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NODEM 2014 Proceedings

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Novel Interface Design for Augmented and Virtual Reality Binoculars for Outdoor Exhibitions<br />

• Cost<br />

• Easy of repair and servicing<br />

• Human factors such as the height of users<br />

• Amount of individual visualizations<br />

• Number of layers of information<br />

Ideation<br />

An early ideation workshop was arranged in order to harmonize the perception of the project among the<br />

stakeholders, to gain a better understanding of perspectives and wishes of each party, and to understand<br />

the potential of the new rest stop. Museum personnel, representatives from the local municipality, as well as<br />

researchers and developers from the Interactive Institute attended the workshop. A stakeholder analysis and<br />

an ideation session were carried out.<br />

An important outcome from the workshop was the design goal that the installation at Skräddö should inform<br />

about the area, but not at the expense of the museum experience. Rather, the installation should be designed<br />

in such a way as so generate an interest in revisiting the area.<br />

Initial Design<br />

After the initial design constraints were mapped and ideation workshops were carried out, the idea of an augmented<br />

reality tourist binocular station was selected for hardware prototyping and development. The binocular,<br />

when pointed in different directions, will visualize the cultural heritage using augmented and virtual reality.<br />

The design was deemed useful for presenting information, had a design that would already be familiar to many<br />

visitors while having a low barrier of entry, and appeared technically feasible.<br />

In order to quickly get a prototype up and running an Oculus Rift virtual reality headset (http://www.oculus.<br />

com/) was used. This headset displays a stereoscopic image from a computer with a wide field of view. However<br />

the headset itself does not contain any software and needs to be connected to a computer. The initial software<br />

platform was built on Unity 3D. This is a commonly used development environment for the Oculus Rift, as<br />

well as for 3D games and visualizations in general. In Unity, a digital “scene” is created with the digital material<br />

that is to be presented, and a virtual stereo camera within the digital scene captures an image, which is then<br />

seen in the Oculus Rift headset. This virtual camera follows the orientation of the Oculus precisely, giving the<br />

illusion that the user is inside the virtual scene and can look around freely, in essence creating a virtual reality<br />

experience. By mounting two webcams to the Oculus at roughly the position of the viewer’s eyes and providing<br />

live video as a backdrop to the digital scene, the real world can be viewed through the Oculus. The design<br />

is in principle similar to the previous PRISMA and AR-View systems (Fritz, 2005, Huang et al. 2009), especially<br />

the stereo vision camera aspect of the latter.<br />

Objects in the digital scene are seen as overlaid on the view of reality, creating an augmented reality experience<br />

complete with a sense of depth in both the view of reality and the digital material. Unity supports a wide<br />

range of different media, including images, video, animated 3D models, particle effects and sounds. These can<br />

be presented as small objects in front of a live view, or be large enough to be layered over the whole view.<br />

To better present material a design goal was to be able to digitally zoom in on distant material as well as start<br />

and stop animations and video. AR-View presents a non-interactive scene but PRISMA uses a touchscreen<br />

interaction for multimedia content. It was decided to develop and evaluate a simpler method of interaction.<br />

Anything in the center of the view would be triggered (i.e. zoomed in on or having its animation activated)<br />

after a short delay. Once the binocular was pointed away from the point of interest again, the layered content<br />

would be deactivated.<br />

<strong>NODEM</strong> <strong>2014</strong> Conference & Expo<br />

268

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