90 PERVASIVE computing Published by the IEEE CS n 1536-1268/08/$25.00 © 2008 IEEE
Conferences
Editor: Jason Hong n Carnegie Mellon University n jasonh@cs.cmu.edu
n n n n n n n n n n n n n
SUPPORTING AUGMENTED
REALITY IN UBIQUITOUS
COMPUTING ENVIRONMENTS
Dongpyo Hong, Tobias Höllerer,
Michael Haller, Haruo Takemura,
Adrian David Cheok, Gerard
Jounghyun Kim, Mark Billinghurst,
and Woontack Woo
R
ecent augmented-reality (AR) sys-
tems often use auxiliary sensory
information to enhance the accuracy
of context recognition and tracking
and registration, especially in mobile
settings, where computer vision
alone is insuf fcient. As AR systems
become increasingly commercial-
ized, there have been many attempts
to improve their design and usability.
Here we report on context-sensitive
AR research presented at the 2007
International Symposium on Ubiqui-
tous Virtual Reality, held in Gwangju,
Korea, on 15–16 July 2007. ISUVR 07
explored the use of contextual infor-
mation, design principles, and effec-
tive user evaluation for developing AR
applications for ubiquitous computing
environments.
MOBILE AR: ANYWHERE
AUGMENTATION
As mobile platforms have become suf-
fciently powerful, AR systems are shift-
ing from desktop to mobile computers.
In ubiquitous computing environments,
mobile AR systems have several advan-
tages over desktop-based platforms.
On the symposium’s frst day, Tobias
Höllerer (University of California, Santa
Barbara) discussed the central goals
and requirements of “anywhere aug-
mentation”—making virtual content
overlays readily and directly available
in any situation and location. Current
approaches rely on user-worn sensors
and the availability of a 3D model of
the environment or on active or passive
markers in the environment. However,
AR will become truly ubiquitous only if
these requirements are relaxed.
For example, research on vision-
based AR systems in unprepared envi-
ronments is yielding initial results, but
a general and robust automatic solu-
tion for this exceedingly hard prob-
lem is still out of reach. So, Höllerer
also focused on exploiting various
Geographic Information System data
sources, such as aerial photographs, to
aid outdoor tracking. He proposed to
better empower the human in the loop
by providing tools to easily set up initial
registration frames, issue simple correc-
tions to registration errors, and model
scene geometry. Current real-time com-
puter vision techniques and algorithms
are far from being able to facilitate fully
automatic scene understanding for
general scenes. However, they’re well
suited to constrain and guide a user’s
informed input for scene analysis and
augmentation, delivered in the form of
a few simple point selections, stroke
gestures, and common classifcations.
DESIGNING AR SYSTEMS
Michael Haller (Upper Austria Univer-
sity of Applied Sciences) talked about
particular challenges and solutions
for designing interactive tabletops
and walls. Such devices are becoming
increasingly popular, and large aug-
mented surfaces are already part of our
physical environment. These newly
emerging form factors require novel
HCI techniques. A tabletop or wall
provides a large interactive visual sur-
face for groups to interact. It encour-
ages collaboration, coordination, and
simultaneous and parallel problem
solving. Haller explained how to design
a nontraditional user interface for large
EDITOR’S INTRO
This issue we have a special treat for readers, presenting reports on two different con-
ferences instead of just one. The first summary reports on the 2007 International Sym-
posium on Ubiquitous Virtual Reality, describing some of the latest results in developing
useful, usable, and desirable augmented-reality systems. The second summary reports
on the International Conference on Tangible and Embedded Interaction, highlighting
some of the latest results in this first conference devoted to tangible user interfaces.
— Jason Hong
Advances in Tangible
Interaction and
Ubiquitous Virtual Reality