advantageous to have Development of content,  tracking algs and interaction UIs separated.standardize architectures and interfaces for AR. The use of Java Script for a number of mobile AR apps.
Context Registration (Vision or Sensor based)Content Annotation management (in AR ML)

Simon Julier (University College London Dep of CS): Immersion and Real-World Dissociation caused by a mobile mixed reality system (Senior lecturer)

The motivation is to increase the awareness of AR users to real world and physical environment. Immersion in the context of games: “what makes a good game good”? Immersion measure th edegree of involevement of an individual with computing system. Three levels of involevement: engagement (overcome the usage patterns, ease of use), engrossment (emotionally engaged), total immersion (presence).cognitive involvement, real wold dissociation, challenge, control, emotional involvement.
Experimentation “in the wild”. Use case scenario was the forensic archaeological application with a crime scene (remains found in UCL).
two-button setup for UI. participants visiting a number of sites.immersion questionnaire, num of obstacles hit, after task knowledgeacquired, time taken to complete tasks
RWD (real-world dissociation) focus. RWD results much stronglydifferent between AR and non-AR system.  MR shows larger number ofmistakes and bumping into physical objects. Results suggest strong RWDin MR system.


12:30 Christian Schonauer (TU Vienna, IMS) – Full Body Interaction for Serious Games in Motor Rehabilitation

Focus: chronic pain of the neck and lower back
Games to engage and distract the participants. Used for rehabilitation.IOtracker-openTracker-GameEngine pipelineOpenTracker for tracking, Unity3D for the game engine.Running game (walking re-conditioning, done on treadmill), climbing game (increasing the reaching distance, and ability to relax muscles), person standing on the beach. Future work with Microsoft Kinect.

Gunnar Liestol (INVENTIO-project),
situated simulations, technology between virtual reality and augmentedreality: designing narrative spaceshypertextuality of the contextual space. INVENTIO-projectproducers/users -> hardware/software/meaningware -> users/producersGenre Design: exploring the potential of social and technical mediaHumanities lag behind in the digital developments. Meaningware triesto think ahead of the technological developments.
Situated simulations: GPS, compass, accelerometer and gyro controls avirtual camera. Transparency application (in Athens, to access aninner parts of Greek archaeological sites). Overlay project (tooverlay real objects). Links, notes and other information on the spotin physical location (together with internal browser) – sort of likephysical browser, learning potential.


14:00 Sebastian Lieberknecht (Metaio)Simultaneous Reconstruction and tracking of non-planar templates

Template tracking (fundamental problem in computer vision). Usuallyassuming planarity and constant brightness. The ideas: extend the template to 2.5D, calibrated setting (6DOF).Lots of planar methods (KLT 1981, IC 2004 and ESM 2007)Non-planar 2D template tracking (Silvera/Malis 2010)SLAM and SfM techniques, MonoSlam 2007, PTAM 2007, Live Dense Reconstruction 2010patent pending. working for R&D

Peter Keitler (TUM): Management of Tracking and Tracking accuracy in industrial AR environmentsPhD thesis, submitted Ubitrack (middleware and architectureTrackman, visual editor for data flows. Data Flow Network editor.

Daniel Kurz (Metaio): Inertial sensor-aligned visual feature descriptors
Motivation: use gravity vector as an additional information for thefeature descriptors (because most of the objects that we areinterested in have fixed relation in respect to the gravity).Local orientation (e.g. SIFT) + Global orientation (direction of the gravity)


15:30 Markus Lochtefeld & Johannes Schoning, DFKI”Augmented Reality Apps for the Mass Market made by Dummies” of the lights (red/green) on products based on user preferences)
(pointing food at the fresh food counter)
my here talk: Mariusz Nowostawski, Mobile AR project in University of Otago, Dunedin, New Zealand.

Murad Kamalov: mixed reality annotation streamsEU project dydrosysGraz – AR, Helsinki – augmented virtuality (augmenting virtual with real data)


9:45 Introduction by Hartmut
9:50 Vincent Lepetit, EPFL, “Can We Track It?”

New trackers: BRIEF (ECCV’10) Gepard (CVPR’09)DOT (CVPR’10)
Much faster than SURF.popcount instruction SSE 4.2 (counting bits set to 1)
pix4D company, senseFly, large scale 3D reconstruction workiPhone app for surface augmentation, together with Korean company (ads on the wall)code under GPL

11:20 Arindam Dey (PhD student), Magic Vision Lab, University of South Australia
Perceptual characters of photorealistic see-through vison in handheld AR.Various see-through techniques. Indoor vs. outdoor depth perception.

Robert Praxmarer, http://www.cadet.atMixed Reality in Arts and Entertainment
Large scale guitar hero on the urban building.Pervasive Entertainment Lab Salzburg
INSTAR (siemens project, long time to market)
Brain, perception, constructing reality through affecting perception. Conversing with artists. Challenging perspectives.Heisenberg principle through digital painting.Display with a person conversing with himself through stereoscopic vision. Replacing big advertisement billboards with Art Displays.(Julian Oliver game)Early TV AR work by CBS in 1953.Affective ComputingmyCloud – pervasive Entertainment – social augmented reality platform

Mathis Csisinko (TU Vienna) 3D interaction Technique Authoring utilizing VITALHirarchically structuring the authoring process. OpenTracker.

12:30 Qualcomm Demo session Marco Doerflinger, Michael Garvautz and Istvan Siklossy, Qualcomm AR platform and extension for Unity
Qualcomm AR platform: trackables: image target, frame markers, multi-image targets.virtual buttons, occlusion triggers action associated with the buttonnear field usage environments (retail shelve, wall, floor)Beta, free to download and deploy. Requires users to registerresources/images with the website.
Unity 3: scene editor, runtime engine.Hierarchical scene graph. Not modelling tool, but imports assets from3DS, Blender, Maya, etc. Rendering/lightinng, physics, audio, networking (everything to build game experience).
AR developer challengeover 80% of apps submitted were games, over 50 submissions, only 2 months timespanSDK was downloaded several 1000s timesup to 200k awarded on Feb 15.
Live demo session: paparazzi game, inch stunt motobike driver,labyrinth on a marker, zombie shooting, little physics game.

14:20 Bjorn Schwerdtfeger,  (prof. Klinker)Projection based Augmented RealityWerklicht 3D: 80x12x12cm, Stereo camera, laser. Visualising for industrial applications (started with car manufacturing, Audi)prototype pricing in a range of 20-30k.

Eduardo E. Veas (ICG): directing attention and influencing memory withvisual saliency modulationUsing saliency modulation features to draw user attention to selected area of the image (or certain objects). Eye tracking experiments.

15:10 Final wrap-up summary: Hartmut and Gerhard

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