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01 april<br />

2012<br />

Augmented ReAlity, <strong>AR</strong>t And technology<br />

intRoducing<br />

Added woRlds<br />

Yolande Kolstee<br />

the<br />

technology<br />

Behind<br />

Augmented<br />

ReAlity<br />

Pieter Jonker<br />

Re-intRoducing<br />

mosquitos<br />

Maarten Lamers<br />

how did we do it<br />

Wim van Eck


2<br />

<strong>AR</strong>[t]<br />

Magazine about Augmented<br />

Reality, art and technology<br />

APRil 2012<br />

3


CoLoPHoN<br />

issn numBeR<br />

2213-2481<br />

contAct<br />

The Augmented Reality <strong>Lab</strong> (<strong>AR</strong> <strong>Lab</strong>)<br />

Royal Academy of Art, The Hague<br />

(Koninklijke Academie van Beeldende Kunsten)<br />

Prinsessegracht 4<br />

2514 AN The Hague<br />

The Netherlands<br />

+31 (0)70 3154795<br />

www.arlab.nl<br />

info@arlab.nl<br />

editoRiAl teAm<br />

Yolande Kolstee, Hanna Schraffenberger,<br />

Esmé Vahrmeijer (graphic design)<br />

and Jouke Verlinden.<br />

contRiButoRs<br />

Wim van Eck, Jeroen van Erp, Pieter Jonker,<br />

Maarten Lamers, Stephan Lukosch, Ferenc Molnár<br />

(photography) and Robert Prevel.<br />

coVeR<br />

‘George’, an augmented reality headset designed<br />

by Niels Mulder during his Post Graduate Course<br />

Industrial Design (KABK), 2008<br />

www.arlab.nl<br />

TABLE oF CoNTENTS<br />

32<br />

welcome<br />

to <strong>AR</strong>[t]<br />

intRoducing Added woRlds<br />

Yolande Kolstee<br />

inteRView with<br />

helen PAPAgiAnnis<br />

Hanna Schraffenberger<br />

the technology Behind <strong>AR</strong><br />

Pieter Jonker<br />

Re-intRoducing mosquitos<br />

Maarten Lamers<br />

lieVen VAn VelthoVen —<br />

the RAcing st<strong>AR</strong><br />

Hanna Schraffenberger<br />

how did we do it<br />

Wim van Eck<br />

Pixels wAnt to Be fReed!<br />

intRoducing Augmented<br />

ReAlity enABling h<strong>AR</strong>dw<strong>AR</strong>e<br />

technologies<br />

Jouke Verlinden<br />

07 60<br />

<strong>AR</strong>tist in Residence<br />

PoRtRAit: m<strong>AR</strong>inA de hAAs<br />

Hanna Schraffenberger<br />

A mAgicAl leVeRAge —<br />

in se<strong>AR</strong>ch of the<br />

killeR APPlicAtion.<br />

Jeroen van Erp<br />

the Positioning<br />

of ViRtuAl oBjects<br />

Robert Prevel<br />

mediAted ReAlity foR cRime<br />

scene inVestigAtion<br />

Stephan Lukosch<br />

die wAlküRe<br />

Wim van Eck, <strong>AR</strong> <strong>Lab</strong> Student Project<br />

4 5<br />

08<br />

12<br />

20<br />

66<br />

70<br />

28 72<br />

30<br />

36<br />

42<br />

36<br />

76


WELCoME...<br />

to the first issue of <strong>AR</strong>[t],<br />

the magazine about<br />

Augmented Reality, art<br />

and technology!<br />

Starting with this issue, <strong>AR</strong>[t] is an aspiring<br />

magazine series for the emerging <strong>AR</strong> community<br />

inside and outside the Netherlands. The<br />

magzine is run by a small and dedicated team<br />

of researchers, artists and lecturers of the <strong>AR</strong><br />

<strong>Lab</strong> (based at the Royal Academy of Arts, The<br />

Hague), Delft University of Technology (TU<br />

Delft), Leiden University and SME. In <strong>AR</strong>[t], we<br />

share our interest in Augmented Reality (<strong>AR</strong>),<br />

discuss its applications in the arts and provide<br />

insight into the underlying technology.<br />

At the <strong>AR</strong> <strong>Lab</strong>, we aim to understand, develop,<br />

refine and improve the amalgamation of the<br />

physical world with the virtual. We do this<br />

through a project-based approach and with the<br />

help of research funding from RAAK-Pro. In the<br />

magazine series, we invite writers from the industry,<br />

interview artists working with Augmented<br />

Reality and discuss the latest technological<br />

developments.<br />

It is our belief that <strong>AR</strong> and its associated<br />

technologies are important to the field of new<br />

media: media artists experiment with the intersection<br />

of the physical and the virtual and probe<br />

the limits of our sensory perception in order to<br />

create new experiences. Managers of cultural<br />

heritage are seeking after new possibilities for<br />

worldwide access to their collections. Designers,<br />

developers, architects and urban planners<br />

are looking for new ways to better communicate<br />

their designs to clients. Designers of games and<br />

theme parks want to create immersive experiences<br />

that integrate both the physical and the<br />

virtual world. Marketing specialists are working<br />

with new interactive forms of communication.<br />

For all of them, <strong>AR</strong> can serve as a powerful tool<br />

to realize their visions.<br />

Media artists and designers who want to acquire<br />

an interesting position within the domain of new<br />

media have to gain knowledge about and experience<br />

with <strong>AR</strong>. This magazine series is intended to<br />

provide both theoretical knowledge as well as a<br />

guide towards first practical experiences with <strong>AR</strong>.<br />

our special focus lies on the diversity of contributions.<br />

Consequently, everybody who wants<br />

to know more about <strong>AR</strong> should be able to find<br />

something of interest in this magzine, be they<br />

art and design students, students from technical<br />

backgrounds as well as engineers, developers,<br />

inventors, philosophers or readers who just<br />

happened to hear about <strong>AR</strong> and got curious.<br />

We hope you enjoy the first issue and invite you<br />

to check out the website www.arlab.nl to learn<br />

more about Augmented Reality in the arts and<br />

the work of the <strong>AR</strong> <strong>Lab</strong>.<br />

www.arlab.nl<br />

6 7


intRoducing Added woRlds:<br />

Augmented ReAlity is heRe!<br />

By yolande kolstee<br />

Augmented Reality is a relatively recent computer<br />

based technology that differs from the earlier<br />

known concept of Virtual Reality. Virtual Reality is<br />

a computer based reality where the actual, outer<br />

world is not directly part of, whereas Augmented<br />

Reality can be characterized by a combination of<br />

the real and the virtual.<br />

Augmented Reality is part of the broader concept of<br />

Mixed Reality: environments that consist of the real<br />

and the virtual. To make these differences and relations<br />

more clear, industrial engineer Paul Milgram<br />

and Fumio Kishino introduced the Mixed Reality<br />

Continuum diagram in 1994, in which the real world<br />

is placed on the one end and the virtual world is<br />

placed on the other end.<br />

Real<br />

environment<br />

Augmented<br />

Reality (<strong>AR</strong>)<br />

mixed ReAlity (mR)<br />

Virtuality continuum by Paul Milgram and Fumio Kishino (1994)<br />

8<br />

Augmented<br />

Virtuality (AV)<br />

Virtual<br />

environment<br />

A shoRt oVeRView of <strong>AR</strong><br />

We define Augmented Reality as integrating 3-D<br />

virtual objects or scenes into a 3-D environment<br />

in real time (cf. Azuma, 1997).<br />

WHERE 3D VIRTUAL oBJECTS<br />

oR SCENES CoME FRoM<br />

What is shown in the virtual world, is created<br />

first. There are three ways of creating virtual<br />

objects:<br />

1. By hand: using 3d computer graphics<br />

Designers create 3D drawings of objects, game<br />

developers create 3D drawings of (human) figures,<br />

(urban) architects create 3D drawings of buildings<br />

and cities. This 3D modeling by (product)<br />

designers, architects, and visual artists is done<br />

by using specific software. Numerous software<br />

programs are developed. While some software<br />

packages can be <strong>download</strong>ed for free, others<br />

are pretty expensive. Well known examples are<br />

Maya, Cinema 4D, Studio Max, Blender, Sketch up,<br />

Rhinoceros, Solidworks, Revit, Zbrush, AutoCad,<br />

Autodesk. By now at least 170 different software<br />

programs are available.<br />

2. By computer controlled imaging<br />

equipment/3d scanners.<br />

We can distinguish different types of threedimensional<br />

scanners – the ones used in the<br />

bio-medical world and the ones used for other<br />

purposes – although there is some overlapping.<br />

Inspecting a piece of medieval art or inspecting a<br />

living human being is different but somehow also<br />

alike. In recent years we see a vigorous expansion<br />

of the use of image-producing bio-medical<br />

equipment. We owe these developments to the<br />

of engineer sir Godfrey Hounsfield and physicist<br />

Allan Cormack, among others, who were<br />

jointly awarded the Nobel Prize in 1979 for their<br />

pioneering work on X-ray computed tomography<br />

(CT). Another couple of Nobel Prize winners are<br />

Paul C. Lauterbur and Peter Mansfield, who won<br />

the prize in 2003 for their discoveries concerning<br />

magnetic resonance imaging (MRI). Although<br />

their original goals were different, in the field of<br />

Augmented Reality one might use the 3D virtual<br />

models that are produced by such systems. However,<br />

they have to be processed prior to use in<br />

<strong>AR</strong> because they might be too heavy. A 3D laser<br />

scanner is a device that analyses a real-world object<br />

or environment to collect data on its shape<br />

and its appearance (i.e. colour). The collected<br />

data can then be used to construct digital, three<br />

dimensional models. These scanners are sometimes<br />

called 3D digitizers. The difference is that<br />

the above medical scanners are looking inside to<br />

create a 3D model while the laser scanners are<br />

creating a virtual image from the reflection of<br />

the outside of an object.<br />

3. Photo and/or film images<br />

It is possible to use a (moving) 2D image like a<br />

picture as a skin on a virtual 3D model. In this<br />

way the 2D model gives a three-dimensional<br />

impression.<br />

INTEGRATING 3-D VIRTUAL oB-<br />

JECTS IN THE REAL WoRLD IN<br />

REAL TIME<br />

There are different ways of integrating the virtual<br />

objects or scenes into the real world. For all<br />

three we need a display possibility. This might<br />

be a screen or monitor, small screens in <strong>AR</strong><br />

glasses, or an object on which the 3D images are<br />

projected. We distinguish three types of (visual)<br />

Augmented Reality:<br />

display type i : screen based<br />

<strong>AR</strong> on a monitor, for example on a flatscreen or<br />

on a smart phone (using e.g. LAY<strong>AR</strong>). With this<br />

technology we see the real world and added at<br />

the same time on a computer screen, monitor,<br />

smartphone or tablet computer, the virtual<br />

object. In that way, we can, for example,<br />

9


Artist: k<strong>AR</strong>olinA soBeckA | http://www.gravitytrap.com<br />

add information to a book, by looking at the<br />

book and the screen at the same time.<br />

display type ii:<br />

<strong>AR</strong> glasses (off-screen)<br />

A far more sophisticated but not yet consumer<br />

friendly method uses <strong>AR</strong> glasses or a head<br />

mounted display (HMD), also called a head-up<br />

display. With this device the extra information is<br />

mixed with one’s own perception of the world.<br />

The virtual images appear in the air, in the real<br />

world, around you, and are not projected on a<br />

screen. In type II there are two types of mixing<br />

the real world with the virtual world:<br />

Video see-through: a camera captures the real<br />

world. The virtual images are mixed with the<br />

captures (video images) of the real world and<br />

this mix creates an Augmented Reality.<br />

optical see-through: the real world is perceived<br />

directly with one’s own eyes in real time. Via<br />

small translucent mirrors in goggles, virtual<br />

images are displayed on top of the perceived<br />

Reality.<br />

display type iii:<br />

Projection based Augmented Reality<br />

With projection based <strong>AR</strong> we project virtual 3D<br />

scenes or objects on a surface of a building of an<br />

object (or a person). To do this, we need to know<br />

exactly the dimensions of the object we project<br />

<strong>AR</strong> info onto. The projection is seen on the object<br />

or building with remarkable precision. This can<br />

generate very sophisticated or wild projections<br />

on buildings. The Augmented Matter in Context<br />

group, led by Jouke Verlinden at the Faculty of<br />

Industrial Design Engineering, TU-Delft, uses<br />

pro jection-based <strong>AR</strong> for manipulating the appear-<br />

ance of products.<br />

CoNNECTING <strong>AR</strong>T AND<br />

TECHNoLoGY<br />

The 2011 IEEE International Symposium on Mixed<br />

and Augmented Reality (ISM<strong>AR</strong>) was held in<br />

Basel, Switzerland. In the track Arts, Media, and<br />

Humanities, 40 articles were offered discussing<br />

the connection of ‘hard’ physics and ‘soft’ art.<br />

There are several ways in which art and Augmented<br />

Reality technology can be connected:<br />

we can, for example, make art with Augmented<br />

Reality technology, create Augmented Reality<br />

artworks or use Augmented Reality technology<br />

to show and explain existing art (such as a<br />

monument like the Greek Pantheon or paintings<br />

from the grottos of Lascaux). Most of the contributions<br />

of the conference concerned Augmented<br />

Reality as a tool to present, explain or augment<br />

existing art. However, some visual artists use <strong>AR</strong><br />

as a medium to create art.<br />

The role of the artist in working with the emerg-<br />

ing technology of Augmented Reality has been<br />

discussed by Helen Papagiannis in her ISM<strong>AR</strong><br />

paper The Role of the Artist in Evolving <strong>AR</strong> as a<br />

New Medium (2011). In her paper, Helen Papagi-<br />

annis reviews how the use of technology as a cre-<br />

ative medium has been discussed in recent years.<br />

She points out, that in 1988 John Pearson wrote<br />

about how the computer offers artists “new<br />

means for expressing their ideas” (p.73., cited in<br />

Papagiannis, 2011, p.61). According to Pearson,<br />

“Technology has always been, the handmaiden of<br />

the visual arts, as is obvious, a technical means is<br />

always necessary for the visual communication of<br />

ideas, of expression or the development of works<br />

of art—tools and materials are required.” (p. 73)<br />

However, he points out that new technologies<br />

“were not developed by the artistic community<br />

for artistic purposes, but by science and industry<br />

to serve the pragmatic or utilitarian needs of<br />

society.” (p.73., cited in Papagiannis, 2011, p.61)<br />

As Helen Papagiannis concludes, it is then up to<br />

the artist “to act as a pioneer, pushing forward<br />

a new aesthetic that exploits the unique materi-<br />

als of the novel technology” (2011, p.61). Like<br />

Helen, we believe this holds also for the emerging<br />

field of <strong>AR</strong> technologies and we hope, artists will<br />

set out to create exciting new Augmented Reality<br />

art and thereby contribute to the interplay<br />

between art and technology. An interview with<br />

Helen Papagiannis can be found on page 12 of this<br />

magazine. A portrait of the artist Marina de Haas,<br />

who did a residency at the <strong>AR</strong> <strong>Lab</strong>, can be found<br />

on page 60.<br />

RefeRences<br />

■ Milgram P. and Kishino, F., “A Taxonomy of<br />

Mixed Reality Visual Displays,” IEICE Trans.<br />

Information Systems, vol. E77-D, no. 12, 1994,<br />

pp. 1321-1329.<br />

■ Azuma, Ronald T., “A Survey of Augmented<br />

Reality”. In Presence: Teleoperators and<br />

Virtual Environments 6, 4 (August 1997),<br />

pp. 355-385.<br />

■ Papagiannis, H., “The Role of the Artist<br />

in Evolving <strong>AR</strong> as a New Medium”, 2011<br />

IEEE International Symposium on Mixed and<br />

Augmented Reality(ISM<strong>AR</strong>) – Arts, Media, and<br />

Humanities (ISM<strong>AR</strong>-AMH), Basel, Switserland,<br />

pp. 61-65.<br />

■ Pearson, J., “The computer: Liberator or<br />

Jailer of The creative Spirit.” Leonardo,<br />

Supplemental Issue, Electronic Art, 1 (1988),<br />

pp. 73-80.<br />

10 11


BIoGRAPHY -<br />

HELEN PAPAGIANNIS<br />

helen Papagiannis is a designer, artist,<br />

and Phd researcher specializing in Augmented<br />

Reality (<strong>AR</strong>) in toronto, canada.<br />

helen has been working with <strong>AR</strong> since<br />

2005, exploring the creative possibilities<br />

for <strong>AR</strong> with a focus on content development<br />

and storytelling. she is a senior<br />

Research Associate at the Augmented<br />

Reality lab at york university, in the<br />

department of film, faculty of fine Arts.<br />

helen has presented her interactive<br />

artwork and research at global juried<br />

12<br />

conferences and events including tedx<br />

(technology, entertainment, design),<br />

ism<strong>AR</strong> (international society for mixed<br />

and Augmented Reality) and iseA (international<br />

symposium for electronic Art).<br />

Prior to her Augmented life, helen was a<br />

member of the internationally renowned<br />

Bruce mau design studio where she was<br />

project lead on “massive change:<br />

the future of global design." Read more<br />

about helen’s work on her blog and follow<br />

her on twitter: @<strong>AR</strong>stories.<br />

www.augmentedstories.com<br />

INTERVIEW WITH<br />

HELEN PAPAGIANNIS<br />

BY HANNA SCHRAFFENBERGER<br />

What is Augmented Reality?<br />

Augmented Reality (<strong>AR</strong>) is a real-time layering of<br />

virtual digital elements including text, images,<br />

video and 3D animations on top of our existing<br />

reality, made visible through <strong>AR</strong> enabled devices<br />

such as smart phones or tablets equipped with<br />

a camera. I often compare <strong>AR</strong> to cinema when<br />

it was first new, for we are at a similar moment<br />

in <strong>AR</strong>’s evolution where there are currently no<br />

conventions or set aesthetics; this is a time ripe<br />

with possibilities for <strong>AR</strong>’s creative advancement.<br />

Like cinema when it first emerged, <strong>AR</strong> has commenced<br />

with a focus on the technology with<br />

little consideration to content. <strong>AR</strong> content needs<br />

to catch up with <strong>AR</strong> technology. As a community<br />

of designers, artists, researchers and commercial<br />

industry, we need to advance content in <strong>AR</strong><br />

and not stop with the technology, but look at<br />

what unique stories and utility <strong>AR</strong> can present.<br />

So far, <strong>AR</strong> technologies are still<br />

new to many people and often<br />

<strong>AR</strong> works cause a magical experience.<br />

Do you think <strong>AR</strong> will lose<br />

its magic once people get used to<br />

the technology and have developed<br />

an understanding of how <strong>AR</strong><br />

works? How have you worked with<br />

this ‘magical element’ in your<br />

work ‘The Amazing Cinemagician’?<br />

I wholeheartedly agree that <strong>AR</strong> can create a<br />

magical experience. In my TEDx 2010 talk, “How<br />

Does Wonderment Guide the Creative Process”<br />

(http://youtu.be/ScLgtkVTHDc), I discuss how<br />

<strong>AR</strong> enables a sense of wonder, allowing us to see<br />

our environments anew. I often feel like a magician<br />

when presenting demos of my <strong>AR</strong> work live;<br />

astonishment fills the eyes of the beholder questioning,<br />

“How did you do that?” So what happens<br />

when the magic trick is revealed, as you ask,<br />

when the illusion loses its novelty and becomes<br />

habitual? In Virtual Art: Illusion to Immersion<br />

(2004), new media art-historian oliver Grau<br />

discusses how audiences are first overwhelmed<br />

by new and unaccustomed visual experiences,<br />

but later, once “habituation chips away at the<br />

illusion”, the new medium no longer possesses<br />

“the power to captivate” (p. 152). Grau writes<br />

that at this stage the medium becomes “stale<br />

and the audience is hardened to its attempts<br />

at illusion”; however, he notes, that it is at this<br />

stage that “the observers are receptive to content<br />

and media competence” (p. 152).<br />

When the initial wonder and novelty of the<br />

technology wear off, will it be then that <strong>AR</strong> is<br />

explored as a possible media format for various<br />

content and receive a wider public reception as<br />

a mass medium? or is there an element of wonder<br />

that need exist in the technology for it to<br />

be effective and flourish?<br />

13


Picture: PiPPin lee<br />

“Pick a card. Place it here.<br />

Prepare to be amazed and<br />

entertained.”<br />

14<br />

I believe <strong>AR</strong> is currently entering the stage of<br />

content development and storytelling, however,<br />

I don’t feel <strong>AR</strong> has lost its “power to captivate”<br />

or “become stale”, and that as artists, designers,<br />

researchers and storytellers, we continue to<br />

maintain wonderment in <strong>AR</strong> and allow it to guide<br />

and inspire story and content. Let’s not forget<br />

the enchantment and magic of the medium. I<br />

often reference the work of French filmmaker<br />

and magician George Méliès (1861-1938) as a<br />

great inspiration and recently named him the<br />

Patron Saint of <strong>AR</strong> in an article for The Creators<br />

Project (http://www.thecreatorsproject.com/<br />

blog/celebrating-georges-méliès-patron-saintof-augmented-reality)<br />

on what would have been<br />

Méliès’ 150th birthday. Méliès was first a stage<br />

magician before being introduced to cinema at<br />

a preview of the Lumiere brothers’ invention,<br />

where he is said to have exclaimed, “That’s<br />

for me, what a great trick”. Méliès became<br />

famous for the “trick-film”, which employed a<br />

stop- motion and substitution technique. Méliès<br />

applied the newfound medium of cinema to<br />

extend magic into novel, seemingly impossible<br />

visualities on the screen.<br />

I consider <strong>AR</strong>, too, to be very much about creat-<br />

ing impossible visualities. We can think of <strong>AR</strong> as<br />

a real-time stop-substitution, which layers content<br />

dynamically atop the physical environment<br />

and creates virtual actualities with shapeshifting<br />

objects, magically appearing and disappearing—<br />

as Méliès first did in cinema.<br />

In tribute to Méliès, my Mixed Reality exhibit,<br />

The Amazing Cinemagician integrates Radio<br />

Frequency Identification (RFID) technology with<br />

the FogScreen, a translucent projection screen<br />

consisting of a thin curtain of dry fog. The<br />

Amazing Cinemagician speaks to technology as<br />

magic, linking the emerging technology of the<br />

FogScreen with the pre-cinematic magic lantern<br />

and phantasmagoria spectacles of the Victorian<br />

era. The installation is based on a card-trick,<br />

using physical playing cards as an interface<br />

to interact with the FogScreen. RFID tags are<br />

hidden within each physical playing card. Part<br />

of the magic and illusion of this project was to<br />

disguise the RFID tag as a normal object, out<br />

of the viewer’s sight. Each of these tags corresponds<br />

to a short film clip by Méliès, which is<br />

projected onto the FogScreen once a selected<br />

card is placed atop the RFID tag reader. The<br />

RFID card reader is hidden within an antique<br />

wooden podium (adding to the aura of the magic<br />

performance and historical time period).<br />

The following instructions were provided to the<br />

participant: “Pick a card. Place it here. Prepare<br />

to be amazed and entertained.” once the<br />

participant placed a selected card atop the designated<br />

area on the podium (atop the concealed<br />

RFID reader), an image of the corresponding<br />

card was revealed on the FogScreen, which was<br />

then followed by one of Méliès’ films. The decision<br />

was made to provide visual feedback of the<br />

participant’s selected card to add to the magic<br />

of the experience and to generate a sense of<br />

wonder, similar to the witnessing and questioning<br />

of a magic trick, with participants asking,<br />

“How did you know that was my card? How did<br />

you do that?” This curiosity inspired further<br />

exploration of each of the cards (and in turn,<br />

Méliès’ films) to determine if each of the participant’s<br />

cards could be properly identified.<br />

You are an artist and researcher.<br />

Your scientific work as well as<br />

your artistic work explores how<br />

<strong>AR</strong> can be used as a creative<br />

medium. What’s the difference<br />

between your work as an artist /<br />

designer and your work as a researcher?<br />

Excellent question! I believe that artists and<br />

designers are researchers. They propose novel<br />

paths for innovation introducing detours into the<br />

usual processes. In my most recent TEDx 2011<br />

talk in Dubai, “Augmented Reality and the Power<br />

of Imagination” (http://youtu.be/7QrB4cYxjmk),<br />

15


Picture: HELEN PAPAGIANNIS<br />

I discuss how as a designer/artist/PhD researcher<br />

I am both a practitioner and a researcher, a maker<br />

and a believer. As a practitioner, I do, create,<br />

design; as a researcher I dream, aspire, hope.<br />

I am a make-believer working with a technology<br />

that is about make-believe, about imagining<br />

possibilities atop actualities. Now, more than<br />

ever, we need more creative adventurers and<br />

make-believers to help <strong>AR</strong> continue to evolve<br />

and become a wondrous new medium, unlike<br />

anything we’ve ever seen before! I spoke to the<br />

importance and power of imagination and makebelieve,<br />

and how they pertain to <strong>AR</strong> at this critical<br />

junction in the medium’s evolution. When<br />

we make-believe and when we imagine, we are<br />

in two places simultaneously; make-believe is<br />

about projecting or layering our imagination<br />

on top of a current situation or circumstance.<br />

In many ways, this is what <strong>AR</strong> is too: layering<br />

imagined worlds on top of our existing reality.<br />

You’ve had quite a success with<br />

your <strong>AR</strong> pop-up book ‘Who’s<br />

Afraid of Bugs?’ In your blog you<br />

talk about your inspiration for<br />

the story behind the book: it was<br />

inspired by <strong>AR</strong> psychotherapy<br />

studies for the treatment of<br />

phobias such as arachnophobia.<br />

Can you tell us more?<br />

Who’s Afraid of Bugs? was the world’s first Augmented<br />

Reality (<strong>AR</strong>) Pop-up designed for iPad2<br />

and iPhone 4. The book combines hand-crafted<br />

paper-engineering and <strong>AR</strong> on mobile devices to<br />

create a tactile and hands-on storybook that<br />

explores the fear of bugs through narrative and<br />

play. Integrating image tracking in the design,<br />

as opposed to black and white glyphs commonly<br />

seen in <strong>AR</strong>, the book can hence be enjoyed alone<br />

as a regular pop-up book, or supplemented with<br />

Augmented digital content when viewed through<br />

a mobile device equipped with a camera. The<br />

book is a playful exploration of fears using <strong>AR</strong> in<br />

a meaningful and fun way. Rhyming text takes<br />

the reader through the storybook where various<br />

‘creepy crawlies’ (spider, ant, and butterfly) are<br />

awaiting to be discovered, appearing virtually<br />

as 3D models you can interact with. A tarantula<br />

attacks when you touch it, an ant hyperlinks to<br />

educational content with images and diagrams,<br />

and a butterfly appears flapping its wings atop<br />

a flower in a meadow. Hands are integrated<br />

throughout the book design, whether its pla cing<br />

one’s hand down to have the tarantula crawl<br />

over you virtually, the hand holding the magnifying<br />

lens that sees the ant, or the hands that popup<br />

holding the flower upon which the butterfly<br />

appears. It’s a method to involve the reader in<br />

the narrative, but also comments on the unique<br />

tactility <strong>AR</strong> presents, bridging the digital with<br />

the physical. Further, the story for the <strong>AR</strong><br />

Pop-up Book was inspired by <strong>AR</strong> psychotherapy<br />

studies for the treatment of phobias such as<br />

arachnophobia. <strong>AR</strong> provides a safe, controlled<br />

environment to conduct exposure therapy<br />

within a patient’s physical surroundings, creating<br />

a more believable scenario with heightened<br />

presence (defined as the sense of really being in<br />

an imagined or perceived place or scenario) and<br />

provides greater immediacy than in Virtual Reality<br />

(VR). A video of the book may be watched at<br />

http://vimeo.com/25608606.<br />

In your work, technology serves<br />

as an inspiration. For example,<br />

rather than starting with a story<br />

which is then adapted to a certain<br />

technology, you start out with<br />

<strong>AR</strong> technology, investigate its<br />

strengths and weaknesses and so<br />

the story evolves. However, this<br />

does not limit you to only use the<br />

strength of a medium.<br />

On the contrary, weaknesses such<br />

as accidents and glitches have<br />

for example influenced your work<br />

‘Hallucinatory <strong>AR</strong>’. Can you tell us<br />

a bit more about this work?<br />

Hallucinatory Augmented Reality (<strong>AR</strong>), 2007,<br />

was an experiment which investigated the<br />

possibility of images which were not glyphs/<strong>AR</strong><br />

trackables to generate <strong>AR</strong> imagery. The projects<br />

evolved out of accidents, incidents in earlier<br />

experiments in which the <strong>AR</strong> software was mistaking<br />

non-marker imagery for <strong>AR</strong> glyphs and<br />

attempted to generate <strong>AR</strong> imagery. This confusion,<br />

by the software, resulted in unexpected<br />

and random flickering <strong>AR</strong> imagery. I decided to<br />

explore the creative and artistic possibilities<br />

of this effect further and conduct experiments<br />

with non-traditional marker-based tracking.<br />

The process entailed a study of what types of<br />

non-marker images might generate such ‘hallucinations’<br />

and a search for imagery that would<br />

evoke or call upon multiple <strong>AR</strong> imagery/videos<br />

from a single image/non-marker.<br />

Upon multiple image searches, one image<br />

emerged which proved to be quite extraordinary.<br />

A cathedral stained glass window was<br />

able to evoke four different <strong>AR</strong> videos, the only<br />

instance, from among many other images, in<br />

which multiple <strong>AR</strong> imagery appeared. Upon close<br />

examination of the image, focusing in and out<br />

with a web camera, a face began to emerge in<br />

the black and white pattern. A fantastical image<br />

of a man was encountered. Interestingly, it<br />

was when the image was blurred into this face<br />

using the web camera that the <strong>AR</strong> hallucinatory<br />

imagery worked best, rapidly multiplying and<br />

appearing more prominently. Although numerous<br />

attempts were made with similar images,<br />

no other such instances occurred; this image<br />

appeared to be unique.<br />

The challenge now rested in the choice of what<br />

types of imagery to curate into this hallucinatory<br />

viewing: what imagery would be best suited to<br />

this phantasmagoric and dream-like form?<br />

My criteria for imagery/videos were like-form<br />

and shape, in an attempt to create a collage-like<br />

set of visuals. As the sequence or duration of<br />

the imagery in Hallucinatory <strong>AR</strong> could not be<br />

predetermined, the goal was to identify imagery<br />

16 17


that possessed similarities, through which the<br />

possibility for visual synchronicities existed.<br />

Themes of intrusions and chance encounters are<br />

at play in Hallucinatory <strong>AR</strong>, inspired in part by<br />

Surrealist artist Max Ernst. In What is the Mechanism<br />

of Collage? (1936), Ernst writes:<br />

one rainy day in 1919, finding myself on a village<br />

on the Rhine, I was struck by the obsession<br />

which held under my gaze the pages of an illustrated<br />

catalogue showing objects designed for<br />

anthropologic, microscopic, psychologic, mineralogic,<br />

and paleontologic demonstration. There<br />

I found brought together elements of figuration<br />

so remote that the sheer absurdity of that collection<br />

provoked a sudden intensification of<br />

the visionary faculties in me and brought forth<br />

an illusive succession of contradictory images,<br />

double, triple, and multiple images, piling up<br />

on each other with the persistence and rapidity<br />

which are particular to love memories and visions<br />

of half-sleep (p. 427).<br />

of particular interest to my work in exploring<br />

and experimenting with Hallucinatory <strong>AR</strong> was<br />

Ernst’s description of an “illusive succession of<br />

contradictory images” that were “brought forth”<br />

(as though independent of the artist), rapidly<br />

multiplying and “piling up” in a state of “halfsleep”.<br />

Similarities can be drawn to the process<br />

of the seemingly disparate <strong>AR</strong> images jarringly<br />

coming in and out of view, layered atop one<br />

another.<br />

one wonders if these visual accidents are what<br />

the future of <strong>AR</strong> might hold: of unwelcome<br />

glitches in software systems as Bruce Sterling<br />

describes on Beyond the Beyond in 2009; or<br />

perhaps we might come to delight in the visual<br />

poetry of these Augmented hallucinations that<br />

are “As beautiful as the chance encounter of a<br />

sewing machine and an umbrella on an operating<br />

table.” 1<br />

To a computer scientist, these ‘glitches’, as<br />

applied in Hallucinatory <strong>AR</strong>, could potentially<br />

be viewed or interpreted as a disaster, as an<br />

18<br />

example of the technology failing. To the artist,<br />

however, there is poetry in these glitches, with<br />

new possibilities of expression and new visual<br />

forms emerging.<br />

on the topic of glitches and accidents, I’d like to<br />

return to Méliès. Méliès became famous for the<br />

stop trick, or double exposure special effect,<br />

a technique which evolved from an accident:<br />

Méliès’ camera jammed while filming the streets<br />

of Paris; upon playing back the film, he observed<br />

an omnibus transforming into a hearse. Rather<br />

than discounting this as a technical failure, or<br />

glitch, he utilized it as a technique in his films.<br />

Hallucinatory <strong>AR</strong> also evolved from an accident,<br />

which was embraced and applied in attempt<br />

to evolve a potentially new visual mode in the<br />

medium of <strong>AR</strong>. Méliès introduced new formal<br />

styles, conventions and techniques that were<br />

specific to the medium of film; novel styles and<br />

new conventions will also emerge from <strong>AR</strong> artists<br />

and creative adventurers who fully embrace<br />

the medium.<br />

[1] Comte de Lautreamont’s often quoted allegory,<br />

famous for inspiring both Max Ernst and Andrew<br />

Breton, qtd. in: Williams, Robert. “Art Theory: An<br />

Historical Introduction.” Malden, MA: Blackwell<br />

Publishing, 2004: 197<br />

“As beautiful as the chance<br />

encounter of a sewing<br />

machine and an umbrella<br />

on an operating table.”<br />

Comte de Lautréamont<br />

Picture: PiPPin lee<br />

19


THE TECHNoLoGY BEHIND<br />

AUGMENTED REALITY<br />

Augmented Reality (<strong>AR</strong>) is a field that is primarily<br />

concerned with realistically adding computergenerated<br />

images to the image one perceives<br />

from the real world.<br />

<strong>AR</strong> comes in several flavors. Best known is the<br />

practice of using flatscreens or projectors,<br />

but nowadays <strong>AR</strong> can be experienced even on<br />

smartphones and tablet PCs. The crux is that 3D<br />

digital data from another source is added to the<br />

ordinary physical world, which is for example<br />

seen through a camera. We can create this additional<br />

data ourselves, e.g. using 3D drawing<br />

programs such as 3D Studio Max, but we can<br />

also add CT and MRI data or even live TV images<br />

to the real world. Likewise, animated three<br />

dimensional objects (avatars), which then can be<br />

displayed in the real world, can be made using a<br />

visualization program like Cinema 4D. Instead of<br />

displaying information on conventional monitors,<br />

the data can also be added to the vision of the<br />

user by means of a head-mounted display (HMD)<br />

or Head-Up Display. This is a second, less known<br />

form of Augmented Reality. It is already known<br />

to fighter pilots, among others. We distinguish<br />

two types of HMDs, namely: optical See Through<br />

(oST) headsets and Video See Through (VST)<br />

headsets. oST headsets use semi-transparent<br />

mirrors or prisms, through which one can keep<br />

seeing the real world. At the same time, virtual<br />

objects can be added to this view using small<br />

displays that are placed on top of the prisms.<br />

VSTs are in essence Virtual Reality goggles, so<br />

the displays are placed directly in front of your<br />

eyes. In order to see the real world, there are<br />

two cameras attached on the other side of the<br />

little displays. You can then see the Augmented<br />

Reality by mixing the video signal coming from<br />

the camera with the video signal containing the<br />

virtual objects.<br />

20 21


undeRlying technology<br />

screens and glasses<br />

unlike screen-based <strong>AR</strong>, hmds provide depth<br />

perception as both eyes receive an image.<br />

when objects are projected on a 2d screen,<br />

one can convey an experience of depth by<br />

letting the objects move. Recent 3d screens<br />

allow you to view stationary objects in depth.<br />

3d televisions that work with glasses quickly<br />

alternate the right and left image - in sync with<br />

this, the glasses use active shutters which let<br />

the image in turn reach the left or the right<br />

eye. this happens so fast that it looks like you<br />

view both, the left and right image simultaneously.<br />

3d television displays that work without<br />

glasses make use of little lenses which are<br />

placed directly on the screen. those refract<br />

the left and right image, so that each eye can<br />

only see the corresponding image. see for<br />

example www.dimenco.eu/display-technology.<br />

this is essentially the same method as used<br />

on the well known 3d postcards on which a<br />

beautiful lady winks when the card is slightly<br />

turned. 3d film makes use of two projectors<br />

that show the left and right images simultaneously,<br />

however, each of them is polarized in a<br />

different way. the left and right lenses of the<br />

glasses have matching polarizations and only<br />

let through the light of to the corresponding<br />

projector. the important point with screens<br />

is that you are always bound to the physical<br />

location of the display while headset based<br />

techniques allow you to roam freely. this is<br />

called immersive visualization — you are immersed<br />

in a virtual world. you can walk around<br />

in the 3d world and move around and enter<br />

virtual 3d objects.<br />

Video-see-through <strong>AR</strong> will become popular<br />

within a very short time and ultimately become<br />

an extension of the smartphone. this is<br />

because both display technology and camera<br />

technology have made great strides with the<br />

advent of smartphones. what currently still<br />

might stand in the way of smartphone models<br />

22<br />

is computing power and energy consumption.<br />

companies such as microsoft, google, sony,<br />

Zeiss,... will enter the consumer market soon<br />

with <strong>AR</strong> technology.<br />

tracking technology<br />

A current obstacle for major applications which<br />

soon will be resolved is the tracking technology.<br />

the problem with <strong>AR</strong> is embedding the virtual<br />

objects in the real world. you can compare<br />

this with color printing: the colors, e.g., cyan,<br />

magenta, yellow and black have to be printed<br />

properly aligned to each other. what you<br />

often see in prints which are not cut yet, are<br />

so called fiducial markers on the edge of the<br />

printing plates that serve as a reference for<br />

the alignment of the colors. these are also<br />

necessary in <strong>AR</strong>. often, you see that markers<br />

are used onto which a 3d virtual object is<br />

projected. moving and rotating the marker, lets<br />

you move and rotate the virtual object. such<br />

a marker is comparable to the fiducial marker<br />

in color printing. with the help of computer<br />

vision technology, the camera of the headset<br />

can identify the marker and based on it’s size,<br />

shape and position, conclude the relative position<br />

of the camera. if you move your head relative<br />

to the marker (with the virtual object), the<br />

computer knows how the image on the display<br />

must be transformed so that the virtual object<br />

remains stationary. And conversely, if your<br />

head is stationary and you rotate the marker,<br />

it knows how the virtual object should rotate<br />

so that it remains on top of the marker.<br />

<strong>AR</strong> smartphone applications such as layar use<br />

the build in gPs and compass for the tracking.<br />

this has an accuracy of meters and measures<br />

angles of 5-10 degrees. camera-based tracking,<br />

however, is accurate to the centimetre and can<br />

measure angles of several degrees. nowadays,<br />

using markers for the tracking is already out<br />

of date and we use so called “natural feature<br />

tracking” also called “keypoint tracking”.<br />

here, the computer searches for conspicuous<br />

(salient) key points in the left and right camera<br />

image. if, for example, you twist your head, this<br />

shift is determined on the basis of those key points<br />

with more than 30 frames per second. this way, a<br />

3d map of these keypoints can be built and the computer<br />

knows the relationship (distance and angle)<br />

between the keypoints and the stereo camera. this<br />

method is more robust than marker based tracking<br />

because you have many keypoints — widely spread<br />

in the scene — and not just the four corners of the<br />

marker close together in the scene. if someone<br />

walks in front of the camera and blocks some of the<br />

keypoints, there will still be enough keypoints left<br />

and the tracking is not lost. moreover, you do not<br />

have to stick markers all over the world.<br />

collaboration with the Royal Academy of Arts<br />

(kABk) in the hague in the <strong>AR</strong> lab (Royal<br />

Academy, tu delft, leiden university, various<br />

smes) in the realization of applications.<br />

the tu delft has done research on <strong>AR</strong> since 1999.<br />

since 2006, the university works with the art<br />

academy in the hague. the idea is that <strong>AR</strong> is a new<br />

technology with its own merits. Artists are very<br />

good at finding out what is possible with the new<br />

technology. here are some pictures of realized<br />

projects. liseerde projecten<br />

Fig 1. The current technology that replaces the markers<br />

with natural feature tracking or so called keypoint<br />

tracking. Instead of the four corners of the marker, the<br />

computer itself determines which points in the left and<br />

right images can be used as anchor points for calculating<br />

the 3D pose of the camera in 3D space. From top:<br />

1: you can use all points in the left and right images<br />

to slowly build a complete 3D map. Such a map can,<br />

for example, be used to relive your past experience<br />

because you can again walk in the now virtual space.<br />

2: the 3D keypoint space and the trace of the<br />

camera position within it.<br />

3: keypoints (the color indicates the suitability)<br />

4: you can place virtual objects (eyes) on an existing<br />

surface<br />

23


Fig 2. Virtual furniture exhibition at the Salone di Mobile in Milan (2008); students of the Royal<br />

Academy of Art, The Hague show their furnitures by means of <strong>AR</strong> headsets. This saves transportation<br />

costs.<br />

Fig 3. Virtual sculpture exhibition in Kröller-Müller (2009). From left:<br />

1) visitors on adventure with laptops on walkers, 2) inside with a optical see-through headset,<br />

3) large pivotable screen on a field of grass, 4) virtual image.<br />

24<br />

Fig 4. Exhibition in Museum Boijmans van Beuningen (2008-2009). From left: 1) Sgraffitto in 3D;<br />

2) the 3D print version may be picked up by the spectator, 3) animated shards, the table covered<br />

in ancient pottery can be seen via the headset, 4) scanning antique pottery with the CT scanner<br />

delivers a 3D digital image.<br />

Fig 5. The TUD, partially in collaboration with the Royal Academy (with the oldest industrial design<br />

course in the Netherlands), has designed a number of headsets.This design of headsets is an ongoing<br />

activity. From left: 1) first optical see-through headset with Sony headset and self-made inertia<br />

tracker (2000), 2) on a construction helmet (2006), 3) SmartCam and tracker taped on a Cyber Mind<br />

Visette headset (2007); 4) headset design with engines by Niels Mulder, a student at Royal Academy<br />

of Art, The Hague (2007), based on Cybermind technology, 5) low cost prototype based on the Carl<br />

Zeiss Cinemizer headset, 6) future <strong>AR</strong> Vizor?, 7) future <strong>AR</strong> lens?<br />

25


there are many applications<br />

that can be realized using <strong>AR</strong>;<br />

they will find their way in the<br />

coming decades:<br />

1. head-up displays have already been used<br />

for many years in the Air force for fighter<br />

pilots; this can be extended to other<br />

vehicles and civil applications.<br />

2. the billboards during the broadcast of<br />

a football game are essentially also <strong>AR</strong>;<br />

more can be done by also ivolving the<br />

game itself an allowing interaction of teh<br />

user, such as off-side line projection.<br />

3. in the professional sphere, you can, for<br />

example, visualize where pipes under the<br />

street lie or should lie. ditto for designing<br />

ships, houses, planes, trucks and cars.<br />

what’s outlined in a cAd drawing could<br />

be drawn in the real world, allowing<br />

you to see in 3d if and where there is a<br />

mismatch.<br />

4. you can easily find books you are looking<br />

for in the library.<br />

5. you can find out where restaurants are in<br />

a city...<br />

6. you can pimp theater / musical / opera /<br />

pop concerts with (immersive) <strong>AR</strong> decor.<br />

7. you can arrange virtual furniture or curtains<br />

from the ikeA catalog and see how<br />

they look in your home.<br />

8. maintenance of complex devices will<br />

become easier, e.g. you can virtually see<br />

where the paper in the copier is jammed.<br />

9. if you enter a restaurant or the hardware<br />

store, a virtual avatar can show you the<br />

place to find that special bolt or table.<br />

showing the seRRA Room<br />

in museum BoijmAns VAn<br />

Beuningen duRing the<br />

exhiBition sgRAffito in 3d<br />

Picture: joAchim RotteVeel<br />

26 27


28<br />

RE-INTRoDUCING MoSQUIToS<br />

MA<strong>AR</strong>TEN LAMERS<br />

<strong>AR</strong>oUND 2004, MY YoUNGER BRoTHER VALENTIJN INTRoDUCED ME<br />

To THE FASCINATING WoRLD oF AUGMENTED REALITY. HE WAS A<br />

MoBILE PHoNE SALESMAN AT THE TIME, AND SIEMENS HAD JUST<br />

LAUNCHED THEIR FIRST “SM<strong>AR</strong>TPHoNE”, THE BULKY SIEMENS SX1.<br />

THIS PHoNE WAS QUITE M<strong>AR</strong>VELoUS, WE THoUGHT – IT RAN THE<br />

SYMBIAN oPERATING SYSTEM, HAD A BUILT-IN CAMERA, AND CAME<br />

WITH… THREE GAMES.<br />

one of these games was mozzies, a.k.a Virtual<br />

mosquito hunt, which apparently won some<br />

2003 Best mobile game Award and my brother<br />

was eager to show it to me in the store where<br />

he worked at that time. i was immediately<br />

hooked… mozzies lets you kill virtual mosquitos<br />

that fly around superimposed over the<br />

live camera feed. By physically moving the<br />

phone you could chase after the mosquitos<br />

when they attempted to fly off the phone’s<br />

display. those are all the ingredients for<br />

Augmented Reality in my personal opinion:<br />

something that interacts with my perception<br />

and manipulation of the world around me, at<br />

that location, at that time. And mozzies did<br />

exactly that.<br />

now almost eight years later, not much<br />

has changed. whenever people around me<br />

speak of <strong>AR</strong>, because they got tired of saying<br />

“Augmented Reality”, they still refer to bulky<br />

equipment (even bulkier than the siemens<br />

sx1!) that projects stuff over a live camera<br />

feed and lets you interact with whatever<br />

that “stuff” is. in mozzies it was pesky little<br />

mosquitos -- nowadays it is anything from<br />

restaurant information to crime scene data.<br />

But nothing really changed, right?<br />

Right! technology became more advanced,<br />

so we no longer need to hold the phone in<br />

our hand, but get to wear it strapped to our<br />

skull in the form of goggles. But the idea is<br />

unchanged; you look at fake stuff in the real<br />

world and physically move around to deal<br />

with it. you still don’t get the tactile sensation<br />

of swatting a mosquito or collecting<br />

“virtually heavy” information. you still don’t<br />

even hear the mosquito flying around you…<br />

it’s time to focus on those matters also, in my<br />

opinion. let’s take up the challenge and make<br />

<strong>AR</strong> more than visual, exploring interaction<br />

models for other senses. let’s enjoy the full<br />

experience of seeing, hearing, and particularly<br />

swatting mosquitos, but without the<br />

itchy bites.<br />

29


LIEVEN VAN<br />

VELTHoVEN —<br />

THE RACING ST<strong>AR</strong><br />

“IT AIN’T FUN IF IT AIN’T REAL TIME”<br />

BY HANNA SCHRAFFENBERGER<br />

WHEN I ENTER LIEVEN VAN<br />

VELTHoVEN’S RooM, THE PEoPLE<br />

FRoM THE EFTELING HAVE JUST<br />

LEFT. THEY <strong>AR</strong>E INTERESTED IN HIS<br />

‘VIRTUAL GRoWTH’ INSTALLATIoN.<br />

AND THEY <strong>AR</strong>E NoT THE oNLY oNES<br />

INTERESTED IN LIEVEN’S WoRK. IN<br />

THE LAST YE<strong>AR</strong>, HE HAS WoN THE<br />

JURY AW<strong>AR</strong>D FoR BEST NEW MEDIA<br />

PRoDUCTIoN 2011 oF THE INTER-<br />

NATIoNAL CINEKID YoUTH MEDIA<br />

FESTIVAL AS WELL AS THE DUTCH<br />

GAME AW<strong>AR</strong>D 2011 FoR THE BEST<br />

STUDENT GAME. THE WINNING<br />

MIXED REALITY GAME ‘RooM RAC-<br />

ERS’ HAS BEEN SHoWN AT THE<br />

DISCoVERY FESTIVAL, MEDIAMATIC,<br />

THE STRP FESTIVAL AND THE ZKM IN<br />

K<strong>AR</strong>LSRUHE. HIS VIRTUAL GRoWTH<br />

INSTALLATIoN HAS EMBELLISHED<br />

THE STREETS oF AMSTERDAM AT<br />

NIGHT. NoW, HE IS GoING To SHoW<br />

RooM RACERS To ME, IN HIS LIVING<br />

RooM — WHERE IT ALL ST<strong>AR</strong>TED.<br />

The room is packed with stuff and on first sight<br />

it seems rather chaotic, with a lot of random<br />

things laying on the floor. There are a few<br />

plants, which probably don’t get enough light,<br />

because Lieven likes the dark (that’s when his<br />

projections look best). It is only when he turns<br />

on the beamer, that I realize that his room is<br />

actually not chaotic at all. The shoe, magnifying<br />

class, video games, tape and stapler which cover<br />

the floor are all part of the game.<br />

“You create your own race game<br />

tracks by placing real stuff on the<br />

floor”<br />

Lieven tells me. He hands me a controller and<br />

soon we are racing the little projected cars<br />

around the chocolate spread, marbles, a remote<br />

control and a flash light. Trying not to crash the<br />

car into a belt, I tell him what I remember about<br />

when I first met him a few years ago at a Media<br />

Technology course at Leiden University. Back<br />

then, he was programming a virtual bird, which<br />

would fly from one room to another, preferring<br />

the room in which it was quiet. Loud and sudden<br />

sounds would scare the bird away into another<br />

room. The course for which he developed it was<br />

called sound space interaction, and his installation<br />

was solely based on sound. I ask him<br />

whether the virtual bird was his first contact<br />

with Augmented Reality. Lieven laughs.<br />

“It’s interesting that you call it<br />

<strong>AR</strong>, as it only uses sound!”<br />

Indeed, most of Lieven’s work is based on<br />

interactive projections and plays with visual<br />

augmentations of our real environment. But like<br />

the bird, all of them are interactive and work<br />

in real-time. Looking back, the bird was not his<br />

first <strong>AR</strong> work.<br />

“My first encounter with <strong>AR</strong> was<br />

during our first Media Technology<br />

course — a visit to the Ars Electroncia<br />

festival in 2007 — where<br />

I saw Pablo Valbuena’s Augmented<br />

Sculpture. It was amazing. I was<br />

asking myself, can I do something<br />

like this but interactive instead?”<br />

Armed with a bachelor in technical computer<br />

science from TU Delft and the new found possibility<br />

to bring in his own curiosity and ideas at<br />

the Media Technology Master program at Leiden<br />

University, he set out to build his own interactive<br />

projection based works.<br />

30 31


Room RAceRs<br />

Up to four players race their virtual cars around real objects<br />

which are lying on the floor. Players can drop in or out of the<br />

game at any time. Everything you can find can be placed on<br />

the floor to change the route.<br />

Room Racers makes use of projection-based mixed reality.<br />

The structure of the floor is analysed in real-time using a<br />

modified camera and self-written software. Virtual cars are<br />

projected onto the real environment and interact with the<br />

detected objects that are lying on the floor.<br />

The game has won the Jury Award for Best New Media Produc-<br />

tion 2011 of the international Cinekid Youth Media Festival,<br />

and the Dutch Game Award 2011 for Best Student Game. Room<br />

Racers shas been shown at several international media festivals.<br />

You can play Room Racers at the 'Car Culture' exposition<br />

at the Lentos Kunstmuseum in Linz, Austria until 4th of July<br />

2012.<br />

Picture: lieVen VAn VelthoVen, Room RAceRs At Zkm | centeR foR <strong>AR</strong>ts And mediA<br />

in k<strong>AR</strong>lsRuhe, geRmAny on june 19th, 2011<br />

32<br />

33


“The first time, I experimented<br />

with the combination of the real<br />

and the virtual myself was in a<br />

piece called shadow creatures<br />

which I made with Lisa Dalhuijsen<br />

during our first semester in 2007.”<br />

More interactive projections followed in the<br />

next semester and in 2008, the idea for Room<br />

Racers was born. A first prototype was build in<br />

a week: a projected car bumping into real world<br />

things. After that followed months and months<br />

of optimizations. Everything is done by Lieven<br />

himself, mostly at night in front of the computer.<br />

“My projects are never really<br />

finished, they are always work in<br />

progress, but if something works<br />

fine in my room, it’s time to take<br />

it out in the world.”<br />

After having friends over and playing with the<br />

cars until six o’clock in the morning, Lieven<br />

knows it’s time to steer the cars out of his room<br />

and show them to the outside world.<br />

“I wanted to present Room Racers<br />

but I didn’t know anyone, and<br />

no one knew me. There was no<br />

network I was part of.”<br />

Uninhibited by this, Lieven took the initiative<br />

and asked the Discovery Festival if they were<br />

interested in his work. Luckily, they were — and<br />

showed two of his interactive games at the Discovery<br />

Festival 2010. After the festival requests<br />

started coming and the cars kept rolling. When<br />

I ask him about this continuing success he is<br />

divided:<br />

“It’s fun, but it takes a lot of time<br />

— I have not been able to program<br />

as much as I used to.”<br />

His success does surprise him and he especially<br />

did not expect the attention it gets in an art<br />

context.<br />

“I knew it was fun. That became<br />

clear when I had friends over and<br />

we played with it all night. But I<br />

did not expect the awards. And I<br />

did not expect it to be relevant<br />

in the art scene. I do not think<br />

it’s art, it’s just a game. I don’t<br />

consider myself an artist. I am a<br />

developer and I like to do interactive<br />

projections. Room Racers is<br />

my least arty project, nevertheless<br />

it got a lot of response in the<br />

art context.”<br />

A piece which he actually considers more of an<br />

artwork is Virtual Growth: a mobile installation<br />

which projects autonomous growing structures<br />

onto any environment you place it in, be it<br />

buildings, people or nature.<br />

“For me <strong>AR</strong> has to take place in<br />

the real world. I don’t like screens.<br />

I want to get away from them. I<br />

have always been interested in<br />

other ways of interacting with<br />

computers, without mice, without<br />

screens. There is a lot of screen<br />

based <strong>AR</strong>, but for me <strong>AR</strong> is really<br />

about projecting into the real<br />

world. Put it in the real world,<br />

identify real world objects, do it in<br />

real-time, thats my philosophy. It<br />

ain’t fun if it ain’t real-time. One<br />

day, I want to go through a city<br />

with a van and do projections on<br />

buildings, trees, people and whatever<br />

else I pass.”<br />

For now, he is bound to a bike but that does<br />

not stop him. Virtual Growth works fast and<br />

stable, even on a bike. That has been witnessed<br />

in Amsterdam, where the audiovisual bicycle<br />

project ‘Volle Band’ put beamers on bikes and<br />

invented Lieven to augmented the city with his<br />

mobile installation. People who experienced<br />

Virtual Growth on his journeys around Amsterdam,<br />

at festivals and parties, are enthusiastic<br />

about his (‘smashing!’) entertainment-art. As the<br />

virtual structure grows, the audience members<br />

not only start to interact with the piece but also<br />

with each other.<br />

“They put themselves in front<br />

of the projector, have it projecting<br />

onto themselves and pass on<br />

the projection to other people<br />

by touching them. I don’t explain<br />

anything. I believe in simple<br />

ideas, not complicated concepts.<br />

The piece has to speak for itself.<br />

If people try it, immediately get<br />

it, enjoy it and tell other people<br />

about it, it works!”<br />

Virtual Growth works, that becomes clear from<br />

the many happy smiling faces the projection<br />

grows upon. And that’s also what counts for<br />

Lieven.<br />

“At first it was hard, I didn’t get<br />

paid for doing these projects. But<br />

when people see them and are enthusiastic,<br />

that makes me happy.<br />

If I see people enjoying my work,<br />

and playing with it, that’s what<br />

really counts.”<br />

I wonder where he gets the energy to work that<br />

much alongside being a student. He tells me,<br />

what drives him, is that he enjoys it. He likes to<br />

spend the evenings with the programming language<br />

C#. But the fact that he enjoys working on<br />

his ideas, does not only keep him motivated but<br />

also has caused him to postpone a few courses<br />

at university. While talking, he smokes his<br />

cigarette and takes the ashtray from the floor.<br />

With the road no longer blocked by it, the cars<br />

take a different route now. Lieven might take a<br />

different route soon as well. I ask him, if he will<br />

still be working from his living room, realizing<br />

his own ideas, once he has graduated.<br />

“It’s actually funny. It all started<br />

to fill my portfolio in order to get<br />

a cool job. I wanted to have some<br />

things to show besides a diploma.<br />

That’s why I started realizing my<br />

ideas. It got out of control and<br />

soon I was realizing one idea after<br />

the other. And maybe, I’ll just<br />

continue doing it. But also, there<br />

are quite some companies and<br />

jobs I’d enjoy working for. First<br />

I have to graduate anyway.”<br />

If I have learned anything about Lieven and his<br />

work, I am sure his graduation project will be<br />

placed in the real world and work in in realtime.<br />

More than that, it will be fun. It ain’t<br />

Lieven, if it ain’t’ fun.<br />

name: lieven van Velthoven<br />

Born: 1984<br />

study: media technology msc,<br />

leiden university<br />

Background: computer science,<br />

tu delft<br />

selected <strong>AR</strong> works: Room Racers,<br />

Virtual growth<br />

watch: http://www.youtube.com/<br />

user/lievenvv<br />

34 35


HoW DID WE Do IT:<br />

ADDING VIRTUAL SCULPTURES<br />

AT THE KRöLLER-MüLLER MUSEUM<br />

By Wim van Eck<br />

ALWAYS WANTED To CREATE YoUR oWN AUGMENTED REALITY PRo-<br />

JECTS BUT NEVER KNEW HoW? DoN’T WoRRY, <strong>AR</strong>[T] IS GoING To<br />

HELP YoU! HoWEVER, THERE <strong>AR</strong>E MANY HURDLES To TAKE WHEN<br />

REALIZING AN AUGMENTED REALITY PRoJECT. IDEALLY YoU SHoULD<br />

BE A SKILLFUL 3D ANIMAToR To CREATE YoUR oWN VIRTUAL oB-<br />

JECTS, AND A GREAT PRoGRAMMER To MAKE THE PRoJECT TECHNI-<br />

CALLY WoRK. PRoVIDING YoU DoN’T JUST WANT To MAKE A FANCY<br />

TECH-DEMo, YoU ALSo NEED To CoME UP WITH A GREAT CoNCEPT!<br />

My name is Wim van Eck and I work at the <strong>AR</strong><br />

<strong>Lab</strong>, based at the Royal Academy of Art. one of<br />

my tasks is to help art-students realize their Augmented<br />

Reality projects. These students have<br />

great concepts, but often lack experience in 3d<br />

animation and programming. Logically I should<br />

tell them to follow animation and programming<br />

courses, but since the average deadline for their<br />

projects is counted in weeks instead of months<br />

or years there is seldom time for that... In the<br />

coming issues of <strong>AR</strong>[t] I will explain how the <strong>AR</strong><br />

<strong>Lab</strong> helps students to realize their projects and<br />

how we try to overcome technical boundaries,<br />

showing actual projects we worked on by example.<br />

Since this is the first issue of our magazine<br />

I will give a short overview of recommendable<br />

programs for Augmented Reality development.<br />

We will start with 3d animation programs, which<br />

we need to create our 3d models. There are<br />

many 3d animation packages, the more well<br />

known ones include 3ds Max, Maya, Cinema 4d,<br />

Softimage, Lightwave, Modo and the open source<br />

Blender (www.blender.org). These are all great<br />

programs, however at the <strong>AR</strong> <strong>Lab</strong> we mostly use<br />

Cinema 4d (image 1) since it is very user friendly<br />

and because of that easier to learn. It is a shame<br />

that the free Blender still has a steep learning<br />

curve since it is otherwise an excellent program.<br />

You can <strong>download</strong> a demo of Cinema 4d at<br />

http://www.maxon.net/<strong>download</strong>s/demo-version.html,<br />

these are some good tutorial sites to<br />

get you started:<br />

http://www.cineversity.com<br />

http://www.c4dcafe.com<br />

http://greyscalegorilla.com<br />

image 1<br />

image 2 image 3 | Picture by klaas A. mulder image 4<br />

In case you don’t want to create your own 3d<br />

models you can also <strong>download</strong> them from various<br />

websites. Turbosquid (http://www.turbosquid.com),<br />

for example, offers good quality but<br />

often at a high price, while free sites such as<br />

Artist-3d (http://artist-3d.com) have a more varied<br />

quality. When a 3d model is not constructed<br />

properly it might give problems when you import<br />

it or visualize it. In coming issues of <strong>AR</strong>[t] we<br />

will talk more about optimizing 3d models for<br />

Augmented Reality usage. To actually add these<br />

3d models to the real world you need Augmented<br />

Reality software. Again there are many<br />

options, with new software being added continuously.<br />

Probably the easiest to use software is<br />

Build<strong>AR</strong> (http://www.buildar.co.nz) which is<br />

available for Windows and oSX. It is easy to<br />

import 3d models, video and sound and there is<br />

a demo available. There are excellent tutorials<br />

on their site to get you started. In case you want<br />

to develop for ioS or Android the free Junaio<br />

(http://www.junaio.com) is a good option. Their<br />

online GLUE application is easy to use, though<br />

their preferred .m2d format for 3d models is<br />

not the most common. In my opinion the most<br />

powerful Augmented Reality software right now<br />

is Vuforia (https://developer.qualcomm.com/<br />

develop/mobile-technologies/Augmented-reality)<br />

in combination with the excellent game-engine<br />

Unity (www.unity3d.com). This combination<br />

offers high-quality visuals with easy to script<br />

interaction on ioS and Android devices<br />

Sweet summer nights<br />

at the Kröller-Müller<br />

Museum.<br />

As mentioned before in the introduction we<br />

will show the workflow of <strong>AR</strong> <strong>Lab</strong> projects with<br />

these ‘How did we do it’ articles. In 2009 the <strong>AR</strong><br />

<strong>Lab</strong> was invited by the Kröller-Müller Museum to<br />

present during the ‘Sweet Summer Nights’, an<br />

evening full of cultural activities in the famous<br />

sculpture garden of the museum. We were asked<br />

to develop an Augmented Reality installation<br />

aimed at the whole family and found a diverse<br />

group of students to work on the project. Now<br />

the most important part of the project started,<br />

brainstorming!<br />

our location in the sculpture garden was in-<br />

between two sculptures, ‘Man and woman’, a<br />

stone sculpture of a couple by Eugène Dodeigne<br />

(image 2) and ‘Igloo di pietra’, a dome shaped<br />

sculpture by Mario Merz (image 3). We decided<br />

to read more about these works, and learned<br />

that Dodeigne had originally intended to create<br />

two couples instead of one, placed together in a<br />

wild natural environment. We decided to virtually<br />

add the second couple and also add a more<br />

wild environment, just as Dodeigne initially had<br />

in mind. To be able to see these additions we<br />

placed a screen which can rotate 360 degrees<br />

between the two sculptures (image 4).<br />

36 37


A webcam was placed on top of the screen,<br />

and a laptop running <strong>AR</strong>Toolkit (http://www.<br />

hitl.washington.edu/artoolkit) was mounted<br />

on the back of the screen. A large marker was<br />

placed near the sculpture as a reference point<br />

for <strong>AR</strong>Toolkit.<br />

Now it was time to create the 3d models of the<br />

extra couple and environment. The students<br />

working on this part of the project didn’t have<br />

much experience with 3d animation, and there<br />

wasn’t much time to teach them, so manually<br />

modeling the sculptures would be a difficult task.<br />

Soon options such as 3d scanning the sculpture<br />

were opted, but it still needs quite some skill<br />

to actually prepare a 3d scan for Augmented<br />

Reality usage. We will talk more about that in<br />

a coming issue of this magazine.<br />

But when we look carefully at our setup (image<br />

5) we can draw some interesting conclusions.<br />

our screen is immobile, we will always see our<br />

added 3d model from the same angle. So since<br />

we will never be able to see the back of the 3d<br />

model there is no need to actually model this<br />

part. This is a common practice while making 3d<br />

models, you can compare it with set construction<br />

for Hollywood movies where they also only<br />

38<br />

image 5<br />

actually build what the camera will see. This will<br />

already save us quite some work. We can also<br />

see the screen is positioned quite far away from<br />

the sculpture, and when an object is viewed<br />

from a distance it will optically lose its depth.<br />

When you are one meter away from an object<br />

and take one step aside you will see the side of<br />

the object, but if the same object is a hundred<br />

meter away you will hardly see a change in perspective<br />

when changing your position (see image<br />

6). From that distance people will hardly see the<br />

difference between an actual 3d model and a<br />

plain 2d image. This means we could actually use<br />

photographs or drawings instead of a complex 3d<br />

model, making the whole process easier again.<br />

We decided to follow this route.<br />

image 6<br />

image 7<br />

image 8<br />

image 9<br />

image 10<br />

image 11<br />

=<br />

39


original photograph by klaas A. mulder<br />

image 12<br />

To be able to place the photograph of the<br />

sculpture in our 3d scene we have to assign<br />

it to a placeholder, a single polygon, image 7<br />

shows how this could look.<br />

This actually looks quite awful, we see the<br />

statue but also all the white around it from the<br />

image. To solve this we need to make usage of<br />

something called an alpha channel, an option<br />

you can find in every 3d animation package<br />

(image 8 shows where it is located in the material<br />

editor of Cinema 4d). An alpha channel is<br />

a grayscale image which declares which parts<br />

of an image are visible, white is opaque, black<br />

is transparent. Detailed tutorials about alpha<br />

channels are easily found on the internet.<br />

As you can see this looks much better (image 9).<br />

We followed the same procedure for the second<br />

statue and the grass (image 10), using many<br />

separate polygons to create enough randomness<br />

for the grass. As long as you see these models<br />

from the right angle they look quite realistic<br />

(image 11). In this case this 2.5d approach probably<br />

gives even better results than a ‘normal’ 3d<br />

model, and it is much easier to create. Another<br />

advantage is that the 2.5d approach is very easy<br />

to compute since it uses few polygons, so you<br />

don’t need a very powerful computer to run it<br />

or you can have many models on screen at the<br />

same time. Image 12 shows the final setup.<br />

For the iglo sculpture by Mario Merz we used<br />

a similar approach. A graphic design student<br />

imagined what could be living inside the iglo,<br />

and started drawing a variety of plants and<br />

creatures. Using the same 2.5d approach as<br />

described before we used these drawings and<br />

placed them around the iglo, and an animation<br />

was shown of a plant growing out of the iglo<br />

(image 12).<br />

The <strong>Lab</strong> collaborated in this project with students from different departments<br />

of the KABK: Ferenc Molnar, Mit Koevoets, Jing Foon Yu, Marcel<br />

Kerkmans and Alrik Stelling. The <strong>AR</strong> <strong>Lab</strong> team consisted of: Yolande<br />

Kolstee, Wim van Eck, Melissa Coleman en Pawel Pokutycki, supported by<br />

Martin Sjardijn and Joachim Rotteveel.<br />

We can conclude that it is good practice to<br />

analyze your scene before you start making your<br />

3d models. You don’t always need to model all<br />

the detail, and using photographs or drawings<br />

can be a very good alternative. The next issue<br />

of <strong>AR</strong>[t] will feature a new ‘How did we do it’, in<br />

case you have any questions you can contact me<br />

at w.vaneck@kabk.nl<br />

40 41


Pixels wAnt to Be fReed!<br />

intRoducing Augmented ReAlity<br />

enABling h<strong>AR</strong>dw<strong>AR</strong>e technologies<br />

By jouke VeRlinden<br />

1. introduction<br />

From the early head-up display in the movie<br />

“Robocop” to the present, Augmented Reality<br />

(<strong>AR</strong>) has evolved to a manageable ICT environment<br />

that must be considered by product designers<br />

of the 21st century.<br />

Instead of focusing on a variety of applications<br />

and software solutions, this article will discuss<br />

the essential hardware of Augmented Reality<br />

(<strong>AR</strong>): display techniques and tracking techniques.<br />

We argue that these two fields differentiate <strong>AR</strong><br />

from regular human-user interfaces and tuning<br />

these is essential in realizing an <strong>AR</strong> experience.<br />

As often, there is a vast body of knowledge behind<br />

each of the principles discussed below,<br />

hence a large variety of literature references is<br />

given.<br />

Furthermore, the first author of this article<br />

found it important to elude his own preferences<br />

and experiences throughout this discussion.<br />

We hope that this material strikes a chord and<br />

makes you consider employing <strong>AR</strong> in your designs.<br />

After all, why should digital information<br />

always be confined to a dull, rectangular screen?<br />

42 43


2. display technologies<br />

to categorise <strong>AR</strong> display technologies, two<br />

important characteristics should be identified:<br />

imaging generation principle and physical<br />

layout.<br />

generic <strong>AR</strong> technology surveys describe a<br />

large variety of display technologies that support<br />

imaging generation (Azuma, 1997; Azuma<br />

et al., 2001); these principles can be categorised<br />

into:<br />

1. Video-mixing. A camera is mounted some-<br />

where on the product; computer graphics<br />

are combined with captured video frames<br />

in real time. the result is displayed on an<br />

oblique surface, for example, an immersive<br />

head-mounted display (hmd).<br />

2. see-through: Augmentation by this<br />

principle typically employs half-silvered<br />

mirrors to superimpose computer graphics<br />

onto the user’s view, as found in head-up<br />

displays of modern fighter jets.<br />

3. Projector-based systems: one or more<br />

projectors cast digital imagery directly<br />

on the physical environment.<br />

As Raskar and Bimber (2004, p.72) argued, an<br />

important consideration in deploying an Augmented<br />

system is the physical layout of the<br />

image generation. for each imaging generation<br />

principle mentioned above, the imaging<br />

display can be arranged between user and<br />

physical object in three distinct ways:<br />

a) head-attached, which presents digital<br />

images directly in front of the viewer’s<br />

eyes, establishing a personal information<br />

display.<br />

b) hand-held, carried by a user and does not<br />

cover the whole field of view<br />

c) spatial, which is fixed to the environment.<br />

the resulting imaging and arrangement combinations<br />

are summarised in table 1.<br />

1.Video-mixing 2. see-through 3. Projection-based<br />

A. head-attached head-mounted display (hmd)<br />

B. hand-held handheld devices<br />

c. spatial embedded display<br />

Table 1. Image generation principles for Augmented Reality<br />

see-through boards spatial projection-based<br />

when the <strong>AR</strong> image generation and layout principles are combined, the following collection of<br />

display technologies are identified: hmd, handheld devices, embedded screens, see-through<br />

boards and spatial projection-based <strong>AR</strong>. these are briefly discussed in the following sections.<br />

44<br />

2.1 head-mounted display<br />

Head-attached systems refer to HMD solutions,<br />

which can employ either of the three image<br />

generation technologies. Even the first headmounted<br />

displays developed by virtue of the<br />

Virtual Reality already considered a see-through<br />

system with half-silvered mirrors to merge<br />

virtual line drawings with the physical environment<br />

(Sutherland, 1967). Since then, the variety<br />

of head-attached imaging systems has been<br />

expanded and encompasses all three principles<br />

for <strong>AR</strong>: video-mixing, see-through and direct<br />

projection on the physical world (Azuma et al.,<br />

2001). A benefit of this approach is its handsfree<br />

nature. Secondly, it offers personalised<br />

content, enabling each user to have a private<br />

view of the scene with customised and sensitive<br />

data that das not have to be shared. For<br />

most applications, HMDs have been considered<br />

inadequate, both in the case of see-through and<br />

video-mixing imaging. According to Klinker et al.<br />

(2002), HMDs introduce a large barrier between<br />

the user and the object and their resolution is<br />

insufficient for IAP — typically 800 × 600 pixels<br />

for the complete field of view (rendering the<br />

user “legally blind”by American standards).<br />

Similar reasoning was found in Bochenek et al.<br />

(2001), in which both the objective and subjective<br />

assessment of HMDs were less than those of<br />

hand-held or spatial imaging devices. However,<br />

new developments (specifically high-resolution<br />

oLED displays) show promising new devices, specifically<br />

for the professional market (Carl Zeiss)<br />

and enterntainment (Sony), see figure right.<br />

2.2 handheld display<br />

Hand-held video-mixing solutions are based on<br />

smartphones, PDAs or other mobile devices<br />

equipped with a screen and camera. With the<br />

advent of powerful mobile electronics, handheld<br />

Figure 1. Recent heAd mounted disPlAys (ABoVe: kABk the<br />

hAgue And undeR: c<strong>AR</strong>l Zeiss).<br />

Augmented Reality technologies are emerging.<br />

By employing built-in cameras on smartphones<br />

or PDAs, video mixing is enabled while concurrent<br />

use is being supported by communication<br />

45


figure 2. the VesP´R deVice foR undeRgRound infRAstRuctuRe VisuAliZAtion (schAll et Al., 2008).<br />

through wireless networks (Schmalstieg and<br />

Wagner, 2008). The resulting device acts as a<br />

hand-held window of a mixed reality. An example<br />

of such a solution is shown in Figure 2, which<br />

is a combination of an Ultra Mobile Personal<br />

Computer (UMPC), a Global Positioning System<br />

‘such systems<br />

are found in<br />

each modern<br />

smartphone’<br />

(GPS) antenna for global position tracking, a<br />

camera for local position and orientation sensing<br />

along with video mixing. As of today, such sys-<br />

GPS Antenna<br />

Camera + IMU<br />

Joystick Handles<br />

UMPC<br />

tems are found in each modern smartphone,<br />

and apps such as Layar (www.layar.com) and<br />

Junaio (www.junaio.com) offer such functions<br />

for free to the user — allowing different layers of<br />

content to the user (often social-media based).<br />

The advantage of using a video-mixing approach<br />

is that the lag times in processing are less influential<br />

than with the see-through or projector-based<br />

systems — the live video feed is also delayed and,<br />

thus, establishes a consistent combined image.<br />

This hand-held solution works well for occasional,<br />

mobile use. Long-term use can cause strain in the<br />

arms. The challenges in employing this principle<br />

are the limited screen coverage/resolution (typically<br />

with a 4-in diameter and a resolution of 320<br />

× 240 pixels). Furthermore, memory, processing<br />

power and graphics processing is limited to rendering<br />

relatively simple 3D scenes, although these<br />

capabilities are rapidly improving by the upcoming<br />

dual-core and quad-core mobile CPUs.<br />

2.3 embedded display<br />

Another <strong>AR</strong> display option is to include a number<br />

of small LCD screens in the observed object in<br />

order to display the virtual elements directly on<br />

the physical object. Although arguably an augmentation<br />

solution, embedded screens do add<br />

digital information on product surfaces.<br />

This practice is found in the later stages of prototyping<br />

mobile phones and similar information<br />

appliances. Such screens typically have a similar<br />

resolution as that of PDAs and mobile phones,<br />

which is QVGA: 320 × 240 pixels. Such devices<br />

are connected to a workstation by a specialised<br />

cable, which can be omitted if autonomously<br />

components are used, such as a smartphone.<br />

Regular embedded screens can only be used on<br />

planar surfaces and their size is limited while<br />

their weight impedes larger use. With the advent<br />

of novel, flexible e-Paper and organic Light-<br />

Emitting Diode (oLED) technologies, it might<br />

be possible to cover a part of a physical model<br />

figure 3. imPRession of the luminex mAteRiAl<br />

with such screens. To our knowledge, no such<br />

systems have been developed or commercialised<br />

so far. Although it does not support changing<br />

light effects, the Luminex material approximates<br />

this by using an LED/fibreglass based fabric (see<br />

Figure 4). A Dutch company recently presented<br />

a fully interactive light-emitting fabric based on<br />

integrated RGB LEDs labelled ‘lumalive’. These<br />

initiatives can manifest as new ways to support<br />

prototyping scenarios that require a high local<br />

resolution and complete unobstructedness. However,<br />

the fit to the underlying geometry remains<br />

a challenge, as well as embedding the associated<br />

control electronics/wiring. An elegant solution<br />

to the second challenge was given by (Saakes et<br />

al 2010) entitled “the slow display: by temporarily<br />

changing the color of photochromatic paint<br />

properties by UV laser projection. This effect<br />

lasts for a couple of minutes and demonstrates<br />

how fashion and <strong>AR</strong> could meet.<br />

46 47


2.4 see-through board<br />

See-through boards vary in size between desk-<br />

top and hand-held versions. The Augmented<br />

engineering system (Bimber et al., 2001) and<br />

the <strong>AR</strong> extension of the haptic sculpting project<br />

(Bordegoni and Covarrubias, 2007) are examples<br />

of the use of see-through technologies, which<br />

typically employ a half-silvered mirror to mix<br />

virtual models with a physical object (Figure<br />

4). Similar to the Pepper’s ghost phenomenon,<br />

standard stereoscopic Virtual Reality (VR) workbench<br />

systems such as the Barco Baron are used<br />

to project the virtual information. In addition<br />

to the need to wear shutter glasses to view stereoscopic<br />

graphics, head tracking is required to<br />

align the virtual image between the object and<br />

the viewer. An advantage of this approach is<br />

that digital images are not occluded by the users’<br />

hand or environment and that graphics can<br />

be displayed outside the physical object (i.e.,<br />

to display the environment or annotations and<br />

tools). Furthermore, the user does not have to<br />

wear heavy equipment and the resolution of the<br />

projection can be extremely high — enabling a<br />

2.5 spatial projection-based displays<br />

This technique is also known as Shader Lamps<br />

by (Raskar et al., 2001) and was extended in<br />

(Raskar&Bimber, 2004) to a variety of imaging solutions,<br />

including projections on irregular surface<br />

textures and combinations of projections with<br />

(static) holograms. In the field of advertising and<br />

performance arts, this technique recently gained<br />

popularity labelled as Projection Mapping: to<br />

project on buildings, cars or other large objects,<br />

replacing traditional screens as display means, cf.<br />

Figure 5. In such cases, theatre projector systems<br />

are used that are prohibitively expensive (>30.000<br />

euros). The principle of spatial projection-based<br />

technologies is shown in Figure 6. Casting an image<br />

to a physical object is considered comple-<br />

48<br />

compelling display system for exhibits and trade<br />

fairs. However, see-through boards obstruct user<br />

interaction with the physical object. Multiple<br />

viewers cannot share the same device, although<br />

a limited solution is offered by the virtual<br />

showcase by establishing a faceted and curved<br />

mirroring surface (Bimber, 2002).<br />

Figure 4. the Augmented engineeRing see-thRough<br />

disPlAy (BimBeR et Al., 2001).<br />

mentary to constructing a perspective image<br />

of a virtual object by a pinhole camera. If the<br />

physical object is of the same geometry as the<br />

virtual object, a straightforward 3D perspective<br />

transformation (described by a 4 × 4 matrix)<br />

is sufficient to predistort the digital image. To<br />

obtain this transformation, it suffices to indicate<br />

6 corresponding points in the physical world<br />

and virtual world: an algorithm entitled Linear<br />

Camera Calibration can then be applied (see<br />

Appendix). If the physical and virtual shapes differ,<br />

the projection is viewpoint-dependent and<br />

the head position needs to be tracked. Important<br />

projector characteristics involve weight<br />

and size versus the power (in lumens) of the<br />

figure 5. two PRojections on A chuRch chAPel in utRecht (hoeBen, 2010).<br />

49


figure 6. PRojection-BAsed disPlAy PRinciPle<br />

(AdAPted fRom (RAsk<strong>AR</strong> And low, 2001)), on the<br />

Right the dynAmic shAdeR lAmPs demonstRAtion<br />

50<br />

(BAndyoPAdhyAy et Al., 2001)).<br />

projector. There are initiatives to employ LED<br />

lasers for direct holographic projection, which<br />

also decreases power consumption compared to<br />

traditional video projectors and ensures that the<br />

projection is always in focus without requiring<br />

optics (Eisenberg, 2004). Both fixed and handheld<br />

spatial projection-based systems have been<br />

demonstrated. At present, hand-held projectors<br />

measure 10 × 5 × 2 cm and weigh 150 g, including<br />

the processing unit and battery. However,<br />

the light output is little (15–45 lumens).<br />

The advantage of spatial projection-based tech-<br />

nologies is that they support the perception of<br />

all visual and tactile/haptic depth cues without<br />

the need for shutter glasses or HMDs. Furthermore,<br />

the display can be shared by multiple<br />

co-located users. It requires less expensive<br />

equipment, which are often already available at<br />

design studios. Challenges to projector-based <strong>AR</strong><br />

approaches include optics and occlusion. First,<br />

only a limited field of view and focus depth can<br />

be achieved. To reduce these problems, multiple<br />

video projectors can be used. An alternative<br />

so lution is to employ a portable projector, as<br />

proposed in the iLamps and the I/o Pad concepts<br />

(Raskar et al., 2003) (Verlinden et al., 2008).<br />

other issues include occlusion and shadows,<br />

which are cast on the surface by the user or<br />

other parts of the system. Projection on nonconvex<br />

geometries depends on the granularity<br />

and orientation of the projector. The perceived<br />

quality is sensitive to projection errors (also<br />

known as registration errors), especially projection<br />

overshoot (Verlinden et al., 2003b).<br />

A solution for this problem is either to include an<br />

offset (dilatation) of the physical model or introduce<br />

pixel masking in the rendering pipeline. As<br />

projectors are now being embedded in consumer<br />

cameras and smartphones, we are expecting this<br />

type of augmentation in the years to come.<br />

3. input technologies<br />

In order to merge the digital and physical, position<br />

and orientation tracking of the physical<br />

components is required. Here, we will discuss<br />

two different types of input technologies: tracking<br />

and event sensing. Furthermore, we will<br />

briefly discuss other input modalities.<br />

3.1 Position tracking<br />

Welch and Foxlin (2002) presented a comprehensive<br />

overview of the tracking principles<br />

that are currently available. In the ideal case,<br />

the measurement should be as unobtrusive and<br />

invisible as possible while still offering accurate<br />

and rapid data. They concluded that there is<br />

currently no ideal solution (‘silver bullet’) for<br />

position tracking in general, but some respectable<br />

alternatives are available. Table 2 summarises<br />

the most important characteristics of<br />

these tracking methods for Augmented Reality<br />

purposes. The data have been gathered from<br />

commercially available equipment (the Ascension<br />

Flock of Birds, <strong>AR</strong>Toolkit, optotrack,<br />

tracking type<br />

size of<br />

tracker<br />

(mm)<br />

magnetic 16x16x16 2<br />

optical<br />

passive<br />

optical<br />

active<br />

80x80x0.01 >10<br />

10x10x5 >10<br />

ultrasound 20x20x10 1<br />

mechanical<br />

linkage<br />

laser<br />

scanning<br />

defined by<br />

working<br />

envelope<br />

typical<br />

number of<br />

trackers<br />

table 2. summ<strong>AR</strong>y of tRAcking technologies.<br />

1<br />

none infinite<br />

Logitech 3D Tracker, Microscribe and Minolta VI-<br />

900). All these should be considered for object<br />

tracking in Augmented prototyping scenarios.<br />

There are significant differences in the tracker/<br />

marker size, action radius and accuracy. As<br />

the physical model might consist of a number<br />

of parts or a global shape and some additional<br />

components (e.g., buttons), the number of items<br />

to be tracked is also of importance. For simple<br />

tracking scenarios, either magnetic or passive<br />

optical technologies are often used.<br />

In some experiments we found out that a projector<br />

could not be equipped with a standard Flock<br />

of Birds 3D magnetic tracker due to interference.<br />

other tracking techniques should be used<br />

for this paradigm. For example, the <strong>AR</strong>Toolkit<br />

employs complex patterns and a regular webcamera<br />

to determine the position, orientation<br />

and identification of the marker. This is done by<br />

measuring the size, 2D position and perspective<br />

distortion of a known rectangular marker, cf.<br />

Figure 7 (Kato and Billinghurst, 1999).<br />

Passive markers enable a relatively untethered<br />

system, as no wiring is necessary. The optical<br />

markers are obtrusive when markers are visible<br />

to the user while handling the object. Although<br />

computationally intensive, marker-less optical<br />

Action<br />

radius/<br />

accuracy<br />

1.5 m<br />

(1 mm)<br />

3 m<br />

(1 mm)<br />

3 m<br />

(0.5 mm)<br />

1 m<br />

(3 mm)<br />

0.7 m<br />

(0.1 mm)<br />

2 m<br />

( 0.2mm)<br />

dof issues<br />

6 Ferro-magnetic interference<br />

6 line of sight<br />

3 line of sight, wired connections<br />

6 line of sight<br />

5<br />

6<br />

limited degrees of freedom,<br />

inertia<br />

line of sight, frequency, object<br />

recognition<br />

51


figure 7. woRkflow of the <strong>AR</strong>toolkit oPticAl tRAcking AlgoRithm,<br />

http://www.hitl.washington.edu/artoolkit/documentation/userarwork.html<br />

tracking has been proposed (Prince et al.,2002).<br />

The employment of Laser-Based tracking systems<br />

is demonstrated by the illuminating Clay<br />

system by Piper et al. (2002): a slab of Plasticine<br />

acts as an interactive surface — the user<br />

influences a 3D simulation by sculpting the clay,<br />

while the simulation results are projected on the<br />

surface. A laser-based Minolta Vivid 3D scanner<br />

is employed to continuously scan the clay<br />

surface. In the article, this principle was applied<br />

to geodesic analysis, yet it can be adapted to<br />

design applications, e.g., the sculpting of car<br />

bodies. This method has a number of challenges<br />

when used as a real-time tracking means, including<br />

the recognition of objects and their posture.<br />

However, with the emergence of depth cameras<br />

for gaming such as the Kinect (Microsoft), similar<br />

systems are now being devised with a very small<br />

technological threshold.<br />

In particular cases, a global measuring system is<br />

combined with a different local tracking principle<br />

to increase the level of detail, for example, to<br />

track the position and arrangement of buttons on<br />

figure 8. illuminAting clAy system with A PRojectoR/lAseR scAnneR (PiPeR et Al., 2002).<br />

the object’s surface. Such local positioning systems<br />

might have less advanced technical requirements;<br />

for example, the sampling frequency can<br />

be decreased to only once a minute. one local<br />

tracking system is based on magnetic resonance,<br />

as used in digital drawing tablets. The Sensetable<br />

demonstrates this by equipping an altered commercial<br />

digital drawing tablet with custom-made<br />

wireless interaction devices (Patten et al., 2001).<br />

The Senseboard (Jacob et al., 2002) has similar<br />

functions and an intricate grid of RFID receivers<br />

to determine the (2D) location of an RFID tag on<br />

a board. In practice, these systems rely on a rigid<br />

tracking table, but it is possible to extend this to<br />

a flexible sensing grid. A different technology was<br />

proposed by Hudson (2004) to use LED pixels as<br />

light emitters and sensors. By operating one pixel<br />

as a sensor whilst its neighbours are illuminated,<br />

it is possible to detect light reflected from a<br />

fingertip close to the surface. This principle could<br />

be applied to embedded displays, as mentioned<br />

in Section 2.3.<br />

3.2 event sensing<br />

Apart from location and orientation tracking,<br />

Augmented prototyping applications require<br />

inter action with parts of the physical object,<br />

for example, to mimic the interaction with the<br />

artefact. This interaction differs per <strong>AR</strong> scenario,<br />

so a variety of events should be sensed<br />

to cater to these applications.<br />

Physical sensors<br />

The employment of traditional sensors labelled<br />

‘physical widgets’ (phidgets) has been studied<br />

extensively in the Computer-Human Interface<br />

(CHI) community. Greenberg and Fitchett (2001)<br />

introduced a simple electronics hardware and<br />

software library to interface PCs with sensors<br />

(and actuators) that can be used to discern<br />

user interaction. The sensors include switches,<br />

sliders, rotation knobs and sensors to measure<br />

force, touch and light. More elaborate components<br />

like a mini joystick, Infrared (IR) motion<br />

sensor, air pressure and temperature sensor are<br />

commercially available. Similar initiatives are<br />

iStuff (Ballagas et al., 2003), which also hosts a<br />

number of wireless connections to sensors. Some<br />

systems embed switches with short-range wireless<br />

connections, for example, the Switcheroo<br />

and Calder systems (Avrahami and Hudson, 2002;<br />

Lee et al., 2004) (cf. Figure 9). This allows a<br />

greater freedom in modifying the location of the<br />

interactive components while prototyping. The<br />

Switcheroo system uses custom-made RFID tags.<br />

A receiver antenna has to be located nearby<br />

(within a 10-cm distance), so the movement envelope<br />

is rather small, while the physical model<br />

is wired to a workstation. The Calder toolkit<br />

(Lee et al., 2004) uses a capacitive coupling<br />

technique that has a smaller range (6 cm with<br />

small antennae), but is able to receive and transmit<br />

for long periods on a small 12 mm coin cell.<br />

other active wireless technologies would draw<br />

more power, leading to a system that would<br />

only fit a few hours. Although the costs for this<br />

system have not been specified, only standard<br />

electronics components are required to build<br />

such a receiver.<br />

hand tracking<br />

Instead of attaching sensors to the physical<br />

environment, fingertip and hand tracking<br />

technologies can also be used to generate user<br />

events. Embedded skins represent a type of<br />

interactive surface technology that allows the<br />

accurate measurement of touch on the object’s<br />

surface (Paradiso et al., 2000). For example, the<br />

Smartskin by Reikimoto (2002) consists of a flexible<br />

grid of antennae. The proximity or touch of<br />

human fingers changes the capacity locally in the<br />

grid and establishes a multi-finger tracking cloth,<br />

which can be wrapped around an object. Such a<br />

solution could be combined with embedded displays,<br />

as discussed in Section 2.3. Direct electric<br />

52 53


figure 9. mockuP equiPPed with wiReless switches thAt cAn Be RelocAted to exPloRe usABility<br />

(lee et Al., 2004).<br />

contact can also be used to track user interac-<br />

tion; the Paper Buttons concept (Pedersen et<br />

al., 2000) embeds electronics on the objects and<br />

equips the finger with a two-wire plug that supplies<br />

power and allows bidirectional communication<br />

with the embedded components when they<br />

are touched. Magic Touch (Pedersen, 2001) uses<br />

a similar wireless system; the user wears an RFID<br />

reader on his or her finger and can interact by<br />

touching the components, which have hidden<br />

RFID tags. This method has been adapted to<br />

Augmented Reality for design by Kanai et al.<br />

(2007). optical tracking can be used for finger -<br />

tip and hand tracking as well. A simple example<br />

is the light widgets system (Fails and olsen,<br />

2002) that traces skin colour and determines<br />

finger/hand position by 2D blobs. The openNI<br />

library enables hand and body tracking of depth<br />

range cameras such as the Kinect (openNi.org).<br />

A more elaborate example is the virtual drawing<br />

tablet by Ukita and Kidode (2004); fingertips<br />

are recognised on a rectangular sheet by a<br />

head-mounted infrared camera. Traditional VR<br />

gloves can also be used for this type of tracking<br />

(Schäfer et al., 1997).<br />

3.3 other input modalities<br />

Speech and gesture recognition require consideration<br />

in <strong>AR</strong> as well. In particular, pen-based<br />

interaction would be a natural extension to the<br />

expressiveness of today’s designer skills. oviatt<br />

et al. (2000) offer an comprehensive overview of<br />

the so-called Recognition-Based User Interfaces<br />

(RUIs), including the issues and Human Factors<br />

aspects of these modalities. Furthermore,<br />

speech-based interaction can also be useful to<br />

activate operations while the hands are used for<br />

selection.<br />

4. conclusions and further<br />

reading<br />

This article introduces two important hardware<br />

systems for <strong>AR</strong>: displays and input technologies.<br />

To superimpose virtual images onto physical<br />

models, head mounted-displays (HMDs), seethrough<br />

boards, projection-based techniques<br />

and embedded displays have been employed.<br />

An important observation is that HMDs, though<br />

best known by the public, have serious limita-<br />

display imaging principle Video Mixing<br />

display arrangment<br />

tions and constraints in terms of the field of<br />

view and resolution and lend themselves to a<br />

kind of isolation. For all display technologies,<br />

the current challenges include an untethered<br />

interface, the enhancement of graphics capabilities,<br />

visual coverage of the display and improvement<br />

of resolution. LED-based laser projection<br />

and oLEDs are expected to play an important<br />

role in the next generation of IAP devices<br />

because this technology can be employed by<br />

see-through or projection-based displays.<br />

To interactively merge the digital and physical<br />

parts of Augmented prototypes, position and<br />

orientation tracking of the physical components<br />

is needed, as well as additional user input<br />

means. For global position tracking, a variety of<br />

principles exist. optical tracking and scanning<br />

suffer from the issues concerning line of sight<br />

and occlusion. Magnetic, mechanical linkage and<br />

ultrasound-based position trackers are obtrusive<br />

and only a limited number of trackers can be<br />

used concurrently.<br />

The resulting palette of solutions is summarized<br />

in Table 3 as a morphological chart. In devising a<br />

solution for your <strong>AR</strong> system, you can use this as<br />

a checklist or inspiration of display and input.<br />

54 55<br />

input technologies<br />

Position<br />

tracking<br />

event<br />

sensing<br />

Headattached<br />

Projectorbased<br />

Handheld/<br />

wearable<br />

See-through<br />

Spatial<br />

Magnetic Passive<br />

optical<br />

Active 3D laser<br />

markers markers scanning<br />

Physical sensors Virtual<br />

Wired<br />

connection<br />

Wireless Surface<br />

tracking<br />

Table 3. Morphological chart of <strong>AR</strong> enabling technologies.<br />

3D<br />

tracking<br />

Ultrasound Mechanical


further reading<br />

For those interested in research in this area,<br />

the following publication means offer a range of<br />

detailed solutions:<br />

■ International Symposium on Mixed and<br />

Augmented Reality (ISM<strong>AR</strong>) – ACM-sponsored<br />

annual convention on <strong>AR</strong>, covering both specific<br />

applications as emerging technologies.<br />

accesible through http://dl.acm.org<br />

■ Augmented Reality Times — a daily update<br />

on demos and trends in commercial and academic<br />

<strong>AR</strong> systems: http://artimes.rouli.net<br />

■ Procams workshop — annual workshop on<br />

projector-camera systems, coinciding with<br />

the IEEE conference on Image Recognition<br />

and Robot Vision. The resulting proceedings<br />

are freely accessible at http://www.procams.<br />

org<br />

■ Raskar, R. and Bimber, o. (2004) Spatial<br />

Augmented Reality, A.K. Peters, ISBN:<br />

1568812302 – personal copy can be <strong>download</strong>ed<br />

for free at http://140.78.90.140/medien/ar/Spatial<strong>AR</strong>/<strong>download</strong>.php<br />

■ Build<strong>AR</strong> – <strong>download</strong> simple webcam-based<br />

application that uses markers, http://www.<br />

buildar.co.nz/buildar-free-version<br />

Appendix: linear camera<br />

calibration<br />

This procedure has been published in (Raskar<br />

and Bimber, 2004) to some degree, but is slightly<br />

adapted to be more accessible for those with<br />

less knowledge of the field of image processing.<br />

C source code that implements this mathematical<br />

procedure can be found in appendix A1 of<br />

(Faugeras, 1993). It basically uses point correspondences<br />

between original x,y,z coordinates<br />

and their projected u,v, counterparts to resolve<br />

internal and external camera parameters.<br />

In general cases, 6 point correspondences are<br />

sufficient (Faugeras 1993, Proposition 3.11).<br />

Let I and E be the internal and external param-<br />

56<br />

eters of the projector, respectively. Then a point<br />

P in 3D-space is transformed to:<br />

p=[I·E] ·P (1)<br />

where p is a point in the projector’s coordinate<br />

system. If we decompose rotation and translation<br />

components in this matrix transformation<br />

we obtain:<br />

p=[R t] ·P (2)<br />

In which R is a 3x3 matrix corresponding to the<br />

rotational components of the transformation and<br />

t the 3x1 translation vector. Then we split the<br />

rotation columns into row vectors R1, R2, and R3<br />

of formula 3. Applying the perspective division<br />

results in the following two formulae:<br />

(3)<br />

(4)<br />

in which the 2D point pi is split into (ui,vi).<br />

Given n measured point-point correspondences<br />

(p ; P ); (i = 1::n), we obtain 2n equations:<br />

i i<br />

R 1 ·P i – u i ·R 3 ·P i + t x - u i ·t z = 0 (5)<br />

R 2 ·P i – v i ·R 3 ·P i + t y - u i ·t z = 0 (6)<br />

We can rewrite these 2n equations as a matrix<br />

multiplication with a vector of 12 unknown<br />

variables, comprising the original transformation<br />

components R and t of formula 3. Due to measurement<br />

errors, a solution is usually non-singular;<br />

we wish to estimate this transformation with<br />

a minimal estimation deviation. In the algorithm<br />

presented at (Bimber & Raskar, 2004), the minimax<br />

theorem is used to extract these based on<br />

determining the singular values. In a straightforward<br />

matter, internal and external transformations<br />

I and E of formula 1 can be extracted from<br />

the resulting transformation.<br />

References<br />

■ Avrahami, d. and hudson, s.e. (2002)<br />

‘Forming interactivity: a tool for rapid prototyping<br />

of physical interactive products’,<br />

Proceedings of DIS ‘02, pp.141–146.<br />

■ Azuma, R. (1997)<br />

‘A survey of augmented reality’, Presence:<br />

Teleoperators and Virtual Environments,<br />

Vol. 6, No. 4, pp.355–385.<br />

■ Azuma, R., Baillot, y., Behringer, R., feiner,<br />

s., julier, s. and macintyre, B. (2001)<br />

‘Recent advances in augmented reality’, IEEE<br />

Computer Graphics and Applications, Vol. 21,<br />

No. 6, pp.34–47.<br />

■ Ballagas, R., Ringel, m., stone,<br />

m. and Borchers, j. (2003)<br />

‘iStuff: a physical user interface toolkit for<br />

ubiquitous computing environments’, Proceedings<br />

of CHI 2003, pp.537–544.<br />

■ Bandyopadhyay, d., Raskar, R. and fuchs,<br />

h. (2001)<br />

‘Dynamic shader lamps: painting on movable<br />

objects’, International Symposium on Augmented<br />

Reality (ISM<strong>AR</strong>), pp.207–216.<br />

■ Bimber, o. (2002)<br />

‘Interactive rendering for projection-based<br />

augmented reality displays’, PhD dissertation,<br />

Darmstadt University of Technology.<br />

■ Bimber, o., stork, A. and Branco, P. (2001)<br />

‘Projection-based augmented engineering’,<br />

Proceedings of International Conference on<br />

Human-Computer Interaction (HCI’2001),<br />

Vol. 1, pp.787–791.<br />

■ Bochenek, g.m., Ragusa, j.m. and malone,<br />

l.c. (2001)<br />

‘Integrating virtual 3-D display systems into<br />

product design reviews: some insights from<br />

empirical testing’, Int. J. Technology Management,<br />

Vol. 21, Nos. 3–4, pp.340–352.<br />

■ Bordegoni, m. and covarrubias, m. (2007)<br />

‘Augmented visualization system for a haptic<br />

interface’, HCI International 2007 Poster.<br />

■ eisenberg, A. (2004)<br />

‘For your viewing pleasure, a projector in<br />

your pocket’, New York Times, 4 November.<br />

■ faugeras, o. (1993)<br />

‘Three-Dimensional Computer Vision:<br />

a Geometric Viewpoint’, MIT press.<br />

■ fails, j.A. and olsen, d.R. (2002)<br />

‘LightWidgets: interacting in everyday<br />

spaces’, Proceedings of IUI ‘02, pp.63–69.<br />

■ greenberg, s. and fitchett, c. (2001)<br />

‘Phidgets: easy development of physical interfaces<br />

through physical widgets’, Proceedings<br />

of UIST ‘01, pp.209–218.<br />

■ hoeben, A. (2010)<br />

“Using a projected Trompe L’oeil to highlight<br />

a church interior from the outside”, EVA<br />

2010<br />

■ hudson, s. (2004)<br />

‘Using light emitting diode arrays as touchsensitive<br />

input and output devices’, Proceedings<br />

of the ACM Symposium on User Interface<br />

Software and Technology, pp.287–290.<br />

■ jacob, R.j., ishii, h., Pangaro, g. and Patten,<br />

j. (2002)<br />

‘A tangible interface for organizing information<br />

using a grid’, Proceedings of CHI ‘02,<br />

pp.339–346.<br />

57


■ kanai, s., horiuchi, s., shiroma, y., yo-<br />

koyama, A. and kikuta, y. (2007)<br />

‘An integrated environment for testing and<br />

assessing the usability of information appliances<br />

using digital and physical mock-ups’,<br />

Lecture Notes in Computer Science, Vol.<br />

4563, pp.478–487.<br />

■ kato, h. and Billinghurst, m. (1999)<br />

‘Marker tracking and HMD calibration for a<br />

video-based augmented reality conferencing<br />

system’, Proceedings of International<br />

Workshop on Augmented Reality (IW<strong>AR</strong> 99),<br />

pp.85–94.<br />

■ klinker, g., dutoit, A.h., Bauer, m., Bayer,<br />

j., novak, V. and matzke, d. (2002)<br />

‘Fata Morgana – a presentation system for<br />

product design’, Proceedings of ISM<strong>AR</strong> ‘02,<br />

pp.76–85.<br />

■ oviatt, s.l., cohen, P.R., wu, l., Vergo,<br />

j., duncan, l., suhm, B., Bers, j., et al.<br />

(2000)<br />

‘Designing the user interface for multimodal<br />

speech and gesture applications: state-ofthe-art<br />

systems and research directions’,<br />

Human Computer Interaction, Vol. 15, No. 4,<br />

pp.263–322.<br />

■ Paradiso, j.A., hsiao, k., strickon, j.,<br />

lifton, j. and Adler, A. (2000)<br />

‘Sensor systems for interactive surfaces’,<br />

IBM Systems Journal, Vol. 39, Nos. 3–4,<br />

pp.892–914.<br />

■ Patten, j., ishii, h., hines, j. and Pangaro,<br />

g. (2001)<br />

‘Sensetable: a wireless object tracking platform<br />

for tangible user interfaces’, Proceedings<br />

of CHI ‘01, pp.253–260.<br />

■ Pedersen, e.R., sokoler, t. and nelson, l.<br />

(2000)<br />

‘PaperButtons: expanding a tangible user interface’,<br />

Proceedings of DIS ’00, pp.216–223.<br />

58<br />

■ Pederson, t. (2001)<br />

‘Magic touch: a simple object location tracking<br />

system enabling the development of<br />

physical- virtual artefacts in office environ-<br />

ments’, Personal Ubiquitous Comput., Janu-<br />

ary, Vol. 5, No. 1, pp.54–57.<br />

■ Piper, B., Ratti, c. and ishii, h. (2002)<br />

‘Illuminating clay: a 3-D tangible interface<br />

for landscape analysis’, Proceedings of CHI<br />

‘02, pp.355–362.<br />

■ Prince, s.j., xu, k. and cheok, A.d. (2002)<br />

‘Augmented reality camera tracking with<br />

homographies’, IEEE Comput. Graph. Appl.,<br />

November, Vol. 22, No. 6, pp.39–45.<br />

■ Raskar, R., welch, g., low, k-l. and<br />

Bandyopadhyay, d. (2001)<br />

‘Shader lamps: animating real objects with<br />

image based illumination’, Proceedings<br />

of Eurographics Workshop on Rendering,<br />

pp.89–102.<br />

■ Raskar, R. and low, k-l. (2001)<br />

‘Interacting with spatially augmented reality’,<br />

ACM International Conference on Virtual<br />

Reality, Computer Graphics and Visualization<br />

in Africa (AFRIGRAPH), pp.101–108.<br />

■ Raskar, R., van Baar, j., Beardsley, P.,<br />

willwacher, t., Rao, s. and forlines, c.<br />

(2003)<br />

‘iLamps: geometrically aware and self-configuring<br />

projectors’, SIGGRAPH, pp.809–818.<br />

■ Raskar, R. and Bimber, o. (2004)<br />

Spatial Augmented Reality, A.K. Peters,<br />

ISBN: 1568812302.<br />

■ Reikimoto, j. (2002)<br />

‘SmartSkin: an infrastructure for freehand<br />

manipulation on interactive surfaces’,<br />

Proceedings of CHI ‘02, pp.113–120.<br />

■ saakes, d.P., chui, k., hutchison, t.,<br />

Buczyk, B.m., koizumi, n., inami, m.<br />

and Raskar, R. (2010)<br />

’ Slow Display’. In SIGGRAPH 2010 emerging<br />

technologies: Proceedings of the 37th<br />

annual conference on Computer graphics and<br />

interactive techniques, July 2010.<br />

■ schäfer, k., Brauer, V. and Bruns, w.<br />

(1997)<br />

‘A new approach to human-computer<br />

interaction – synchronous modelling in real<br />

and virtual spaces’, Proceedings of DIS ‘97,<br />

pp.335–344.<br />

■ schall, g., mendez, e., kruijff, e., Veas, e.,<br />

sebastian, j., Reitinger, B. and schmalstieg,<br />

d. (2008)<br />

‘Handheld augmented reality for underground<br />

infrastructure visualization’, Journal<br />

of Personal and Ubiquitous Computing,<br />

Springer, DoI 10.1007/s00779-008-0204-5.<br />

■ schmalstieg, d. and wagner, d. (2008)<br />

‘Mobile phones as a platform for augmented<br />

reality’, Proceedings of the IEEE VR 2008<br />

Workshop on Software Engineering and Architectures<br />

for Realtime Interactive Systems,<br />

pp.43–44.<br />

■ sutherland, i.e. (1968)<br />

‘A head-mounted three-dimensional display’,<br />

Proceedings of AFIPS, Part I, Vol. 33,<br />

pp.757–764.<br />

■ ukita, n. and kidode, m. (2004)<br />

‘Wearable virtual tablet: fingertip drawing<br />

on a portable plane-object using an activeinfrared<br />

camera’, Proceedings of IUI 2004,<br />

pp.169–175.<br />

■ Verlinden, j.c., de smit, A., horváth, i.,<br />

epema, e. and de jong, m. (2003)<br />

‘Time compression characteristics of the<br />

augmented prototyping pipeline’, Proceedings<br />

of Euro-uRapid’03, p.A/1.<br />

■ Verlinden, j., horvath, i. (2008)<br />

”Enabling interactive augmented prototyping<br />

by portable hardware and a plugin-based<br />

software architecture” Journal of Mechanical<br />

Engineering, Slovenia, Vol 54(6), pp.<br />

458-470.<br />

■ welch, g. and foxlin, e. (2002)<br />

‘Motion tracking: no silver bullet, but a respectable<br />

arsenal’, IEEE Computer Graphics<br />

and Applications, Vol. 22, No. 6, pp.24–38.<br />

.<br />

59


LIKE RIDING A BIKE. LIKE P<strong>AR</strong>KING A C<strong>AR</strong>.<br />

PoRTRAIT oF THE <strong>AR</strong>TIST IN RESIDENCE<br />

M<strong>AR</strong>INA DE HAAS<br />

BY HANNA SCHRAFFENBERGER<br />

"Hi Marina. Nice to meet you!<br />

I have heard a lot about you."<br />

I usually avoid this kind of phrases. Judging from<br />

my experience, telling people that you have<br />

heard a lot about them makes them feel uncomfortable.<br />

But this time I say it. After all, it’s no<br />

secret that Marina and the <strong>AR</strong> <strong>Lab</strong> in The Hague<br />

share a history which dates back much longer<br />

than her current residency at the <strong>AR</strong> <strong>Lab</strong>. At the<br />

lab, she is known as one of the first students<br />

who overcame the initial resistance of the fine<br />

arts program and started working with <strong>AR</strong>. With<br />

support of the lab, she has realized the <strong>AR</strong> artworks<br />

Out of the blue and Drops of white in the<br />

course of her study. In 2008 she graduated with<br />

an <strong>AR</strong> installation that shows her 3d animated<br />

portfolio. Then, having worked with <strong>AR</strong> for three<br />

years, she decided to take a break from technology<br />

and returned to photography, drawing and<br />

painting. Now, after yet another three years,<br />

she is back in the mixed reality world. Convinced<br />

by her concepts for future works, the <strong>AR</strong> <strong>Lab</strong><br />

has invited her as an Artist in Residence. That is<br />

what I have heard about her, and made me want<br />

to meet her for an artist-portrait. Knowing quite<br />

60 61


a lot about her past, I am interested in what she<br />

is currently working on, in the context of her<br />

residency. When she starts talking, it becomes<br />

clear that she has never really stopped thinking<br />

about <strong>AR</strong>. There’s a handwritten notebook<br />

full of concepts and sketches for future works.<br />

Right now, she is working on animations of two<br />

animals. once she is done animating, she'll use<br />

<strong>AR</strong> technology to place the animals — an insect<br />

and a dove — in the hands of the audience.<br />

“I usually start<br />

out with my own<br />

photographs and a<br />

certain space I want<br />

to augment.”<br />

"They will hold a little funeral<br />

monument in the shape of a tile<br />

in their hands. Using <strong>AR</strong> technol-<br />

ogy, the audience will then see a<br />

dying dove or dying crane fly with<br />

a missing foot.”<br />

Marina tells me her current piece is about impermanence<br />

and mortality, but also about the fact<br />

that death can be the beginning of something<br />

new. Likewise, the piece is not only about death<br />

but also intended as an introduction and beginning<br />

for a forthcoming work. The <strong>AR</strong> <strong>Lab</strong> makes<br />

this beginning possible through financial support<br />

but also provides technical assistance and serves<br />

as a place for mutual inspiration and exchange.<br />

Despite her long break from the digital arts, the<br />

young artist feels confident about working with<br />

<strong>AR</strong> again:<br />

“It’s a bit like biking, once you’ve<br />

learned it, you never unlearn it. It’s<br />

the same with me and <strong>AR</strong>, of course<br />

I had to practice a bit, but I still<br />

have the feel for it. I think working<br />

with <strong>AR</strong> is just a part of me.”<br />

After having paused for three years, Marina is<br />

positively surprised about how <strong>AR</strong> technology<br />

has emerged in the meantime:<br />

“<strong>AR</strong> is out there, it’s alive, it’s<br />

growing and finally, it can be<br />

markerless. I don’t like the use of<br />

markers. They are not part of my<br />

art and people see them, when<br />

they don’t wear <strong>AR</strong> glasses. I am<br />

also glad that so many people<br />

know <strong>AR</strong> from their mobile phones<br />

or at least have heard about it<br />

before. Essentially, I don’t want<br />

the audience to wonder about the<br />

technology, I want them to look at<br />

the pictures and animations I create.<br />

The more people are used to<br />

the technology the more they will<br />

focus on the content. I am really<br />

happy and excited how <strong>AR</strong> has<br />

evolved in the last years!”<br />

I ask, how working with brush and paint differs<br />

from working with <strong>AR</strong>, but there seems to be<br />

surprisingly little difference.<br />

“The main difference is that with<br />

<strong>AR</strong> I am working with a pen-tablet,<br />

a computer and a screen. I<br />

control the software, but if I work<br />

with a brush I have the same kind<br />

of control over it. In the past, I<br />

used to think that there was a<br />

difference, but now I think of the<br />

computer as just another medium<br />

to work with. There is no real<br />

difference between working with<br />

a brush and working with a computer.<br />

My love for technology is<br />

similar to my love for paint.”<br />

Marina discovered her love for technology<br />

at a young age:<br />

“When I was a child I found a<br />

book with code and so I programmed<br />

some games. That was<br />

fun, I just understood it. It’s the<br />

same with creating <strong>AR</strong> works<br />

now. My way of thinking perfectly<br />

matches with how <strong>AR</strong> works. It<br />

feels completely natural to me.”<br />

Nevertheless, working with technology also has<br />

its downside:<br />

“The most annoying thing about<br />

working with <strong>AR</strong> is that you are<br />

always facing technical limitations<br />

and there is so much that<br />

can go wrong. No matter how well<br />

you do it, there is always the risk<br />

that something won’t work.<br />

I hope for technology to get more<br />

stable in the future.”<br />

When realizing her artistic augmentations,<br />

Marina sticks to an established workflow:<br />

“I usually start out with my own<br />

photographs and a certain space<br />

I want to augment. Preferably I<br />

measure the dimensions of the<br />

space, and then I work with that<br />

62 63


oom in my head. I have it in my<br />

inner vision and I think in pictures.<br />

There is a photo register in my<br />

head which I can access. It’s a bit<br />

like parking a car. I can park a car<br />

in a very small space extremely<br />

well. I can feel the car around me<br />

and I can feel the space I want to<br />

put it in. It’s the same with the<br />

art I create. Once I have clear idea<br />

of the artwork I want to create, I<br />

use Cinema4D software to make<br />

3d models. Then I use Build<strong>AR</strong> to<br />

place my 3d models it the real<br />

space. If everything goes well,<br />

things happen that you could not<br />

have imagined.”<br />

A result of this process is, for example, the <strong>AR</strong><br />

installation Out of the blue which was shown<br />

at Today’s Art festival in The Hague in 2007:<br />

“The idea behind ‘Out of the<br />

blue’ came from a photograph<br />

I took in an elevator. I took the<br />

picture so that the lights in the<br />

elevator looked like white ellipses<br />

on a black background. I<br />

took this basic elliptical shape<br />

as a basis for working in a very<br />

big space. I was very curious if I<br />

could use such a simple shape and<br />

still convince the audience that it<br />

really existed in the space. And<br />

it worked — people tried to touch<br />

it with their hands and were very<br />

surprised when that wasn’t possible.”<br />

The fact that people believe in the existence of<br />

her virtual objects is also important for Marina’s<br />

personal understanding of <strong>AR</strong>:<br />

“For me, Augmented Reality<br />

means using digital images to<br />

create something which is not<br />

real. However, by giving meaning<br />

to it, it becomes real and people<br />

realize that it might as well<br />

exist.”<br />

I wonder whether there is a specific place or<br />

space she’d like to augment in the future and<br />

Marina has quite some places in mind. They have<br />

one thing in common: they are all known museums<br />

that show modern art.<br />

“I would love to create works<br />

for the big museums such as the<br />

TATE Modern or MoMa. In the<br />

Netherlands, I’d love to augment<br />

spaces at the Stedelijk Museum in<br />

Amsterdam or Boijmans museum<br />

in Rotterdam. That’s my world.<br />

Going to a museum means a lot<br />

to me. Of course, one can place<br />

<strong>AR</strong> artworks everywhere, also in<br />

public spaces. But it is important<br />

to me that people who experience<br />

my work have actively chosen to<br />

go somewhere to see art. I don’t<br />

want them to just see it by accident<br />

at a bus stop or in a park.”<br />

Rather than placing her virtual models in a specific<br />

physical space, her current work follows a<br />

different approach. This time, Marina will place<br />

the animated dying animals in the hands of the<br />

audiences. The artist has some ideas about how<br />

to design this physical contact with the digital<br />

animals.<br />

“In order for my piece to work,<br />

the viewer needs to feel like he<br />

is holding something in his hand.<br />

Ideally, he will feel the weight of<br />

the animal. The funeral monuments<br />

will therefor have a certain<br />

weight.”<br />

It is still open where and when we will be able<br />

to experience the piece:<br />

“My residency lasts 10 weeks. But<br />

of course that’s not enough time<br />

to finish. In the past, a piece was<br />

finished when the time to work on<br />

it was up. Now, a piece is finished<br />

when it feels complete. It’s something<br />

I decide myself, I want to<br />

have control over it. I don’t want<br />

any more restrictions. I avoid<br />

deadlines.”<br />

Coming from a fine arts background, Marina has<br />

a tip for art students who want to to follow in<br />

her footsteps and are curious about working<br />

with <strong>AR</strong>:<br />

“I know it can be difficult to combine<br />

technology with art, but it is<br />

worth the effort. Open yourself<br />

up to for art in all its possibilities,<br />

including <strong>AR</strong>. <strong>AR</strong> is a chance<br />

to take a step in a direction of<br />

which you have no idea where<br />

you’ll find yourself. You have to<br />

be open for it and look beyond<br />

the technology. <strong>AR</strong> is special —<br />

I couldn’t live without it anymore...”<br />

64 65


BIoGRAPHY -<br />

JERoEN VAN ERP<br />

jeRoen VAn eRP gRAduAted<br />

fRom the fAculty of industRiAl<br />

design At the technicAl<br />

uniVeRsity of delft in<br />

1988. in 1992, he wAs one of<br />

the foundeRs of fABRique<br />

in delft, which Positioned<br />

itself As A multidisciPlin<strong>AR</strong>y<br />

design BuReAu. he estABlished<br />

the inteRActiVe<br />

mediA deP<strong>AR</strong>tment in 1994,<br />

focusing PRim<strong>AR</strong>ily on de-<br />

VeloPing weBsites foR the<br />

woRld wide weB - BRAnd<br />

new At thAt time.<br />

66<br />

under jeroen’s joint leadership, fabrique<br />

has grown through the years into a multi-<br />

faceted design bureau. it currently employs<br />

more than 100 artists, engineers and story-<br />

tellers working for a wide range of customers:<br />

from supermarket chain Albert heijn to the<br />

Rijksmuseum.<br />

fabrique develops visions, helps its clients<br />

think about strategies, branding and innova-<br />

tion and realises designs. Preferably cutting<br />

straight through the design disciplines, so<br />

that the traditional borders between graphic<br />

design, industrial design, spatial design and<br />

interactive media are sometimes barely recognisable.<br />

in the bureau’s vision, this cross<br />

media approach will be the only way to create<br />

apparently simple solutions for complex<br />

and relevant issues. the bureau also opened<br />

a studio in Amsterdam in 2008.<br />

jeroen is currently cco (chief creative<br />

officer) and a partner, and in this role he<br />

is responsible for the creative policy of the<br />

company. he has also been closely involved<br />

in various projects as art director and designer.<br />

he is a guest lecturer for various<br />

courses and is a board member at nAgo<br />

(the netherlands graphic design Archive)<br />

and the design & emotion society.<br />

www.fabrique.nl<br />

A MAGICAL LEVERAGE<br />

IN SE<strong>AR</strong>CH oF THE KILLER APPLICATIoN<br />

BY JERoEN VAN ERP<br />

the moment i was confronted with the technology of Augmented Reality,<br />

back in 2006 at the Royal Academy of Arts in the hague, i was thrilled.<br />

despite the heavy helmet, the clumsy equipment, the shaky images and<br />

the lack of a well-defined purpose, it immediately had a profound impact<br />

on me. from the start, it was clear that this technology had a lot of po-<br />

tential, although at first it was hard to grasp why. Almost six years later,<br />

the fog that initially surrounded this new technology has gradually faded<br />

away. to start with, the technology itself is developing rapidly, as is the<br />

equipment. But more importantly: companies and cul-<br />

tural institutions are starting to understand how they can benefit from<br />

this technology. At the moment there are a variety of applications avail-<br />

able (mainly mobile applications for tablets or smart phones) that create<br />

added value for the user or consumer. this is great, because it not only<br />

allows the audience to gain experience in the field of this still-developing<br />

technology, but also the industry. But to make Augmented Reality a real<br />

success, the next step will be of vital importance.<br />

67


innoVAting oR innoVAting?<br />

let’s have a look at different forms of innovat-<br />

ing in figure 1. on the left we see innovations<br />

with a bottom-up approach, and on the right a<br />

top-down approach to innovating. A bottomup<br />

approach means that we have a promising<br />

new technique, concept or idea although the<br />

exact goal or matching business model aren’t<br />

clear yet. in general, bottom-up developments<br />

are technological or art-based, and are therefore<br />

what i would call autonomous: the means<br />

are clear, but the exact goal has still to be<br />

defined. the usual strategy to take it further<br />

is to set up a start-up company in order to<br />

develop the technique and hopefully to create<br />

a market.<br />

this is not always that simple. innovating from<br />

a top-down approach means that the innovation<br />

is steered on the basis of a more or less<br />

clearly defined goal. in contrast with bottomup<br />

innovations, the goal is well-defined and<br />

the designer or developer has to choose the<br />

right means, and design a solution that fits<br />

the goal. this can be a business goal, but also<br />

figure 1.<br />

a social goal. A business goal is often derived<br />

from a benefit for the user or the consumer,<br />

which is expected to generate an economic<br />

benefit for the company. A marketing specialist<br />

would state that there is already a market.<br />

this approach means that you have to innovate<br />

with an intended goal in mind. A business<br />

goal-driven innovation can be a product innovation<br />

(either physical products, services or a<br />

combination of the two) or a brand innovation<br />

(storytelling, positioning), but always with an<br />

intended economical or social benefit in mind.<br />

As there is an expected benefit, people are<br />

willing to invest.<br />

it’s interesting to note the difference on the<br />

vertical axis between radical innovations and<br />

incremental changes (Robert Verganti – design<br />

drive innovation). incremental changes are<br />

improvements of existing concepts or products.<br />

this is happening a lot, for instance in<br />

the automotive industry. in general, a radical<br />

innovation changes the experience of the<br />

product in a fundamental way, and as a result<br />

of this often changes an entire business.<br />

this is something Apple has achieved several<br />

times, but it has also been achieved by tomtom,<br />

and by Philips and douwe egberts with<br />

their senseo coffee machine.<br />

how ABout <strong>AR</strong>?<br />

what about the position of Augmented Reality?<br />

to start with, the Augmented Reality<br />

technique is not a standalone innovation. it’s<br />

not a standalone product but a technique or<br />

feature that can be incorporated into products<br />

or services with a magical leverage. At its core<br />

it is a technique that was developed — and is<br />

still developing — with specialist purposes in<br />

mind. in principle there was no big demand<br />

from ‘the market’. essentially, it is a bottomup<br />

technological development that needs a<br />

concept, product or service.<br />

you can argue about whether it is an incre-<br />

mental innovation or a radical one. A virtual<br />

reality expert will probably tell you that it is<br />

an improvement (incremental innovation) of<br />

the VR technique. But if you look from an application<br />

perspective, there is a radical aspect<br />

to it. i prefer to keep the truth in the middle.<br />

At this moment in time, <strong>AR</strong> is in the blue area<br />

(figure 1).<br />

it is clear that bottom-up innovation and topdown<br />

innovation are different species. But<br />

when it comes to economic leverage, it is a<br />

challenge to be part of the top-down game.<br />

this provides a guarantee for further development,<br />

and broad acceptation of the technique<br />

and principles. so the major challenge for <strong>AR</strong><br />

is to make the big step to the right part of figure<br />

1 as indicated by the red arrow. Although<br />

the principles of Augmented Reality are very<br />

promising, it’s clear we aren’t there yet. An<br />

example: we recently received a request to<br />

‘do something’ with Augmented Reality. the<br />

idea was to project the result of an <strong>AR</strong> application<br />

onto a big wall. suddenly it occurred to<br />

me that the experience of <strong>AR</strong> wasn’t suitable<br />

at all for this form of publishing. <strong>AR</strong> doesn’t do<br />

well on a projection screen. it does well in the<br />

user’s head, where time, place, reality and<br />

imagination can play an intriguing game with<br />

our senses. it is unlikely that the technique of<br />

Augmented Reality will lead to mass consumption<br />

as in ‘experiencing the same thing with<br />

a lot of people at the same time’. no, by their<br />

nature, <strong>AR</strong> applications are intimate and intense,<br />

and this is one of its biggest assets.<br />

futuRe<br />

we have come a long way, and the things we<br />

can do with <strong>AR</strong> are becoming more amazing by<br />

the day. the big challenge is to make it applicable<br />

in relevant solutions. there’s no discussion<br />

about the value of <strong>AR</strong> in specialist areas,<br />

such as the military industry. institutions in<br />

the field of art and culture have discovered<br />

the endless possibilities, and now it is the<br />

time to make the big leap towards solutions<br />

with social or economic value (the green area<br />

in figure 1). this will give the technique the<br />

chance to develop further in order to flourish<br />

at the end. from that perspective, it wouldn’t<br />

surprise me if the first really good, efficient<br />

and economically profitable application will<br />

emerge for educational purposes.<br />

let’s not forget we are talking about a tech-<br />

nology that is still in its infant years. when i<br />

look back at the websites we made 15 years<br />

ago, i realize the gigantic steps we have made,<br />

and i am aware of the fact that we could<br />

hardly imagine then what the impact of the<br />

internet would be on society today. of course,<br />

it’s hard to compare the concept of Augmented<br />

Reality with that of the internet, but it is<br />

a valid comparison, because it gives the same<br />

powerless feeling of not being able to predict<br />

its future. But it will probably be bigger than<br />

you can imagine.<br />

68 69


THE PoSITIoNING<br />

oF VIRTUAL oBJECTS<br />

RoBERT PREVEL<br />

WHEN USING AUGMENTED<br />

REALITY (<strong>AR</strong>) FoR VISIoN,<br />

VIRTUAL oBJECTS <strong>AR</strong>E ADDED<br />

To THE REAL WoRLD AND DIS-<br />

PLAYED IN SoME WAY To THE<br />

USER; BE THAT VIA A MoNIToR,<br />

PRoJECToR, oR HEAD-MoUNT-<br />

ED DISPLAY (HMD). oFTEN IT IS<br />

DESIRABLE, oR EVEN UNAVoID-<br />

ABLE, FoR THE VIEWPoINT oF<br />

THE USER To MoVE <strong>AR</strong>oUND<br />

THE ENVIRoNMENT (THIS IS<br />

P<strong>AR</strong>TICUL<strong>AR</strong>LY THE CASE IF<br />

THE USER IS WE<strong>AR</strong>ING A HMD).<br />

THIS PRESENTS A PRoBLEM,<br />

REG<strong>AR</strong>DLESS oF THE TYPE oF<br />

DISPLAY USED: HoW CAN THE<br />

VIEWPoINT BE DECoUPLED<br />

FRoM THE AUGMENTED VIR-<br />

TUAL oBJECTS?<br />

To recap, virtual objects are blended with the<br />

real world view in order to achieve an Augmented<br />

world view. From our initial viewpoint<br />

we can determine what the virtual object’s<br />

70<br />

position and orientation (pose) in 3D space,<br />

and its scale, should be. However, if the view<br />

point changes, then how we view the virtual<br />

object should also change. For example, if<br />

I walk around to face the back of a virtual<br />

object, I expect to be able to see the rear<br />

of that object.<br />

The solution to this problem is to keep track<br />

of the user’s viewpoint and, in the event that<br />

the viewpoint changes, to update the pose of<br />

any virtual content accordingly. There are a<br />

number of ways in which this can be achieved,<br />

by using, for example: positional sensors<br />

(such as inertia trackers), a global positioning<br />

system, computer vision techniques, etc. Typically<br />

the best results are those systems that<br />

take the data from many tracking systems and<br />

blend them together.<br />

At TU Delft, we have been researching and<br />

developing techniques to track position using<br />

computer vision techniques. often it is<br />

the case that video cameras are used in <strong>AR</strong><br />

systems; indeed, in the case where the <strong>AR</strong><br />

system uses video see-through, the use of<br />

cameras is necessary. Using computer vision<br />

techniques, we can identify landmarks in the<br />

environment, and, using these landmarks, we<br />

can determine the pose of our camera with<br />

basic geometry. If the camera is not used<br />

directly as the viewpoint (as is the case in<br />

optical see-through systems), then we can still<br />

keep track of the viewpoint by attaching the<br />

camera to it. Say, for example, that we have<br />

an optical see-through HMD with an attached<br />

video camera. Then, if we calculate the pose<br />

of the camera, we can then determine the<br />

pose of the viewpoint, provided that the<br />

camera’s position relative to the viewpoint<br />

remains fixed.<br />

The problem then, has been reduced to<br />

identifying landmarks in the environment.<br />

Historically, this has been achieved by the<br />

use of fiducial markers, which act as points<br />

of reference in the image. Fiducial markers<br />

provide us with a means of determining the<br />

scale of the visible environment, provided<br />

that: enough points of reference are visible,<br />

we know their relative positions, and these<br />

relative positions don’t change. A typical<br />

marker often used in <strong>AR</strong> applications consists<br />

of a card with a black rectangle in the centre,<br />

a white border, and an additional mark to<br />

determine which edge of the card is considered<br />

the bottom. As we know that the corners<br />

of the black rectangle are all 90 degrees, and<br />

we know the distance between corners, we<br />

can identify the marker and determine the<br />

pose of the camera with regard to the points<br />

of reference (in this case the four corners of<br />

the card).<br />

A large number of simple ‘desktop’ <strong>AR</strong> applica-<br />

tions make use of individual markers to track<br />

camera pose, or conversely, to track the position<br />

of the markers relative to our viewpoint.<br />

Larger applications require multiple markers<br />

linked together, normally distinguishable by<br />

a unique pattern or barcode in the centre<br />

of the marker. Typically the more points of<br />

reference that are visible in a scene, the better<br />

the results when determining the camera’s<br />

pose. The key advantage to using markers<br />

for tracking the pose of the camera is that<br />

an environment can be carefully prepared<br />

in advance, and provided the environment<br />

does not change, should deliver the same <strong>AR</strong><br />

experience each time. Sometimes however,<br />

it is not feasible to prepare an environment<br />

with markers. often it is desirable to use an<br />

<strong>AR</strong> application in an unknown or unprepared<br />

environment. In these cases, an alternative<br />

to using markers is to identify the natural<br />

features found in the environment.<br />

The term ‘natural features’ can be used to<br />

describe the parts of an image that stand out.<br />

Examples include: edges, corners, areas of<br />

high contrast, etc. In order to be able to use<br />

the natural features to track the camera position<br />

in an unknown environment, we need to<br />

be able to first identify the natural features,<br />

and then determine their relative positions<br />

in the environment. Whereas you could place<br />

20 markers in an environment and still only<br />

have 80 identifiable corners, there are often<br />

hundreds of natural features in any one image.<br />

This makes using natural features a more robust<br />

solution than using markers, as there are<br />

far more landmarks we can use to navigate,<br />

not all of which need to be visible. one of the<br />

key advantages to using natural features over<br />

markers is that: as we already need to identify<br />

and keep track of those natural features seen<br />

from our initial view point, we can use the<br />

same method to continually update a 3D map<br />

of features as we change our view point.<br />

This allows our working environment to grow,<br />

which could not be achieved in a prepared<br />

environment.<br />

Although we are able to determine the relative<br />

distance between features, the question<br />

remains: how can we determine the absolute<br />

position of features in an environment without<br />

some known measurement? The short answer<br />

is that we cannot; either we need to estimate<br />

the distance or we can introduce a known<br />

measurement. In a future edition we will<br />

discuss the use of multiple video cameras and<br />

how, given the absolute distance between the<br />

cameras, we can determine the absolute position<br />

of our identified features.<br />

71


MEDIATED REALITY FoR CRIME<br />

SCENE INVESTIGATIoN1 STEPHAN LUKoSCH<br />

cRime scene inVestigAtion in the netheRlAnds is PRim<strong>AR</strong>ily<br />

the ResPonsiBility of the locAl Police. foR seVeRe cRimes,<br />

A nAtionAl teAm suPPoRted By the netheRlAnds foRensic<br />

institute (nfi) is cAlled in. initiAlly cAPtuRing All detAils<br />

of A cRime scene is of PRime imPoRtAnce (so thAt eVidence<br />

is not Accidently destRoyed). nfi’s deP<strong>AR</strong>tment of digitAl<br />

imAge AnAlysis uses the infoRmAtion collected foR 3d<br />

cRime scene ReconstRuction And AnAlysis.<br />

within the csi the hague project (http://<br />

www.csithehague.com) several companies and<br />

research institutes cooperate under the guidance<br />

of the netherlands forensic institute in<br />

order to explore new technologies to improve<br />

crime scene investigation by combining different<br />

technologies to digitize, visualize and investigate<br />

the crime scene. the major motivation<br />

for the csi the hague project is that one<br />

can investigate a crime scene only once. if you<br />

do not secure all possible evidence during this<br />

investigation, it will not be available for solving<br />

the committed crime. the digitalization<br />

of the crime scene provides opportunities for<br />

testing hypotheses and witness statements,<br />

but can also be used to train future investigators.<br />

for the csi the hague project, two<br />

groups at the delft university of technology,<br />

systems engineering2 and Biomechanical engineering3<br />

, joined their efforts to explore the<br />

potential of mediated and Augmented Reality<br />

for future crime scene investigation and to<br />

tackle current issues in crime scene investigation.<br />

in Augmented Reality, virtual data is<br />

spatially overlaid on top of physical reality. with<br />

this technology the flexibility of virtual reality<br />

can be used and is grounded in physical reality<br />

(Azuma, 1997). mediated reality refers to the<br />

ability to add to, subtract information from, or<br />

otherwise manipulate one’s perception of reality<br />

through the use of a wearable computer or<br />

hand-held device (mann and Barfield, 2003).<br />

in order to reveal the current challenges for<br />

supporting spatial analysis in crime scene<br />

investigation, structured interviews with five<br />

international experts in the area of 3d crime<br />

scene reconstruction were conducted. the<br />

interviews showed a particular interest for<br />

current challenges in spatial reconstruction<br />

and the interaction with the reconstruction<br />

data. the identified challenges are:<br />

1This article is based upon (Poelman et al., 2012).<br />

2http://www.sk.tbm.tudelft.nl 3 http://3me.tudelft.nl/en/about-the-faculty/departments/biomechanical-engineering/research/dbl-delft-biorobotics-lab/people/<br />

72<br />

figure 1. mediAted ReAlity heAd mounted deVice in use duRing the exPeRiment in the dutch foRensic field lAB.<br />

■ Time needed for reconstruction: data capture,<br />

alignment, data clean-up, geometric<br />

modelling and analyses are manual steps.<br />

■ Expertise required to deploy dedicated software<br />

and secure evidence at the crime scene.<br />

■ Complexity: Situations differ significantly.<br />

■ Time freeze: Data capture is often conducted<br />

once after a scene has been contaminated.<br />

The interview sessions ended with an open<br />

discussion on how mediated reality can support<br />

crime scene investigation in the future. Based<br />

on these open discussions, the following requirements<br />

for a mediated reality system that is to<br />

support crime scene investigation were identified:<br />

■ Lightweight head-mounted display (HMD):<br />

It became clear that the investigators whom<br />

arrive first on the crime scene currently carry<br />

a digital camera. Weight and ease of use are<br />

important design criteria. Experts would like<br />

those close to a pair of glasses.<br />

■ Contactless augmentation alignment (no<br />

markers on the crime scene): The first<br />

investigator who arrives on a crime scene has<br />

to keep the crime scene as untouched as possible.<br />

Technology that involves preparing the<br />

scene is therefore unacceptable.<br />

■ Bare hands gestures for user interface opera-<br />

tion: The hands of the CSIs have to be free to<br />

physically interact with the crime scene when<br />

needed, e.g. to secure evidence, open doors,<br />

climb, etc. Additional hardware such as data<br />

gloves or physically touching an interface<br />

such as a mobile device is not acceptable.<br />

■ Remote connection to and collaboration with<br />

experts: Expert crime scene investigators are<br />

a scarce resource and are not often available<br />

at location on request. Setting up a remote<br />

connection to guide a novice investigator<br />

through the crime scene and to collaboratively<br />

analyze the crime scene has the potential<br />

to improve the investigation quality.<br />

To address the above requirements, a novel<br />

mediated reality system for collaborative spatial<br />

analysis on location has been designed, developed<br />

and evaluated together with experts in the<br />

field and the NFI. This system supports collaboration<br />

between crime scene investigators (CSIs)<br />

on location who wear a HMD (see Figure 1) and<br />

expert colleagues at a distance.<br />

The mediated reality system builds a 3D map of<br />

the environment in real-time, allows remote users<br />

to virtually join and interact together in shared<br />

Augmented space with the wearer of the HMD,<br />

and uses bare hand gestures to operate the 3D<br />

multi-touch user interface. The resulting medi-<br />

73


figure 2. heAd mounted disPlAy, modified<br />

cinemiZeR oled (c<strong>AR</strong>l Zeiss) with two micRosoft<br />

hd-5000 weBcAms.<br />

figure 3. sP<strong>AR</strong>se 3d feAtuRe mAP geneRAted By<br />

the Pose estimAtion module.<br />

figure 4. gRAPhicAl useR inteRfAce oPtions menu.<br />

74<br />

ated reality system supports a lightweight headmounted<br />

display (HMD), contactless augmentation<br />

alignment, and a remote connection to and collaboration<br />

with expert crime scene investigators.<br />

The video see-through of a modified Carl Zeiss<br />

Cinemizer oLED (cf. Figure 2) for displaying<br />

content fulfills the requirement for a lightweight<br />

HMD, as its total weight is ~180 grams. Two<br />

Microsoft HD-5000 webcams are stripped and<br />

mounted in front of the Cinemizer providing a<br />

full stereoscopic 720p resolution pipeline. Both<br />

cameras record at ~30hz in 720p, images are<br />

projected in our engine, and render 720p stereoscopic<br />

images to the Cinemizer.<br />

As for all mediated reality systems, robust realtime<br />

pose estimation is one of the most crucial<br />

parts, as the 3D pose of the camera in the physical<br />

world is needed to render virtual objects<br />

correctly on required positions. We use a heavily<br />

modified version of PTAM (Parallel Tracking and<br />

Mapping) (Klein and Murray, 2007), in which<br />

a single camera setup is replaced by a stereo<br />

camera setup using 3D natural feature matching<br />

and estimation based on natural features. Using<br />

this algorithm, a sparse metric map (cf. Figure<br />

3) of the environment is created. This sparse<br />

metric map can be used for pose estimation in<br />

our Augmented Reality system.<br />

In addition to the sparse metric map, a dense<br />

3D map of the crime scene is created. The<br />

dense metric map provides a detailed copy of<br />

the crime scene enabling detailed analysis and<br />

is created from a continuous stream of disparity<br />

maps that are generated while the user moves<br />

around the scene. Each new disparity map is<br />

registered (combined) using the pose information<br />

from the PE module to construct or extend<br />

the 3D map of the scene. The point clouds are<br />

used for occlusion and collision checks, and for<br />

snapping digital objects to physical locations.<br />

By using an innovative hand tracking system,<br />

the mediated reality system can recognize bare<br />

hands gestures for user interface operation.<br />

This hand tracking system utilizes the stereo<br />

camera rig to detect the hand movements in 3D.<br />

The cameras are part of the HMD and an adaptive<br />

algorithm has been designed to determine<br />

whether to rely on the color, disparity or on both<br />

depending on the lighting conditions. This is the<br />

core technology to fulfill the requirement of<br />

bare hand interfacing. The user interface and<br />

the virtual scene are general-purpose parts of<br />

the mediated reality system. They can be used<br />

for CSI, but also for any other mediated reality<br />

application. The tool set, however, needs to be<br />

tailored for the application domain. The current<br />

mediated reality system supports the following<br />

tasks for CSIs: recording the scene, placing tags,<br />

loading 3D models, bullet trajectories and placing<br />

restricted area ribbons. Figure 4 shows the<br />

corresponding menu attached to a user’s hand.<br />

The mediated reality system has been evalu-<br />

ated on a staged crime scene at the NFI’s <strong>Lab</strong><br />

with three observers, one expert and one<br />

layman with only limited background in CSI.<br />

Within the experiment the layman, facilitated<br />

by the expert, conducted three spatial tasks,<br />

i.e. tagging a specific part of the scene with<br />

information tags, using barrier tape and poles<br />

to spatially secure the body in the crime scene<br />

and analyzing a bullet trajectory analysis with<br />

ricochet. The experiment was analyzed along<br />

seven dimensions (Burkhardt et al., 2007): fluidity<br />

of collaboration, sustaining mutual understanding,<br />

information exchanges for problem<br />

solving, argumentation and reaching consensus,<br />

task and time management, cooperative orientation,<br />

and individual task orientation. The<br />

results show that the mediated reality system<br />

supports remote spatial interaction with the<br />

physical scene as well as collaboration in shared<br />

augmented space while tackling current issues in<br />

crime scene investigation. The results also show<br />

that there is a need for more support to identify<br />

whose turn it is and who wants the next turn,<br />

etc. Additionally, the results show the need to<br />

represent the expert in the scene to increase<br />

the awareness and trust of working in a team<br />

and to counterbalance the feeling of being observed.<br />

Knowing the expert’s focus and current<br />

activity could possibly help to overcome this issue.<br />

Whether traditional patterns for computermediated<br />

interaction (Schümmer and Lukosch,<br />

2007) support awareness in mediated reality<br />

or rather new forms of awareness need to be<br />

designed, will be the subject of future research.<br />

Further tasks for future research include the<br />

design and evaluation of alternative interaction<br />

possibilities, e.g. by using physical objects that<br />

are readily available in the environment, sensor<br />

fusion, image feeds from spectral cameras or<br />

previously recorded laser scans, to provide more<br />

situational awareness and the privacy, security<br />

and validity of captured data. Finally, though<br />

IT is being tested and used for educational<br />

purposes within the CSI <strong>Lab</strong> of the Netherlands<br />

Forensic Institute (NFI), only the application and<br />

test of the mediated reality system in real settings<br />

can show the added value for crime scene<br />

investigation.<br />

RefeRences<br />

■ R. Azuma, A Survey of Augmented Reality,<br />

Presence 6, Vol 4, 1997, 355-385<br />

■ J. Burkhardt, F. Détienne, A. Hébert, L. Perron,<br />

S. Safin, P. Leclercq, An approach to assess the<br />

quality of collaboration in technology-mediated<br />

design situation, European Conference on Cognitive<br />

Ergonomics: Designing beyond the Product - Understanding<br />

Activity and User Experience in Ubiquitous<br />

Environments, 2009, 1-9<br />

■ G. Klein, D. Murray, Parallel Tracking and Mapping<br />

for Small <strong>AR</strong> Workspaces, Proc. International<br />

Symposium on Mixed and Augmented Reality, 2007,<br />

225-234<br />

■ S. Mann, W. Barfield, Introduction to Mediated<br />

Reality, International Journal of Human-Computer<br />

Interaction, 2003, 205-208<br />

■ R. Poelman, o. Akman, S. Lukosch, P. Jonker, As<br />

if Being There: Mediated Reality for Crime Scene<br />

Investigation, CSCW ‘12: Proceedings of the 2012<br />

ACM conference on Computer Supported Cooperative<br />

Work, ACM New York, NY, USA, 2012, 1267-1276,<br />

http://dx.doi.org/10.1145/2145204.2145394<br />

■ T. Schümmer, S. Lukosch, Patterns for Computer-<br />

Mediated Interaction, John Wiley & Sons, Ltd. 2007<br />

75


on fRidAy decemBeR 16th 2011<br />

the symPhony oRchestRA<br />

of the RoyAl conseRVAtoiRe<br />

PlAyed die wAlküRe (Act 1)<br />

By Rich<strong>AR</strong>d wAgneR, At the<br />

BeAutiful conceRt hAll ‘de<br />

VeReeniging’ in nijmegen.<br />

the <strong>AR</strong> lAB wAs inVited By<br />

the RoyAl conseRVAtoiRe to<br />

PRoVide VisuAls duRing this<br />

liVe PeRfoRmAnce. togetheR<br />

with students fRom diffeRent<br />

deP<strong>AR</strong>tments of the RoyAl<br />

AcAdemy of <strong>AR</strong>t, we designed<br />

A scReen consisting of 68<br />

Pieces of tRAnsP<strong>AR</strong>ent cloth<br />

(400x20 cm), hAnging in fouR<br />

lAyeRs ABoVe the oRchestRA.<br />

By PRojecting on this cloth<br />

we cReAted VisuAls giVing the<br />

illusion of dePth.<br />

we chose 7 leitmotiVs (RecuR-<br />

Ring theme, AssociAted with A<br />

P<strong>AR</strong>ticul<strong>AR</strong> PeRson, PlAce, oR<br />

ideA), And cReAted AnimAtions<br />

RePResenting these using<br />

colouR, shAPe And moVement.<br />

these AnimAtions weRe PlAyed<br />

At key-moments of the PeRfoRmAnce.<br />

76 77


CoNTRIBUToRS<br />

wim VAn eck<br />

Royal Academy of Art (KABK)<br />

w.vaneck@kabk.nl<br />

Wim van Eck is the 3D animation specialist of the<br />

<strong>AR</strong> <strong>Lab</strong>. His main tasks are developing Augmented<br />

Reality projects, supporting and supervising<br />

students and creating 3d content. His interests<br />

are, among others, real-time 3d animation, game<br />

design and creative research.<br />

jeRoen VAn eRP<br />

Fabrique<br />

jeroen@fabrique.nl<br />

Jeroen van Erp co-founded Fabrique, a multidisciplinary<br />

design agency in which the different<br />

design disciplines (graphic, industrial, spatial<br />

and new media) are closely interwoven. As a<br />

designer he was recently involved in the flagship<br />

store of Giant Bicycles, the website for the<br />

Dutch National Ballet and the automatic passport<br />

control at Schiphol airport, among others.<br />

PieteR jonkeR<br />

Delft University of Technology<br />

P.P.Jonker@tudelft.nl<br />

Pieter Jonker is Professor at Delft University<br />

of Technology, Faculty Mechanical, Maritime<br />

and Materials Engineering (3ME). His main<br />

interests and fields of research are: real-time<br />

embedded image processing, parallel image<br />

processing architectures, robot vision, robot<br />

learning and Augmented Reality.<br />

yolAnde kolstee<br />

Royal Academy of Art (KABK)<br />

Y.Kolstee@kabk.nl<br />

Yolande Kolstee is head of the <strong>AR</strong> <strong>Lab</strong> since<br />

2006. She holds the post of Lector (Dutch for<br />

researcher in professional universities) in the<br />

field of ‘Innovative Visualisation Techniques in<br />

higher Art Education’ for the Royal Academy of<br />

Art, The Hague.<br />

mA<strong>AR</strong>ten lAmeRs<br />

Leiden University<br />

lamers@liacs.nl<br />

Maarten Lamers is assistant professor at the<br />

Leiden Institute of Advanced Computer Science<br />

(LIACS) and board member of the Media Technology<br />

MSc program. Specializations include social<br />

robotics, bio-hybrid computer games, scientific<br />

creativity, and models for perceptualization.<br />

stePhAn lukosch<br />

Delft University of Technology<br />

S.g.lukosch@tudelft.nl<br />

Stephan Lukosch is associate professor at the<br />

Delft University of Technology. His current<br />

research focuses on collaborative design and<br />

engineering in traditional as well as emerging<br />

interaction spaces such as augmented reality.<br />

In this research, he combines recent results from<br />

intelligent and context-adaptive collaboration<br />

support, collaborative storytelling for knowledge<br />

elicitation and decision-making, and design<br />

patterns for computer-mediated interaction.<br />

feRenc molnáR<br />

Photographer<br />

info@baseground.nl<br />

Ferenc Molnár is a multimedia artist based in<br />

The Hague since 1991. In 2006 he has returned<br />

to the KABK to study photography and that’s<br />

where he started to experiment with <strong>AR</strong>. His<br />

focus is on the possibilities and on the impact of<br />

this new technology as a communication platform<br />

in our visual culture.<br />

RoBeRt PReVel<br />

Delft University of Technology<br />

r.g.prevel@tudelft.nl<br />

Robert Prevel is working on a PhD focusing on<br />

localisation and mapping in Augmented Reality<br />

applications at the Delft Biorobotics <strong>Lab</strong>, Delft<br />

University of Technology under the supervision<br />

of Prof.dr.ir P.P.Jonker.<br />

hAnnA<br />

schRAffenBeRgeR<br />

Leiden University<br />

hkschraf@liacs.nl<br />

Hanna Schraffenberger works as a researcher<br />

and PhD student at the Leiden Institute of<br />

Advanced Computer Science (LIACS) and at<br />

the <strong>AR</strong> <strong>Lab</strong> in The Hague. Her research interests<br />

include interaction in interactive<br />

art and (non-visual) Augmented Reality.<br />

esmé VAhRmeijeR<br />

Royal Academy of Art (KABK)<br />

e.vahrmeijer@kabk.nl<br />

Esmé Vahrmeijer is graphic designer and webmaster<br />

of the <strong>AR</strong> <strong>Lab</strong>. Besides her work at the<br />

<strong>AR</strong> <strong>Lab</strong>, she is a part time student at the Royal<br />

Academy of Art (KABK) and runs her own graphic<br />

design studio ooxo. Her interests are in graphic<br />

design, typography, web design, photography<br />

and education.<br />

jouke VeRlinden<br />

Delft University of Technology<br />

j.c.verlinden@tudelft.nl<br />

Jouke Verlinden is assistant professor at the<br />

section of computer aided design engineering<br />

at the Faculty of Industrial Design Engineering.<br />

With a background in virtual reality and interaction<br />

design, he leads the “Augmented Matter in<br />

Context” lab that focuses on blend between bits<br />

and atoms for design and creativity. Co-founder<br />

and lead of the minor on advanced prototyping<br />

programme and editor of the International<br />

Journal of Interactive Design, Engineering and<br />

Manufacturing.<br />

SPECIAL THANKS<br />

We would like to thank Reba Wesdorp, Edwin<br />

van der Heide, Tama McGlinn, Ronald Poelman,<br />

Karolina Sobecka, Klaas A. Mulder, Joachim<br />

Rotteveel and last but not least the Stichting<br />

Innovatie Alliantie (SIA) and the RAAK (Regionale<br />

Aandacht en Actie voor Kenniscirculatie) initiative<br />

of the Dutch Ministry of Education, Culture<br />

and Science.<br />

NEXT ISSUE<br />

The next issue of <strong>AR</strong>[t] will be out in october<br />

2012.<br />

78 79

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