1 / 21

Snapdragon AR: Drag and Drop2D Augmented Reality Authoring

Snapdragon AR: Drag and Drop2D Augmented Reality Authoring. Caitlin Fisher, Canada Research Chair in Digital Culture, Associate Professor, Department of Film, York University July 12th, 2010 1-2:30 p.m. ET Presentation slides + links to additional video. What is augmented reality?.

hesper
Télécharger la présentation

Snapdragon AR: Drag and Drop2D Augmented Reality Authoring

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Snapdragon AR: Drag and Drop2D Augmented Reality Authoring Caitlin Fisher, Canada Research Chair in Digital Culture, Associate Professor, Department of Film, York University July 12th, 2010 1-2:30 p.m. ET Presentation slides + links to additional video

  2. What is augmented reality? • merges real and virtual image streams • historically an industrial application • Traditionally very expensive immersive tracking hardware and video see-through displays … more recently, smartphone-enabled experiences • we’re interested in all kinds of AR, but have focussed recent attention on inexpensive computer vision solutions and easy-to-use interfaces to introduce new audiences to ar as a creative medium

  3. Our innovation: SnapDragonAR SnapDragonAR is a unique new tool for artists, educators, and storytellers of all ages. We wanted to build expressive tools for non-programmers so we generated a wish list that prioritized easy buy-in, drag and drop, scaleability, high resolution 2D, and extremely low cost http://www.futurestories.ca/snapdragonar/

  4. SnapDragonAR Interface

  5. What do you need? Mac computer (at the moment the software is for mac (intel) only), webcam, printer (or printed markers) What else could you use? Data projector -- for showing your ar masterpiece to a crowd Inexpensive gaming goggles - if you would rather have the uncanny effect of seeing your paper marker come to life in your hand, rather than on your computer screen Camera with a longer cord to explore markers further away from your computer

  6. Is it easy? Yes. Transform any surface into a screen simply by adding a marker. Print stickers at any size you like, using your regular printer. Bring everyday objects to life and make your own projects at home. Simply print your markers, turn on the camera, and start dragging 2D images from your computer into the drop zones.

  7. How does SnapDragon work? Computer vision techniques provide augmented reality programmers a low cost solution to achieving accurate registration. Markers -- fiducials-- are used to mark coordinates in a real scene. There are many marker systems available. The Mfd-5 marker library, a particularly robust tracking system developed by our collaborator Dr. mark Fiala, is being used exclusively by our lab to create new tools for artists and designers. - Snapdragon is a stand-alone application built as a plug-in to Max/MSP (but you don’t need to have Max/MSP to run it). Great for rapid prototyping of these kinds of experiences - very inexpensive, scalable, easy to produce. We can’t offer you the Max code, but we create custom interfaces depending on the project or installation we’re working on. SnapDragon has the most popular of these features.

  8. SnapDragonAR projects: Andromeda Andromeda -- augmented reality poetry, co-winner of the Vinaròs 4th International Digital Literature Award 2008.

  9. SnapDragonAR projects: Circle Circle augmented reality tabletop theatre (Caitlin Fisher), presented at the Digital Arts and Culture Conference 2009, UC Irvine.

  10. SnapDragonAR projects: 52 card cinema Geoffrey Alan Rhodes' 52 Card Cinema “52 Card Cinema is an installation-based investigation into cinematic structures and interactive cinema viewership. The concept is simple: 52 cards, each printed with a unique identifier, are replaced in the subject's view by the individual shots that make up a movie scene. The cards can be stacked, dealt, arranged in their original order or re-composed in different configurations, creating spreads of time. The technology used is marker-based augmented reality, where special printed markers are recognized in the video feed and pass data regarding their unique identifier, their position, and their orientation. The computer then feeds a display overlaying the video clips of each shot onto the appropriate card and continually mapping their position and orientation.The 52 Card Cinema project is an exemplar of the unique architecture of cinematic pieces mapped on to the real world, made possible by AR technology. The medium of the animated image, in its wedding with the real world, loses the privileged linearity of the screen, and gives the opportunity to re-perceive cinema as the juxtaposition of its parts.”

  11. SnapDragonAR projects: Wonderturner Helen Papagiannis Wonderturner (an augmented reality exquisite corpse)-- on display at the Ontario Science Centre summer 2010

  12. SnapDragonAR Projects: living Postcards Andrew Roth - Living Postcards kiosk Living Postcards is an interactive display designed for use at the Future of the Internet Conference, Prague (2009) and the Canada 3.0 Conference, Stratford (2009). Users approach the booth and can watch a mirrored projection of themselves holding a movie clip in the palm of their hands.

  13. SnapDragonAR Projects: Expo 67 maquettes How might ar be used to give new audiences a sense of the viewing experience of multi-screen and immersive cinema works that can never be seen in situ again? The creation of inexpensive models to which historical film footage can be added, as it is found, has been used for the collection of film fragments -- augmented reality recreation as methodology -- if such models were easy and inexpensive to generate, if they could be built and rebuilt within a day, rather than a month.SnapDragonAR lets you do this.

  14. SnapDragonAR Projects: Neighbors, Boaz Beri

  15. SnapDragonAR in the classroom -- bring maps, charts, family trees, historical presentations to life with audio and video -- living postcards, objects, toys, video puzzles, animated chess sets -- ar markers on classroom walls and ceilings, shirts and masks, quick-change theatre costumes -- ‘Harry Potter’ newspapers and sorting hats -- easy multichannel cinema, ar poetry and ar pop-up books -- device for understanding cinematic and literary conventions, storyboarding games -- uses we haven’t thought of yet -- tell us!

  16. SnapDragonAR in the classroom

  17. SnapDragonAR in the classroom easy-to-produce, reconfigurable, low cost and low tech buy-in invites play, exploration, mash-up From JK-University

  18. SnapDragonAR is free to try The free download gives you a full feature version with a time-out… long enough for a student to demo a project. If you enjoy using SnapDragonAR you can buy the full version of the software with incredible features: * Resize your image in real time. * Move the image right off the marker. * Record video at the press of a button. * Read images from any Quicktime movie or jpg hosted online (so you can pull from youtube, add immediate context to your project via the weather channel or cnn or …)

  19. SnapDragonAR future features In the lab we’re working on a variety of new features, including: *collision detection (marker A + marker B = event C) … great for math instruction, storyboarding of complex interactive narratives, interactive storytelling and tabletop theatre) *detection of marker rotation (use a marker like a dial! … take your story from sun-up to sundown… use your marker as a time machine to move through historical material!) * If demand is sufficient, a pc version is possible

  20. Try or Purchase Try or purchase snapdragon: http://www.futurestories.ca/snapdragonar/ Find out more Information about York University’s Augmented Reality Lab: http://futurecinema.ca/arlab/ Our YouTube channel: thearlab Contact caitlin@yorku.ca

  21. Funding Canada Research Chairs ProgramSSHRCCanada Foundation for InnovationCanadian Media Research Consortium Credits Development Team: Andrew Roth -- A.R. System DesignAndrei Rotenstein - Lead Software DeveloperMikhail Sizintsev - Software DeveloperMarker Tracking System: Mark Fiala Many thanks to all of the graduate students associated with the AR lab and the Future Cinema class, especially those students whose work has been documented here: G. Alan Rhodes, Helen Papagiannis, Boaz Beri. Thanks, too, to Andrew Roth, the lab’s Technology Manager, who has tirelessly created installations, assisted with all lab projects and has a hand in every success.

More Related