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Augmented Reality: A class of displays on the reality-virtuality ...

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4 . THE GENERAL CASE: MIXED REALITY ENVIRONMENTSThus far we have defined <strong>the</strong> c<strong>on</strong>cept <str<strong>on</strong>g>of</str<strong>on</strong>g> AR within <strong>the</strong> c<strong>on</strong>text <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong> <strong>reality</strong>-<strong>virtuality</strong> c<strong>on</strong>tinuum, andillustrated two particular sub<str<strong>on</strong>g>class</str<strong>on</strong>g>es <str<strong>on</strong>g>of</str<strong>on</strong>g> AR <str<strong>on</strong>g>displays</str<strong>on</strong>g>. In this secti<strong>on</strong> we discuss how <str<strong>on</strong>g>Augmented</str<strong>on</strong>g> <str<strong>on</strong>g>Reality</str<strong>on</strong>g>relates to o<strong>the</strong>r <str<strong>on</strong>g>class</str<strong>on</strong>g>es <str<strong>on</strong>g>of</str<strong>on</strong>g> Mixed <str<strong>on</strong>g>Reality</str<strong>on</strong>g> <str<strong>on</strong>g>displays</str<strong>on</strong>g>.Through <strong>the</strong> brief discussi<strong>on</strong> in Secti<strong>on</strong> 3, it should be evident that <strong>the</strong> key factors distinguishing seethroughand m<strong>on</strong>itor based AR systems go bey<strong>on</strong>d simply whe<strong>the</strong>r <strong>the</strong> display is head mounted or m<strong>on</strong>itorbased, which governs <strong>the</strong> metaphor <str<strong>on</strong>g>of</str<strong>on</strong>g> whe<strong>the</strong>r <strong>on</strong>e is expected to feel egocentrically immersed within <strong>on</strong>e'sworld or whe<strong>the</strong>r is <strong>on</strong>e is to feel that <strong>on</strong>e is exocentrically looking in <strong>on</strong> that world from <strong>the</strong> outside. Thereis also <strong>the</strong> issue <str<strong>on</strong>g>of</str<strong>on</strong>g> how much <strong>on</strong>e knows about <strong>the</strong> world being viewed, which is essential for <strong>the</strong>c<strong>on</strong>formal mapping needed for useful see-through <str<strong>on</strong>g>displays</str<strong>on</strong>g>, but much less critical for WoW <str<strong>on</strong>g>displays</str<strong>on</strong>g>. Inadditi<strong>on</strong>, <strong>the</strong>re are o<strong>the</strong>r, largely perceptual, issues which are a functi<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong> degree to which <strong>the</strong> fidelity<str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong> 'substratal world' must be maintained. With optical see-through (ST) systems, <strong>on</strong>e has very littlelatitude, bey<strong>on</strong>d optical distorti<strong>on</strong>, to change <strong>the</strong> <strong>reality</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> what <strong>on</strong>e observes directly, whereas when videois used as <strong>the</strong> intermediate medium, <strong>the</strong> potential for altering that world is much larger.This leads us back to <strong>the</strong> c<strong>on</strong>cept <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong> RV c<strong>on</strong>tinuum, and to <strong>the</strong> issue <str<strong>on</strong>g>of</str<strong>on</strong>g> defining <strong>the</strong> substratum:• Is <strong>the</strong> envir<strong>on</strong>ment being observed principally real, with added computer generated enhancements? or• Is <strong>the</strong> surrounding envir<strong>on</strong>ment principally virtual, but augmented through <strong>the</strong> use <str<strong>on</strong>g>of</str<strong>on</strong>g> real (i.e.unmodelled) imaging data?(Of course, as computer graphic and imaging technologies c<strong>on</strong>tinue to advance, <strong>the</strong> day will certainly arrivein which it will not be immediately obvious whe<strong>the</strong>r <strong>the</strong> primary world is real or simulated, a situati<strong>on</strong>corresp<strong>on</strong>ding to <strong>the</strong> centre <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong> RV c<strong>on</strong>tinuum in Fig. 1).The case defined by <strong>the</strong> sec<strong>on</strong>d questi<strong>on</strong> serves as our working definiti<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> what we term "<str<strong>on</strong>g>Augmented</str<strong>on</strong>g>Virtuality" (AV), in reference to completely graphic display envir<strong>on</strong>ments, ei<strong>the</strong>r completely immersive,partially immersive, or o<strong>the</strong>rwise, to which some amount <str<strong>on</strong>g>of</str<strong>on</strong>g> (video or texture mapped) '<strong>reality</strong>' has beenadded. 2,13 When this <str<strong>on</strong>g>class</str<strong>on</strong>g> <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>displays</str<strong>on</strong>g> is extended to include situati<strong>on</strong>s in which real objects, such as auser's hand, can be introduced into <strong>the</strong> o<strong>the</strong>rwise principally graphic world, in order to point at, grab, orsomehow o<strong>the</strong>rwise manipulate something in <strong>the</strong> virtual scene 26,27 , <strong>the</strong> perceptual issues which arise,especially for stereoscopic <str<strong>on</strong>g>displays</str<strong>on</strong>g>, become quite challenging. 28,29In order fur<strong>the</strong>r to distinguish essential differences and similarities between <strong>the</strong> various display c<strong>on</strong>ceptswhich we <str<strong>on</strong>g>class</str<strong>on</strong>g>ify as Mixed <str<strong>on</strong>g>Reality</str<strong>on</strong>g>, it is helpful to make a formal list <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong>se:1. M<strong>on</strong>itor-based (n<strong>on</strong>-immersive) AR <str<strong>on</strong>g>displays</str<strong>on</strong>g>, up<strong>on</strong> which computer graphic (CG) images are overlaid.2. Same as 1, but using immersive HMD-based <str<strong>on</strong>g>displays</str<strong>on</strong>g>, ra<strong>the</strong>r than WoW m<strong>on</strong>itors. §3. HMD-based AR systems, incorporating optical see-through (ST).4. HMD-based AR systems, incorporating video ST.5. M<strong>on</strong>itor-based AV systems, with CG world substratum, employing superimposed video <strong>reality</strong>.6. Immersive or partially immersive (e.g. large screen display) AV systems, with CG substratum,employing superimposed video or texture mapped <strong>reality</strong>.7. Partially immersive AV systems, which allow additi<strong>on</strong>al real-object interacti<strong>on</strong>s, such as 'reaching in'and 'grabbing' with <strong>on</strong>e's own (real) hand.It is worth noting that additi<strong>on</strong>al <str<strong>on</strong>g>class</str<strong>on</strong>g>es could have been delineated; however, we are limiting ourselveshere to <strong>the</strong> primary factors characterising <strong>the</strong> most prominent <str<strong>on</strong>g>class</str<strong>on</strong>g>es <str<strong>on</strong>g>of</str<strong>on</strong>g> MR <str<strong>on</strong>g>displays</str<strong>on</strong>g>. One importantdistincti<strong>on</strong> which has been c<strong>on</strong>spicuously left out <str<strong>on</strong>g>of</str<strong>on</strong>g> <strong>the</strong> above list, for example, is whe<strong>the</strong>r or not <strong>the</strong>systems listed are stereoscopic.§ This <str<strong>on</strong>g>class</str<strong>on</strong>g> refers, for example, to HMD-based AR-enhanced head-slaved video systems for telepresence in remote roboticc<strong>on</strong>trol, 30 where exact c<strong>on</strong>formal mapping with <strong>the</strong> observer's surrounding physical envir<strong>on</strong>ment is, however, not strictlynecessary.285 / SPIE Vol. 2351, Telemanipulator and Telepresence Technologies (1994)

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