In a seminal article on augmented reality (AR) [7], Ron Azuma defines AR as
a variation of virtual reality (VR), which completely immerses a user inside a
synthetic environment. Azuma says “In contrast, AR allows the user to see the real
world, with virtual objects superimposed upon or composited with the real world”
[7] (emphasis added). Typically, a user wears a tracked stereoscopic head-mounted
display (HMD) or holds a smartphone, showing the real world through optical or
video means, with superimposed graphics that provide the appearance of virtual
content that is related to and registered with the real world. While AR has been
around since the 1960s [72], it is experiencing a renaissance of development and
consumer interest. With exciting products from Microsoft (HoloLens), Metavision
(Meta 2), and others; Apple’s AR Developer’s Kit (ARKit); and well-funded
startups like Magic Leap [54], the future is looking even brighter, expecting that
AR technologies will be absorbed into our daily lives and have a strong influence
on our society in the foreseeable future.
more »
« less
The Rise of Allocentric Interfaces and the Collapse of the Virtuality Continuum
The popular concepts of Virtual Reality (VR) and Augmented Reality
(AR) arose from our ability to interact with objects and environments
that appear to be real, but are not. One of the most powerful
aspects of these paradigms is the ability of virtual entities to embody
a richness of behavior and appearance that we perceive as compatible
with reality, and yet unconstrained by reality. The freedom to
be or do almost anything helps to reinforce the notion that such
virtual entities are inherently distinct from the real world—as if they
were magical. This independent magical status is reinforced by the
typical need for the use of “magic glasses” (head-worn displays) and
“magic wands” (spatial interaction devices) that are ceremoniously
bestowed on a chosen few. For those individuals, the experience is
inherently egocentric in nature—the sights and sounds effectively
emanate from the magic glasses, not the real world, and unlike the
magic we are accustomed to from cinema, the virtual entities are
unable to affect the real world.
This separation of real and virtual is also inherent in our related
conceptual frameworks, such as Milgram’s Virtuality Continuum,
where the real and virtual are explicitly distinguished and mixed.
While these frameworks are indeed conceptual, we often feel the
need to position our systems and research somewhere in the continuum,
further reinforcing the notion that real and virtual are distinct.
The very structures of our professional societies, our research communities,
our journals, and our conferences tend to solidify the
evolutionary separation of the virtual from the real.
However, independent forces are emerging that could reshape
our notions of what is real and virtual, and transform our sense of
what it means to interact with technology. First, even within the
VR/AR communities, as the appearance and behavioral realism of
virtual entities improves, virtual experiences will become more real.
Second, as domains such as artificial intelligence, robotics, and the
Internet of Things (IoT) mature and permeate throughout our lives,
experiences with real things will become more virtual. The convergence
of these various domains has the potential to transform
the egocentric magical nature of VR/AR into more pervasive allocentric
magical experiences and interfaces that interact with and
can affect the real world. This transformation will blur traditional
technological boundaries such that experiences will no longer be
distinguished as real or virtual, and our sense for what is natural
will evolve to include what we once remember as cinematic magic.
more »
« less
- Award ID(s):
- 1800961
- NSF-PAR ID:
- 10105855
- Date Published:
- Journal Name:
- Symposium on Spatial User Interaction
- Page Range / eLocation ID:
- 192 to 192
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Augmented reality (AR) is a technology that integrates 3D virtual objects into the physical world in real-time, while virtual reality (VR) is a technology that immerses users in an interactive 3D virtual environment. The fast development of augmented reality (AR) and virtual reality (VR) technologies has reshaped how people interact with the physical world. This presentation will outline the results from two unique AR and one Web-based VR coastal engineering projects, motivating the next stage in the development of the augmented reality package for coastal students, engineers, and planners.
-
In recent years, virtual/augmented reality (VR/AR) technology has received great attention due to its capability of creating various levels of immersive experiences. However, current wireless VR/AR devices are quite expensive, which hinders its large-scale deployment in practice. In this demo, we present a wireless interactive VR/AR teaching system based on popular Android phones. In such a demo, when a teacher explains a 3D model, multiple students can see it from exactly the same perspective as the teacher does through VR/AR glasses. When one student has a concern or question regarding a particular part of the 3D model, he/she can point it out, and a corresponding blue cursor will appear on screens of all users. Moreover, in the absence of 3D models in Android phones, we broadcast 3D models based on their visual priorities.more » « less
-
Augmented Reality (AR) experiences tightly associate virtual contents with environmental entities. However, the dissimilarity of different environments limits the adaptive AR content behaviors under large-scale deployment. We propose ScalAR, an integrated workflow enabling designers to author semantically adaptive AR experiences in Virtual Reality (VR). First, potential AR consumers collect local scenes with a semantic understanding technique. ScalAR then synthesizes numerous similar scenes. In VR, a designer authors the AR contents’ semantic associations and validates the design while being immersed in the provided scenes. We adopt a decision-tree-based algorithm to fit the designer’s demonstrations as a semantic adaptation model to deploy the authored AR experience in a physical scene. We further showcase two application scenarios authored by ScalAR and conduct a two-session user study where the quantitative results prove the accuracy of the AR content rendering and the qualitative results show the usability of ScalAR.more » « less
-
This poster presents the use of Augmented Reality (AR) and Virtual Reality (VR) to tackle 4 amongst the “14 Grand Challenges for Engineering in the 21st Century” identified by National Academy of Engineering. AR and VR are the technologies of the present and the future. AR creates a composite view by adding digital content to a real world view, often by using the camera of a smartphone and VR creates an immersive view where the user’s view is often cut off from the real world. The 14 challenges identify areas of science and technology that are achievable and sustainable to assist people and the planet to prosper. The 4 challenges tackled using AR/VR application in this poster are: Enhance virtual reality, Advance personalized learning, Provide access to clean water, and Make solar energy affordable. The solar system VR application is aimed at tackling two of the engineering challenges: (1) Enhance virtual reality and (2) Advance personalized learning. The VR application assists the user in visualizing and understanding our solar system by using a VR headset. It includes an immersive 360 degree view of our solar system where the user can use controllers to interact with celestial bodies-related information and to teleport to different points in the space to have a closer look at the planets and the Sun. The user has six degrees of freedom. The AR application for water tackles the engineering challenge: “Provide access to clean water”. The AR water application shows information on drinking water accessibility and the eco-friendly usage of bottles over plastic cups within the department buildings inside Auburn University. The user of the application has an augmented view of drinking water information on a smartphone. Every time the user points the smartphone camera towards a building, the application will render a composite view with drinking water information associated to the building. The Sun path visualization AR application tackles the engineering challenge: “Make solar energy affordable”. The application helps the user visualize sun path at a selected time and location. The sun path is augmented in the camera view of the device when the user points the camera towards the sky. The application provides information on sun altitude and azimuth. Also, it provides the user with sunrise and sunset data for a selected day. The information provided by the application can aid the user with effective solar panel placement. Using AR and VR technology to tackle these challenges enhances the user experience. The information from these applications are better curated and easily visualized, thus readily understandable by the end user. Therefore, usage of AR and VR technology to tackle these type of engineering challenges looks promising.more » « less