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Engineering and Augmented Reality Tour Guide

Engineering and Augmented Reality Tour Guide

We describe a mobile augmented reality system intended for in situ reconstructions of archaeological sites. The evolution of the system from proof of concept to something approaching a satisfactory ergonomic design is described, as are the various approaches to achieving real-time rendering performance from the accompanying software. Finally, some comments are made concerning the accuracy of such systems.

Panagiotis D. Ritsos

September 05, 2003
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  1. Engineering an Augmented Reality
    Tour Guide
    Panagiotis D. Ritsos, David J. Johnston, Christine Clark
    and Adrian F. Clark
    VASE Lab, Department of Electronic Systems Engineering
    University of Essex
    IEE Eurowearable, Birmingham, 2003

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  2. Talk Outline
    Augmented Reality in General
    Project Definition
    1st Generation system
    Limitations and Solutions
    2nd Generation system
    Conclusions

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  3. The Concepts
    Augmented Reality
    An augmented reality system superimposes virtual information,
    usually computer generated models, on top of the real
    environment in order to enhance the latter. The user sees a
    composite image of the real and the virtual world.
    Context Awareness
    “any information that can be used to characterise the situation
    of an entity, where an entity can be a person, place, physical
    or computational object” - Dey & Abowd (1999)

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  4. The Application
    Augment the Gosbecks Temple en situ using a 3D
    reconstruction of the temple
    Use a Wearable Computer to
    Interface with a GPS and an HMD tracker to extract
    position and orientation information
    Render the model according to this information
    Use a Distributed instead of a Centralized system
    No centralized rendering – each wearable renders its own
    view
    This enables more wearables to roam in our virtual space
    Eliminates the overhead of transmitting the 3D information
    to each wearable

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  5. The Virtual Temple
    The Gosbecks Park and the Temple to Claudius
    We created a 3D Model of the temple using OpenGL

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  6. The Tour Guide in a few words
    The user roams with the
    wearable on the field
    Position extracted from the
    GPS unit
    Orientation extracted from the
    HMD tracker – Context
    Awareness
    A virtual model of the temple
    is projected through the HMD -
    Augmented Reality
    Gosbecks is ideal for such an
    application because it is
    relatively flat and with no
    surrounding buildings – the
    GPS unit can ‘see’ a large
    number of satellites

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  7. Wearable Computers
    A Wearable computer is
    usually belt-worn or carried
    in some form of a jacket
    vest or backpack
    It has the processing power
    of a modern laptop
    Components usually include
    a Head Mounted Display,
    and Input device such as a
    ‘chord keyboard’
    Extra in most Mobile AR
    applications is a Global
    Positioning (GPS) Unit
    Camcorder batteries used
    for power

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  8. Remus Wearable – 1st Generation system
    Pentium 266, 64 MB of
    RAM, generic VGA,
    4 serial ports, USB,
    Audio and PC Card adapter
    to be used with WLAN cards
    Constructed from PC/104
    cards
    All encompassed in an
    aluminium box
    Garmin GPS unit,
    Orientation Tracker on the
    HMD
    4.9 Kg and operational for
    45 min

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  9. Limitations of initial configuration
    Very Slow refresh rate – No 3D acceleration
    Accuracy of GPS
    Bulky system – can be tiring
    Power supply is not adequate –2 hours of operation are
    required
    Requires a simpler interaction mechanism than a chord
    keyboard

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  10. GPS – Limitations
    It is not accurate enough –
    Drift with time
    Differential GPS could
    improve performance but
    not to the desired level
    Ideally an accuracy of 20
    cm (position) is required for
    ‘True’ AR
    Orientation requirements
    not so stringent – about 5o
    error is acceptable

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  11. Proposed solutions
    Computer is integrated to a
    vest
    Optimisation of the model
    Use View Frustum
    Culling to render only
    visible objects
    Employ levels of detail
    processing – replace
    distant objects with
    images
    Localisation? GPS is
    adequate for a
    demonstration but not for a
    commercially viable system

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  12. View Frustum Culling
    A technique used in 3D games like First Person Shooters
    (Quake, Unreal etc.)
    OpenGL renders all objects requested – even those that are not
    always visible!
    View Frustum Culling enables us to ‘cull’ objects that are
    not visible

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  13. Levels Of Detail
    Simple mechanisms for further
    optimization
    Distance Test – If something is
    very distant, do not draw it! –
    In the colonnades we draw one
    row (front) instead of two
    If Something is moderately
    away, draw it without detail –
    This reduces polygon count
    significantly since each column
    has at least 4 extra cylinders

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  14. Romulus Wearable – 2nd Generation
    System
    Mini – ITX based system
    Faster, simpler, extra
    multimedia features,
    comparable power
    requirements –
    increased fun factor!
    Large upgrade potential
    Large support from online
    community due to platforms
    popularity
    And recently … 3D
    hardware support!
    Integrated into a
    Photographers Vest – easier
    to wear and carry

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  15. Romulus Wearable – Part 2
    Via C3 1Ghz Nehemiah
    VIA ProSavage CLE266 chipset
    512 MB DDR memory
    20 GB Hard Disk
    Soundcard, Ethernet 802.3, 2 USB, 2 Serial, 1 I2C
    Aluminium casing – compatible with all mini-ITX modules
    Garmin GPS Unit, Virtual I/O HMD with orientation tracker
    Netgear 802.11b wireless LAN interface
    Comparable Power requirements to Remus, with 2A max drain,
    1.3 average
    System powered from a custom battery pack of 10 1.2 Volt
    NiMH cells – two pack to be used in finalised system.

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  16. System Performance Evaluation
    System Testing is currently performed
    Graphics speed significantly better – 7 frames per second
    average, 15 fps maximum.
    System is much lighter than alternatives, yet its performance
    as far as graphics are concerned is more than adequate for
    demonstration purposes
    Next step is to improve the interaction mechanisms – use a
    single button interface to restart the application
    The system has increased upgradeability potential than other
    embedded boards alternatives – online community provides
    significant feedback – drivers constantly updated.
    Yet…ideally it should be smaller!

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  17. Conclusions
    Augmented Reality prototypes provide adequate
    demonstration systems – 3D rendering capability and
    GPS accuracy the major drawback
    Commercially viable systems require more accurate,
    smaller, faster and lighter wearable computers
    Hardware implementation of such a system is feasible –
    similar to a laptop with good multimedia features
    Localisation techniques require further investigation
    Power consumption problems similar to modern laptops

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