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Development of an Augmented Reality system using ARToolKit

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Research Assignment<br />

<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong><br />

<strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Dennis Joele, student number: 1047450<br />

Master Programme Media & Knowledge Engineering<br />

Dr.ir. C.A.P.G. v<strong>an</strong> der Mast, Dr. María Carmen Ju<strong>an</strong>-Liz<strong>an</strong>dra,<br />

Unit <strong>of</strong> M<strong>an</strong>-Machine Interaction, Medical Image Computing Laboratory,<br />

Department <strong>of</strong> Mediamatics, Department <strong>of</strong> Infomation Systems <strong>an</strong>d<br />

Delft University <strong>of</strong> Technology, Computation,<br />

The Netherl<strong>an</strong>ds Technical University <strong>of</strong> Valencia,<br />

Spain<br />

Valencia, May 26 th 2005


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Table <strong>of</strong> contents<br />

Table <strong>of</strong> contents..............................................................................................................1<br />

1. Introduction .................................................................................................................3<br />

1.1 Research Goals...................................................................................................... 3<br />

1.2 Research Approach .............................................................................................. 4<br />

1.3 Research Outline .................................................................................................. 4<br />

2. <strong>Augmented</strong> <strong>Reality</strong> <strong>an</strong>d its applications....................................................................5<br />

2.1 AR in relation to VR............................................................................................. 5<br />

2.2 Display technologies ............................................................................................. 7<br />

2.2.1 Head-attached displays ................................................................................. 8<br />

2.2.1.1 HMD ........................................................................................................ 8<br />

2.2.1.2 Head-mounted projector........................................................................ 9<br />

2.2.1.3 Retinal displays..................................................................................... 10<br />

2.2.2 H<strong>an</strong>d-held displays ...................................................................................... 10<br />

2.2.2.1 PDA........................................................................................................ 11<br />

2.2.2.2 Mobile Phone ........................................................................................ 11<br />

2.2.2.3 H<strong>an</strong>d-held mirror displays .................................................................. 11<br />

2.2.2.4 H<strong>an</strong>d-held video projectors ................................................................. 12<br />

2.2.3 Spatial displays ............................................................................................ 12<br />

2.2.3.1 Screen based video see-through displays............................................ 13<br />

2.2.3.2 Spatial optical see-through displays.................................................... 13<br />

2.2.3.3 Projection based spatial displays ........................................................ 14<br />

2.3 Tracking .............................................................................................................. 14<br />

2.3.1 Inertial tracking........................................................................................... 15<br />

2.3.2 Acoustic tracking ......................................................................................... 16<br />

2.3.3 Magnetic tracking........................................................................................ 17<br />

2.3.4 Mech<strong>an</strong>ical tracking.................................................................................... 17<br />

2.3.5 Optical tracking ........................................................................................... 18<br />

2.3.6 Hybrid tracking, outdoor tracking <strong>an</strong>d collaborative AR tracking ....... 18<br />

2.4 Registration ......................................................................................................... 19<br />

2.4.1 Static errors.................................................................................................. 20<br />

2.4.2 Dynamic errors ............................................................................................ 21<br />

2.5 Calibration .......................................................................................................... 22<br />

2.5.1 M<strong>an</strong>ual calibration ...................................................................................... 22<br />

2.5.2 Calibration-free AR..................................................................................... 23<br />

2.5.3 Autocalibration ............................................................................................ 23<br />

2.6 Interaction ........................................................................................................... 23<br />

2.6.1 3D Data browsing ........................................................................................ 24<br />

2.6.2 3D AR interfaces.......................................................................................... 24<br />

2.6.3 <strong>Augmented</strong> surfaces .................................................................................... 24<br />

2.6.4 T<strong>an</strong>gible AR ................................................................................................. 24<br />

2.7 AR applications................................................................................................... 25<br />

2.7.1 Medical ......................................................................................................... 25<br />

2.7.1.1. Image guided surgery.......................................................................... 25<br />

2.7.1.2. Surgery pl<strong>an</strong>ning ................................................................................. 26<br />

2.7.1.3. Surgical training .................................................................................. 27<br />

2.7.1.4. Psychiatry............................................................................................. 27<br />

2.7.2 Military......................................................................................................... 28<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.7.3 Education...................................................................................................... 29<br />

2.7.4 Engineering design ...................................................................................... 29<br />

2.7.5 M<strong>an</strong>ufacturing, mainten<strong>an</strong>ce <strong>an</strong>d repair .................................................. 30<br />

2.7.6 Entertainment .............................................................................................. 30<br />

3. <strong>ARToolKit</strong> <strong>an</strong>d the AR development process.........................................................32<br />

3.1 Tracking <strong>an</strong>d registration.................................................................................. 32<br />

3.2 Optical see-through calibration......................................................................... 33<br />

3.3 Video see-through calibration ........................................................................... 33<br />

3.4 Developing AR applications............................................................................... 34<br />

3.5 Training marker patterns.................................................................................. 35<br />

4. Hardware components for AR with user invisible markers..................................36<br />

4.1 Invisible marker tracking medium ................................................................... 37<br />

4.1.1 Ink Pen.......................................................................................................... 39<br />

4.1.2 IR Powder..................................................................................................... 39<br />

4.2 Optical filters ...................................................................................................... 40<br />

4.2.1 IR filters........................................................................................................ 40<br />

4.2.2 Colour correction filter ............................................................................... 41<br />

4.3 IR Cameras ......................................................................................................... 41<br />

4.3.2.1 USB ........................................................................................................ 43<br />

4.3.2.2 IEEE1394 Firewire............................................................................... 44<br />

4.4 Firewire board camera....................................................................................... 46<br />

4.4.1 Lenses............................................................................................................ 47<br />

4.4.3 Round IR filter............................................................................................. 50<br />

4.5 AR HMD <strong>system</strong> ................................................................................................. 51<br />

4.5.1 Video see-through........................................................................................ 51<br />

4.5.2 Optical see-through ..................................................................................... 53<br />

5. Proposal for <strong>system</strong> components..............................................................................58<br />

5.1 Invisible medium ................................................................................................ 58<br />

5.2 IR Camera........................................................................................................... 58<br />

5.3 Connection to computer..................................................................................... 59<br />

5.4 HMD .................................................................................................................... 59<br />

5.5 Final choice on <strong>system</strong> components <strong>an</strong>d perspective....................................... 61<br />

6. References ..................................................................................................................62<br />

7. Abbreviations.............................................................................................................65<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

1. Introduction<br />

Virtual <strong>Reality</strong> (VR) has been around for quite some time <strong>an</strong>d consequently has found<br />

its way into m<strong>an</strong>y application areas. One area that Delft University <strong>of</strong> Technology is<br />

investigating with their project Virtual <strong>Reality</strong> <strong>an</strong>d Phobias is the application <strong>of</strong> VR to<br />

the treatment <strong>of</strong> phobias. Results have been encouraging; virtual reality exposure has<br />

shown to be as effective as in vivo exposure to fear <strong>of</strong> heigths, even with low budget<br />

hardware [Emm02] [Sch00]. Currently is being investigated the use <strong>of</strong> VR for treatment<br />

<strong>of</strong> claustrophobia <strong>an</strong>d fear <strong>of</strong> flying.<br />

Recently <strong>Augmented</strong> <strong>Reality</strong> (AR) also has been tried to be used in treatment <strong>of</strong><br />

phobias. At MedICLab, Technical University <strong>of</strong> Valencia, has been developed <strong>an</strong> AR<br />

<strong>system</strong> for the treatment <strong>of</strong> phobia <strong>of</strong> small <strong>an</strong>imals. Up until now only a limited<br />

number <strong>of</strong> patients with fear <strong>of</strong> spiders <strong>an</strong>d cockroaches were treated successfully<br />

[Jua04]. However this gives a good perspective to try to apply AR to other type <strong>of</strong><br />

phobias as well. Currently is being investigated the use <strong>of</strong> AR for treatment <strong>of</strong> fear <strong>of</strong><br />

heights.<br />

M<strong>an</strong>y AR <strong>system</strong>s use a Head Mounted Display (HMD) to show a combination <strong>of</strong> the<br />

virtual <strong>an</strong>d the real world to the user. <strong>ARToolKit</strong> is a s<strong>of</strong>tware library to create AR<br />

applications that use physical markers in the real environment to determine where<br />

exactly to overlay the virtual objects [Kat99]. Also the AR <strong>system</strong> at MedICLab is<br />

based upon those two components. This has proved to function well, but the desire has<br />

grown to have <strong>an</strong> AR <strong>system</strong> to work with user invisible markers. The main adv<strong>an</strong>tage<br />

<strong>of</strong> this is that users are not able to perceive the markers which introduce a surprise effect<br />

when virtual objects are overlaid. The effectiveness <strong>an</strong>d reality factor <strong>of</strong> AR treatment<br />

are expected to increase.<br />

1.1 Research Goals<br />

The research assignment is carried out as a preparation for the Master <strong>of</strong> Science Thesis<br />

project in MedICLab, Technical University <strong>of</strong> Valencia. The project’s ultimate goal is<br />

aimed at developing <strong>an</strong> AR <strong>system</strong> that uses invisible markers <strong>an</strong>d is based upon<br />

<strong>ARToolKit</strong>.<br />

To actually be able to conduct the project itself, the condition that primarily needs to be<br />

met is that the needed information is collected, processed <strong>an</strong>d structured. The research<br />

assignment will suffice to provide the background that is required <strong>an</strong>d will mould the<br />

obtained results into a structured report.<br />

To be able in doing so, a clear problem definition needs to be articulated. The problem<br />

definition, consisting <strong>of</strong> several elements, that will serve as guid<strong>an</strong>ce in the research<br />

assignment is the following:<br />

• Research the current state <strong>of</strong> the art on AR, <strong>an</strong>d get acquainted with<br />

<strong>ARToolKit</strong>.<br />

• Find suitable hardware components for the implementation <strong>of</strong> detecting <strong>of</strong><br />

user invisible markers, that is, a suitable invisible medium, a camera to detect<br />

that medium <strong>an</strong>d a connection between the camera <strong>an</strong>d a computer. The<br />

camera should work together with <strong>ARToolKit</strong>.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

• Find a suitable stereoscopic video see-through HMD that incorporates both<br />

capture <strong>an</strong>d visualization. No requirements are stated on intrinsic properties<br />

<strong>of</strong> the HMD.<br />

• Find a suitable optical see-through HMD. Also for this HMD no requirements<br />

are stated on intrinsic properties. Moreover the stereoscopic requirement is<br />

relaxed.<br />

• Propose the hardware components to create <strong>an</strong> AR <strong>system</strong> that uses invisible<br />

marker tracking in conjunction with <strong>ARToolKit</strong>.<br />

In order to provide <strong>an</strong> <strong>an</strong>swer to this problem definition, several goals are attached to<br />

the research assignment. The goals identified are the following:<br />

• Learning about AR <strong>an</strong>d applications <strong>of</strong> AR<br />

• Learning the functionality <strong>of</strong> <strong>ARToolKit</strong><br />

• Proposing a setup <strong>of</strong> hardware components for future AR <strong>system</strong>, that meets the<br />

requirements stated in the problem formulation.<br />

1.2 Research Approach<br />

For <strong>an</strong>swering the problem definition, doing research on related topics is a necessity. Of<br />

course there are m<strong>an</strong>y research methods available, <strong>an</strong>d a selection needs to put the focus<br />

on a limited number. For this research the following five research methods are applied:<br />

1. The first step in the taken approach consists <strong>of</strong> doing literature study, which will<br />

provide all the relev<strong>an</strong>t information on the subject. The literature study existed<br />

<strong>of</strong> searching for relev<strong>an</strong>t literature, papers <strong>an</strong>d other information sources.<br />

2. Secondly <strong>ARToolKit</strong>, the development toolkit for AR applications will be<br />

studied to provide insight into the AR development process.<br />

3. After the first two preparative steps, a search intending to find a set <strong>of</strong> hardware<br />

components will be carried out.<br />

4. The last step will consist <strong>of</strong> <strong>an</strong> evaluation <strong>of</strong> found hardware components which<br />

eventually lead to a proposed hardware setup.<br />

1.3 Research Outline<br />

In this chapter <strong>an</strong> introduction on the research was given, together with the research<br />

goals <strong>an</strong>d the research approach. The second chapter will discuss AR <strong>an</strong>d current state<br />

<strong>of</strong> the art AR applications. <strong>ARToolKit</strong> is described in detail in the third chapter. The<br />

results <strong>of</strong> searching for hardware components are summarized in the next chapter. The<br />

fifth chapter, which is the last chapter, contains proposals for a hardware setup. To<br />

conclude, in this chapter is also presented which hardware components will be obtained<br />

in the end, <strong>an</strong>d what the perspective will be.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2. <strong>Augmented</strong> <strong>Reality</strong> <strong>an</strong>d its applications<br />

<strong>Augmented</strong> <strong>Reality</strong> has received growing attention during the last few years. More <strong>an</strong>d<br />

more researchers have started to pick up the technology. Despite its novelty already<br />

great adv<strong>an</strong>ces have been made, as is evidenced by the known examples <strong>of</strong> AR<br />

applications. This is not limited to one particular area but nowadays there are several<br />

areas found appropriate for application <strong>of</strong> AR. And developments continue as more<br />

areas are pioneered. Not only exp<strong>an</strong>ding areas <strong>of</strong> applications deserves attention, but<br />

more import<strong>an</strong>t is refining the technology itself. Therefore the three basic aspects that<br />

constitute the technology need to be researched <strong>an</strong>d improved. These aspects are<br />

tracking, registration <strong>an</strong>d calibration [Isd00].<br />

Most definitions <strong>of</strong> AR narrow the view by foc<strong>using</strong> on HMD as display technology. In<br />

[Mil94] is referred to one definition that defines AR “as being a form <strong>of</strong> Virtual <strong>Reality</strong><br />

where the particip<strong>an</strong>t's head-mounted display is tr<strong>an</strong>sparent, allowing a clear view <strong>of</strong> the<br />

real world”. But a definition that does not contain <strong>an</strong>y reference to a certain display<br />

technology, allow for a broader view. This keeps open more possibilities for<br />

developments. Such a definition is the following one, found in[Azu01]:<br />

An AR <strong>system</strong> is defined as having the following three properties:<br />

• It combines real <strong>an</strong>d virtual objects in a real environment<br />

• It runs interactively <strong>an</strong>d in real-time<br />

• It registers real <strong>an</strong>d virtual objects with each other<br />

Firstly will be positioned AR against VR. After that will be discussed display<br />

technologies for establishing AR. Then, the three basic aspects that constitute AR are<br />

treated. To complete the discussion, <strong>an</strong> extensive overview <strong>of</strong> former AR applications is<br />

given, mainly foc<strong>using</strong> on the way were implemented before mentioned aspects.<br />

2.1 AR in relation to VR<br />

The concept <strong>of</strong> Virtual <strong>Reality</strong> has been around for quite some time. Researchers have<br />

constituted a common view on what VR actually is. A VR environment is defined as a<br />

completely synthetic environment in which the observer is totally immersed. In contrast<br />

to VR environments exists the real world in which only real objects are present <strong>an</strong>d in<br />

which the observer is not at all immersed. These two types <strong>of</strong> environments have been<br />

defined as the opposite ends <strong>of</strong> a continuum which is referred to as the Virtual-<strong>Reality</strong><br />

Continuum (VRC) [Mil94]. This is shown in Figure 2.1.<br />

Figure 2.1 The Virtual-<strong>Reality</strong> Continuum<br />

Figure 2.2 An alternative VRC representation<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Another concept, known as Mixed <strong>Reality</strong> (MR), is introduced to encompass all the<br />

environments between both extremes <strong>of</strong> the VRC. In such environments real world <strong>an</strong>d<br />

virtual world objects are concurrently presented together within one single display. Two<br />

categories to create MR are identified; <strong>Augmented</strong> <strong>Reality</strong> <strong>an</strong>d <strong>Augmented</strong> Virtuality<br />

(AV). In AR environments the environment being observed is principally real, <strong>an</strong>d is<br />

added computer generated enh<strong>an</strong>cements. In AV environments the surrounding<br />

environment is principally virtual, but augmented through the use <strong>of</strong> real imaging data.<br />

Figure 2.2 shows <strong>an</strong>other way to visualize the RV continuum by differentiating between<br />

display technologies that is used. Depending on that, different levels <strong>of</strong> reality are<br />

achieved. For the left extreme, defined as reality, no supplemental display technology is<br />

required. VR clearly has the need to be supported by display technology. This usually is<br />

done by <strong>using</strong> immersive head mounted displays. For MR to be able to present real<br />

world <strong>an</strong>d virtual objects at the same time, also display technology is taken adv<strong>an</strong>tage<br />

<strong>of</strong>. Such MR display technology c<strong>an</strong> be put together in a taxonomy which is based upon<br />

three properties; reality, immersion <strong>an</strong>d directness [Mil94].<br />

• <strong>Reality</strong>, that is, some environments are primarily virtual, in the sense that they<br />

have been created artificially, by computer, while others are primarily real.<br />

• Immersion, that is, virtual <strong>an</strong>d real environments c<strong>an</strong> each be displayed without<br />

the need for the observer to be completely immersed within them.<br />

• Directness, that is, whether primary world objects are viewed directly or by<br />

me<strong>an</strong>s <strong>of</strong> some electronic synthesis process.<br />

This tax<strong>an</strong>omy identifies seven most prominent display concepts for MR. As it focuses<br />

on the MR class in total it is not as general as is needed for distinguishing between the<br />

several display technologies available for AR. Others have tried to provide a<br />

categorization only focused on AR, as is discussed in the next section.<br />

The main adv<strong>an</strong>tage that AR <strong>of</strong>fers in favour <strong>of</strong> VR is presented in the reality factor;<br />

only the augmented objects are virtual, while the environment is real. This <strong>of</strong>fers<br />

excellent possibilities for giving the user <strong>an</strong> enh<strong>an</strong>ced experience. Users c<strong>an</strong> use<br />

familiar tools to m<strong>an</strong>ipulate virtual objects, which makes it <strong>an</strong> intuitive interface. Next<br />

to this, users are not fully immersed which keeps open social communication ch<strong>an</strong>nels.<br />

This creates a secure feeling <strong>an</strong>d does not hinder natural movements. AR <strong>of</strong>fers a<br />

technology to present 3D information in a smooth <strong>an</strong>d ergonomic way. Lower dem<strong>an</strong>ds<br />

are put upon rendering perform<strong>an</strong>ce since only the augmented information needs to be<br />

rendered.<br />

AR is expected to have a great potential although its effectiveness is not supported by<br />

m<strong>an</strong>y case studies. One such known study measures the effectiveness <strong>of</strong> AR applied to<br />

<strong>an</strong> assembly task [T<strong>an</strong>03]. The shown results are promising; error rates for the chosen<br />

task are reduced by 82%, <strong>an</strong>d the measured mental effort indicates a decrease. There is a<br />

need for more research on the effectiveness <strong>of</strong> AR to enable it to become a more<br />

generally used technique. What also needs to be given attention is the effectiveness <strong>of</strong><br />

AR compared to VR. Because <strong>of</strong> the above mentioned adv<strong>an</strong>tages in favour <strong>of</strong> AR, the<br />

assumption exists that AR is more effective. One example acknowledges this assumed<br />

greater effectiveness for cybertherapy [Jua04]. One single AR treatment session reduced<br />

a patient’s fear <strong>of</strong> cockroaches from 10 to 0 SUD, while treatment with VR required<br />

several sessions to establish the same result. The SUD scale provides a way to measure<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

how strong or unpleas<strong>an</strong>t experienced emotions are felt. A total <strong>of</strong> 11 patients were<br />

treated; 4 having spider phobia <strong>an</strong>d 7 with fear <strong>of</strong> cockroaches. Of course, one such<br />

example does not constitute a founded basis for the assumption.<br />

2.2 Display technologies<br />

As described in the introduction AR is not necessarily limited to a certain type <strong>of</strong><br />

display technology. There are more possibilities available to choose from. To keep<br />

things clear it has been tried to categorize these. Two such categorizations c<strong>an</strong> be found<br />

in [Azu01] <strong>an</strong>d [Bim04a]. There are minor differences between them, but what they<br />

have in common is the main division in three categories; head-attached displays, h<strong>an</strong>d<br />

held displays <strong>an</strong>d spatial displays.<br />

Display devices are used for forming <strong>an</strong> augmented image that eventually is presented<br />

to the user. The two types <strong>of</strong> images that c<strong>an</strong> be formed are either pl<strong>an</strong>ar or curved,<br />

depending on the used optics. The process <strong>of</strong> image-forming c<strong>an</strong> take place <strong>an</strong>ywhere<br />

on the optical path between the eyes <strong>of</strong> the observer <strong>an</strong>d the physical object. These two<br />

properties make it possible to categorize display technologies. Figure 2.3 shows the<br />

three before mentioned categories.<br />

Figure 2.3 Categorization <strong>of</strong> AR display technologies<br />

Retinal displays <strong>an</strong>d projector-based devices form a curved image; either directly on the<br />

retina <strong>of</strong> the observer or on the real objects. The other display devices form <strong>an</strong> image on<br />

a defined pl<strong>an</strong>e. Head-attached devices are mounted on the head <strong>of</strong> the user. H<strong>an</strong>d-held<br />

devices are positioned at arm reach from the user, while spatial devices are integrated in<br />

the environment <strong>an</strong>d are completely detached from the user.<br />

Now will be shortly discussed the basics <strong>of</strong> the three categories. The main concepts are<br />

described, adv<strong>an</strong>tages <strong>an</strong>d disadv<strong>an</strong>tages are mentioned <strong>an</strong>d examples are given for each<br />

category.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.2.1 Head-attached displays<br />

Head-attached displays are mounted on the head <strong>of</strong> the user. The technology for<br />

generating images c<strong>an</strong> be implemented in three ways. This choice determines the three<br />

different types <strong>of</strong> head-attached displays that exist. Miniature displays in front the eyes<br />

c<strong>an</strong> be used. Then a head-attached display <strong>of</strong> type HMD is created. When miniature<br />

LCD p<strong>an</strong>els or miniature projectors are used the term head-mounted projector is<br />

utilized. Finally, retinal displays take adv<strong>an</strong>tage <strong>of</strong> low power lasers for the image<br />

generation.<br />

2.2.1.1 HMD<br />

This type <strong>of</strong> displays comes into two kinds; video see-through <strong>an</strong>d optical see-through<br />

[Sch01]. Figure 2.4 <strong>an</strong>d Figure 2.5 show the concept <strong>of</strong> both approaches.<br />

The video see-through approach uses two cameras to record a real scene. Virtual objects<br />

are generated by a graphic <strong>system</strong> <strong>of</strong> a computer. These two are merged together by a<br />

video composer to create <strong>an</strong> augmented view. The images are projected onto the opaque<br />

micro displays <strong>of</strong> the HMD. In this way a closed view <strong>system</strong> is created.<br />

Optical see-through HMDs use a semi-tr<strong>an</strong>sparent display for allowing the real world to<br />

be seen by the user. Virtual objects are generated by a graphics <strong>system</strong> <strong>of</strong> a computer.<br />

Optical merging projects the generated virtual objects onto the view <strong>of</strong> the user. In this<br />

way the user has <strong>an</strong> augmented view on the real scene.<br />

Figure 2.4 Video see-through HMD concept Figure 2.5 Optical see-through HMD concept<br />

Bimber <strong>an</strong>d Raskar [Bim04a] identify several shortcomings to the use <strong>of</strong> HMDs as<br />

display devices for AR. Here are not mentioned all <strong>of</strong> them, but only the most import<strong>an</strong>t<br />

ones. For both kinds <strong>of</strong> HMDs the Field Of View (FOV) is limited to the optics that is<br />

used. But either kind also has its own particular disadv<strong>an</strong>tages which are mentioned<br />

now.<br />

Video see-through HMDs limit the resolution <strong>of</strong> both the real world <strong>an</strong>d virtual objects<br />

to the resolution <strong>of</strong> the used video optics. Only one focal pl<strong>an</strong>e is used for both<br />

displaying the real world <strong>an</strong>d virtual objects. Tracking is <strong>an</strong> import<strong>an</strong>t aspect, but has a<br />

lower import<strong>an</strong>ce compared to optical see-through HMDs, since image processing<br />

techniques are used to overlay virtual objects. This allows for integrating virtual objects<br />

on a pixel basis. The calibration aspect therefore is not a stringent requirement.<br />

Optical see-through HMDs only limit the resolution <strong>of</strong> virtual objects to the resolution<br />

<strong>of</strong> the optics <strong>system</strong>. The visual perception is coping with the fact that different<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

projection depths are used for the real world <strong>an</strong>d the virtual objects; either the eyes have<br />

to switch between those two or perceive one depth as unsharp. Registration <strong>of</strong> virtual<br />

objects heavenly relies on precise head tracking. Every time optical see-through HMDs<br />

are used they need to be calibrated which is difficult <strong>an</strong>d a time consuming task.<br />

2.2.1.2 Head-mounted projector<br />

As HMDs c<strong>an</strong> be divided into two kinds, this also holds for this type <strong>of</strong> displays. The<br />

two types that c<strong>an</strong> be distinguished are head-mounted projective displays <strong>an</strong>d projective<br />

head-mounted displays.<br />

The first type makes use <strong>of</strong> retro-reflective screens that are mounted in front <strong>of</strong> the eyes<br />

<strong>of</strong> the user [Hua04]. Such surfaces have the property to reflect light back along its<br />

incident direction. A projective lens in combination with a beam-splitter is used to<br />

redirect <strong>an</strong> image from a miniature LCD display onto these surfaces. The incoming light<br />

is retro-reflected back to the exit pupil to have the user observe the projected image.<br />

This concept is presented in Figure 2.6.<br />

Figure 2.6 Head-mounted projective Figure 2.7 Projective head-mounted<br />

display concept display concept<br />

The approach that uses projective head-mounted displays does not, as opposed to the<br />

earlier described one, use retro-reflective screens in front <strong>of</strong> the user. Instead, images<br />

are projected along the viewer’s line <strong>of</strong> sight by a ceiling attached projector [Kij97].<br />

Two half mirrors are applied to combine the back directed projected images <strong>an</strong>d the<br />

user’s view <strong>of</strong> the environment. This concept is shown in Figure 2.7.<br />

Compared to HMDs both kinds <strong>of</strong> head-mounted projectors <strong>of</strong>fer a larger FOV. Headmounted<br />

projective also displays decrease the effect <strong>of</strong> inconsistency <strong>of</strong> accommodation<br />

<strong>an</strong>d convergence. However, several shortcomings are related to the use <strong>of</strong> headmounted<br />

projectors [Bim04a]. The technology as developed up until now is not<br />

ergonomic in use <strong>an</strong>d currently available prototypes are cumbersome. Limited<br />

resolution <strong>an</strong>d brightness c<strong>an</strong> be achieved by the used miniature LCD screens <strong>an</strong>d<br />

projectors. For the projective head-mounted displays <strong>an</strong> extra requirement is the<br />

presence <strong>of</strong> a ceiling, which limits its use to indoor environments. Head-mounted<br />

projective displays require special retro-reflective surfaces for bright imagery.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.2.1.3 Retinal displays<br />

As the earlier described display devices use small displays in front <strong>of</strong> the eyes to project<br />

images, this category directly projects <strong>an</strong> image on the retina <strong>of</strong> the eye. This is done by<br />

aiming a small laser spot at the retina <strong>an</strong>d sweeping it over <strong>using</strong> a raster pattern. To be<br />

used without ca<strong>using</strong> <strong>an</strong>y damage the lasers have very low power. Despite this bright<br />

images c<strong>an</strong> be created, with a potential greater FOV compared to screen-based displays.<br />

This concept is shown in Figure 2.8.<br />

Figure 2.8 Retinal display concept<br />

As current retinal display technology is not yet as developed as other display<br />

technologies, additional disadv<strong>an</strong>tages are introduced [Bim04a]. Only monochrome red<br />

images c<strong>an</strong> be presented, since cheap blue or green lasers do not yet exist. Stereoscopy<br />

c<strong>an</strong> also not be supported by existing retinal displays.<br />

2.2.2 H<strong>an</strong>d-held displays<br />

H<strong>an</strong>d-held displays combine multiple components into one single device; processor,<br />

memory, display <strong>an</strong>d interaction technology. Usually these devices are small, lightweight,<br />

wire-less <strong>an</strong>d mobile. Images are generated at arm length. Such devices c<strong>an</strong> be<br />

used as a window or a magnifying glass. The video see-through approach is most<br />

promising to be used with this kind <strong>of</strong> devices. A camera captures a real time video<br />

stream <strong>of</strong> the environment <strong>an</strong>d before displaying such video material to the user<br />

graphical augmentations are overlaid. The position <strong>an</strong>d orientation <strong>of</strong> the camera are<br />

tracked so that result correct overlays.<br />

There are available different kinds <strong>of</strong> h<strong>an</strong>d-held displays. Among those are Personal<br />

Digital Assist<strong>an</strong>t (PDA), mobile phone, h<strong>an</strong>d-held mirror display <strong>an</strong>d h<strong>an</strong>d-held video<br />

projector. For the category <strong>of</strong> head-attached display the necessity existed to explain the<br />

underlying concept. For the now treated displays these are assumed to be known.<br />

Taking this into account, only examples <strong>of</strong> h<strong>an</strong>d-held displays applied in AR are given.<br />

Thereby needs to be noted that the presented examples only serve as illustration; they<br />

are not unique in their kind.<br />

But first are discussed the difficulties to overcome when <strong>using</strong> h<strong>an</strong>d-held displays for<br />

AR [Bim04a]. The image processing suffers from high delays <strong>an</strong>d a low frame rate<br />

when PDAs or mobile phones are used, since limited processor capacity <strong>an</strong>d rendering<br />

components are available. The cameras nowadays installed in mobile phones <strong>of</strong>fer a<br />

fixed focus, which only makes them effective in a certain depth r<strong>an</strong>ge. A comparable<br />

difficulty is related to h<strong>an</strong>d held-h<strong>an</strong>d video projectors; only projection at a certain<br />

depth r<strong>an</strong>ge is supported. Additionally, all h<strong>an</strong>d-held displays do not provide completely<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

h<strong>an</strong>ds-free working, as compared to head-attached displays. The FOV also is restricted<br />

by the limited screen size <strong>of</strong> h<strong>an</strong>d-held devices.<br />

2.2.2.1 PDA<br />

In [Bell02] is described <strong>an</strong> AR <strong>system</strong> based upon PDA technology, which provides<br />

information at a gl<strong>an</strong>ce to aid a mobile user to explore <strong>an</strong> unfamiliar environment.<br />

Labels are overlaid in such a way that they are automatically positioned <strong>an</strong>d sized to<br />

avoid overlapping. Labels are connected to its belonging object by arrows. Users also<br />

c<strong>an</strong> ask for additional information concerning <strong>an</strong> object. A pop-up window supplies a<br />

textual description <strong>of</strong> a selected object together with a close view <strong>of</strong> the object. Figure<br />

2.9 <strong>an</strong>d Figure 2.10 show two PDA images <strong>of</strong> the <strong>system</strong> in use.<br />

Figure 2.9 Annotations on a PDA Figure 2.10 Pop-up window on a PDA<br />

2.2.2.2 Mobile Phone<br />

In [Sin04] is shown the use <strong>of</strong> st<strong>an</strong>dard mobile phones readily available in the consumer<br />

market as user interface for AR. Such devices are camera equipped <strong>an</strong>d are Bluetooth<br />

enabled. Captured images are communicated to a server through the Bluetooth protocol.<br />

The server carries out the necessary image processing tasks for augmentation. This<br />

augmentation is based upon the recognition <strong>of</strong> fiducial markers. Several markers in a<br />

scene c<strong>an</strong> be overlaid concurrently with three-dimensional virtual objects. Two such<br />

examples are shown in Figure 2.11 <strong>an</strong>d Figure 2.12.<br />

Figure 2.11 Recognition <strong>of</strong> several markers Figure 2.12 User-dependent augmentation<br />

2.2.2.3 H<strong>an</strong>d-held mirror displays<br />

In [Loo04] is discussed <strong>an</strong> interaction technique for AR based upon the application <strong>of</strong><br />

h<strong>an</strong>d-held magnifying glass. Since the lenses have the property to be semi-tr<strong>an</strong>sparent<br />

they c<strong>an</strong> be applied as <strong>an</strong> interface element to ch<strong>an</strong>ge the representation <strong>of</strong> data shown<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

beneath it. Two types <strong>of</strong> lenses are available; volumetric <strong>an</strong>d flat lenses. Fundamental<br />

tasks that c<strong>an</strong> be carried out <strong>using</strong> either <strong>of</strong> those lenses are magnification, information<br />

filtering <strong>an</strong>d object selection <strong>an</strong>d m<strong>an</strong>ipulation. In Figure 2.14 <strong>an</strong>d Figure 2.15 are<br />

shown the application <strong>of</strong> volumetric <strong>an</strong>d flat lenses for magnifying a certain area within<br />

<strong>an</strong> AR environment. Figure 2.13 shows the initial virtual scene.<br />

Figure 2.13 A virtual scene Figure 2.14 Volumetric lens Figure 2.15 Flat lens application<br />

application<br />

2.2.2.4 H<strong>an</strong>d-held video projectors<br />

In [Ras03] is described <strong>an</strong> AR <strong>system</strong> that uses h<strong>an</strong>d-held projectors for the<br />

augmentation <strong>of</strong> objects. Object recognition is done through fiducials that are attached<br />

to objects <strong>of</strong> interest. They do not only provide object identity, but are also used to<br />

determine the position <strong>an</strong>d orientation <strong>of</strong> the camera. Since the <strong>system</strong> is fully calibrated<br />

this information c<strong>an</strong> be related to the position <strong>an</strong>d orientation <strong>of</strong> the projector. In this<br />

way content c<strong>an</strong> be overlaid on <strong>an</strong> object as required. Figure 2.16 shows the use <strong>of</strong> a<br />

h<strong>an</strong>d-held video projector for guiding a user through <strong>an</strong> environment containing storage<br />

bins.<br />

2.2.3 Spatial displays<br />

Figure 2.16 AR <strong>using</strong> a h<strong>an</strong>d-held video<br />

projector<br />

The two before described main categories <strong>of</strong> display devices take a body-attached<br />

approach. Also the possibility exists to detach technology from the user, <strong>an</strong>d have most<br />

<strong>of</strong> it integrated in the environment. This is the way spatial displays try to <strong>of</strong>fer<br />

possibilities for AR. The augmentation <strong>of</strong> the environment c<strong>an</strong> be done in three ways;<br />

<strong>using</strong> video see-through, optical see-through or direct augmentation. Depending on<br />

which is used a different kind <strong>of</strong> spatial display is created.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.2.3.1 Screen based video see-through displays<br />

For this category <strong>of</strong> display devices a video camera is used for capturing a scene. Videomixing<br />

augments the capture video with virtual objects. The resulting merged images<br />

are presented to the user by <strong>using</strong> a regular monitor. This approach is sometimes also<br />

referred to as a “window on the world” setup. It <strong>of</strong>fers a very efficient way <strong>of</strong><br />

implementing AR since only a st<strong>an</strong>dard PC <strong>an</strong>d <strong>of</strong>f the shelf components are needed.<br />

But this also introduces a number <strong>of</strong> disadv<strong>an</strong>tages concerning the use <strong>of</strong> screen based<br />

AR [Bim04a]. Due to the relative small monitor sizes, a small FOV is supported. Also<br />

the resolution <strong>of</strong> the merged images is a limiting factor. Usually direct interaction with<br />

the real environment <strong>an</strong>d the augmented images is not supported. Figure 2.17 shows a<br />

typical setup, <strong>an</strong>d Figure 2.18 shows <strong>an</strong> augmented dinosaur’s movement simulation.<br />

Figure 2.17 Typical window on the Figure 2.18 <strong>Augmented</strong> simulation<br />

world setup<br />

2.2.3.2 Spatial optical see-through displays<br />

This type <strong>of</strong> display makes use <strong>of</strong> spatial optical combiners that are physically<br />

positioned in the environment. Those are able to generate images that are aligned within<br />

the environment. Different kind <strong>of</strong> optical combiners exist that could be taken<br />

adv<strong>an</strong>tage <strong>of</strong>; mirror beam splitters, tr<strong>an</strong>sparent screens <strong>an</strong>d optical holograms. If a<br />

mirror beam splitter is used a choice exists between a curved <strong>an</strong>d a pl<strong>an</strong>ar one.<br />

Holograms capture a scene by recording amplitude, wavelength <strong>an</strong>d phase information.<br />

This allows for reconstructing complete optical wavefronts. This results in the captured<br />

scenery having a three-dimensional appear<strong>an</strong>ce that c<strong>an</strong> be observed from different<br />

perspectives [Bim04b].<br />

The image <strong>of</strong> the real world <strong>an</strong>d the overlaid image are visible at the same time. One<br />

property these optical combiners have in common is that they do not follow the<br />

movements <strong>of</strong> the user but rather support moving around them. Below are shown the<br />

three kinds <strong>of</strong> optical combiners.<br />

Disadv<strong>an</strong>tages related to the described optical combiners are the following [Bim04a].<br />

Since the optics <strong>an</strong>d the display technology are spatially aligned mobile applications are<br />

not supported. Direct interaction with the real <strong>an</strong>d virtual objects that are located behind<br />

the optics is prevented by the nature <strong>of</strong> the used optics. The limited size <strong>of</strong> the screens<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

<strong>an</strong>d optical combiners causes unnatural cropping <strong>of</strong> virtual objects outside the display<br />

area.<br />

Figure 2.19 Beam splitter Figure 2.20 Tr<strong>an</strong>sparent screen Figure 2.21 Optical hologram<br />

2.2.3.3 Projection based spatial displays<br />

This approach is not <strong>using</strong> a pl<strong>an</strong>e or surface to project <strong>an</strong> image on, but instead, the<br />

images are directly projected on the surface <strong>of</strong> physical objects. Images c<strong>an</strong> be projected<br />

<strong>using</strong> one single static projector, but for a greater display area also a steerable projector<br />

or even multiple projectors c<strong>an</strong> be applied. Figures 2.22 through 2.24 show the use <strong>of</strong> a<br />

single static projector for augmentation <strong>of</strong> a real object with projected images [Ras02].<br />

Figure 2.22 Hardware setup Figure 2.23 Real object Figure 2.24 <strong>Augmented</strong> object<br />

Some issues related to the use <strong>of</strong> head-attached displays are resolved by projection<br />

based AR [Bim04a]. The FOV is theoretically unlimited, <strong>an</strong>d a scalable resolution is<br />

supported. Besides the usability factor is signific<strong>an</strong>tly improved; ergonomics are paid<br />

more attention to <strong>an</strong>d eye accommodation is relieved.<br />

But also several new problems are introduced. The complexity <strong>of</strong> consistent geometric<br />

alignment <strong>an</strong>d colour calibration increases with the number <strong>of</strong> applied projectors.<br />

Conventional projectors c<strong>an</strong> only focus on one single focal pl<strong>an</strong>e. When non-pl<strong>an</strong>ar<br />

surfaces are used for projection images blur is caused. The size, shape <strong>an</strong>d colour <strong>of</strong> the<br />

physical objects´ surfaces limit the display area. Since front-projection is utilized<br />

interacting users <strong>an</strong>d physical objects cause shadows. Usually projection based AR only<br />

supports one single user.<br />

2.3 Tracking<br />

For <strong>an</strong> AR <strong>system</strong> to be able to give the user the idea <strong>of</strong> seeing the real <strong>an</strong>d virtual<br />

images as fused it is required to correctly overlay virtual objects on the real world. That<br />

is, virtual objects must be accurately registered in all dimensions. The inability to<br />

establish this c<strong>an</strong> result in negative effects r<strong>an</strong>ging from distraction to a completely<br />

unusable AR <strong>system</strong>. For <strong>an</strong> AR entertainment <strong>system</strong> incorrect registration may<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

somewhat lower the experienced fun, but it may have disastrous results for a heart<br />

patient during <strong>an</strong> operation supported by <strong>an</strong> AR <strong>system</strong>. It is not only import<strong>an</strong>t to<br />

provide correct registration when the user is in a fixed position, but it also is to be<br />

maintained during movements <strong>of</strong> the user. For establishing this, the position <strong>an</strong>d<br />

orientation <strong>of</strong> the user’s head need to be tracked.<br />

This refers to the problem <strong>of</strong> head tracking. Another problem is related to the tracking<br />

<strong>of</strong> used tools. This is required for the purpose <strong>of</strong> interaction within the augmented<br />

scene. The physical instrument’s position <strong>an</strong>d orientation need to be measured for<br />

determining the target <strong>an</strong>d context <strong>of</strong> interaction. Not for all AR environments this has<br />

<strong>an</strong> equal import<strong>an</strong>ce. In <strong>an</strong> AR painting application for children the erroneous colouring<br />

<strong>of</strong> the virtual frog instead <strong>of</strong> the virtual princess may give some surprise, but one may<br />

think <strong>of</strong> more impact when something comparable occurs in the AR surgeon room.<br />

Tracking c<strong>an</strong> be divided into two types <strong>of</strong> tracking <strong>system</strong>s; outside-in <strong>an</strong>d inside-out<br />

<strong>system</strong>s. The distinction between those two is based upon the configuration <strong>of</strong> sensors<br />

<strong>an</strong>d emitters in relation to the tracked objects. Outside-in <strong>system</strong>s have their sensors<br />

mounted at a fixed location in the scene. The objects to be tracked are equipped with<br />

emitters or l<strong>an</strong>dmarks. On the other h<strong>an</strong>d, inside-out <strong>system</strong>s use a direct way by having<br />

their sensors directly attached to the tracked objects.<br />

Tracking in AR have a set <strong>of</strong> stringent requirements that need to be met to be really<br />

useful in practice [Pin02]. These are the following:<br />

• High 6 Degree Of Freedom ( DOF) spatial accuracy in position <strong>an</strong>d orientation<br />

• No (very little) jitter, i.e. noise in the output <strong>of</strong> the tracking <strong>system</strong><br />

• High update rates (min. 30 Hz, better several 100Hz)<br />

• No (very little) lag, i.e. delay from measurement to tracker output<br />

• Full mobility <strong>of</strong> the users (no cables, no restricted volumes <strong>of</strong> operation)<br />

For AR tracking several approaches have been tried. Each <strong>of</strong> those has their own<br />

strengths <strong>an</strong>d weaknesses; to combine strengths <strong>an</strong>d/or to compensate for weaknesses<br />

hybrid approaches are used. Now will be shortly discussed five different approaches<br />

that have been proposed for tackling the tracking problem in AR [Bru03]. For each<br />

approach one example is given. It needs to be said that these examples are not unique;<br />

there are available more. To complete the discussion hybrid approaches, outdoor<br />

tracking <strong>an</strong>d collaborative AR are shortly mentioned.<br />

2.3.1 Inertial tracking<br />

Accelerometers <strong>an</strong>d gyroscopes are applied for determining the acceleration for position<br />

determination, <strong>an</strong>d the orientation for position orientation. These c<strong>an</strong> not be measured<br />

directly, but are deduced by <strong>using</strong> secondary measures. Voltage values are related to the<br />

displacement mass <strong>an</strong>d the rate <strong>of</strong> ch<strong>an</strong>ge <strong>of</strong> direction. These provided voltage values<br />

are a source <strong>of</strong> error; they are influenced by noise, bias errors <strong>an</strong>d qu<strong>an</strong>tization error.<br />

Integration is applied once for deriving the desired position, <strong>an</strong>d twice for determining<br />

orientation. This process is subject to drift which introduces the need for periodical<br />

recalibration.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Inertial tracking does not suffer from magnetic interference problems <strong>an</strong>d for it to<br />

function no line <strong>of</strong> sight is needed. Additional adv<strong>an</strong>tages are the fact that it senses<br />

orientation in a fast <strong>an</strong>d direct way <strong>an</strong>d that inertial tracking does not put a limit on the<br />

r<strong>an</strong>ge over which it c<strong>an</strong> be used. However, the method is not accurate for slow position<br />

ch<strong>an</strong>ges. Also position <strong>an</strong>d orientation are only measured in 3 DOF.<br />

Xsens Motion Technologies have developed <strong>an</strong> inertial tracker, named MTx, that<br />

provides 3D orientation <strong>an</strong>d kinematic data; 3D acceleration, 3D rate <strong>of</strong> turn <strong>an</strong>d 3D<br />

earth magnetic field. The tracker has a highly compact design, as shown in Figure 2.25.<br />

2.3.2 Acoustic tracking<br />

Figure 2.25 Mtx inertial tracker<br />

This kind <strong>of</strong> tracking devices usually applies ultrasonic sound waves for carrying out<br />

their task. This is sound that has a frequency above 20 kHz, which lies above the<br />

frequency r<strong>an</strong>ge <strong>of</strong> the hum<strong>an</strong> ear. Using only one tr<strong>an</strong>smitter/receiver pair provides a<br />

dist<strong>an</strong>ce measurement from the target to a fixed point. For providing information on a<br />

3D position either one receiver <strong>an</strong>d three tr<strong>an</strong>smitters or three receivers <strong>an</strong>d one<br />

tr<strong>an</strong>smitter are needed. Three tr<strong>an</strong>smitters <strong>an</strong>d three receivers are employed for<br />

estimating position <strong>an</strong>d orientation. The method employed for estimating dist<strong>an</strong>ces is<br />

converting the time to receive a signal to a dist<strong>an</strong>ce.<br />

Acoustic tracking <strong>of</strong>fers a lightweight, inexpensive tracking solution that is robust<br />

against distortion by magnetic interference. Besides the adv<strong>an</strong>tages some disadv<strong>an</strong>tages<br />

attached to the technology c<strong>an</strong> be identified. Acoustic interference influences the<br />

ultrasonic receivers. Also echoing <strong>of</strong> waves is a source <strong>of</strong> distortion. Low accuracy is<br />

established since the speed <strong>of</strong> sound in air is not const<strong>an</strong>t but varies with the<br />

environmental conditions. The const<strong>an</strong>t need for <strong>an</strong> available line <strong>of</strong> sight reduces the<br />

reliability <strong>of</strong> tracking.<br />

Intersense have developed <strong>an</strong> acoustic tracking <strong>system</strong> that uses sonic emitters <strong>an</strong>d discs<br />

for sending out <strong>an</strong>d reflecting ultrasound. A processor is used for timing the return<br />

pulse. The tracking device is encompassed within a solid box, the Intersense IS-900,<br />

shown in Figure 2.26.<br />

Figure 2.26 Intersense IS-900 acoustic tracker<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.3.3 Magnetic tracking<br />

Magnetic tracking tries to take adv<strong>an</strong>tage <strong>of</strong> magnetic fields for measuring r<strong>an</strong>ge <strong>an</strong>d<br />

orientation. Either low frequency AC fields or pulsed DC fields c<strong>an</strong> be used. In the<br />

tr<strong>an</strong>smitter a set <strong>of</strong> three coils wound around a magnetic core is incorporated for<br />

generating magnetic fields. A receiver also has three coils in the same configuration. In<br />

one cycle three measurements <strong>of</strong> magnetic field strength are taken for each coil. These<br />

nine measurements are used for determining the position <strong>an</strong>d orientation <strong>of</strong> the receive<br />

coils relative to the source coils.<br />

Magnetic tracking does not suffer from line <strong>of</strong> sight problems. A large r<strong>an</strong>ge is<br />

supported by magnetic tracking, while it still provides accurate measurements.<br />

Disadv<strong>an</strong>tages however take some gl<strong>an</strong>ce <strong>of</strong>f the great potential <strong>of</strong> this type <strong>of</strong> tracking.<br />

Electromagnetic interference <strong>an</strong>d field distortion caused by radios <strong>an</strong>d metal surfaces<br />

have their influence on the magnetic fields; magnetic tracking is prone to distortions.<br />

The high accuracy diminishes with increasing dist<strong>an</strong>ce. High latency also is related to<br />

the use <strong>of</strong> magnetic tracking.<br />

The Polhemus Fastrak <strong>system</strong> estimates the position <strong>an</strong>d oientation <strong>of</strong> a tiny receiver as<br />

it moves through space. One unit contains all the components needed for the tracker to<br />

carry out its function. Up to four receivers are supported simult<strong>an</strong>eously. Figure 2.27<br />

shows the tracking unit with its connections <strong>an</strong>d one receiver.<br />

2.3.4 Mech<strong>an</strong>ical tracking<br />

Figure 2.27 Polhemus Fastrak magnetic tracker<br />

Mech<strong>an</strong>ical trackers measure joint <strong>an</strong>gles <strong>an</strong>d lengths between joints. One known<br />

position is sufficient to derive all the other absolute positions from relative joint<br />

measurements. Mech<strong>an</strong>ical tracking <strong>system</strong>s either are ground-based or body-based. In<br />

the first approach one point <strong>of</strong> the tracker is attached to the ground at a known position.<br />

The second approach usually implements its function in <strong>an</strong> exoskeleton.<br />

Mech<strong>an</strong>ical tracking is not influenced by magnetic interference <strong>an</strong>d line <strong>of</strong> sight<br />

problems. It provides low lag, accurate measurements <strong>of</strong> position <strong>an</strong>d orientation. It<br />

provides a good way for tracking small volumes. But, also the intrusiveness <strong>of</strong><br />

mech<strong>an</strong>ical trackers needs to be <strong>an</strong>notated. Physical r<strong>an</strong>ge <strong>of</strong> motion c<strong>an</strong> be limited <strong>an</strong>d<br />

prohibited.<br />

Gypsy4 is a hum<strong>an</strong> motion tracking <strong>system</strong>, that applies 43 motion sensors placed<br />

around 17 hum<strong>an</strong> joints. Multiple users c<strong>an</strong> be tracked by the <strong>system</strong> at the same<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

moment. They need to wear <strong>an</strong> exoskeleton which contains the motion sensors. Figure<br />

2.28 shows a user wearing such <strong>an</strong> exoskeleton.<br />

2.3.5 Optical tracking<br />

Figure 2.28 Gypsy4 exoskeleton<br />

For optical tracking light is used to measure <strong>an</strong>gles. Each point in the image pl<strong>an</strong>e<br />

provides a ray from that pixel to the centre <strong>of</strong> projection. As the dist<strong>an</strong>ce between the<br />

tr<strong>an</strong>smitter <strong>an</strong>d receiver increases, the optical energy diminishes with the square <strong>of</strong> that<br />

dist<strong>an</strong>ce. As detector c<strong>an</strong> be used video <strong>an</strong>d Charged Coupled Device (CCD) cameras,<br />

or lateral photodiodes. This depends on the type <strong>of</strong> targets that is used; passive or active.<br />

Passive targets, such as reflective materials or fiducial markers are not powered. On the<br />

other h<strong>an</strong>d, active targets such as LEDs are powered. Optical tracking <strong>system</strong>s are also<br />

referred to as image-based <strong>system</strong>s, as recorded images from a target are used for<br />

determining position <strong>an</strong>d orientation.<br />

Optical tracking provides high accuracy at a fast rate, which is not limited by a large<br />

area. Magnetic interference does not have <strong>an</strong>y influence. However, line <strong>of</strong> sight<br />

problems are present. Intensity <strong>an</strong>d coherence <strong>of</strong> light sources are a limiting factor for<br />

acquiring good quality images which are the input for optical tracking.<br />

In <strong>ARToolKit</strong> is implemented <strong>an</strong> optical tracking <strong>system</strong> that uses fiducial markers for<br />

calculating the position <strong>an</strong>d orientation <strong>of</strong> a camera. This is discussed in more detail in<br />

the next chapter.<br />

2.3.6 Hybrid tracking, outdoor tracking <strong>an</strong>d collaborative AR tracking<br />

All <strong>of</strong> the before described tracking approaches have their own weaknesses <strong>an</strong>d<br />

strengths. To compensate for this <strong>an</strong>d to combine adv<strong>an</strong>tages, methods for tracking c<strong>an</strong><br />

be combined. This is the desired perspective but still some difficulties need to be<br />

overcome to integrate them. Increasing <strong>system</strong> complexity is a resulting fact from<br />

integration. But it results in a more accurate <strong>an</strong>d more robust way to establish tracking.<br />

The described tracking technologies are shown to work in constrained indoor<br />

environments. Such environments c<strong>an</strong> be completely prepared, are limited in size <strong>an</strong>d<br />

c<strong>an</strong> be controlled. Outdoor environments have opposing properties; they are unprepared,<br />

are principally unlimited in size <strong>an</strong>d do not <strong>of</strong>fer possibilities for modification. Also<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

fewer resources are available; power, computation <strong>an</strong>d sensors are examples <strong>of</strong> those.<br />

For indoor applications hybrid tracking <strong>of</strong>fers possibilities but this holds even more for<br />

outdoor AR. Also the Global Position System (GPS) could be taken adv<strong>an</strong>tage <strong>of</strong>,<br />

although this is not a very accurate technique. Usually a combination <strong>of</strong> inertial <strong>an</strong>d<br />

optical tracking is applied.<br />

In collaborative AR users are collaborating within one single environment. In such a<br />

situation each user has its own view on the environment. Also each user separately c<strong>an</strong><br />

interact with objects in the environment. This aspect adds one dimension to the tracking<br />

problem; that is, head tracking <strong>an</strong>d tool tracking needs to be done for multiple users.<br />

Nevertheless, the before described tracking methods c<strong>an</strong> be applied.<br />

2.4 Registration<br />

The previous section described the tracking problem, composed <strong>of</strong> both head tracking<br />

<strong>an</strong>d tool tracking. These both are me<strong>an</strong>t for being used for <strong>an</strong>other aspect that is present<br />

in AR. This aspect is presented as the registration problem, <strong>an</strong>d is concerned with the<br />

alignment between virtual <strong>an</strong>d real elements. This is a mostly import<strong>an</strong>t <strong>an</strong>d<br />

complicated matter for three reasons. First <strong>of</strong> all, the hum<strong>an</strong> visual <strong>system</strong> is very<br />

sensitive to small misregistrations, even if they are in the order <strong>of</strong> few pixels. Second,<br />

for AR applications tighter requirements are put upon on error toler<strong>an</strong>ces that are<br />

allowed. To make things even more complex, one also has to cope with <strong>system</strong> delay;<br />

the time interval that lies in between tracking <strong>an</strong>d the actual superimposing <strong>of</strong> the<br />

corresponding images.<br />

Figure 2.29 <strong>an</strong>d Figure 2.30 show the result <strong>of</strong> <strong>an</strong> extreme misregistration compared to<br />

the correct registration <strong>of</strong> a virtual car against the real background environment.<br />

The accuracy <strong>of</strong> registration <strong>of</strong> virtual objects is determined by the alignment errors that<br />

result. The possible alignment errors c<strong>an</strong> be classified in two categories [Azu97]:<br />

• Static errors, which are defined as the misalignment the user c<strong>an</strong> perceive when<br />

he is immobile.<br />

• Dynamic errors, which are defined as the misalignment the user c<strong>an</strong> perceive<br />

when he moves.<br />

Dynamic errors are by far the greatest contributors to registration errors perceived by<br />

users. Although static errors have less impact they c<strong>an</strong> not be ignored. There are various<br />

sources <strong>of</strong> error that c<strong>an</strong> be pointed out. For static errors the most import<strong>an</strong>t are optical<br />

distortion, errors in the tracking <strong>system</strong>, mech<strong>an</strong>ical misalignments <strong>an</strong>d incorrect<br />

viewing parameters. Dynamic errors are caused by unavoidable <strong>system</strong> latency.<br />

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Figure 2.29 Misregistration <strong>of</strong> a Figure 2.30 Correct registration <strong>of</strong> a<br />

virtual car virtual car<br />

2.4.1 Static errors<br />

Now will be shortly discussed the four sources <strong>of</strong> error responsible for ca<strong>using</strong> static<br />

errors. Also are mentioned ways to decrease their effect.<br />

Optical distortion is <strong>an</strong> inevitable property which is exhibited by most camera <strong>an</strong>d lens<br />

<strong>system</strong>s. Also cameras for recording a real scene <strong>an</strong>d the optics used in display devices<br />

are influenced by this. Usually this distortion is a function <strong>of</strong> the radial dist<strong>an</strong>ce from<br />

the optical axis. But also non-linearity may exist in these distortions. The virtual overlay<br />

images are distorted under influence <strong>of</strong> this, <strong>an</strong>d this causes static registration errors<br />

when they are mapped on top <strong>of</strong> the undistorted view <strong>of</strong> the real world.<br />

Optical distortions c<strong>an</strong> be mapped <strong>an</strong>d compensated, since they are usually <strong>system</strong>atic<br />

errors. For doing this, two options are available; additional optics c<strong>an</strong> be used or the<br />

compensation c<strong>an</strong> be done digitally. Adding optics increase weight, which is <strong>of</strong>ten not<br />

desirable. Digital compensation adds a portion to the <strong>system</strong> delay because it is a<br />

computational expensive method.<br />

Since tracking devices provide the basic input for registration <strong>of</strong> virtual objects, errors<br />

in the tracking <strong>system</strong> are the most serious type <strong>of</strong> static registration errors. These<br />

distortions are not easy to measure, let alone eliminate. Often they exhibit a non<strong>system</strong>atic<br />

behaviour <strong>an</strong>d c<strong>an</strong> not fully be characterized. All <strong>of</strong> the before described<br />

ways <strong>of</strong> tracking provide <strong>an</strong> accuracy which is not adequate enough. Ongoing<br />

developments in the area <strong>of</strong> tracking methods need to increase the ability to track more<br />

accurately.<br />

Mech<strong>an</strong>ical misalignments are discrep<strong>an</strong>cies between the actual physical properties <strong>of</strong> a<br />

real <strong>system</strong> <strong>an</strong>d the model or specification <strong>of</strong> the hardware components used for<br />

building it. These discrep<strong>an</strong>cies result in subtle ch<strong>an</strong>ges in position <strong>an</strong>d orientation <strong>of</strong><br />

projected virtual images. It is difficult to compensate for this, although some alignment<br />

errors c<strong>an</strong> be calibrated. The best solution would be to have a closer resembl<strong>an</strong>ce<br />

between the actual physical properties <strong>an</strong>d its corresponding model or specification.<br />

Improvements in alignment techniques for constructing hardware are expected to<br />

decrease these discrep<strong>an</strong>cies.<br />

Incorrect viewing parameters c<strong>an</strong> be seen as a case <strong>of</strong> alignment errors where<br />

calibration techniques c<strong>an</strong> be applied. Viewing parameters specify how to convert<br />

between reported head or camera locations <strong>an</strong>d viewing matrices used for generating the<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

virtual images. Systematic static errors in registering virtual objects result from these<br />

parameters being incorrect. However, there exist several methods for adjusting them.<br />

The viewing parameters c<strong>an</strong> be estimated by making minor m<strong>an</strong>ual adjustments<br />

according to a non-<strong>system</strong>atic fashion. This does not give satisfying results. Another<br />

approach is to directly measure the viewing parameters by <strong>using</strong> a variety <strong>of</strong> measuring<br />

tools <strong>an</strong>d sensors. Up until now, this has not lead to great success in establishing correct<br />

viewing parameters. Yet <strong>an</strong>other approach is <strong>using</strong> view-based tasks for setting up<br />

geometric constraints, which are used for determining the viewing parameters. It<br />

heavenly depends on the user accurately performing the specified task <strong>an</strong>d the quality <strong>of</strong><br />

the used tracker.<br />

2.4.2 Dynamic errors<br />

Dynamic errors are caused by the existence <strong>of</strong> <strong>system</strong> delays, or lags. These delays are<br />

related to the fact that each <strong>an</strong>d every component in <strong>an</strong> AR <strong>system</strong> requires a certain<br />

amount <strong>of</strong> time for carrying out its function. These all add up to the end-to-end <strong>system</strong><br />

delay; the time difference between the moment that the tracking <strong>system</strong> measures the<br />

position <strong>an</strong>d orientation <strong>of</strong> the viewpoint to the moment when the generated images<br />

corresponding to that position <strong>an</strong>d orientation appear to the user. Dynamic errors only<br />

occur when the user is moving. Several methods to reduce the impact <strong>of</strong> dynamic<br />

registration errors have been tried; reducing <strong>system</strong> lag, reducing apparent lag, matching<br />

temporal streams <strong>an</strong>d predicting future locations. These are shortly explained now.<br />

Reducing, or ideally completely eliminating, <strong>system</strong> lag would be most direct <strong>an</strong>d<br />

effective way to avoid dynamic errors. The current state <strong>of</strong> the technology is not capable<br />

to eliminate <strong>system</strong> delays. It is also not expected that this will ever be the case. Then,<br />

at least c<strong>an</strong> be tried to minimize them to the smallest amount possible. This is to be<br />

accomplished by the ever ongoing technological development.<br />

Reducing the apparent lag c<strong>an</strong> be done <strong>using</strong> image deflection <strong>an</strong>d image warping<br />

techniques. Those only c<strong>an</strong> be applied to <strong>system</strong>s that depend on head orientation.<br />

Image deflection is a technique that incorporates more recent orientation measurements<br />

into the late stages <strong>of</strong> the rendering cycle. This results in the virtual images being<br />

displayed with less registration error. Also image warping might improve the<br />

registration by making small adjustments in orientation <strong>an</strong>d tr<strong>an</strong>slation.<br />

In video see-through AR a delay is introduced in the user’s view on the real world. It<br />

<strong>of</strong>fers possibilities to match the temporal streams <strong>of</strong> the real <strong>an</strong>d the virtual images. This<br />

is done by adding delay to the video stream to synchronize it with the generation <strong>of</strong> the<br />

virtual images. The process <strong>of</strong> matching temporal streams is done dynamically.<br />

Predicting future locations is the last method that could be used to reduce dynamic<br />

errors. The predicted locations, instead <strong>of</strong> the measured locations, are used as reference<br />

for the virtual images that are overlaid. For short <strong>system</strong> delays this is shown to reduce<br />

registration errors by <strong>an</strong> order <strong>of</strong> magnitude. The prediction is required to be done in<br />

real time. More work is needed to develop better perform<strong>an</strong>ce prediction <strong>an</strong>d models<br />

that more closely match actual head motion.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.5 Calibration<br />

Tracking is used for providing the input needed for the correct registration <strong>of</strong> virtual<br />

objects with respect to the real world. But before these two connected processes c<strong>an</strong> be<br />

carried out, <strong>an</strong>other issue which is related to both needs to be h<strong>an</strong>dled. That is,<br />

parameters <strong>of</strong> used display components in the AR <strong>system</strong> need to be determined. The<br />

complete set <strong>of</strong> procedures for estimating these parameters is called calibration.<br />

This is done for establishing the viewing projection <strong>of</strong> the used camera. From that<br />

information, correct tr<strong>an</strong>sformations for projecting virtual objects on the real world are<br />

established. These tr<strong>an</strong>sformations are me<strong>an</strong>t to mimic the intrinsic <strong>an</strong>d extrinsic<br />

parameters <strong>of</strong> the virtual camera. It is necessary to have the parameters <strong>of</strong> the real<br />

camera <strong>an</strong>d the virtual camera to coincide for projecting both real <strong>an</strong>d virtual objects in<br />

a similar way.<br />

In most cases direct interaction <strong>of</strong> the user is required for performing calibration. This<br />

precision <strong>of</strong> calibration is clearly user-dependent. Also calibration is a time-consuming<br />

task <strong>an</strong>d needs to be repeated in adv<strong>an</strong>ce each user session. To avoid this there have<br />

been developments aiming at calibration-free AR. This does not require the user to do<br />

m<strong>an</strong>ual calibration. Instead <strong>an</strong> affine mapping is constructed based upon the positions <strong>of</strong><br />

tracked fiducials. Autocalibration is <strong>an</strong>other method for reducing calibration<br />

requirements. Then redund<strong>an</strong>t sensor information is used for automatically measuring<br />

<strong>an</strong>d compensating for ch<strong>an</strong>ging calibration parameters.<br />

2.5.1 M<strong>an</strong>ual calibration<br />

M<strong>an</strong>ual calibration has been the first approach for tackling the calibration problem.<br />

Because <strong>of</strong> its maturity a r<strong>an</strong>ge <strong>of</strong> calibration algorithms have been developed. Some <strong>of</strong><br />

those use special equipment, but also more convenient methods exist. What they have in<br />

common is the division in three steps. First are obtained the 3D coordinates <strong>of</strong><br />

calibration points in the world coordinate <strong>system</strong>. The corresponding 2D points in the<br />

image pl<strong>an</strong>e are determined. From these data the tr<strong>an</strong>sformation matrix is constructed.<br />

This basic model does not take into account other factors, such as radial distortion<br />

caused by optical elements. However, methods that also compensate for that also exist.<br />

There are differences between calibration methods for video see-through <strong>an</strong>d optical<br />

see-through HMDs. Calibration <strong>of</strong> a video see-through HMD c<strong>an</strong> be done by <strong>using</strong><br />

image processing techniques to determine tr<strong>an</strong>sformation matrices from relations<br />

between real points <strong>an</strong>d their projected counterparts. That procedure will not be<br />

discussed here, but is explained in the following chapter on ARTooKit.<br />

For optical see-through HMDs this c<strong>an</strong> not be used since a video stream is not available.<br />

Users will have to match real points in space against its virtually projected point. In<br />

[Azu94] is described <strong>an</strong> algorithm for m<strong>an</strong>ual calibration <strong>of</strong> optical see-through HMDs.<br />

The real wooden frame used for the calibration is shown in Figure 2.31. The virtual<br />

objects to be calibrated against this real object are three mutually orthogonal lines,<br />

forming a coordinate <strong>system</strong>. Figure 2.32 shows the alignment <strong>of</strong> the virtual axis with<br />

the real box. Four parameters are measured; location <strong>of</strong> the frame, apparent centre <strong>of</strong><br />

the virtual image, tr<strong>an</strong>sformation between tracker space <strong>an</strong>d eye space, <strong>an</strong>d FOV. This is<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

used for calculating a view matrix which specifies the relation between the real box <strong>an</strong>d<br />

the virtual coordinate <strong>system</strong>.<br />

Figure 2.31 The wooden calibration box Figure 2.32 Calibration <strong>of</strong> a<br />

virtual axis with the calibration<br />

box<br />

2.5.2 Calibration-free AR<br />

Calibration-free AR, as proposed in [Kuk98], is based upon the observation that the<br />

projection <strong>of</strong> all the points in a set c<strong>an</strong> be expressed as a linear combination <strong>of</strong> just the<br />

projections <strong>of</strong> four 3D points taken from that set. This results in <strong>an</strong> affine virtual object<br />

representation relative to the reference frame defined by the four points in space. No<br />

metric information about the objects in the camera’s view or the calibration parameters<br />

<strong>of</strong> the camera is needed. Also dynamically ch<strong>an</strong>ging camera parameters are<br />

compensated for, by const<strong>an</strong>tly updating the viewing matrix. Two images from different<br />

camera positions are taken, in which four predefined points are tracked. This suffices to<br />

construct the affine mapping <strong>of</strong> virtual objects. These points c<strong>an</strong> be preselected fiducial<br />

markers, or uniform-intensity regions in the real scene.<br />

2.5.3 Autocalibration<br />

This third m<strong>an</strong>ner <strong>of</strong> calibration makes use <strong>of</strong> redund<strong>an</strong>t information for the calibration<br />

process. In [H<strong>of</strong>00] is presented <strong>an</strong> approach to calibrate <strong>an</strong> electronic compass in <strong>an</strong><br />

outdoor situation by <strong>using</strong> additional rate gyroscopes. Since the electronic field <strong>of</strong> the<br />

earth is influenced by distortions, which also vary with the geographic position, it is not<br />

sufficient to calibrate the electronic compass for a single location. For solving this, a<br />

real time procedure is used for const<strong>an</strong>tly recalibrating the compass. This is done by<br />

taking into account measurements from the rate gyroscopes to adjust the estimates given<br />

by the compass. It was shown that autocalibration converge to solutions obtained by<br />

m<strong>an</strong>ual calibration <strong>using</strong> a magnetic turntable.<br />

2.6 Interaction<br />

The foregoing described the three basic aspects necessary for creating AR. But, to give<br />

it real potential, the user must have the opportunity to interact with the AR environment.<br />

In [Bow04] four interaction styles for AR, each <strong>of</strong>fering different interaction levels are<br />

mentioned. Those will be shortly discussed now, in order <strong>of</strong> increasing interaction. It<br />

needs to be pointed out that interaction styles for AR in principle are related to the<br />

display devices that are being used. The ch<strong>an</strong>ging state <strong>of</strong> technology is expected to<br />

exp<strong>an</strong>d applicability <strong>of</strong> interaction styles to other display devices as well.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.6.1 3D Data browsing<br />

The primate idea for the application <strong>of</strong> AR was to use it for superimposing virtual<br />

objects on the real world. The overlaid information c<strong>an</strong> be three-dimensional, but c<strong>an</strong><br />

also be textual, in voice form or video <strong>an</strong>notation. This allows a mech<strong>an</strong>ic to have <strong>an</strong><br />

augmented view showing repair instructions, or to guide users through <strong>an</strong> unknown<br />

environment showing virtual direction pointers. The interaction between the user <strong>an</strong>d<br />

the AR environment is limited to navigation within the overlaid information space.<br />

There exist no me<strong>an</strong>s for m<strong>an</strong>ipulating, modifying or interaction with both the virtual<br />

<strong>an</strong>d real world. Although 3D data browsing c<strong>an</strong> be supported by several display devices,<br />

m<strong>an</strong>y <strong>of</strong> the AR applications that are guided by this interaction style use <strong>an</strong> HMD in<br />

combination with 6 DOF optical or magnetic tracking.<br />

2.6.2 3D AR interfaces<br />

To <strong>of</strong>fer the user possibilities for interaction within AR environments 6 DOF input<br />

devices c<strong>an</strong> be used. These devices are able to support natural <strong>an</strong>d familiar interaction<br />

metaphors. To have knowledge on the target <strong>an</strong>d context <strong>of</strong> interaction it is necessary to<br />

track their position <strong>an</strong>d orientation. This allows seamless spatial interaction, that is, a<br />

user c<strong>an</strong> interact with virtual objects <strong>an</strong>ywhere in the physical environment by <strong>using</strong><br />

special-purpose input devices. But for interaction with physical objects real h<strong>an</strong>ds are<br />

used. These different input modalities lead to a violation <strong>of</strong> the natural workflow.<br />

Another shortcoming <strong>of</strong> this interaction style is the lack <strong>of</strong> sufficient tactile feedback,<br />

which is a stringent requirement for m<strong>an</strong>y real world applications.<br />

2.6.3 <strong>Augmented</strong> surfaces<br />

This interaction style is related to the before describe spatial display technique. Virtual<br />

3D objects are only registered to selected work surfaces that allow user to interact with<br />

them through familiar <strong>an</strong>d traditional tools, such as a pen. But also specifically designed<br />

physical h<strong>an</strong>dles could be used. The interaction with physical objects is known as<br />

t<strong>an</strong>gible interaction. One desirable property is that one single input modality is used for<br />

accessing both the virtual <strong>an</strong>d the real world. Compared to the 3D AR interfaces<br />

interaction is signific<strong>an</strong>tly eased, but it introduces a spatial reduction in interaction. Full<br />

interaction in three dimensions is nearly impossible, <strong>an</strong>d is limited to the 2D augmented<br />

surface.<br />

2.6.4 T<strong>an</strong>gible AR<br />

T<strong>an</strong>gible AR tries to combine the adv<strong>an</strong>tages <strong>of</strong> 3D AR interfaces <strong>an</strong>d augmented<br />

surfaces; it <strong>of</strong>fers a way <strong>of</strong> undisturbed spatial interaction <strong>using</strong> only one input<br />

modality. Usually a video see-through HMD is used for implementing this interaction<br />

style, combined with optical registration. Virtual objects are registered to markers,<br />

physical objects that contain a known pattern. Interaction with the virtual objects is<br />

done through m<strong>an</strong>ipulating the physical, t<strong>an</strong>gible interface elements. Also a paddle, a<br />

paper object with <strong>an</strong> attached marker could be used. This provides a tr<strong>an</strong>sparent<br />

interface for two-h<strong>an</strong>ded 3D interaction with both the virtual <strong>an</strong>d real objects in the<br />

environment. Also this interaction c<strong>an</strong> take place <strong>an</strong>ywhere in the physical environment.<br />

24


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.7 AR applications<br />

Now that has been presented all the building blocks needed for creating AR, the<br />

moment has arrived to take a closer look at application areas where AR has already<br />

been applied. There are several areas imaginable for AR, r<strong>an</strong>ging from the most serious<br />

<strong>an</strong>d dem<strong>an</strong>ding areas to the more entertaining <strong>an</strong>d less requiring ones. In [Val98] ,<br />

[Azu94] <strong>an</strong>d [Azu97] are identified several areas; the aggregation <strong>of</strong> those results in the<br />

following list:<br />

• Medical<br />

• Military<br />

• Education<br />

• Engineering design<br />

• M<strong>an</strong>ufacturing, mainten<strong>an</strong>ce <strong>an</strong>d repair<br />

• Entertainment<br />

As stated in the introduction <strong>of</strong> this chapter, mostly HMDs are used for giving the user<br />

<strong>an</strong> augmented view on the real world. This also results from the carried out inventory <strong>of</strong><br />

known AR applications. For the tracking sub<strong>system</strong> usually optical tracking or a hybrid<br />

tracking approach is utilized. Tracking <strong>using</strong> GPS only is import<strong>an</strong>t for outdoor AR.<br />

The way interaction is implemented, completely depends on the posed application<br />

requirements. Surgeons would need <strong>an</strong> interaction mech<strong>an</strong>ism comparable to the way<br />

medical instruments are used. But for soldiers in the battle field a non-obstructing<br />

m<strong>an</strong>ner <strong>of</strong> interaction is required.<br />

All this may result in different hardware setups for each mentioned area. Following are<br />

described AR <strong>system</strong>s that are taken from the six identified areas. These <strong>system</strong>s are<br />

either considered to be representative for their corresponding area, or are most<br />

innovative <strong>an</strong>d generally known within the AR community. Hereby it is obviously<br />

unnecessary to note that this small selection c<strong>an</strong> not give a full intersection <strong>of</strong> each area.<br />

2.7.1 Medical<br />

In the medical area there c<strong>an</strong> be distinguished four types <strong>of</strong> applications for AR; image<br />

guided surgery, surgery pl<strong>an</strong>ning, surgical training <strong>an</strong>d psychiatry. Here will shortly be<br />

discussed which possibilities exist for AR. For illustration, also in each category, a<br />

known AR <strong>system</strong> is presented. Thereby the focus will be on the before discussed<br />

topics; display technology, tracking, calibration, registration <strong>an</strong>d interaction.<br />

2.7.1.1. Image guided surgery<br />

Minimal invasive surgery <strong>an</strong>d interventions promise adv<strong>an</strong>tages for the patient, such as<br />

reduced trauma, faster recovery <strong>an</strong>d better cosmetic result. This comes at a cost <strong>of</strong> a<br />

restricted view <strong>of</strong> the region <strong>of</strong> intervention for the surgeon. <strong>Augmented</strong> reality c<strong>an</strong> be<br />

used to minimise this or even overcome this lack <strong>of</strong> visual perception. Medical data c<strong>an</strong><br />

be overlaid on a patient for guiding a minimal invasive operation. M<strong>an</strong>y medical areas<br />

lend themselves for this concept; brain, heart, liver, spine <strong>an</strong>d knee surgery are just a<br />

small sample taken from the full r<strong>an</strong>ge <strong>of</strong> possibilities. Some <strong>of</strong> those areas have more<br />

practical dem<strong>an</strong>ds because <strong>of</strong> moving <strong>an</strong>d deforming parts.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

AR <strong>system</strong>s in image guided surgery roughly take the same approach. That is, first twodimensional<br />

data <strong>of</strong> the patient is acquired. These data are tr<strong>an</strong>sformed into a threedimensional<br />

model. Secondly, there needs to be a way to register the real patient.<br />

Tracking <strong>of</strong> the patient, instruments <strong>an</strong>d visualization displays also need to be taken<br />

care <strong>of</strong>. Finally, the created three-dimensional model is overlaid on the patient to<br />

provide the surgeon with <strong>an</strong> augmented view. Each AR <strong>system</strong> implements these steps<br />

in a different way. Now will be shortly discussed one such <strong>system</strong>, resulting from the<br />

MEDARPA project [Sch04].<br />

The main component <strong>of</strong> the <strong>system</strong> is a tr<strong>an</strong>sparent display attached to a movable swivel<br />

arm. The technology consists <strong>of</strong> a 17” TFT screen allowing a resolution <strong>of</strong> 1024x1024,<br />

at a resolution <strong>of</strong> 75Hz. A working area <strong>of</strong> about two square meters is supported. The<br />

tr<strong>an</strong>sparent screen is used for overlaying acquired CT or <strong>an</strong>y other 3D imaging modality<br />

on the body <strong>of</strong> the patient. The surgeon c<strong>an</strong> interact with the patient in the normal way<br />

<strong>using</strong> medical instruments. To overcome the lack <strong>of</strong> stereoscopic view, colour coded<br />

feedback is used for guiding the surgeon. Tracking is supported by a hybrid tracking<br />

approach consisting <strong>of</strong> electromagnetic <strong>an</strong>d optical tracking. The position <strong>an</strong>d<br />

orientation <strong>of</strong> the patient, medical instruments, the display <strong>an</strong>d the surgeon’s viewpoint<br />

are continuously tracked. For registering the patient a registering device is used based<br />

upon spherical markers which are attached to the patient’s body. Figures 2.33 through<br />

2.35 show the <strong>system</strong> setup, its interaction mech<strong>an</strong>ism <strong>an</strong>d registration procedure.<br />

Figure 2.33 MEDARA Hardware Figure 2.34 Interaction Figure 2.35 Registration <strong>of</strong> the<br />

setup through a medical instrument patient<br />

2.7.1.2. Surgery pl<strong>an</strong>ning<br />

Not only <strong>of</strong>fers AR possibilities for supporting the surgeon during <strong>an</strong> operation by<br />

image guided surgery, but it also c<strong>an</strong> be used in the stages before <strong>an</strong> actual operation.<br />

This activity is known as surgery pl<strong>an</strong>ning, which allows for predetermining optimal<br />

decisions, <strong>an</strong>d thus for staging <strong>of</strong> operations. This relieves the surgeon during the<br />

operation, by not having to consider the next step or action to be carried out. As is the<br />

case with image guided surgery, AR for surgery pl<strong>an</strong>ning, is also not limited to a small<br />

r<strong>an</strong>ge <strong>of</strong> the medical area. It c<strong>an</strong> be extended to <strong>an</strong>y imaginable medical problem, given<br />

that it c<strong>an</strong> be visualized in three dimensions. This is done through building up a 3D<br />

model from 2D CT, MR or ultrasound data. Now will be shortly discussed one such AR<br />

surgery pl<strong>an</strong>ning <strong>system</strong>, taken from the area <strong>of</strong> livery surgery [Sor04].<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

For the visualization <strong>of</strong> the augmented images <strong>an</strong> optical see-through HMD is used,<br />

which gives stereoscopic view. For determining the position <strong>an</strong>d orientation <strong>of</strong> the head<br />

<strong>of</strong> the user the HMD is tracked. The used input devices, a pencil <strong>an</strong>d a tr<strong>an</strong>sparent<br />

plexiglass p<strong>an</strong>el, are also const<strong>an</strong>tly being tracked. An infrared camera attached to the<br />

ceiling is tracking attached infrared markers. Interaction is established through the use<br />

<strong>of</strong> the pencil that supports several input events. Figure 2.36 shows the outlook <strong>of</strong> the AR<br />

<strong>system</strong>. Visual inspection <strong>of</strong> 3D liver models c<strong>an</strong> be done from different <strong>an</strong>gles, <strong>an</strong>d<br />

rendering parameters c<strong>an</strong> be dynamically ch<strong>an</strong>ged. Segmentation refinement is also<br />

supported to edit <strong>an</strong>d refine the 3D models. To support the resection pl<strong>an</strong>ning process,<br />

volume calculations <strong>of</strong> remaining liver <strong>an</strong>d tumour are provided. After a resection is<br />

pl<strong>an</strong>ned a resection pl<strong>an</strong> may be elaborated based upon information from the<br />

visualization. This process <strong>of</strong> interaction is shown in Figure 2.37.<br />

Figure 2.36 Liver pl<strong>an</strong>ning <strong>system</strong> Figure 2.37 Resection pl<strong>an</strong>ning through interaction<br />

outlook<br />

2.7.1.3. Surgical training<br />

AR <strong>of</strong>fers excellent possibilities to be used in surgical training. Surgeons c<strong>an</strong> be taught<br />

operation techniques in a very efficient <strong>an</strong>d cost-effective way. There is no need for<br />

costly tissue or org<strong>an</strong>s to be physically present; AR c<strong>an</strong> replace their absence. Besides,<br />

numerous repetitions c<strong>an</strong> be done over <strong>an</strong>d over again. Also collaboration between<br />

several persons is supported, to train several persons concurrently.<br />

2.7.1.4. Psychiatry<br />

There exist m<strong>an</strong>y examples <strong>of</strong> successful VR treatment <strong>of</strong> phobias; examples are<br />

acrophobia, agorophobia <strong>an</strong>d claustrophobia. The obtained results are satisfying, but the<br />

patient is fully immersed in the environment. Here lie great possibilities for AR,<br />

because it does not fully immerse the patient, but only virtually represents the fear. In<br />

most <strong>of</strong> the areas in which VR has been shown to be successful also AR c<strong>an</strong> be tried.<br />

In [Jua04] is presented the first AR <strong>system</strong> for treating fear <strong>of</strong> small <strong>an</strong>imals, in this case<br />

spiders <strong>an</strong>d cockroaches. The <strong>system</strong> is based upon the vision library <strong>ARToolKit</strong>, which<br />

provides support for the optical tracking <strong>of</strong> fiducial markers. This toolkit also<br />

incorporates <strong>an</strong> algorithm for camera calibration. The visualization <strong>of</strong> the augmented<br />

environment is done by <strong>using</strong> a video see-through HMD. The user c<strong>an</strong> interact with the<br />

virtual cockroaches by <strong>using</strong> real instruments as a fly swatter <strong>an</strong>d cockroach killer.<br />

Tracking <strong>of</strong> those instruments is done by tracking attached fiducial marker. The<br />

appear<strong>an</strong>ce <strong>of</strong> virtual cockroaches is based upon the recognition <strong>of</strong> similar fiducial<br />

27


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

markers that are placed in the environment. Figure 2.38 shows the view as seen through<br />

the <strong>system</strong>.<br />

2.7.2 Military<br />

.<br />

Figure 2.38 Virtual cockroaches for phobia treatment<br />

The military is <strong>an</strong> area where a huge amount <strong>of</strong> technology is incorporated. This will<br />

make battlefield situations growingly complex. Also, future battlefields are expected to<br />

be in urb<strong>an</strong> areas. Despite this overwhelming presence <strong>of</strong> technology the soldier <strong>of</strong> the<br />

future is expected have a lack <strong>of</strong> situational awareness. AR c<strong>an</strong> help to improve this<br />

aspect signific<strong>an</strong>tly by providing ways for supplying real-time information overlaid on<br />

the view <strong>of</strong> the world. The difficulties that need to be faced are factors concerning<br />

mobility, usability <strong>an</strong>d availability.<br />

That AR really is expected to have full potential, speaks from the fact that the military is<br />

actively participating in research. One project in particular is the BARS project [Jul00],<br />

sponsored by the Office <strong>of</strong> Naval Research. Future projects concerning the same topic<br />

are probable to take a somewhat same approach, concerning <strong>system</strong> setup. For making<br />

available information to users, a database <strong>system</strong> containing all the import<strong>an</strong>t<br />

information is compiled in adv<strong>an</strong>ce. Communication is done through a wireless<br />

protocol. To avoid <strong>an</strong> overload <strong>of</strong> information being displayed to the user information<br />

filtering is used. The displaying technology used is a calibrated optical see-through<br />

HMD. Tracking is done by <strong>using</strong> a hybrid approach <strong>using</strong> both GPS <strong>an</strong>d <strong>an</strong> inertial<br />

tracker. The other necessary hardware is carried on the back. Figure 2.40 <strong>an</strong>d Figure<br />

2.41 show the hardware setup <strong>an</strong>d a view augmented with a virtual map.<br />

Figure 2.39 Mobile hardware setup Figure2.40 <strong>Augmented</strong> view with <strong>an</strong> overlaid<br />

virtual map<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.7.3 Education<br />

AR might have the ability to ch<strong>an</strong>ge traditional education methods. As said on the<br />

subject <strong>of</strong> surgical training, it <strong>of</strong>fers <strong>an</strong> effective teaching method. Besides, it c<strong>an</strong><br />

visualize concepts which may lead to <strong>an</strong> improvement in student’s comprehension.<br />

Another import aspect is that interactivity is added to the learning process. This<br />

especially is import<strong>an</strong>t concerning education methods for children.<br />

From the literature there are known a number <strong>of</strong> examples <strong>of</strong> <strong>using</strong> AR in education. It<br />

has been applied to the teaching <strong>of</strong> geometry, spatial relationships between pl<strong>an</strong>ets, <strong>an</strong>d<br />

molecule structures. What these examples have in common is the visualization <strong>of</strong> <strong>an</strong><br />

abstract concept. An AR <strong>system</strong> as a three-dimensional geometry construction tool is<br />

described in [Kau03]. The focus lies on the collaborative aspect between students <strong>an</strong>d<br />

teachers. The <strong>system</strong> has been built <strong>an</strong>d tested in several hardware settings, but here<br />

only is treated one such setup. Users are wearing <strong>an</strong> HMD, <strong>an</strong>d the used interface<br />

elements are a pen <strong>an</strong>d a pad. Tracking <strong>of</strong> both the HMD <strong>an</strong>d the interaction devices is<br />

done by optical tracking <strong>of</strong> retro-reflective markers. Figure 2.41 shows two users in a<br />

collaborative attempt to construct a geometry pro<strong>of</strong>.<br />

2.7.4 Engineering design<br />

Figure 2.41 Collaboration in geometry construction<br />

Nowadays engineering design is usually supported by computer-aided design. Although<br />

this <strong>of</strong>fers great adv<strong>an</strong>tages over traditional engineering, it still suffers from<br />

visualization problems <strong>an</strong>d lack <strong>of</strong> collaboration support. AR could fill in this gap by<br />

<strong>of</strong>fering a way to visualize CAD models that are not only t<strong>an</strong>gible, but also c<strong>an</strong> be<br />

interacted with. Several designers or potential clients c<strong>an</strong> view such models<br />

concurrently from different <strong>an</strong>gles. Usually augmented surfaces in combination with <strong>an</strong><br />

HMD are exploited for the visualization. In [Pen04] is reported a representative AR<br />

<strong>system</strong>. Figure 2.42 shows the collaboration <strong>of</strong> two designers working on a virtual city<br />

pl<strong>an</strong>.<br />

29


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Figure 2.42 Collaborative augmented design<br />

2.7.5 M<strong>an</strong>ufacturing, mainten<strong>an</strong>ce <strong>an</strong>d repair<br />

In these three related areas AR basically c<strong>an</strong> <strong>of</strong>fer comparable functionality by<br />

overlaying information on the real world for guiding the underlying processes. AR is<br />

used to replace <strong>an</strong>d provide in real time the information commonly found in instruction<br />

m<strong>an</strong>uals. This c<strong>an</strong> be <strong>an</strong>notations <strong>of</strong> parts <strong>of</strong> a machine, instructions for assembly or<br />

disassembly, <strong>an</strong>d visualization <strong>of</strong> hidden inside views. The display technology expected<br />

to be used most <strong>of</strong>ten is <strong>an</strong> HMD. One illustrative project in m<strong>an</strong>ufacturing, which<br />

augments the task <strong>of</strong> door lock assembly, is discussed in [Rei98].<br />

An optical see-through HMD is used, in combination with a small camera for optical<br />

tracking. For the tracking small patterns <strong>of</strong> cardboard were attached to the door <strong>of</strong> a car.<br />

Calibration <strong>of</strong> the HMD is done m<strong>an</strong>ually. For providing overlays data from a CAD<br />

<strong>system</strong> are used. Figure 2.43 shows the used visualization HMD, <strong>an</strong>d Figure 2.44 shows<br />

<strong>an</strong> augmented view with screwing instructions.<br />

Figure 2.43 HMD, with attached camera Figure 2.44 Overlaid repair instructions<br />

2.7.6 Entertainment<br />

Entertainment is <strong>an</strong> area where AR already has been accepted <strong>an</strong>d extensively used.<br />

Most areas have been inspired by the television industry; advertising, special effects <strong>an</strong>d<br />

television broadcasts. Thereby the focus lies on the visual aspect; advertisements are<br />

made more appealing by augmentations, special effects are created for various me<strong>an</strong>s,<br />

<strong>an</strong>d weather broadcasts basically show <strong>an</strong> augmented view to the viewer. Another area<br />

is the area <strong>of</strong> gaming which is considered to be the most spectacular <strong>an</strong>d challenging<br />

one. AR c<strong>an</strong> revolutionary ch<strong>an</strong>ge consisting traditional concepts <strong>of</strong> games; board<br />

games, strategic games, puzzle games, <strong>an</strong>d even outdoor gaming are suitable for<br />

applying AR.<br />

30


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

One traditional <strong>an</strong>d appealing form <strong>of</strong> entertainment is plays, shows <strong>an</strong>d movies shown<br />

in theatres <strong>an</strong>d cinemas. There exist varying degrees <strong>of</strong> interactivity <strong>an</strong>d augmentation<br />

between those forms <strong>of</strong> entertainment. AR is able to dramatically increase those two<br />

aspects concerning entertainment. A typical example <strong>of</strong> <strong>an</strong> AR entertainment <strong>system</strong> is<br />

discussed in [Koy03]. It c<strong>an</strong> be used for displaying real time 3D video to multiple<br />

viewers. The type <strong>of</strong> display that is utilized for presenting the video is a regular<br />

computer monitor. Camera calibration is done by <strong>using</strong> a mobile l<strong>an</strong>d-mark bar <strong>an</strong>d<br />

laser surveying instruments. Multiple cameras are used for capturing a large-scale<br />

space; in the presented showcase a football stadium. An image processing algorithm<br />

extracts textures from the video footage. These real images are combined with a virtual<br />

stadium background. Figure 2.46 shows two such images taken from <strong>an</strong> augmented<br />

football match scene.<br />

Figure 2.45 An augmented football match scene<br />

31


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

3. <strong>ARToolKit</strong> <strong>an</strong>d the AR development process<br />

<strong>ARToolKit</strong> is a s<strong>of</strong>tware library written in the C programming l<strong>an</strong>guage for creating AR<br />

applications [Kat00] [Kat99]. It is distributed free for non-comercial or research<br />

applications. It has been primarily developed by Dr. Hirokazu Kato <strong>of</strong> Osake<br />

University, Jap<strong>an</strong>, <strong>an</strong>d is supported by the HIT Lab at the Univeristy <strong>of</strong> Washington <strong>an</strong>d<br />

the HIT Lab NZ at the University <strong>of</strong> C<strong>an</strong>terbury, New Zeal<strong>an</strong>d. Distributions for SGI<br />

Irix, Linux, MacOS <strong>an</strong>d Windows OS are available, <strong>an</strong>d are distributed with complete<br />

source code.<br />

<strong>ARToolKit</strong> c<strong>an</strong> be used for the easy development <strong>of</strong> a wide r<strong>an</strong>ge <strong>of</strong> AR applications.<br />

As discussed earlier, one <strong>of</strong> the key difficulties in developing AR applications is the<br />

problem <strong>of</strong> tracking the user´s viewpoint. <strong>ARToolKit</strong> uses computer vision algorithms<br />

to solve this problem by calculating the real camera position <strong>an</strong>d orientation relative to<br />

physical markers in real time. Also the other two elements <strong>of</strong> AR, registration <strong>an</strong>d<br />

calibration, are contained within <strong>ARToolKit</strong>. Registration is done by overlaying virtual<br />

objects on the recognized physical markers; either created in VRML or OpenGL.<br />

Calibration is provided by <strong>ARToolKit</strong> in the form <strong>of</strong> <strong>an</strong> easy camera calibration<br />

algoritm.<br />

For developing <strong>an</strong>d running AR applications with <strong>ARToolKit</strong> the minumum hardware<br />

requirements are a computer with a camera connected to it. Also c<strong>an</strong> be used HMDs <strong>an</strong>d<br />

h<strong>an</strong>dheld displays. Both the use <strong>of</strong> video see-through <strong>an</strong>d optical see-through HMDs are<br />

supported. The computer should at least have a 500Mhz processor <strong>an</strong>d a graphics<br />

accelerator card. For the Windows platform USB cameras, FireWire cameras <strong>an</strong>d<br />

composite video cameras connected to a frame grabber c<strong>an</strong> be used, as long as they<br />

have DirectShow drivers.<br />

3.1 Tracking <strong>an</strong>d registration<br />

Tracking is performed as a form <strong>of</strong> optical tracking; video frames are being grabbed <strong>an</strong>d<br />

searched for fiducial square markers. Such real world markers are pre-trained pattern<br />

templates. The position <strong>an</strong>d orientation <strong>of</strong> these markers is used for overlaying virtual<br />

objects onto video frames. This gives the user a real time augmented view on the real<br />

world. For being able to recognize the markers several steps are executed. First the live<br />

video image is turned into a binary image based upon a preset lighting treshold value.<br />

The resulting image is searched for squares regions. For every found square the pattern<br />

inside it is matched against pattern templates. If a match occurs a marker has been<br />

found. The next step is to calculate the position <strong>of</strong> the real camera relative to the<br />

physical marker. These real world coordinates are used to set the position <strong>of</strong> the virtual<br />

camera coordinates. This assures that the virtual objects drawn are precisely overlaid.<br />

Figures 3.1 through 3.3 show the three steps involved in overlaying virtual objects.<br />

Figure 3.1 Live video Figure 3.2 Binary image Figure 3.3 Virtual object<br />

overlaid on live video<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

For this process to function properly first a calibration procedure is necessary. There are<br />

differences between optical see-through <strong>an</strong>d video see-through calibration. Both<br />

procedures will be described now.<br />

3.2 Optical see-through calibration<br />

For achieving appropriate stereoscopic view in <strong>an</strong> optical see-through configuration it is<br />

necessary to measure the position <strong>of</strong> the eyes relative to the HMD. This is done through<br />

a simple self-calibration method. Every time a user starts <strong>an</strong> AR application this should<br />

be done. The calibration pattern that is used is shown in Figure 3.4. It has a 80mm<br />

square form <strong>an</strong>d must be printed out <strong>an</strong>d glued on a piece <strong>of</strong> cardboard. This calibration<br />

pattern is used for aligning a virtual white cross hair shown in the HMD. This is done<br />

for five calibration positions, <strong>an</strong>d for each there are two measurements. First the ten<br />

measurements are taken for one eye, <strong>an</strong>d after that for the other eye. This process is<br />

quite time-consuming, but produces good results.<br />

Figure 3.4 Calibration pattern Figure 3.5 A user performing the Figure 3.6 The view as seen<br />

calibration process through the optical see-through<br />

HMD<br />

3.3 Video see-through calibration<br />

In <strong>ARToolKit</strong> is specified a file with st<strong>an</strong>dard camera parameters which should be<br />

sufficient for a wide r<strong>an</strong>ge <strong>of</strong> cameras. But specific camera parameters c<strong>an</strong> be obtained<br />

by a relatively simple camera calibration technique. This is used for warping the video<br />

image to remove camera distortions. For the calibration two patterns are used; one<br />

containing a equally spaced 6x4 dot pattern, <strong>an</strong>d one made up from a grid <strong>of</strong> lines. The<br />

dot pattern is used for measuring the centre point <strong>of</strong> the camera <strong>an</strong>d lens distortion. First<br />

this pattern should be calibrated. The camera focal length <strong>an</strong>d other camera parameters<br />

are calibrated with the lines pattern.<br />

When viewed through the lens the dot pattern appears to be unequally spaced because <strong>of</strong><br />

lens distortions. The spacings between the dots are used to calculate the camera<br />

distortion. The user has to draw rect<strong>an</strong>gles over all the dots in a frozen video image,<br />

starting from the top-left to bottom-right. A red cross will be drawn in the centre <strong>of</strong> the<br />

dot enclosed by the rect<strong>an</strong>gle. The process <strong>of</strong> marking the calibration dots is shown in<br />

Figure 3.7. After all the dots have been found, the positions <strong>of</strong> the dots are stored <strong>an</strong>d<br />

the image is unfrozen. This process needs to be repeated for 5-10 images taken from<br />

various <strong>an</strong>gles <strong>an</strong>d positions. After that the centre x <strong>an</strong>d y values, <strong>an</strong>d the distortion<br />

factor are calculated. These c<strong>an</strong> be checked by having displayed the grabbed images<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

with red lines drawn through the calibration dots. The red lines should pass through the<br />

centre <strong>of</strong> each <strong>of</strong> the dots.<br />

Figure 3.7 A user marking the Figure 3.8 Vertical alignment <strong>of</strong> the<br />

calibration dots white line; the blue ones have<br />

already been aligned<br />

When the user is satisfied with the calibration, the next step is to calibrate the grid<br />

pattern <strong>of</strong> seven horizontal lines <strong>an</strong>d nine vertical lines. The algorithm for calibration<br />

needs the earlier obtained centre x <strong>an</strong>d y values <strong>an</strong>d the distortion factor. The user has to<br />

grab a video image with the calibration patten perpendicular to the camera, with all the<br />

grid lines visible <strong>an</strong>d the grid as large as possible. Then a white line will appear that<br />

needs to be aligned with all the horizontal lines. After it has been aligned it will ch<strong>an</strong>ge<br />

its color into blue. This is shown in Figure 3.8. The order to be used for aligning is from<br />

top to bottom. After all horizontal lines have been aligned the process needs to be<br />

repeated for the vertical lines, in the order from left to right.<br />

Then, after this alignment has been done for one image, the calibration pattern should be<br />

moved 100mm away from the camera, <strong>an</strong>d the process repeated. This is done five times,<br />

in total moving the calibration pattern over a dist<strong>an</strong>ce <strong>of</strong> 500mm. After that the camera<br />

parameters are calculated <strong>an</strong>d stored in a file.<br />

3.4 Developing AR applications<br />

Now that have been described the way tracking, registration <strong>an</strong>d calibration is supported<br />

by <strong>ARToolKit</strong>, the global structure <strong>of</strong> <strong>an</strong> AR application is discussed now. Creating <strong>an</strong><br />

AR application does not only involve writing the application, but also image processing<br />

routines need to be trained on the real world markers.<br />

In writing <strong>an</strong> <strong>ARToolKit</strong> application the following steps must be taken:<br />

1. Initialize the video path <strong>an</strong>d read in the marker pattern files <strong>an</strong>d camera parameters.<br />

2. Grab a video input frame.<br />

3. Detect the markers <strong>an</strong>d recognized patterns in the video input frame.<br />

4. Calculate the camera tr<strong>an</strong>sformation relative to the detected patterns.<br />

5. Draw the virtual objects on the detected patterns.<br />

6. Close the video path down.<br />

<strong>ARToolKit</strong> provides functions for carrying out these steps. In Figure 3.9 the functions<br />

corresponding to the application steps are shown.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Figure 3.9 Application steps <strong>an</strong>d their corresponding <strong>ARToolKit</strong> functions<br />

Steps 2 through 5 have been discussed earlier, <strong>an</strong>d are repeated continously, while steps<br />

1 <strong>an</strong>d 6 are only performed on initialization <strong>an</strong>d shutdown <strong>of</strong> the application. The<br />

application may also need to respond to occuring events. A program consists <strong>of</strong> a main<br />

routine that carries out the actions in step 1, by <strong>using</strong> the init function. Within the main<br />

routine the argMainLoop function is responsable for calling the functions that<br />

correspond to the application steps 2 through 5. Closing the application will make the<br />

cle<strong>an</strong>up function stop the video processing <strong>an</strong>d close down the video path.<br />

A video image is captured <strong>an</strong>d displayed on the screen, either a warped image corrected<br />

for camera distortions or <strong>an</strong> unwarped image. arDetectMarker is used to search the<br />

image for markers, which already have been read in by the init function. The function<br />

delivers the number <strong>of</strong> found markers, <strong>an</strong>d information concerning markers in the<br />

marker_info structure. This contains the coordinate information <strong>an</strong>d recognition<br />

confidence values <strong>an</strong>d object id numbers for each <strong>of</strong> the markers. For finding the<br />

tr<strong>an</strong>sformation between the markers <strong>an</strong>d the camera arGetTr<strong>an</strong>sMat function is used.<br />

Finally, virtual objects are drawn by the draw function, based upon the association <strong>of</strong><br />

virtual objects <strong>an</strong>d marker patterns read in by init.<br />

3.5 Training marker patterns<br />

To allow <strong>ARToolKit</strong> to carry out its main functionality <strong>of</strong> overlaying virtual objects on<br />

fiducial markers, it needs to be taught the different marker patterns to recognize. These<br />

are specified in a text file, by stating the name <strong>of</strong> the marker, its corresponding pattern<br />

<strong>an</strong>d its width. Patterns to be recognized c<strong>an</strong> be created by <strong>an</strong> <strong>ARToolKit</strong> subprogram<br />

that makes template files. For doing so one first needs to print out <strong>an</strong> empty pattern file,<br />

just containing a black square with a white square in the middle. Then a pattern needs to<br />

be attached to the white square, either a black <strong>an</strong>d white or color one. The pattern<br />

recognition program is used to capture this pattern, preferably under similar lighting<br />

conditions as when the AR application will be running. When the pattern is found this is<br />

indicated by <strong>an</strong> appearing red <strong>an</strong>d green square around it. The camera should be rotated<br />

until the red corner <strong>of</strong> the highlighted square is in the top left h<strong>an</strong>d corner. Figure 3.10<br />

shows <strong>an</strong> identified marker pattern. Then the pattern is stored in a bitmap file <strong>an</strong>d c<strong>an</strong> be<br />

used in AR applications.<br />

Figure 3.10 Training marker patterns<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

4. Hardware components for AR with user invisible markers<br />

The two foregoing chapters provided the necessary background knowledge on the<br />

subject matter. An overview <strong>of</strong> AR <strong>an</strong>d applications <strong>of</strong> AR was given. Consequently the<br />

AR development process was discussed. During this extensive discussion <strong>of</strong> related<br />

aspects only the first element <strong>of</strong> the problem definition was used. However, in this<br />

chapter the second, third <strong>an</strong>d fourth element <strong>of</strong> the problem definition will be utilized to<br />

perform a search for hardware components. To recapture, here these are stated again for<br />

reference.<br />

• Find suitable hardware components for the implementation <strong>of</strong> detecting <strong>of</strong><br />

user invisible markers, that is, a suitable invisible medium, a camera to detect<br />

that medium <strong>an</strong>d a connection between the camera <strong>an</strong>d a computer. The<br />

camera should work together with <strong>ARToolKit</strong>.<br />

• Find a suitable stereoscopic video see-through HMD that incorporates both<br />

capture <strong>an</strong>d visualization. No requirements are stated on intrinsic properties<br />

<strong>of</strong> the HMD.<br />

• Find a suitable optical see-through HMD. Also for this HMD no requirements<br />

are stated on intrinsic properties. Moreover the stereoscopic requirement is<br />

relaxed.<br />

To get more insight into the problem definition <strong>an</strong>d the way the components are related,<br />

below a prospective <strong>system</strong> overview is presented. Hereby needs to be noted that a<br />

video see-through approach is presented; also could have been chosen for the optical<br />

see-through method. Both a video see-through HMD with 2 colour cameras <strong>an</strong>d <strong>an</strong> IR<br />

camera view a scene concurrently. The cameras from the HMD are not able to detect the<br />

invisible marker, whereas the IR camera c<strong>an</strong>. <strong>ARToolKit</strong> uses the images from the IR<br />

camera to determine the position <strong>an</strong>d orientation <strong>of</strong> markers. Consequently this<br />

information is utilized for overlaying virtual objects onto the images captured by the<br />

two colour cameras from the HMD. The resulting images are finally shown on the<br />

micro displays <strong>of</strong> the HMD. This constitutes all for creating a <strong>system</strong> that complies with<br />

the requirements stated above. Figure 4.1 gives <strong>an</strong> overview <strong>of</strong> the <strong>system</strong> components<br />

needed.<br />

Figure 4.1 Overview <strong>of</strong> <strong>system</strong> components<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

To simplify the search for hardware components the problem definition c<strong>an</strong> be split up<br />

into a number <strong>of</strong> elements. The elements that are encompassed within the problem<br />

definition are invisible marker tracking, stereoscopic video see- through HMD, optical<br />

see-through HMD <strong>an</strong>d <strong>ARToolKit</strong>. The latter element, <strong>ARToolKit</strong> is a s<strong>of</strong>tware<br />

component <strong>an</strong>d was discussed in detail before. The other three elements clearly need to<br />

be supported by hardware components. The second element, a stereoscopic HMD, is to<br />

be expected to be found with the most effort. The difficulty may be presented in the fact<br />

that the HMD will need to have the ability to support both capture <strong>an</strong>d visualization at<br />

the same time. The optical see-through HMD is expected to be found with less effort.<br />

The first element itself c<strong>an</strong> be split up into a small number <strong>of</strong> sub elements. It was<br />

shown that invisible marker tracking c<strong>an</strong> be accomplished by a configuration composed<br />

<strong>of</strong> three hardware components [Par04]. It needs to be said that this article was the first<br />

attempt ever to implement invisible marker tracking. To our knowledge, all other<br />

reported cases involving AR based upon <strong>ARToolKit</strong> make use <strong>of</strong> visible markers. First<br />

<strong>of</strong> all, a suitable medium for creating the markers is required. It is fairly trivial that the<br />

medium is to be invisible to the hum<strong>an</strong> eye to allow for invisible marker tracking.<br />

Moreover, the medium will need to have certain properties to be able to be detected by<br />

some device other th<strong>an</strong> the hum<strong>an</strong> eye. Such a camera is the second hardware<br />

component needed. Finally, to be able to use it together with <strong>ARToolKit</strong>, the third<br />

hardware component needs to establish the connection between a computer <strong>an</strong>d this<br />

camera.<br />

Now that is known which hardware components are needed, the remainder <strong>of</strong> this<br />

chapter will, in turn, be devoted to each <strong>of</strong> those. That approach will give <strong>an</strong> overview<br />

<strong>of</strong> the hardware components that possibly could be used. First the three hardware<br />

components for invisible marker tracking will be discussed. The order in which this is<br />

done is the following; invisible marker tracker tracking medium, cameras <strong>an</strong>d finally<br />

connection devices. After that will be treated aspects concerning the HMD <strong>system</strong>. This<br />

order <strong>of</strong> representation is chosen because eventually the hardware components for<br />

invisible marker tracking need to be incorporated into the HMD <strong>system</strong>.<br />

4.1 Invisible marker tracking medium<br />

As described before a suitable medium for invisible marker tracking may not be visible<br />

to the hum<strong>an</strong> eye, but should be able to be detected by some other device th<strong>an</strong> the<br />

hum<strong>an</strong> eye. Literature study on this topic did not result in much. It appears that in the<br />

AR community all research relies on the usage <strong>of</strong> fiducial markers, <strong>an</strong>d that invisible<br />

marker tracking has not been paid much attention to up until now.<br />

Somewhat different but related work incorporates imperceptible patterns into images<br />

<strong>using</strong> a non-intrusive way that enables simult<strong>an</strong>eous display <strong>an</strong>d acquisition [Cot04].<br />

This is done by modifying <strong>of</strong>f-the-shelf digital projectors in such a way that the patterns<br />

are only visible during a short interval. This non-intrusive approach only minimally<br />

degrades the displayed images. This degration is not noticed because <strong>of</strong> the ability <strong>of</strong><br />

the hum<strong>an</strong> eye to recover color const<strong>an</strong>ty. This results in that to the hum<strong>an</strong> eye the<br />

embedded patterns are not visible. However, cameras synchronized with the digital<br />

projectors are able to detect them. This basic idea behind this approach provides the<br />

framework for invisible marker tracking.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

In the literature, at least to our knowledge, only one example exists that implements<br />

invisible marker tracking. It makes use <strong>of</strong> ink that possesses the two required properties<br />

to be a suitable medium for invisible marker tracking [Par04]. The experimental setup<br />

consists <strong>of</strong> 2 Sony camcorders with IR functionality. One is equipped with <strong>an</strong> IR filter<br />

which allows it to capture light in the infrared r<strong>an</strong>ge. The second camcorder has a colour<br />

correction filter <strong>an</strong>d is used for capturing the real scene. A half-mirror is used for having<br />

the optical centres <strong>of</strong> the two cameras coincide. Markers are drawn in fluorescent ink<br />

that is invisible in the visible r<strong>an</strong>ge but c<strong>an</strong> be detected in the invisible r<strong>an</strong>ge. Both<br />

camcorders were used to record a scene. An overview <strong>of</strong> the <strong>system</strong> is presented in<br />

Figure 4.2. This <strong>system</strong> delivers two videos <strong>of</strong> the same scene; one that only contains<br />

the visible light in the scene <strong>an</strong>d one that also captures light in the infrared r<strong>an</strong>ge. Figure<br />

4.3 shows two <strong>of</strong> such images taken from captured video. Images from the second video<br />

were used by <strong>ARToolKit</strong> for determining the position <strong>an</strong>d orientation <strong>of</strong> the invisible<br />

markers. Consequently virtual objects were overlaid on the first video. In this way<br />

<strong>Augmented</strong> <strong>Reality</strong> is realized <strong>using</strong> invisible markers.<br />

Figure 4.2 The invisible marker tracking <strong>system</strong><br />

Figure 4.3 Visible light image <strong>an</strong>d infrared image<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

4.1.1 Ink Pen<br />

Now will be described in more detail the properties <strong>of</strong> the before mentioned ink. The<br />

ink is invisible to ultraviolet light <strong>an</strong>d the hum<strong>an</strong> eye. Ultraviolet light is below 400nm.<br />

The hum<strong>an</strong> eye c<strong>an</strong> see light between 400nm <strong>an</strong>d 750nm. The ink emits 840nm<br />

frequency light <strong>an</strong>d has a 793nm absorption frequency, which lies in the IR r<strong>an</strong>ge. There<br />

exist three classifications for IR light, near-IR, mid-IR <strong>an</strong>d far-IR. This classification is<br />

based on ascending light frequencies. The ink fits into the near-IR spectrum, 750nm to<br />

3000nm. The light spectrum is graphically displayed in Figure 4.4.<br />

Figure 4.4 The light spectrum<br />

The ink itself is delivered in the form <strong>of</strong> <strong>an</strong> ink pen, the so called IR1PenSM. The tip <strong>of</strong><br />

the pen is green fluorescent to the hum<strong>an</strong> eye. The m<strong>an</strong>ufacturer <strong>of</strong> the ink notifies that<br />

the ink is influenced by ultraviolet light. Estimated is that the ink will last for about a<br />

week, but keeping it out <strong>of</strong> ultraviolet light will increase this period. The m<strong>an</strong>ufacturer<br />

mentions a price <strong>of</strong> $18,43. This is without h<strong>an</strong>dling costs, administration costs <strong>an</strong>d<br />

shipping costs. The pen is displayed in Figure 4.5.<br />

Figure 4.5 IR1PenSM<br />

Anything written on white paper c<strong>an</strong> not be seen by the hum<strong>an</strong> eye. But, when viewed<br />

with a modified camera with IR functionality the ink becomes visible. An external light<br />

source is not required. This is being shown in Figure 4.6 <strong>an</strong>d Figure 4.7.<br />

Figure 4.6 Image as seen by the hum<strong>an</strong> eye Figure 4.7 Image captured by IR camera<br />

4.1.2 IR Powder<br />

Not only the m<strong>an</strong>ufacturer delivers ink that is visible in the infrared r<strong>an</strong>ge, but it also<br />

has at its disposal powder with similar properties, the so called IRDC2. This IR<br />

fluorescent powder is visible at both 880nm <strong>an</strong>d 1050nm. Therefore it needs to be<br />

stimulated by <strong>an</strong> external light source, that produces either blue or red light, <strong>of</strong><br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

frequencies 450nm respectively 630nm. The powder is said to have very high long term<br />

stability, although there exists no accurate definition <strong>of</strong> period. Just as the ink is visible<br />

green fluorescent, the same holds for IR fluorescent powder. The price for this powder<br />

is reasonably higher th<strong>an</strong> that for the ink. A qu<strong>an</strong>tity <strong>of</strong> 10 grammas has a price <strong>of</strong><br />

$150,40. Also this is without h<strong>an</strong>dling costs, administration costs <strong>an</strong>d shipping costs.<br />

The higher price, together with the need for <strong>an</strong> external light source, which also needs to<br />

be obtained, makes it less cost attractive to apply. Moreover there is no specific<br />

information available on application <strong>of</strong> the powder, as is provided with the ink.<br />

Although the powder may be used as <strong>an</strong> invisible marker, the external light source will<br />

be visible. This may interfere with application requirements.<br />

4.2 Optical filters<br />

Now that is described the invisible marker tracking medium, the visualization aspect is<br />

explained next. For the visualization it is necessary to have a camera that c<strong>an</strong> detect the<br />

ink described above. Normal filters let pass through visible <strong>an</strong>d IR light. For the ink to<br />

be detected a camera should be infrared sensitive, that is, the st<strong>an</strong>dard IR blocking filter<br />

should have been removed. This c<strong>an</strong> be done m<strong>an</strong>ually but also the comp<strong>an</strong>y at<br />

http://maxmax.com <strong>of</strong>fers a service to adapt cameras. Prices for modification r<strong>an</strong>ge<br />

from $150 to $350. This is without shipping, insur<strong>an</strong>ce <strong>an</strong>d administration costs. For<br />

several Sony cameras this is known to work. For other cameras it is not sure, <strong>an</strong>d it c<strong>an</strong><br />

result in a damaged camera. Also, the size <strong>of</strong> the filter may not fit with other cameras.<br />

For the mentioned Sony cameras the filter are known to fit, but the weight is the<br />

limiting factor.<br />

4.2.1 IR filters<br />

After the IR blocking filter has been removed, a special optical filter should replace the<br />

removed filter. This is necessary in both cases; for viewing visible light <strong>an</strong>d to view<br />

infrared light. It appears that the m<strong>an</strong>ufacturer <strong>of</strong> the ink delivers two kinds <strong>of</strong> special<br />

optical filters. Those either filter out visible light <strong>an</strong>d block IR light, or filter out IR light<br />

<strong>an</strong>d block visible light.<br />

The ones that filter out the IR light come in different length waves. The available optical<br />

filters have different cut <strong>of</strong>f values; these are 630nm, 665nm, 715nm, 780nm, 830nm,<br />

850nm <strong>an</strong>d 1000nm. Not only are several cut <strong>of</strong>f values available, but also different<br />

filter sizes; 25mm, 30mm, 37mm, 58mm, 72mm <strong>an</strong>d 82mm. Moreover, there are<br />

several possibilities to choose for the thickness <strong>of</strong> the filters; 1mm, 2mm <strong>an</strong>d 3mm. The<br />

filters are constructed from precision made <strong>an</strong>d ground polished Germ<strong>an</strong> glass. They<br />

appear completely black to the hum<strong>an</strong> eye. Such a filter is shown in Figure 4.8. In<br />

Figure 4.9 the tr<strong>an</strong>smitt<strong>an</strong>ce characteristics <strong>of</strong> several filters are displayed.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Figure 4.8 An IR filter Figure 4.9 Tr<strong>an</strong>smitt<strong>an</strong>ce graphs <strong>of</strong> several IR filters<br />

For detecting the invisible ink such a filter is needed. The one with cut <strong>of</strong>f value <strong>of</strong><br />

715nm is mentioned by the m<strong>an</strong>ufacturer <strong>of</strong> the special ink.. For detecting the IR<br />

powder one should use either use a cut <strong>of</strong>f value <strong>of</strong> 830nm or 850nm, depending on the<br />

frequency <strong>of</strong> the used external light source; 450nm or 630nm.<br />

4.2.2 Colour correction filter<br />

The filters that block the IR light come in two kinds, the so called X-Nite CC1 <strong>an</strong>d X-<br />

Nite CC2. They are called colour correction filters. They give the opposite effect to the<br />

filters mentioned before. The CC1 filter is the st<strong>an</strong>dard filter to be used. For some more<br />

recent cameras the CC2 filter is needed. The CC2 lets pass through more visible light<br />

which causes it to give a higher sensitivity compared to the CC1. The CC2 should be<br />

used when the removed IR blocking filter is aqua-coloured. The colour correction filters<br />

will not be used, but for reasons <strong>of</strong> completeness they are mentioned <strong>an</strong>yway.<br />

4.3 IR Cameras<br />

A camera with the IR blocking filter removed is able to detect infrared light when the<br />

removed filter is replaced with <strong>an</strong> IR pass filter. LDP NET has several Sony camcorders<br />

available that have this property, but for the application as stated in the problem<br />

formulation those are not suitable, because <strong>of</strong> weight limitations. But also similar smallsize<br />

<strong>an</strong>d light-weight cameras are available. These are known as so called lipstick<br />

cameras. These will be described next.<br />

The cameras have a perm<strong>an</strong>ently installed IR filter <strong>an</strong>d are <strong>of</strong> type Black White. The<br />

camera is put into a small lipstick sized tube <strong>of</strong> 2.5 inches long, with a diameter <strong>of</strong><br />

0.8125 inches. The sensitivity <strong>of</strong> the camera is 0.1 Lux <strong>an</strong>d it delivers >380 TV lines. It<br />

turns out that there is no defined relation between TV lines <strong>an</strong>d resolution. The<br />

m<strong>an</strong>ufacturer <strong>of</strong> the camera c<strong>an</strong> not provide that information either. Comparable<br />

cameras with the same number <strong>of</strong> TV lines have resolutions like 512x492 or 512x582.<br />

Therefore it is expected this camera will have a similar resolution, but that is not certain.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

The camera has a frame rate <strong>of</strong> 29.97 fps ≈ 30 fps. The image sensor is 1/3 CCD with<br />

290,000 CCIR pixels. The output <strong>of</strong> the camera is st<strong>an</strong>dard composite video, 75ohm,<br />

1Vp-p. This is the st<strong>an</strong>dard for almost all consumer video equipment. It is also known<br />

under the name RS-170 NTSC. This signal combines three pieces <strong>of</strong> information in one<br />

signal (http://www.datapro.net/videodoc.html#Page04). These are colour, brightness<br />

<strong>an</strong>d synchronization data. In Figure 5.8 the camera is displayed to show its size<br />

compared to a coin. The weight <strong>of</strong> the camera is 50 grams. Together with the camera are<br />

delivered a mounting bracket, mounting screws <strong>an</strong>d integral power <strong>an</strong>d video<br />

connectors. In Figure 5.9 are all the components together with the camera are shown.<br />

There are several options to choose for the IR filter; 715, 780, 830, 850 or 1000nm. All<br />

cameras with different options have the same price <strong>of</strong> $99. As with before mentioned<br />

prices, also this does not include h<strong>an</strong>dling costs, administration costs <strong>an</strong>d shipping costs.<br />

Figure 4.10 Bullet camera Figure 4.11 The complete component set<br />

4.3.1 Power supply<br />

The camera needs a 9-12 VDC power supply. Tr<strong>an</strong>sformer power supplies c<strong>an</strong> result in<br />

voltage surges that will damage the camera. Therefore it is advised to make use <strong>of</strong> a<br />

regulated power supply. This takes as input <strong>an</strong> input voltage <strong>of</strong> 100 to 240 Volts AC<br />

(alternating current), 50 to 60 Hz. In Spain the st<strong>an</strong>dard voltage used is <strong>of</strong> type 230V<br />

AC, 50Hz (http://www.school-for-champions.com/ science/ac_world_volt_freq.htm).<br />

This regulated power supply will output a stable, regulated 12VDC. Figure 4.12 shows<br />

such a power supply. It has a price <strong>of</strong> $15, again extra costs are not included.<br />

Figure 4.12 Power supply<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

4.3.2 Connection to computer<br />

As stated in the problem formulation the final solution needs to have the ability to be<br />

used with <strong>ARToolKit</strong>. Therefore it is clearly needed to have the camera connected to a<br />

computer running <strong>ARToolKit</strong>. It is said that on the Windows platform <strong>an</strong>y camera c<strong>an</strong><br />

be used, required that it has DirectShow® drivers. There are m<strong>an</strong>y examples <strong>of</strong> cameras<br />

that are suitable for <strong>ARToolKit</strong>, which also have been seen working. These include<br />

USB cameras <strong>an</strong>d cameras connected through <strong>an</strong> IEEE1394 FireWire port. The<br />

<strong>ARToolKit</strong> m<strong>an</strong>ual also mentions a third possibility to establish <strong>ARToolKit</strong> working<br />

together with a camera.<br />

4.3.2.1 USB<br />

To connect the IR bullet camera through USB it is necessary to make a conversion from<br />

the video out signal from the camera to USB. Therefore a device is needed that accepts<br />

the video out signal from the camera <strong>an</strong>d outputs a USB signal. This USB signal c<strong>an</strong><br />

comply with either the USB1.1 or USB2.0 st<strong>an</strong>dard. This will depend on the features <strong>of</strong><br />

the USB port <strong>of</strong> the computer. Here will be presented converting devices for both<br />

USB1.1 <strong>an</strong>d USB2.0. For both types 2 different devices are presented.<br />

USB 1.1 VideoLink<br />

The USB 1.1 VideoLink connects a video camera to <strong>an</strong>y computer with a USB 1.1 port.<br />

For this model there are no specifications about the frame rate available. Only for the<br />

model described further on, the USB 2.0 VideoLink, it is specified (640 x 480 pixels at<br />

up to 30 frames/sec). It is expected to deliver the same. The device is DirectShow®<br />

compli<strong>an</strong>t. It accepts as input signals either S-Video or composite video. It will output a<br />

USB 1.1 signal. The price to be paid is $229, at http://www.zarbeco.com. The device is<br />

shown in Figure 4.13. In Figure 4.14 the computer requirements are shown. Although<br />

there will be no problems to expect with today’s computers they are shown to give a<br />

complete overview. These are taken from the USB 2.0 VideoLink, because precise<br />

requirements are not available. They are expected to be similar or perhaps even the<br />

same, but at least not higher.<br />

Requirements<br />

• Windows 2000/XP<br />

• Free USB1.1 port<br />

• DirectX 8.1 or greater<br />

• Pentium III 1.0 GHz or faster<br />

• 128 MB <strong>of</strong> Free Memory<br />

• Video card with 16MB <strong>of</strong> Video<br />

RAM, Minimum 800x600 resolution<br />

at 16-bit<br />

Figure 4.13 USB1.1 VideoLink Figure 4.14 Requirements<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

GrabBeeII - USB video grabber<br />

The GrabBee II video grabber converts a composite video in signal to a USB1.1 signal.<br />

It delivers a frame rate <strong>of</strong> 30fps at screen resolution <strong>of</strong> 320x240. The price is €99 at<br />

http://www.breukhoven.nl. This is without shipping costs. The device <strong>an</strong>d its<br />

requirements are displayed in Figure 4.15 <strong>an</strong>d Figure 4.16.<br />

Requirements<br />

• USB equipped computer<br />

• Pentium 233MMX<br />

• 32MB <strong>of</strong> RAM<br />

• Windows 98/2000/ME/XP<br />

Figure 4.15 GrabBee II Figure 4.16 Requirements<br />

USB 2.0 VideoLink<br />

This device complies with the description <strong>of</strong> the USB 1.1 VideoLink that was discussed<br />

before. It is delivered by the same comp<strong>an</strong>y. The only difference is that this device<br />

outputs a USB 2.0 signal. The resolution that delivers this device is known to be 640 x<br />

480 pixels at up to 30 frames/sec. The computer requirements are shown in Figure 5.8.<br />

The price to be paid is $279, at http://www.zarbeco.com.<br />

USB 2.0 Video Grabber<br />

This device converts a video composite in signal to a USB 2.0 signal. It delivers a frame<br />

rate <strong>of</strong> up to 30fps at a resolution <strong>of</strong> 640x480. It is only for use with Windows 2000/XP<br />

<strong>an</strong>d is compli<strong>an</strong>t with DirectShow. The price at http://www.lindy.com is €59, when the<br />

buyer is eligible for VAT reduction. Therefore a VAT registration number is needed.<br />

The device is shown in Figure 4.17.<br />

4.3.2.2 IEEE1394 Firewire<br />

Figure 4.17 USB 2.0 Video Grabber<br />

To connect the IR bullet camera through IEEE1394 Firewire it is necessary to make a<br />

conversion from the video out signal from the camera to Firewire signal. Therefore a<br />

device is needed that accepts the video out signal from the camera <strong>an</strong>d outputs a<br />

FireWire signal. For now, only one such device will be presented.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

PixeLINK PL-A544 FireWire Video Converter<br />

This FireWire converter accepts as input signal either RS-170 PAL or RS-170 NTSC.<br />

The device outputs a 6pin FireWire signal. It has drivers that are DirectShow®<br />

compli<strong>an</strong>t. It supports a maximum frame rate <strong>of</strong> 30fps. Also three different video<br />

st<strong>an</strong>dards are supported; 640x480, 320x240 <strong>an</strong>d 160x120. There are four packages that<br />

c<strong>an</strong> be bought. It suffices to have the Starter’s kit. It includes a FireWire cable, a<br />

desktop adapter card <strong>an</strong>d the PL-A544 itself. This package carries a price <strong>of</strong> €535 at<br />

http://bfoptilas.com. The product itself is displayed in Figure 4.18, together with its<br />

computer requirements in Figure 4.19. As was the case with before mentioned <strong>system</strong><br />

requirements these also will not give rise to problems.<br />

Figure 4.18 PL-A544 Figure 4.19 Requirements<br />

4.3.2.3 Frame grabber<br />

Requirements<br />

• Pentium III microprocessor, 450Mhz<br />

• 128 Mbytes RAM<br />

• DirectX 8.1 or greater<br />

• Pentium III 1.0 GHz or faster<br />

• 128 MB <strong>of</strong> Free Memory Video card<br />

with at least 4MB Video RAM,<br />

minimum 800x600 resolution at 24-bit<br />

or 32-bit True Color<br />

• A FireWire cable<br />

• An OHCI FireWire connection<br />

In theory it should be possible to connect a camera through a frame grabber to a<br />

computer to work with <strong>ARToolKit</strong>. Therefore it is needed that the frame grabber is<br />

DirectShow® compatible. One needs to be careful that no frames are lost during<br />

grabbing. Now will be described one such frame grabber, Matrox Meteor II,<br />

http://www.matrox.com/imaging/products/meteor2/home.cfm.<br />

The frame grabber needs a PCI bus slot. It captures from different video sources, among<br />

which RS-170. Acquired images c<strong>an</strong> be tr<strong>an</strong>sferred in real time to either <strong>system</strong><br />

memory or display memory. It is unnecessary to mention <strong>system</strong> requirements, because<br />

the frame grabber has been used in practice before, which shows that these requirements<br />

are met. The Matrox Meteor II frame grabber is displayed in Figure 4.20.<br />

Figure 4.20 Matrox Meteor II frame grabber<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Hauppage WinTV-PVR<br />

There has been <strong>an</strong> example <strong>of</strong> <strong>an</strong> AR application for museum artefact visualization that<br />

used <strong>ARToolKit</strong> together with a Hauppage WinTV-PVR video capture card [8]. This<br />

shows that there exists a possibility to have a frame grabber <strong>an</strong>d <strong>ARToolKit</strong> work<br />

together. From the source it is not completely clear which type <strong>of</strong> frame grabber was<br />

used. There are several available. Here will be described the oldest model, WinTV-<br />

PVR350 because it will have lower price, but <strong>of</strong>fers the same basic functionality.<br />

The frame grabber is delivered as a PCI card. Captured video c<strong>an</strong> be stored on hard disk<br />

or sent to a monitor in real time. Input to the frame grabber is either NTSC or PAL.<br />

Using NTSC display rate is 30fps, Full D1: 720x480, MPEG1: 352x240. In Figure 4.21<br />

<strong>an</strong>d Figure 4.22 are displayed the frame grabber itself <strong>an</strong>d its <strong>system</strong> requirements.<br />

Again these are not expected to give problems. The frame grabber is available at<br />

http://www.mini-itx.com. The total price is €215,67, including tax <strong>an</strong>d shipping costs.<br />

Requirements<br />

• Pentium III 730MHz or faster<br />

• Windows XP/2000<br />

• Free PCI slot<br />

Figure 4.21 WinTV-PVR350 Figure 4.22 Requirements<br />

4.4 Firewire board camera<br />

The hardware components described before are all me<strong>an</strong>t to provide a solution in<br />

cooperation with the described IR bullet cameras, which have a perm<strong>an</strong>ent IR filter<br />

installed. There also exists a second possibility that implicitly make use <strong>of</strong> the described<br />

IR filters. This m<strong>an</strong>ner will be more extensive <strong>an</strong>d there exists more uncertainty about<br />

successful results. What needs to be done is that a camera m<strong>an</strong>ually is taken apart, the<br />

IR blocking filter is removed <strong>an</strong>d that the IR filter is installed. But several problems<br />

may arise; the camera may be damaged, the IR filter may not fit or the images may not<br />

be <strong>of</strong> good quality.<br />

The process <strong>of</strong> removal the IR blocking filter c<strong>an</strong> be tried with <strong>an</strong>y camera, but again<br />

the weight <strong>of</strong> the camera should not be too high. Therefore first has been tried to find<br />

suitable cameras. These cameras are <strong>of</strong> type board level camera. Two <strong>of</strong> such cameras<br />

are described now.<br />

The model that is described first is the Dragonfly, delivered by Point Grey Research,<br />

http://www.ptgrey.com. The camera is delivered with a 1/3” Sony CCD image sensor; it<br />

has dimensions <strong>of</strong> 2.5”x2.0 inches, or 63.5x50.8mm. Different options are available for<br />

the resolution, either 640x480 or 1024x768. Also Colour or Black <strong>an</strong>d White c<strong>an</strong> be<br />

chosen for. The 640x480 version c<strong>an</strong> deliver a frame rate up to 30fps. The camera has<br />

<strong>an</strong> IEEE 1394 interface. Together with the camera are delivered a 6pin IEEE 1394 cable<br />

<strong>an</strong>d <strong>an</strong> IEEE 1394 PCI interface card. This constitutes all for having the camera<br />

46


<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

connected to the computer. In Figure 4.23 <strong>an</strong>d 4.24 are shown the camera itself <strong>an</strong>d its<br />

<strong>system</strong> requirements.<br />

Requirements<br />

• Intel Pentium II or better<br />

• Windows 2000 or XP<br />

Figure 4.23 Dragonfly Figure 4.24 Requirements Figure 4.25 FireFly2<br />

The second camera, the FireFly2, is delivered by the same comp<strong>an</strong>y. It has properties<br />

similar to the camera described before. It is also delivered with a 6pin IEEE 1394 cable<br />

<strong>an</strong>d <strong>an</strong> IEEE 1394 PCI interface card. Differences are the size <strong>of</strong> the image sensor, the<br />

resolution, the type <strong>an</strong>d the size <strong>of</strong> the camera. This camera has a 1/4” Sony CCD image<br />

sensor with dimensions <strong>of</strong> 40x40mm. The only resolution <strong>an</strong>d type available is a<br />

640x480 colour image sensor. The maximum frame rate is 30fps. The weight <strong>of</strong> the<br />

camera including a micro lens is 12grams. Figure 4.25 displays the camera. The <strong>system</strong><br />

requirements are the same as in Figure 4.24.<br />

Both the Dragonfly <strong>an</strong>d the FireFly2 cameras are delivered with 3 micro lenses. The<br />

focal lengths <strong>of</strong> these are 4, 6 <strong>an</strong>d 8mm. The lens holders for both cameras are designed<br />

to accommodate lenses that are designed according to the M12 st<strong>an</strong>dard; that is, the<br />

diameter is 12mm <strong>an</strong>d the thread pitch is 0.5mm. The DragonFly camera is delivered<br />

with a C/CS mount lens holder. The FireFly2 does not include such a lens holder, but it<br />

c<strong>an</strong> be obtained. Now the difference between micro lenses, C mount <strong>an</strong>d CS mount<br />

lenses is explained.<br />

4.4.1 Lenses<br />

Micro lenses are designed for use in micro CCD board. They c<strong>an</strong> cover a variety <strong>of</strong><br />

CCD formats, including the 1/3” <strong>an</strong>d 1/4” size CCD.<br />

C <strong>an</strong>d CS-mount lenses are both threaded lens mounts found on most industrial CCD<br />

cameras. The difference between C <strong>an</strong>d CS-mount equipment is displayed in Figure<br />

4.26. The fl<strong>an</strong>ge back dist<strong>an</strong>ce is the dist<strong>an</strong>ce between the sensor image pl<strong>an</strong>e <strong>an</strong>d the<br />

fl<strong>an</strong>ge <strong>of</strong> the camera (the part <strong>of</strong> the case that buts up against the camera). For CSmount<br />

lenses this is 17.52mm <strong>an</strong>d for C-mount cameras 12.52mm. The focus c<strong>an</strong> be<br />

corrected by placing a 5mm spacer. This only works with a CS-mount camera. Then<br />

both types <strong>of</strong> lenses c<strong>an</strong> be used, CS-mount <strong>an</strong>d C-mount lenses.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Figure 4.26 The difference between C-mount<br />

<strong>an</strong>d CS-mount lenses<br />

So, with a CS-mount camera there are three possibilities to choose for the lens; a micro<br />

lens, a CS-mount lens or a C-mount lens. To have a camera to be IR sensitive first the<br />

internal IR blocking filter needs to be removed. Contact with the comp<strong>an</strong>y that delivers<br />

the cameras has shown that the comp<strong>an</strong>y is willing <strong>an</strong>d able to remove the internal IR<br />

blocking filter. After this has been done the camera needs a suitable IR cut <strong>of</strong>f filter to<br />

make it able to detect light in the infrared r<strong>an</strong>ge.<br />

The cameras are delivered with 3 types <strong>of</strong> lenses; 4mm, 6mm <strong>an</strong>d 8mm. Properties <strong>of</strong><br />

the lenses are displayed in Figure 4.27. Any IR filter that has similar properties should<br />

be able to fit the cameras.<br />

Figure 4.27 Lens properties <strong>of</strong> DragonFly <strong>an</strong>d FireFly2 cameras<br />

It would be very h<strong>an</strong>dy if the IR filters described before would fit the Point Grey<br />

Research cameras. Then no other search for suitable filters would have been needed.<br />

But this is not the case; the diameter sizes <strong>of</strong> the cameras <strong>an</strong>d the IR filters do not meet.<br />

That me<strong>an</strong>s that more information on IR filters needs to be gathered. It seems that there<br />

is no st<strong>an</strong>dard information that all m<strong>an</strong>ufacturers provide.<br />

There are two possibilities for the IR filter. One round filter that fits the lens <strong>of</strong> the<br />

camera could be used. This type <strong>of</strong> filter will be hardest to find because <strong>of</strong> the diversity<br />

<strong>of</strong> available information. The other possibility is <strong>an</strong> IR filter that has a size bigger th<strong>an</strong><br />

the diameter <strong>of</strong> the lens. This filter then could be put in front <strong>of</strong> the camera’s lens. This<br />

will be a square sized filter, because usually those are made from sheet material.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

4.4.2 Square IR filter<br />

First the second suggestion will be discussed. There has been <strong>an</strong> example in which<br />

invisible bar codes are recognized by a <strong>system</strong> that is composed <strong>of</strong> a C<strong>an</strong>on RE552<br />

CCD camera in combination with a square IR filter [Mak97]. The bar codes are near<br />

infrared reflective, like the invisible ink discussed earlier. Inside the CCD the infrared<br />

filter was replaced by tr<strong>an</strong>sparent glass to make it IR sensitive. This is the same as<br />

removing the internal IR blocking filter <strong>of</strong> the discussed Point Grey cameras. In front <strong>of</strong><br />

the camera a visible light cut filter was mounted that is square sized. This will only let<br />

pass the IR light. The two pictures in Figure 4.28 <strong>an</strong>d Figure 4.29 show the results <strong>of</strong><br />

this modification to the camera. The left figure shows the image with only visible light,<br />

the right one shows the near IR light.<br />

Figure 4.28 Visible light image Figure 4.29 Near IR light image<br />

Now will be discussed the properties <strong>of</strong> the IR filter that was found. The filter is a so<br />

called RT-830 IR filter m<strong>an</strong>ufactured by HOYA Comp<strong>an</strong>y. The filter has the property<br />

to let pass the IR light above a frequency <strong>of</strong> about 700nm. The tr<strong>an</strong>smitt<strong>an</strong>ce graph is<br />

shown in Figure 4.30. For the values <strong>of</strong> the light frequencies we are interested in the<br />

values are specified in the table in Figure 4.31.<br />

Figure 4.30 Tr<strong>an</strong>smitt<strong>an</strong>ce graph <strong>of</strong> the RT-830 IR filter<br />

Figure 4.31 Corresponding tr<strong>an</strong>smitt<strong>an</strong>ce values<br />

The table shows the values T <strong>an</strong>d ι. The first parameter represents the tr<strong>an</strong>smitt<strong>an</strong>ce <strong>an</strong>d<br />

the second st<strong>an</strong>ds for the internal tr<strong>an</strong>smitt<strong>an</strong>ce. The discussed ink emits light <strong>of</strong><br />

frequency <strong>of</strong> 792nm. The maximum tr<strong>an</strong>smitt<strong>an</strong>ce is 92.9% at 800nnm. The internal<br />

tr<strong>an</strong>smitt<strong>an</strong>ce <strong>of</strong> the filter around 792nm is approximately 90%. This could be used for<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

detecting the markers written in ink. The thickness <strong>of</strong> the filter is 2.5mm. The square<br />

size <strong>of</strong> the filter is 25mm x 25mm, <strong>an</strong>d it appears black. This is enough to cover the lens<br />

<strong>of</strong> the camera. The IR filter is available at http://edmundoptics.com. The filter has a<br />

price <strong>of</strong> $35.50. This is without shipping costs.<br />

Now also a way to attach the filter on a fixed position in front <strong>of</strong> the lens needs to be<br />

provided. The requirement to this is that the filter c<strong>an</strong> not move while the camera is<br />

being moved. It should always hold its position relative to the lens <strong>of</strong> the camera. There<br />

are filter holders, but those normally are only suitable for a certain type <strong>of</strong> camera. Such<br />

a filter holder is displayed in Figure 4.32. Also usually such a filter holder will increase<br />

the weight <strong>of</strong> the solution with a reasonable amount. In our case this is the limiting<br />

factor. Besides, at least to our knowledge there are no such filter holders for the<br />

DragonFly or Firefly2 cameras.<br />

Then the problem arises how to attach the filter in a fixed position, so that it covers the<br />

complete lens, <strong>an</strong>d it c<strong>an</strong> not move from its position. This position has to be perfectly<br />

parallel to the CCD pl<strong>an</strong>e. It also needs to maintain this parallel position at <strong>an</strong>y time.<br />

Figure 4.32 Filter holder<br />

It c<strong>an</strong> be tried to attach the filter in some other way to the camera. Then this solution<br />

needs to be invented by making use <strong>of</strong> some material like tape <strong>an</strong>d glue. This will be a<br />

cheaper solution th<strong>an</strong> having a custom made round IR filter. But also it needs to be<br />

assured that this solution will be robust enough, <strong>an</strong>d most import<strong>an</strong>t that no light enters<br />

the lens <strong>of</strong> the camera without passing through the IR filter. This will be done by<br />

placing the filter as close to the camera as possible.<br />

4.4.3 Round IR filter<br />

The m<strong>an</strong>ufacturer <strong>of</strong> the DragonFly <strong>an</strong>d FireFly2 cameras mentions not only what kind<br />

<strong>of</strong> micro lenses they use in their cameras, but also information about the m<strong>an</strong>ufacturer<br />

<strong>of</strong> these lenses is given. That is Boowon Optical, http://boowon.co.kr, a comp<strong>an</strong>y that<br />

produces lenses for CCTV cameras <strong>an</strong>d CCD cameras.<br />

It was found out that the just mentioned comp<strong>an</strong>y has the ability to custom make the<br />

required IR filter. There has been contact with the comp<strong>an</strong>y. What they need is the size<br />

<strong>of</strong> the filter, together with the thickness <strong>of</strong> it. And to complete the request they need to<br />

know the specific requirements for the IR filter. That is, a specification <strong>of</strong> the<br />

wavelength intervals, together with a percentage <strong>of</strong> tr<strong>an</strong>smitt<strong>an</strong>ce <strong>of</strong> light for those<br />

intervals. Engineers from the comp<strong>an</strong>y came up with such a specification after the first<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

proposal was found out to lack the right properties. This tr<strong>an</strong>smitt<strong>an</strong>ce graph is shown in<br />

Figure 4.33.<br />

Figure 4.33 Proposed tr<strong>an</strong>smitt<strong>an</strong>ce graph<br />

This would be a better solution th<strong>an</strong> the one explained before. First <strong>of</strong> all, the total<br />

weight will be signific<strong>an</strong>tly lower. Also, there should not be <strong>an</strong>y thoughts about how to<br />

mount the filter in a fixed position. Simply the filter is attached to the camera, like a<br />

micro lens, or C/CS mount lens would be. It will be at the right position, without having<br />

the problem <strong>of</strong> finding a way to put it in parallel with the CCD pl<strong>an</strong>e <strong>an</strong>d avoiding light<br />

to pass.<br />

4.5 AR HMD <strong>system</strong><br />

Now that have been described the components for invisible marker tracking the results<br />

<strong>of</strong> the search for suitable HMDs are laid out now. The way the results are presented will<br />

only focus on the main aspects <strong>of</strong> the found hardware. Only <strong>an</strong> overview is given to<br />

keep things clear <strong>an</strong>d to save the reader from skipping through secondary information.<br />

First will be described three video see-through HMD <strong>system</strong>s, followed by <strong>an</strong>other type<br />

<strong>of</strong> HMD, <strong>an</strong> optical see-through HMD. Hereby needs to be noted that one should be<br />

careful with the stated data on FOV <strong>of</strong> the HMD; these c<strong>an</strong> be measured horizontally,<br />

vertically or even diagonally. When the way the FOV is measured is known, this is<br />

mentioned.<br />

4.5.1 Video see-through<br />

This type <strong>of</strong> HMDs uses two cameras to capture a scene. The images from those<br />

cameras are displayed on the two microdisplays <strong>of</strong> the HMD. To create <strong>Augmented</strong><br />

<strong>Reality</strong> these images are overlaid with virtual objects.<br />

ARVision3D m<strong>an</strong>ufactures a full stereo HMD which is available in two kinds; either as<br />

<strong>an</strong> ARVision3D HMD or as <strong>an</strong> ARVision3D Goggles model. Both make use <strong>of</strong> two<br />

colour cameras to provide the stereoscopic vision ability. No synchronization <strong>of</strong> the<br />

cameras is needed. The view is presented to the user through two SVGA micro displays<br />

with 480,000 pixels, equal to 800x600 resolution. Refresh rate <strong>of</strong> the HMD is 120Hz<br />

flicker free. The FOV that the cameras deliver is approximately 40° diagonal (4:3, 32°<br />

horizontal, 24° vertical). The weight <strong>of</strong> the device is 120 grams. Together with HMD or<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Goggles is delivered a power unit that interfaces with a computer. Price is €7300, at<br />

http://inition.co.uk/indexf.htm. In Figure 4.34 <strong>an</strong>d Figure 4.35 are shown both models;<br />

HMD <strong>an</strong>d Goggles. Figure 4.36 displays the power unit.<br />

Figure 4.34 HMD model Figure 4.35 Goggles model Figure 4.36 Power Unit<br />

The first described HMD <strong>an</strong>d Goggles are a complete all-in-one solution. Now will be<br />

described a device that, together with <strong>an</strong> HMD also provides <strong>an</strong> all-in-one solution.<br />

The VideoVision has two colour NTSC/PAL cameras which deliver a video-out signal.<br />

These video signals connected to <strong>an</strong> HMD give it stereoscopic possibilities.<br />

Requirement is that the used HMD needs to have the ability to h<strong>an</strong>dle stereo input. The<br />

cameras have a resolution <strong>of</strong> 640x480 pixels. Each camera has a FOV <strong>of</strong> 78 degrees.<br />

Refresh rate is measured at 60Hz. The dimensions <strong>of</strong> the device are 185mm x 48mm x<br />

47mm. Total weight <strong>of</strong> the device is 230 grams. The VideoVision needs to be used as<br />

<strong>an</strong> add-on to <strong>an</strong> HMD. The device is shown in Figure 4.37. The m<strong>an</strong>ufacturer advices<br />

to use it together with the nVisor SX HMD which is available at<br />

http://www.nvisinc.com. This HMD, depicted in Figure 4.38 carries a price <strong>of</strong> $23,900.<br />

It needs to be accentuated that <strong>of</strong> course other HMDs c<strong>an</strong> also be used. The<br />

VideoVision costs $8,900, including a rendering computer with a NVIDIA<br />

GeForceFX6800 graphics card to connect the HMD.<br />

Figure 4.37 VideoVision add-on Figure 4.38 nVisor SX HMD<br />

The foregoing described a somewhat more elaborative solution. The HMD solution<br />

described now is also a bit more complicated. A Dutch comp<strong>an</strong>y, http://cybermind.nl,<br />

sell HMDs <strong>an</strong>d other type <strong>of</strong> VR equipment. One <strong>of</strong> the HMDs they have is the<br />

Hi-Res800PC, <strong>an</strong> HMD normally used for VR applications. Contact with the comp<strong>an</strong>y<br />

has shown that they have the possibility to adapt the HMD in such a way that it c<strong>an</strong> be<br />

used for AR. For obtaining this, two cameras need to be integrated into the HMD for<br />

capturing a scene. The images from the camera are processed by two video cards, so<br />

that a frame sequential stream <strong>of</strong> images is created. These images are fed back into the<br />

two micro displays which will create a stereoscopic view <strong>of</strong> a scene.<br />

The bare HiRes-800PC HMD, displayed in Figure 4.39, carries a price <strong>of</strong> €3275.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Figure 4.39 HiRes-800PC HMD<br />

The comp<strong>an</strong>y has a number <strong>of</strong> solutions they c<strong>an</strong> provide, with increasing degree <strong>of</strong><br />

completeness. First <strong>of</strong> all they c<strong>an</strong> just include two cameras into the HMD for having it<br />

stereoscopic enabled. Then the camera for detecting the invisible medium has to be<br />

added by ourselves. But also they have the possibility to incorporate this camera. If <strong>an</strong><br />

even more complete solution is desired next to these two solutions, that possibility<br />

exists. They c<strong>an</strong> deliver a stereoscopic HMD with the camera for detecting the invisible<br />

medium included, together with a computer equipped with two video cards. This would<br />

be a complete all-in-one <strong>system</strong> that c<strong>an</strong> be used for AR applications with invisible<br />

marker tracking.<br />

4.5.2 Optical see-through<br />

The before described HMDs are video see-through HMDs. Now will be described<br />

<strong>an</strong>other type known as optical see-through. This type <strong>of</strong> HMDs does not use cameras for<br />

acquiring the images, but are tr<strong>an</strong>sparent to allow the user to see the real world through<br />

it. Then virtual objects are rendered over these images. This type <strong>of</strong> HMD could also be<br />

used for creating augmented views.<br />

The LitEye-500 is <strong>an</strong> optical see-through HMD that has <strong>an</strong> option to open <strong>an</strong>d close the<br />

display <strong>of</strong> the HMD. Both are shown in Figures 4.40 <strong>an</strong>d 4.41. The resolution <strong>of</strong> the<br />

HMD enables 800x600 with a FOV <strong>of</strong> 28 degrees. Video inputs <strong>of</strong> the HMD are PAL,<br />

NTSC <strong>an</strong>d RS-170. The LitEye-500 is available at http://liteye.com, for a price <strong>of</strong><br />

€2950, excl. VAT. For creating stereoscopic AR a pair needs to be obtained, since the<br />

LitEye-500 only covers one eye.<br />

Figure 4.40 Open HMD Figure 4.41 Closed HMD<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Figure 4.42 nVision DataVisor HiRes see-through HMD<br />

nVision <strong>of</strong>fers <strong>an</strong> HMD with <strong>an</strong> additional see-through option. This DataVisor HiRes<br />

HMD has full colour capability. The FOV delivered by the HMD is 60 degrees. RGB<br />

inputs are accepted r<strong>an</strong>ging from 640x480 to 1280x1024. The HMD <strong>an</strong>d the seethrough<br />

option are not delivered as a complete solution, but need to be purchased apart<br />

from each other. The HMD carries a price <strong>of</strong> €17725 at http://www.inition.co.uk. For<br />

the optical see-through option <strong>an</strong> additional amount <strong>of</strong> €2720 is to be paid. The HMD<br />

with see-through option is shown in Figure 4.42.<br />

4.6 Summary <strong>of</strong> results<br />

A suitable medium is always needed. Either the Ink Pen or the IR powder c<strong>an</strong> be used.<br />

Type<br />

Light source<br />

Filter needed<br />

Medium<br />

Ink Pen IR Powder<br />

X-Nite 715nm<br />

Blue, 450nm Red, 630nm<br />

X-Nite 830 X-Nite 850<br />

Medium Duration Price Qu<strong>an</strong>tity Where?<br />

Ink Pen ≈week $18,43 1 http://maxmax.com<br />

IR Powder Very long high<br />

term stability?<br />

$150,40 10 grams http://maxmax.com<br />

The first solution proposed uses the described IR bullet cameras. Depending on the<br />

choice <strong>of</strong> medium a different IR filter installed in the IR bullet camera is needed.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Type<br />

Connection<br />

1.1 2.0<br />

USB1.1<br />

Videolink GrabBeeII<br />

IR Bullet<br />

Camera<br />

715,780,830,<br />

850,1000nm IR<br />

filter<br />

Regulated Power<br />

Supply<br />

Camera<br />

IR bullet camera<br />

+ power supply<br />

+ filter<br />

(715/830/850)<br />

USB IEEE 1394 FireWire Frame grabber<br />

USB2.0<br />

Videolink<br />

USB2.0<br />

Video<br />

Grabber<br />

PixeLINK PL-A544<br />

Matrox<br />

Meteor II<br />

(already<br />

available)<br />

Price Extra costs Where?<br />

$99 h<strong>an</strong>dling costs<br />

administration costs<br />

shipping costs<br />

$15 h<strong>an</strong>dling costs<br />

administration costs<br />

shipping costs<br />

Hauppage<br />

WinTV-PVR<br />

http://maxmax.com<br />

http://maxmax.com<br />

Connect<br />

through USB1.1<br />

Price Extra costs Where?<br />

USB 1.1 $229 $25 Postal service www.zarbeco.com<br />

VideoLink<br />

government duties<br />

GrabBeeII<br />

Connect<br />

through USB2.0<br />

€99 Shipping costs www.breukhoven.nl<br />

USB 2.0 $279 $25 Postal service www.zarbeco.com<br />

VideoLink<br />

government duties<br />

USB 2.0 Video $59 none, if VAT<br />

www.lindy.com<br />

Grabber<br />

registration available<br />

Connect<br />

through<br />

FireWire<br />

PixeLINK PL-<br />

A544<br />

Price Extra costs Where?<br />

€535 shipping costs http://bfoptilas.nl<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Connect<br />

through frame<br />

grabber<br />

Price Extra costs Where?<br />

Matrox Meteor II - none, frame grabber MedICLab<br />

Hauppage<br />

WinTV-PVR350<br />

already available<br />

€215,67 none, tax <strong>an</strong>d shipping<br />

costs included<br />

http://www.mini-itx.com<br />

The second solution proposed uses the described Point Grey Research board cameras,<br />

model DragonFly or FireFly2. The internal IR blocking filter will be removed by the<br />

m<strong>an</strong>ufacturer to make it IR sensitive. An IR filter has to only let pass IR light.<br />

Type<br />

Filter<br />

Square<br />

RT-830<br />

Hoya<br />

Camera<br />

Dragonfly FireFly2<br />

Round<br />

Custom<br />

made<br />

Square<br />

RT-830<br />

Hoya<br />

Round<br />

Custom<br />

made<br />

Board camera Price Extra costs Where?<br />

DragonFly $795 removing IR filter<br />

duties<br />

shipping costs<br />

http://ptgrey.com<br />

FireFly2 $299 + $30 CS-mount removing IR filter http://ptgrey.com<br />

adapter<br />

duties<br />

shipping costs<br />

IR filter Price Extra costs Where?<br />

RT-830 Hoya $35,50 shipping costs<br />

attachment material<br />

http://edmundoptics.com<br />

Custom made Depends on the filter<br />

characteristics<br />

shipping costs http://boowon.co.kr<br />

For the HMD there are few options available, presented below.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Type<br />

Fully integrated<br />

video see-<br />

through HMD<br />

ARVision3D<br />

HMD/Goggles<br />

ARVision3D VideoVision<br />

add-on<br />

Extra<br />

hardware HMD<br />

HMD<br />

Video see-through Optical see-through<br />

Custom<br />

made<br />

HiRes800PC<br />

Depends on<br />

chosen<br />

configuration<br />

LitEye-500<br />

Price Extra costs Where?<br />

nVision<br />

DataVisor<br />

HiRes<br />

€7300 shipping costs http://inition.co.uk<br />

HMD add-on Price Extra costs Where?<br />

stereoscopic $8,900, rendering shipping costs<br />

http://www.worldviz.com<br />

add-on<br />

computer included HMD<br />

Custom made<br />

video seethrough<br />

HMD<br />

stereoscopic<br />

HiRes-800PC<br />

stereoscopic<br />

HiRes-800PC +<br />

camera for<br />

detecting<br />

invisible medium<br />

stereoscopic<br />

HiRes-800PC +<br />

camera for<br />

detecting<br />

invisible medium<br />

+ computer<br />

Price Extra costs Where?<br />

Bare HMD price : €3275 2 cameras<br />

custom adaptation<br />

Bare HMD price : €3275 2 cameras<br />

IR camera<br />

custom adaptation<br />

Bare HMD price : €3275<br />

2 cameras<br />

IR camera<br />

custom adaptation<br />

computer<br />

2 video cards<br />

http://www.cybermind.nl<br />

http://www.cybermind.nl<br />

http://www.cybermind.nl<br />

Optical seethrough<br />

HMD<br />

Price Extra costs Where?<br />

LitEye-500 €2950 + VAT shipping costs http://www.liteye.com<br />

nVision<br />

DataVisor<br />

HiRes<br />

€17725 for HMD<br />

+ €2720 for optical see-<br />

through option<br />

shipping costs<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

5. Proposal for <strong>system</strong> components<br />

Now that have been described the components that could be used, it is necessary to<br />

narrow down the view onto a selection <strong>of</strong> components that eventually could be selected.<br />

This will be done by evaluating the found hardware components from the previous<br />

chapter. This results in a proposal for the five mentioned components from the problem<br />

description. This proposal constitutes the <strong>an</strong>swer to the last part <strong>of</strong> the problem<br />

definition, which here is stated again for reference.<br />

• Propose the hardware components to create <strong>an</strong> AR <strong>system</strong> that uses invisible<br />

marker tracking in conjunction with <strong>ARToolKit</strong>.<br />

5.1 Invisible medium<br />

For the invisible medium there are just two options to choose from. Either ink or<br />

powder could be used. The requirement to use <strong>an</strong> external light source with the powder<br />

makes it <strong>an</strong> unattractive medium. It would introduce a signific<strong>an</strong>t distraction for the user<br />

<strong>of</strong> the AR <strong>system</strong>. The ink does not cause <strong>an</strong>y such distraction which makes it the better<br />

medium out <strong>of</strong> the two. It has to be taken for gr<strong>an</strong>ted the short durability <strong>of</strong> about a<br />

week. The powder lasts longer but nevertheless also has finite durability.<br />

5.2 IR Camera<br />

The camera for recognizing the ink c<strong>an</strong> be selected from two possibilities. The IR bullet<br />

camera or the board camera could be used. The first type <strong>of</strong> camera is a solution which<br />

does not require <strong>an</strong>y additional adaptation to the camera. The IR filter is installed in the<br />

camera. The ink <strong>an</strong>d such <strong>an</strong> IR filter are m<strong>an</strong>ufactured by the same comp<strong>an</strong>y, which<br />

assures that it actually c<strong>an</strong> be used for recognizing the ink. The second type <strong>of</strong> camera<br />

requires two adaptations; first it needs to be made IR sensitive by removing the internal<br />

blocking filter, after that <strong>an</strong> IR filter needs to be attached. The first adaptation c<strong>an</strong> be<br />

done by the m<strong>an</strong>ufacturer. The second will have to be done by ourselves.<br />

These adaptations needed for the board cameras are more elaborative <strong>an</strong>d a possibly<br />

error-prone. Especially the attachment <strong>of</strong> the IR filter may deliver problems; it needs to<br />

be attached in a fixed parallel position with respect to the image pl<strong>an</strong>e <strong>an</strong>d no light is<br />

allowed to enter without passing through the filter. Moreover the characteristics <strong>of</strong> the<br />

filter may give rise to problems concerning recognition <strong>of</strong> the ink.<br />

The IR filter c<strong>an</strong> be a square or a custom made round one. The custom made filter does<br />

not have the difficulty <strong>of</strong> attaching it in the right position, <strong>an</strong>d is, with respect to this<br />

aspect, favoured over the square filter. The specification <strong>of</strong> the filter is to be delivered<br />

by ourselves. This is done in conjunction with engineers from the chosen comp<strong>an</strong>y,<br />

which reduces the risk that the filter eventually will not fit its task.<br />

Because <strong>of</strong> the custom m<strong>an</strong>ufacturing process the costs <strong>of</strong> the filter are expected to be<br />

high. If it turns out that they constitute <strong>an</strong> amount too high <strong>of</strong> the total costs there still<br />

c<strong>an</strong> be chosen for a square filter. In that case, great effort is needed to overcome the<br />

filter attachment problem.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

Considering the foregoing it is recommended to apply the IR bullet camera for<br />

recognizing the ink. Second choice could be a board camera in conjunction with a<br />

custom made IR filter. The third possibility that exists is to have a board camera with a<br />

square IR filter.<br />

5.3 Connection to computer<br />

If is chosen for the board camera, there is no necessity for deciding on a connection to a<br />

computer. Since the camera has <strong>an</strong> IEEE-1394 FireWire interface the type <strong>of</strong> connection<br />

is prescribed. However, the IR bullet camera c<strong>an</strong> have three different types; USB,<br />

FireWire <strong>an</strong>d frame grabber.<br />

USB <strong>an</strong>d FireWire are favoured over a connection through a frame grabber. The first<br />

two are known to function with <strong>ARToolKit</strong> <strong>an</strong>d are a “plug-<strong>an</strong>d-play” solution, which<br />

makes it possible to connect them to <strong>an</strong>y computer that has <strong>an</strong> USB or a FireWire port.<br />

This increases the possibilities to use the <strong>system</strong> on remote locations. When the third<br />

connection type is used these are narrowed because <strong>of</strong> the need for a frame grabber. For<br />

the purpose <strong>of</strong> this evaluation only USB2.0 <strong>an</strong>d FireWire are taken into account, <strong>an</strong>d<br />

they are considered equal. The option <strong>of</strong> a USB1.1 connection is discarded. Because <strong>of</strong><br />

the equality, one c<strong>an</strong> decide which to use by a price comparison. Then it shows that<br />

USB2.0 provides a cheaper connection, compared to FireWire.<br />

To summarize, there are three proposals for the hardware components for invisible<br />

marker tracking. These are depicted below, together with the total cost <strong>of</strong> these<br />

proposals. The numbering <strong>of</strong> the proposals indicates the favourability <strong>of</strong> the proposal.<br />

Proposal 1 Price Proposal 2 Price<br />

Proposal 3 Price<br />

Ink Pen $18,43 Ink Pen $18,43 Ink Pen $18,43<br />

IR Bullet $99 FireFly2 board $299 FireFly2 board $299<br />

camera<br />

camera<br />

camera<br />

Power Supply $15 CS-mount<br />

adapter<br />

$30 Square IR filter $35,50<br />

USB 2.0 Video $59 Custom made Depends on filter<br />

Grabber<br />

IR filter characteristics<br />

Total price $191,43 Total price $347,43 + price <strong>of</strong><br />

custom made filter<br />

5.4 HMD<br />

Total price $352,93<br />

For the choice <strong>of</strong> <strong>an</strong> HMD there are a number <strong>of</strong> options available, which are split up in<br />

2 categories; video-see through <strong>an</strong>d optical see-through. The video see-through vari<strong>an</strong>t<br />

is preferred over the optical see-through solution.<br />

The first video see-through solution describes the fully integrated HMD. At first this<br />

seems to be the best solution because it delivers just exactly what we are looking for.<br />

There is no necessity to make adaptations to the HMD; it c<strong>an</strong> be used as it is delivered.<br />

The price may lower the attraction <strong>of</strong> this solution a bit, but will not cause major<br />

problems.<br />

The stereoscopic add-on for <strong>an</strong> HMD on its own does not only have <strong>an</strong> even higher<br />

price th<strong>an</strong> the fully integrated HMD, but also may suffer from possible compatibility<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

issues. Also there are not m<strong>an</strong>y HMDs that could be chosen from. This almost leads to a<br />

situation in which there exists no other option th<strong>an</strong> to use it in combination with the<br />

advised HMD. The accumulated price <strong>of</strong> the add-on <strong>an</strong>d this HMD are the limiting<br />

factor.<br />

The third described video-see through solution has the most promising perspective out<br />

<strong>of</strong> the three. The bare HMD on its own carries the lowest price, which is a desirable<br />

fact. Adaptation <strong>of</strong> the HMD, <strong>of</strong> course also has its price. But besides this, the fact that<br />

the HMD is custom made gives the most possibilities to have it adapted to our wishes.<br />

The type <strong>of</strong> cameras to give it stereoscopic view c<strong>an</strong> be chosen by us. Also the camera<br />

for detecting the ink is to be chosen by us. The comp<strong>an</strong>y <strong>of</strong>fers several custom made<br />

solutions, which have a different degree <strong>of</strong> completeness.<br />

The solution consisting <strong>of</strong> the HMD with the added camera for detecting the ink is<br />

favoured over the solution that just adds two cameras to the HMD. One c<strong>an</strong> go one step<br />

further <strong>an</strong>d acquire the complete all-in-one solution <strong>of</strong>fered, but it is expected that this<br />

also c<strong>an</strong> be achieved by us ourselves with little effort.<br />

To summarize, there are three proposals for the video see-through HMD. These are<br />

depicted below, together with the total cost <strong>of</strong> these proposals. The numbering <strong>of</strong> the<br />

proposals indicates the favourability <strong>of</strong> the proposal.<br />

Proposal 1 Price Proposal 2 Price<br />

Custom made video<br />

see-through HMD<br />

Total price<br />

- Fully<br />

integrated<br />

HMD<br />

Depends on chosen<br />

configuration<br />

Proposal 3 Price<br />

€7300 Advised HMD<br />

(nVisor SX HMD)<br />

$23,900<br />

HMD add-on $8,900<br />

Total price €7300 Total price $32,800<br />

The first proposal c<strong>an</strong> consist <strong>of</strong> several configurations. Also there exists <strong>an</strong> order <strong>of</strong><br />

favourability between those possible configurations. These are depicted below. The<br />

numbering <strong>of</strong> the proposals indicates the favourability <strong>of</strong> the proposal<br />

Proposal 1 Price Proposal 2 Price<br />

stereoscopic<br />

HiRes-800PC<br />

camera for<br />

detecting invisible<br />

medium<br />

€3275 stereoscopic<br />

HiRes-800PC + +<br />

depends on camera for<br />

choice for detecting invisible<br />

proposal medium<br />

Computer with 2<br />

video cards<br />

Proposal 3 Price<br />

€3275 stereoscopic<br />

HiRes-800PC<br />

depends on<br />

choice for<br />

proposal<br />

determined by<br />

comp<strong>an</strong>y<br />

€3275<br />

Total price > €3275 Total price > €3275 Total price €3275<br />

For the optical see-through HMD there are just two possibilities. Out <strong>of</strong> these two the<br />

first described one, the LitEye-500, is preferred over the second. The high price <strong>of</strong> the<br />

nVision DataVisor HiRes is debet to this. When <strong>using</strong> the LitEye-500 one has to take<br />

into account that two <strong>of</strong> them are needed for creating stereoscopic vision, <strong>an</strong>d that it<br />

may be cumbersome to put them in the right configuration. The two proposals are<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

depicted below, together with the total cost <strong>of</strong> these proposals. The numbering <strong>of</strong> the<br />

proposals indicates the favourability <strong>of</strong> the proposal.<br />

Proposal 1 Price Proposal 2 Price<br />

LitEye-500 €2950 nVision DataVisor HiRes €20445<br />

Total price<br />

€2950 Total price €20445<br />

5.5 Final choice on <strong>system</strong> components <strong>an</strong>d perspective<br />

Now that has been presented several proposals for the components with their respective<br />

desirability, here the final choice for <strong>system</strong> components is stated. Hereby the rationale<br />

behind the choice is not laid out; just the results are given.<br />

For the invisible marker tracking components the choice has been made for the first<br />

proposal. This consists <strong>of</strong> the following:<br />

• IR Ink Pen<br />

• IR bullet camera with 715nm IR filter<br />

• 12 VDC Power supply<br />

• USB 2.0 Video Grabber<br />

The choice for the stereoscopic video see-through HMD is taken from the second<br />

proposal:<br />

• ARVision3D, Goggles model<br />

The choice for the optical see-through HMD is taken from the first proposal:<br />

• Liteye-500, SVGA model<br />

With these chosen <strong>system</strong> components the next step is to merge them into a complete<br />

<strong>system</strong> that is capable <strong>of</strong> supporting AR applications based upon <strong>ARToolKit</strong> with user<br />

invisible markers. Two directions will be taken to cover the complete possibilities, to<br />

have a greater ch<strong>an</strong>ce on success <strong>an</strong>d, if successfully implemented, to have a choice on<br />

which approach to use <strong>an</strong>d further develop in the future. The two vari<strong>an</strong>ts that will be<br />

tried are the follwing:<br />

• Implementing <strong>an</strong> AR <strong>system</strong> based upon the selected hardware components for<br />

invisible marker tracking, <strong>an</strong>d the selected stereoscopic video see-through HMD.<br />

• Implementing <strong>an</strong> AR <strong>system</strong> based upon the selected hardware components for<br />

invisible marker tracking, <strong>an</strong>d the selected monoscopic optical see-through<br />

HMD. Hereby needs to be noted that this solution will only cover one eye.<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

6. References<br />

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Recent Adv<strong>an</strong>ces in <strong>Augmented</strong> <strong>Reality</strong>, IEEE Computer Graphics <strong>an</strong>d<br />

Applications, vol. 21, n. 6, Nov/Dec, pp. 34-47, 2001<br />

[Azu94] Azuma, R., Bishop, G., Improving static <strong>an</strong>d dynamic registration in <strong>an</strong> optical<br />

see-through HMD, Proceedings <strong>of</strong> SIGGRAPH 94, pp. 197-204, 1994<br />

[Azu97] Azuma, R., A Survey <strong>of</strong> <strong>Augmented</strong> <strong>Reality</strong>, Presence: Teleoperators <strong>an</strong>d<br />

Virtual Environments, vol. 6, n. 4, August, pp. 355 – 385, 1997<br />

[Bell02] Bell, B., Feiner, S., Höllerer, T., Information at a Gl<strong>an</strong>ce, IEEE Computer<br />

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Annual Conference <strong>of</strong> the Europe<strong>an</strong> Association for Computer<br />

Graphics, Interacting with Virtual Worlds, Tutorial 8, pp. 1-86, 2004<br />

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[Bow04] Bowm<strong>an</strong>, D.A., 3D User Interfaces: Theory <strong>an</strong>d Practice, 2004<br />

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into Projected Images for Simult<strong>an</strong>eous Acquisition <strong>an</strong>d Display, IEEE <strong>an</strong>d<br />

ACM International Symposium on Mixed <strong>an</strong>d <strong>Augmented</strong> <strong>Reality</strong><br />

(ISMAR’04), pp. 100-109, 2004<br />

[Emm02] Emmelk<strong>an</strong>p, M.P.G., Krijn, M., Hulsbosch, H., de Vries, S., Schuemie, M.J.,<br />

v<strong>an</strong> der Mast, C.A.P.G., Virtual <strong>Reality</strong> Treatment versus exposure in vivo: A<br />

Comparative Evaluation in Acrophobia, Behaviour Research <strong>an</strong>d Therapy, vol.<br />

40, n. 5, pp. 25-32, 2002<br />

[H<strong>of</strong>00] H<strong>of</strong>f, B., Azuma, R., Autocalibration <strong>of</strong> <strong>an</strong> Electronic Compass in <strong>an</strong> Outdoor<br />

<strong>Augmented</strong> <strong>Reality</strong> System, Proceedings <strong>of</strong> International Symposium on<br />

<strong>Augmented</strong> <strong>Reality</strong> 2000, pp. 159-164, 2000<br />

[Hua04] Hua, H., Brown, L.D., Gao, C., Scape: Supporting Stereoscopic Collaboration<br />

in <strong>Augmented</strong> <strong>an</strong>d Projective Environments, IEEE Computer Graphics <strong>an</strong>d<br />

Applications, vol. 24, n. 1, J<strong>an</strong>./Feb., pp. 66-75, 2004<br />

[Isd00] Isdale, J., Nov/Dec 2000: TechReview <strong>Augmented</strong> <strong>Reality</strong>,<br />

http://vr.isdale.com/vrTechReviews/<strong>Augmented</strong><strong>Reality</strong>_Nov2000.html, 2000<br />

[Jua04] Ju<strong>an</strong>, M.C., Botella, C., Alcañiz, M., Baños, M., Carrion, C., Melero, M.,<br />

Loz<strong>an</strong>o, J.A., An <strong>Augmented</strong> <strong>Reality</strong> System for treating psychological<br />

disorders: Application to phobia to cockroaches, Proceedings <strong>of</strong> the Third IEEE<br />

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<strong>an</strong>d ACM International Symposium on Mixed <strong>an</strong>d <strong>Augmented</strong> <strong>Reality</strong>, pp. 256-<br />

257, 2004<br />

[Jul00] Julier, S., Baillot, Y., Brown, D., Rosenblum, L., BARS: Battlefield <strong>Augmented</strong><br />

<strong>Reality</strong> System, NATO Symposium on Information Processing Techniques for<br />

Military Systems, 2000<br />

[Kat99] Kato, H., Billinghurst, M., Marker tracking <strong>an</strong>d HMD calibration for a<br />

video-based augmented reality, Conferencing <strong>system</strong>, 2nd IEEE <strong>an</strong>d ACM<br />

International Workshop on <strong>Augmented</strong> <strong>Reality</strong> (IWAR’99), pp. 85-94, 1999<br />

[Kat00] Kato, H., Billinghurst, M., Poupyrev, I., <strong>ARToolKit</strong> 2.33 Documentation,<br />

http://www.hitl.washington.edu/artoolkit/tutorials.htm, 2000<br />

[Kau04] Kaufm<strong>an</strong>n, H., Geometry Education with <strong>Augmented</strong> <strong>Reality</strong>, Dissertation,<br />

2004<br />

[Kij97] Kijima, R., Ojika, T., Tr<strong>an</strong>sition between Virtual Environment <strong>an</strong>d Workstation<br />

Environment with Projective Head-Mounted-Display, Proceedings <strong>of</strong> IEEE<br />

Virtual <strong>Reality</strong> Annual International Symposium 1997, pp.130-137, 1997<br />

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Stadium, Proc. <strong>of</strong> The 2nd IEEE <strong>an</strong>d ACM International Symposium on Mixed<br />

<strong>an</strong>d <strong>Augmented</strong> <strong>Reality</strong> (ISMAR2003), pp.178-187, 2003<br />

[Kuk98] Kukulakos, K.N., Vallino, J., Calibration-Free <strong>Augmented</strong> <strong>Reality</strong>, IEEE<br />

Tr<strong>an</strong>sactions on Visualization <strong>an</strong>d Computer Graphics, vol. 4, n. 1, J<strong>an</strong>uary-<br />

March, pp. 1-20, 1998<br />

[Loo04] Looser, J., Billinghurst, M., Cockburn, A., Through the Looking Glass: The<br />

use <strong>of</strong> Lenses as <strong>an</strong> interface tool for <strong>Augmented</strong> <strong>Reality</strong> interfaces,<br />

Proceedings <strong>of</strong> the 2nd international conference on Computer graphics <strong>an</strong>d<br />

interactive techniques in Australasia <strong>an</strong>d Southeast Asia, pp. 204-211, 2004<br />

[Mak97] Makino, H., Morishita, F., Abe, Y., Yamamiya, S., Hasegawa, M, Ishii, I.,<br />

Nakashizuka, M., 3-D Object Recognition <strong>an</strong>d Description: A Method for the<br />

Visually Impaired Using <strong>an</strong> Invisible Bar Code, System <strong>an</strong>d Computers in<br />

Jap<strong>an</strong>, vol. 29, n. 8, November, pp. 1-8, 1997<br />

[Mil94] Milgram, P., Takemura, H., Utsumi, A., Kishino, F., <strong>Augmented</strong> <strong>Reality</strong>: A<br />

Class <strong>of</strong> Displays on the <strong>Reality</strong>-Virtuality Continuum, Proceedings <strong>of</strong><br />

Telem<strong>an</strong>ipulator <strong>an</strong>d Telepresence Technologies, pp. 282-292, 1994<br />

[Par04] Park, H., Il-Park, J., Invisible Marker Tracking for AR, Proceedings <strong>of</strong><br />

ISMAR, pp. 272-273, 2004<br />

[Pen04] Penn, A., Mottram, C., Fatah gen. Schieck, A., Wittkämper, A., Störring, M.,<br />

Romell, O., Strothm<strong>an</strong>n, A., Aish, F., <strong>Augmented</strong> <strong>Reality</strong> meeting table: a novel<br />

multi-user interface for architectural design, pp. 213-231, 2004<br />

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[Pin02] Pinz, A., Br<strong>an</strong>dner, M., G<strong>an</strong>ster, H., Kusej, A., L<strong>an</strong>g, P., Ribo, M., Hybrid<br />

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n. 1, pp. 17-24, 2000<br />

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Rendering, pp. 7-12, 2000<br />

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[Sch00] Schuemie, M.J., Bruynzeel, M., Drost, L., Brinckm<strong>an</strong>, M., de Ha<strong>an</strong>, G.,<br />

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

7. Abbreviations<br />

AR - <strong>Augmented</strong> <strong>Reality</strong><br />

AV - <strong>Augmented</strong> Virtuality<br />

CCD - Charged Coupled Device<br />

DOF - Degree Of Freedom<br />

GPS - Global Position System<br />

HMD - Head Mounted Display<br />

PDA - Personal Digital Assist<strong>an</strong>t<br />

SUD - Subjective Units <strong>of</strong> Distress<br />

FOV - Field Of View<br />

VR - Virtual <strong>Reality</strong><br />

VRC - Virtual-<strong>Reality</strong> Continuum<br />

65

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