Posts Tagged outdoor AR
Maxcware AR Glasses Project
Posted by Tom Carpenter in Industrial AR, augmented reality, digital singularity on July 21, 2010
A few months ago Staffan Dryselius made a splash on Team Hack-a-Day with his DIY data glasses. Since then he’s been working with a team to improve his design and would like to form a larger partnership with anyone interested in working on or owning a pair of AR glasses. Having a working HMD for augmented reality would help the technology gain wider use. Currently, we’re stuck with magic lens or web cam AR if we want to play with our favorite technology, though both have come a long way since early 2009.
The group is calling the glasses Maxcware (website not fully functional yet, but contact Staffan below if you want to join.) If you’re not familiar with the reference in the name, I’ll give you a hint. The name is from a science-fiction novel from this decade and if you haven’t read it, I highly recommend it (and it’s in the AR reading list.) If you’d like to contribute to the group, contact him at staffan (at) maxcware (dot) com.
So to learn more about the project, I sat down to interview the man behind the vision (pun intended), Staffan, and since we’re talking about a visual medium here, I’m going to show you the glasses before we get to the interview.
Tom:
Interest in commercial HMDs has increased with spread of
smartphones. Why did you decide to tackle this problem that the glasses
makers have failed to deliver on?
Staffan:
I had more or less despaired about any non-heinous, high-resolution
see-through HMDs emerging in my lifetime when Vuzix showed off their
new Wraps at CES 2009. When all they finally delivered to the market
turned out to be an opaque lump of plastic, I had finally had it. I
started to suspect that the public would continue to be spoonfed
incremental yesterware more or less forever. No single maker would
have the guts to make their inventory unsellable by launching anything
really nice and new unless forced at gunpoint. I would never get the
glasses I wanted unless I made them myself.
I first got excited about HMDs some time around 1995. There was lots
of interesting research done at the time, and also quite a few
companies advertising products “soon to appear in a store near you”. I
think it was around -96 something that Sony actually launched their
Glasstron model, and there was also the “Olympus Eyetrek” soon
afterwards. I however decided to wait a bit, great things seemed to be
just around the corner. Especially one company, Digilens had an
awesome idea for optical see-through AR-type displays using switchable
Braggs gratings in 98-99… I was very excited at that one especially
(the company has by the way resurfaced as SBG Labs with yet another
vaporware design).
Then the dot.bomb exploded, and everything digital died. “Virtual
Reality” became “Definitive Nonexistence”. The headsets by Sony and
Olympus were phased out, and the Digilens homepage died shortly after
they decided to do fibernet switching chips rather than HMDs… That
was more or less the situation for many years, and I was very
disappointed and soon promised myself to try and forget all about
HMD:s until I saw an advertisement for something really good I could
actually buy in a shop.
Since then, I have read several science fiction books featuring HMDs,
seen the developments in smartphone AR emerge and again felt
frustrated about the non-existence of useful HMDs.
Enter 2009 and CES. Vuzix were showing their new Wraps. Wow! At last!
I couldn’t wait for the release date for their fabulous new optical
see-through displays! The disappointment was what made me do it. Even
though I didn’t really know how, I had to give it a shot.
Tom:
From the picture, the screens appear to be non see-through. Is there any
possibility of making them see-through so true augmented reality can be
accomplished?
Staffan:
Yes. And that is the plan too, of course. The first step is to add a
camera to the glasses to feed the display ambient video blended with
digital content. It is much neater not having to point the camera of
the phone itself around to use AR applications in the glasses, as must
be done today. As soon as possible we will also want to add
accelerometers and magnetometers to the glasses.
The top half of the glasses will continue to be completely clear.
There is no need to expand the physical screens any further, only the
virtual screen estate. Those two are quite separate entities, but it
is only when keeping the optics sufficiently close to the eyes that
this becomes really obvious. It’s like peeping through a keyhole: Keep
your eye close enough and the aperture lets you see the whole room.
From the beginning I saw the “see-around” (or rather “see above”)
design combined with “really near eye” optics as just a pragmatic way
to make something useful with available technology. However, a very
nice aspect of the “really near eye”-design is that the physical
movements of the eyes can actually become useful instead of being just
another engineering obstacle. It is especially useful that the eyelids
work as natural shutters, switching to the view that is most
appropriate for the moment. When looking straight ahead or upwards,
the lower eyelids completely block the screen so that light from the
displays doesn’t disturb the natural vision. When looking down, the
upper eyelids block lots of the ambient light that may otherwise
bleach the screen.
Apart from a convenient way to keep alive when traversing a street, it
also means that camera see-through becomes practical. At first, the
mere thought of camera see-through made me shudder. Although that
solution can more or less immediately be used together with Layar and
all the rest of the applications for smartphones, both limited field
of view and latency are fierce problems to combat without a
possibility to momentarily switch to complete see-through. The latency
may not seem too bad at first, but try and navigate while walking at
any speed using only the viewfinder of a video camera. Fixing a camera
to the glasses is far worse and reacts to every jerk of the head. To
keep the screen from bobbing about, you have to take it real slow… If
motion sickness is not enough to make a person reconsider, then the
inevitable robotic choreography should inspire second thoughts about
testing the concept in public.
Tom:
How do you envision the use of these glasses? Hooked up to an iPhone or
Android (or whatever smartphone you use) to project the screen realtime? Or
some other usage?
Staffan:
All that is needed is connectivity and some basic sensors. They’re all
there in today’s smartphones, so yes, the glasses will hook up to
them. As many different makes as possible and as easily as possible.
As for uses… Wow! Where to start?
…Humanity is a little like the first amphibians. We’re popping our
heads above the surface of the primordial soup right now. There is a
completely new digital world in the making out there. We are just not
very well adapted to take part in it, and the interfaces we use today
are laughably inadequate for interaction. With AR glasses we may at
least get up from our asses and shut the door on the cubicle. Reading
company spreadsheets can be done just as well on the way to the beach.
The best ideas may come to our mind when we are in the supermarket,
only today we forget before we’re back at the computer. No more so. A
digital post-it or email is quickly edited in the corner of the eye.
But work and “productivity” is boring… Instead Google should be there
with us when we see a new butterfly in the park. Getting lost in the
city in the age of GPS? –That’s laughable! Directions should be where
they belong, as AR overlay. No more getting scammed in a shop. The
barcodes should trigger balloons with user tests and best prices on
the go. Blogger? -Updating the skateblog should be done when we are
actually up and rolling, complete with action footage and biometrics.
Why make do with just the normal senses? Nightvision? –No problems.
X-ray vision may come in handy while sharking by the pool, just pop
out the IR-filter if you are so inclined. Bad-hair-day? –Put on a
digital wig and a happy face. Bored? –Just connect to a robocam in a
Tokyo bar. Going to a meatspace party? Bring your avatar buddy along…
Starting to sound outlandish yet? SciFi? I say all this is very close
at hand, and we just need to light the match to set the digitality
ablaze. It is long overdue…
Tom:
You mention on the hackaday post that the image is doubled on the two
screens. Have you figured out how to split the image to get the true 1280
width?
Staffan:
More or less. We will probably want to device a completely new
graphics card instead of doing too many hacks on the original MyVue
PCB, but it is doable even on that one. I’m just afraid that we may be
wasting valuable time going down that alley too far. I think it will
be better to put something together that doesn’t require un-human
soldering skills to work. I want to put together a more manageable kit
instead so that as many people as possible can get involved. The Kopin
displays are however well documented, and there is no magic involved
in interfacing with them. I have a friend working on it, but don’t
want to push it. In the Hackerspace groups I also mention, we are
getting better organized. There is now a webspace up and running (for
our internal purposes as of yet), and we are putting together a
“to-do”-list allocating work-packages for the different members. The
front-page of Hackaday gave some new contacts too, and I’m having
serious pangs from my conscience for not handling them yet! I’ve been
lazing away with the family doing things like sailing and the like…
Tom:
How much would it cost if someone wanted to make their own pair?
Staffan:
A pair of MyVu glasses cost about $150 on eBay. Add some Fimo putty
and a pair of oversize-sunglasses (the kind that fits over regular
glasses) plus a couple of days work (depending on skill), and you have
a crude but passable pair.
If you want something better, you may download the meshes for the pair
I have and order better frames from an online prototype maker. I don’t
have the figures for how much that would be, but that is a quite
expensive alternative. Better then to wait until I can fill an order
with a Chinese factory. A box with a 100 pairs will cost about $100 a
pair.
There is then the video card, better battery and case… No figures there yet.
Tom:
Why are you going about this as an open source project?
Staffan:
Further, those who do understand say I’m either mad to disclose
everything on the net and to loose an excellent business opportunity,
or call me names for destroying the patentability for others. I
usually retort that the industry hasn’t moved at all for a decade, and
why do they believe I would fare any better? I also try to line out
the difficulties with classical innovation processes. I’ve been there,
on both sides of the fence. As inventor and as executive in a joint
industry-governmental innovation system. I know how bad it can be.So
much time and creative drive can be lost in anger over incompetence,
greed and dishonesty that you simply don’t want to think at all about
your project.
I believe that instead of getting entangled in patenting processes, VC
negotiations, hunting for (competent!) technical consultants,
marketing and manufacturing partners, it would be far better to copy
some applicable concepts from open source software development. With
the glasses, I want to perform an experiment. I would so much want to
put together a really nerdy team of developers that are driven by the
fun of problem solving and a feeling of contributing to a community
rather than for direct economic benefit. Not that there may not be a
chance to make some cash one day for everyone involved, only the money
should not be the driving force.
Here is a good clip to illustrate what I mean:
http://www.youtube.com/watch?v=u6XAPnuFjJc
Naturally, hardware is much more difficult to develop in a community
than software. However, I believe the time may be ripe for a test of
the concept. If any project can succeed, I think AR glasses is it. The
time should definitely be ripe for technologically inclined people to
want those for themselves. I know I definitely do. The basic concept
is also in place, and both PCB:s and plastic/mechanical components are
quite cheap to manufacture these days, even in singular quantities.
Many of the potential combined early adopters and developers will be
able to make their own glasses and feed the loop.
I can see an emerging ecosystem where different participants can
specialize and even start to make some money from selling
non-complicated sub-systems. There is also potential for spin-off
projects and services that will benefit from AR-glasses. There are
many angles to this experiment…
** End of Interview **
Whew. I agree, Staffan, the time is ripe for a technologically savvy group to tackle the AR glasses problem. And given the importance of this little piece of hardware to the overall AR ecosystem, I think it’s worth our time and hopefully worth your time to join this project if you have something to give in the way of knowledge, expertise or time.
So stop by Maxcware or contact him at staffan (at) maxcware (dot) com if you’d like to contribute. Or at the very least, sound off your encouragement at Games Alfresco.
Popularity: 12% [?]
X-Ray Vision Utilizing Surveillance Cameras
Posted by Tom Carpenter in augmented reality on September 16, 2009
In comic books, Superman had all his powers naturally and Batman got his through gadgets and sheer force-of-will. Using the equipment (altogether not very portable for superheros) shown in the video, you can have Superman-like powers with Batman-like gear.
This amazingly cool gadget comes from Yoshinari Kameda, Taisuke Takemasa and Yuichi Ohta from the University of Tsukuba. To pull off the trick, they use wireless LAN, cameras, GPS and an inertia sensor. It does require a little setup, but as more data collectors (i.e. cameras) are made digital and hooked to the Internet, this becomes a possibility without all the prework.
It appears (though someone could confirm for me) that this group will be presenting their paper at ISMAR09. If they do, I’m sure it’ll be a fascinating presentation.
Popularity: 6% [?]
6 “Nearest X” Augmented Reality Apps and 5 Ways to Improve
Posted by Tom Carpenter in Steal This AR Idea!, augmented reality on September 13, 2009
Now that the OS 3.1 is upon us we’re seeing a few more augmented reality apps and some of them are in the category of the “Nearest X” variety. I’m not saying these apps are necessarily a bad thing, but my fear is that they’ll crash the market as a gimmick and not try to solve any problems. This will make it more difficult to differentiate the good from the bad. I’m not the only one out there with concerns about slapping AR onto these apps and calling them improved over the previous versions. Read these posts from Rouli and Joe to see I’m not alone.
Also, as we can see using the RIM scale for augmented reality, these apps aren’t stretching the technology much as they fall into the (2,3) location. Meaning they use minimal flat graphics (Perceived Reality) and just GPS/direction (Reality Recognition) for finding their location in the world.
I’ll break them down one-by-one, highlighting the good parts and the unfortunate bad parts and see if we can learn something.
1) Toyko Underground for train stations and restaurants
This iPhone app comes from Ipodtouchlab. It’s a standard “Nearest X” type application with two views: a forward view requiring holding the iPhone up in picture taking mode and a more elbow friendly footpath view with a nice fat arrow and distance to target. Having spent my fair share of time getting lost in the underground malls and train stations in Japan this app seems like a useful endevour. One advantage the AR version of this type of application has is that Japan train stations, especially the ones in Toyko are extremely crowded. So having a see-through screen while you walk can keep you from bumping into anyone. The downside to this app is it only works in the center of Tokyo.
2) Nearest McDonald’s
The Nearest McDonald’s app from IGPSD can find the nearest McDonald’s, Starbucks or Pizza Hut. The video doesn’t give us much to go on but the major problems I see with it are the limited targets, the poor looking interface and no elbow saving view option. I also think using McDonald’s, Starbucks and Pizza Hut as the targets is tacky. I realize the video says demo, but this is our first impression of the product.
As Rouli says,
It’s amazing how a couple of months make all the difference between innovator and late-comer.
3) Cheap Gas!
David J. Hinson brings us his Cheap Gas! AR app demo. My major worry about this app is how it will be used with driving. I guess the viewport helps make the driver safer compared to a regular app? If we could project the iPhone screen onto the windshield I might feel a little better about any of the “Car Apps” out there.
4) Acrossair Nearest Tube App
The Acrossair app was the first one to catch the public’s interest with over 300,000 views on YouTube. I like that this app has both the foot view and the straight ahead view. I think this modality should be the standard. They even stack the far-away tubes in the upper region of the viewscreen giving you a natural way to use the interface and have released tube/subway finders for other major cities.
5) Nearest Satellite Finder
This app from dailymobile is a bit different than the others, but I think its one that really uses the visualization of augmented reality well. When you set up a satellite dish its extremely useful to know where the satellites are and if any trees are in the way. A top down map view doesn’t do anything for finding the right satellite to point the dish at. This app has limited functionality, but for what it does, it does well.
6) WorkSnug – Best Location to Work
I covered this app last week and while I initially couldn’t find much that augmented reality added to the app that a regular 2D version couldn’t do, Richard Leyland from WorkSnug helped me understand why they chose to use AR in their app:
Appreciate your comments. We decided to use Augmented Reality for our app for a couple of reasons. The first is that it presents a nice way to cut through the complexity of the city lay-out (”oh yeah, it’s that way”). So in that sense it does offer more than just a Nearest X type app. The second reason is that it was fun!
I take your point about AR apps though – We shouldn’t get carried away about the delivery method. We hope the value of our app is in the content, which we pounded the streets to capture ourselves.
Good point, Richard. Shiny toys don’t matter much if the content behind them isn’t worth much. A point all the Nearest X apps should pay attention to.
To make a good “Nearest X” app, the important parts are to have good content behind the shiny graphics, give us intuitive interfaces that mimic our normal gestures and don’t cause tendinitis of the elbow. The bad part is that most of these apps aren’t really taking advantage of the possibilities of augmented reality. It is still early, but I think the app designers could stretch their imaginations and programming skills a little more and make some innovative products.
To help, I’m offering some free suggestions on how to improve “Nearest X” apps:
1) Follow the Yellow Brick Arrow
Give us street level markers that show the directions beyond a flat box.

2) Customization
If we’re looking for restaurants or other locations that involve personal tastes, I’d like to have the app notify me of places I’d want to go before I have to scroll through menus. Have it default to what I like best or maybe even suggest something nearby within my taste standards.
3) X-Ray Vision
Sometimes the arrow pointing us in the right direction is blocked by a wall. While full rendering of what’s beyond the wall isn’t possible right now, give us a taste of the path using a 3D mini-map or project the path onto the view screen (similar to #1.)
4) Add a Dash of Mystery
Why do we need to search for something we know we want? Can’t we ask the iPhone to show us nearby landmarks, or to notify us (using voice!) of interesting nearby locations. When we hold up the phone it should tell us about it (including wiki access.)
If I’m walking around New York, I might want to hit my iPhone and have it show me the nearest locations of movies film sets, or locations of famous pictures, or landmarks (beyond the obvious ones.) Give me what I didn’t expect, not what I want. I can get that anyday.
5) Reduce My App Clutter
I know you’re all competing, but I’d like to see a few “Nearest X” app makers get together and make the different apps work together so I don’t need to download a different one to find coffee than for a laundry mat. The hard part is the content, so let’s not have to have fifteen different apps just to find all the places you need to go.
The “Nearest X” app category is probably going to get cluttered soon as its an easy and quick way to incorporate a new technology that’s catching people’s attention. Designers should consider that the only way their going to succeed is to innovate beyond what’s already been done. Otherwise, they’ll just be another “Nearest X” app.
Popularity: 20% [?]
Augmenting Aerial Earth Maps With Dynamic Information
Posted by Tom Carpenter in augmented reality, digital singularity on September 11, 2009
The Georgia Instituite of Technology will be presenting at ISMAR09 on “Augmenting Aerial Maps with Dynamic Information from Videos.” They have released a video and a website on their project. Their stated their goals are:
Abstract
We introduce methods for augmenting aerial visualizations of Earth (from tools such as Google Earth or Microsoft Virtual Earth) with dynamic information obtained from videos. Our goal is to make Augmented Earth Maps that visualize the live broadcast of dynamic sceneries within a city. We propose different approaches to analyze videos of pedestrians and cars, under differing conditions and then augment Aerial Earth Maps (AEMs) with live and dynamic information. We also analyze natural phenomenon (clouds) and project information from these to the AEMs to add the visual reality.
I find this paper and the video absolutely fascinating and altogether troubling. As we start bringing live camera views into the datasphere, we open ourselves up to many wonderful possibilities and also to new problems. The technology, as presented in the paper, is a long way from a ubiquitous environment of cameras being translated to the datasphere (to be then analyzed), but it shows we are on that path.
I may be overstating the dangers, because when it comes to collecting data, what can be measured can be improved and improving society is generally a good thing. But as cameras can begin to identify individuals and that can be tracked to social media, we have to make decisions about the ownership of personal data. I don’t mind if this data is used in an aggregate sense, but if my individual tastes and habits are tracked, then I think a line has been crossed.
This is a topic that will need more discussion as the technology improves.
If you want to hear more on the project and you are attending this year’s ISMAR. They will be presenting their paper on Tuesday afternoon between 1:00-1:50pm (subject to change).
Popularity: 17% [?]
Another Astronomy AR App
Posted by Tom Carpenter in augmented reality on June 29, 2009
Similar to Sky Map, this iPhone 3GS app (needs the compass to function properly) gives you complete knowledge of the night sky. Though technically you can use it in daylight or in your living room and get the same results.
While some might not consider it AR (I do, but only tenuously), it does interact with your environment to give you real world information including Wiki access, moon cycles and an object finder. N0 matter how you might classify the app, it still looks pretty cool.
Popularity: 2% [?]
More Nokia “Point and Find”
Posted by Tom Carpenter in augmented reality on June 16, 2009
A few months ago, Rouli brought us a video and some information about Nokia’s “Point and Find.” The product at the time could scan movie posters or bar codes to give the user more information.
Today they released more information about “Point and Find” world-building.
I believe the world building product is targeted to other companies wishing to build branded AR tag layers. I could imagine a Disney World creating their own “Point and Find” layer for their theme parts so you can easily get information for any store, location or products in the park. The intial world building would require purchasing the service from Nokia, but access to the world’s data can be open to anyone.
I’m not entirely sold on the corporate version of world-building. Open source movements are more powerful in this day and age. I think something like the SREngine will end up being more prevalent. To fill the cloud, you’ll need to leverage the crowd.
Popularity: 1% [?]
Snowflake Demo
Posted by Tom Carpenter in augmented reality on June 14, 2009
If you’ve ever been skiing, then you know part of your time on the lift is spent figuring out where you are on the mountain, where you’re going to go next and hoping you don’t lose the rest of your group on the way there.
The demo shown in this video will help paint the ski trails with correct difficulty level on them, show you the rest areas and lodging–and the most important feature–show the other members of your group (assuming they have the software) in their correct location on the mountain.
Hopefully in the final version it looks as nice and has all the functions shown , because I believe this would be a must-have app for ski trips.
Popularity: 2% [?]
Link-a-palooza
Posted by Tom Carpenter in augmented reality on May 21, 2009
I’m typing this post on my kids computer since my motherboard crashed on mine. I had some more in-depth posts planned, but until I can get my computer up and running (new MB is currently installed and now partitioning the hard drive), I’m just going to throw out some interesting links. Hopefully tomorow I can get some more meat up on the page.
But before I do that, I’d like to thank all those that read and commented on my Path to Augmented Vision post which surpassed my previous top post Automating the Digitalization of the World. Special thanks to Rouli who helped clean up my draft version of the post.
Which leads me to the New SREngine video from Rouli/Ori’ssites. The updated SREngine is fascinating and is an impressive piece of work for one man. I can’t wait to see it on the iPhone.
The next link is from Shepherd’s Piabout his talk “Instrumenting the World” and his recent experiences discussing Augmented Reality with various government groups including the DoDIIS (Department of Defense Intelligence Information Systems).
Lastly, Jan at Augmented Reality Blog brings us a usability test of “Unifeye Design”–an augmented reality programming tool for non-programmers. I didn’t get a chance to try it out, but I’m sure I will once I wrangle my new computer into submission.
Popularity: 2% [?]











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