Professional Documents
Culture Documents
Author .....
Department of Technologies for Learning
January 10, 2010
Certified by.......
Miki Ronen
Professor of Technologies for Learning
Head of Technologies for Learning Department
Accepted by.......
Dan Cohen Vaks
Doctor of Computer Science,
Department Technologies for Learning
1
Abstract
Advancements in computer vision and object recognition in real time video, side by side to a
performance boost in computing power and graphics acceleration have allowed rendering virtual
3D objects on top of real time video. This technology, called augmented reality, can be highly useful
in the field of instructional design. Wearing special eye-wear with semi-transparent screens, can
project 3D virtual objects, which might be tooltips, driving instructions or even operation hints, just
as it would have been presented in a products manual booklet. The main advantage is that the
required assistance is presented in real time, exactly when needed, on top of the real product and in
context without forcing the user to look away from the task at hand.
Under these guidelines ARIE system was developed. It is capable of reading and generating
instruction plans using the augmented reality technology. Using ARIE, any instructional designer is
capable of creating a standalone, real time, step-by-step trainings that can be projected on top of an
appliance, while working with it. ARIE saves time and money for organizations that need to train
workers with performing simple step-by-step tasks. With the right instructional design, any worker
could operate an appliance that is new to them without prior knowledge.
This paper describes previous work in the field of augmented reality instructions, ARIEs system
design and architecture, and also shows results from an initial user testing session.
Acknowledgements
Great thanks for BMW for the wonderful Youtube clip that ignited our imagination with augmented
reality technology (http://www.youtube.com/watch?v=P9KPJlA5yds). The clip created the passion
to investigate this technology and its capabilities.
We would like to thank Ori Inbar for showing us the entrance to the rabbit hole of augmented
reality.
And Moti Menachem for pushing us to create a live working system and not be satisfied with just a
concept for one.
For those who made this technology possible for use: Saqoosha and their FlarToolkit, and Eric
Socolofsky for FlarManager. There are many more but they got us going.
And finally, for our supervisors: Professor Miki Ronen and Dan Cohen Vaks, whom without their
redirection we probably would have found ourselves doing a pretty different project by now.
Contents
List Of Figures .................................................................................................................................... 6
1. Introduction .................................................................................................................................... 7
1.1 A Word On Augmented Reality ................................................................................. 7
1.1.1 How Does It Work? .......................................................................................................................... 7
List of Figures
Figure 1- How Augmented Reality technology works......................................................................... 8
Figure 2- ARI to assemble and operate an appliance (Nilsson & Johansson, 2006) ........................... 9
Figure 3- Collaborative ARI (Zhong et al, 2003)............................................................................... 10
Figure 4- Generic ARI (Yuan et al, 2005) .......................................................................................... 10
Figure 5- Three dimensional augmented work environment (Schwald & Laval, 2003) ................... 11
Figure 6- Head-mounted display; iWrap eye wear by Vuzix ............................................................. 11
Figure 7- QR code, Marker from Zhong et al (2003) and a basic Marker ......................................... 12
Figure 8- Real object as the Marker (CamSpace, 2009) .................................................................... 12
Figure 9- User uses ARIE to activate a microwave ........................................................................... 14
Figure 10- idle state............................................................................................................................ 16
Figure 11- start engagement ............................................................................................................... 16
Figure 12- main menu ........................................................................................................................ 17
Figure 13- secondary menu ................................................................................................................ 17
Figure 14- instructional process ......................................................................................................... 18
Figure 15- help screen ........................................................................................................................ 18
Figure 16- products list ...................................................................................................................... 20
Figure 17- creating a new product ..................................................................................................... 20
Figure 18- activities (two levels menu).............................................................................................. 21
Figure 19- editing a step..................................................................................................................... 22
Figure 20- ARIE augmentation library .............................................................................................. 23
Figure 21- advanced augmentation settings ....................................................................................... 23
Figure 22- positioning augmentation using mouse ............................................................................ 24
Figure 23- positioning augmentation using eye wear ........................................................................ 24
Figure 24- augmentation controlled with marker ring ....................................................................... 24
Figure 25- positioning 2D video with marker ring ............................................................................ 25
Figure 26- accelerometer ................................................................................................................... 27
Figure 27- Marker ring (Nilsson & Johansson 2006) ........................................................................ 28
Figure 28- touch slider (Phidgets) ...................................................................................................... 28
Figure 29- common work procedure of a user with the Viewer ........................................................ 32
Figure 30- Vuzix VR-920, the hardware used with ARIE ................................................................. 34
1. Introduction
The most acceptable method to teach another person to operate an appliance is through simulating
reality as close as possible, as shown in the learning pyramid of Dale (Dale, 1969). A written verbal
or visual explanation, live demonstration by an instructor or animation all have the potential to
support the learning process, but real learning happens when the leaner experiences for themselves
at first hand.
This insight brought instructional designers to create two types of products to train a technical
worker: simulators (or any type of software that simulates the end appliance) and written manuals,
which explain the product with step-by-step instructions.
The manual creates a common language between the appliance and a visual representation of it, and
contains thorough explanations about procedures the appliance offers. The effectiveness of this
method is still questionable can the learner master the appliance just by reading the manual? Will
the manual be available for the learner while on the job, and if so, does it offer an easy guide
through discovering a solution to the issue at hand?
The simulator, on the other hand, faces these challenges by placing the learner right in front of the
system. Its user interface strives to be a complete imitation of the real appliance in its look, feel and
feedback. The main advantage of this method is that the user cannot damage the real product. Its
disadvantage is that the simulator will never be the real appliance and there will always be
differences.
Technological advancement in the past decade have enabled augmented reality, which offers placing
three dimensional virtual graphics on top of the real world. The teaching potential of this
technology continues to gather support among instructional designers around the world. Since this
is still an emergent technology, previous work were focused on a limited context or showed narrow
customization or reusability.
This work presents a highly generic system that offers the creation of augmented instructions that
will assist the user operating an appliance. Its user interface doesnt require any coding skills thus
allowing common instructional designers to do their work without troubling themselves with
technicality.
display.
To be able to do that, we need a reference virtual plane which can be referred when positioning new
objects. To create this plane and keep tracking it, several computer vision solutions have been
developed (Figure 1).
ARToolKit, one of these solutions, was invented at 1999 (Zhong et al, 2003), and it allows identify
and track black bordered squares that have a pre-defined graphics in its center. These squares are
called Markers. The graphic drawing in the center of the square is changeable, as long as it stands
several rules, such as the shape must be asymmetric.
Understanding the accessibility and usability of the system as well as nurturing the feeling of
confidence the user has inside the system, have crucial impact over the assimilation of the new
system in the organization. Research has discovered that ARI has high potential for integration, and
users have good understanding of the technology (Schwald & Laval, 2003; Nilsson & Johansson,
2006). Many testers have had a positive impression on the usage of augmented reality in training
procedures, and all pointed out that they can vision how this technology be part of their professional
future.
Figure 2- ARI to assemble and operate an appliance (Nilsson & Johansson, 2006)
Zhong et al (2003) have developed ARI for wiring a circuit board for ATM machines. The system
was a one-on-one conference call between the instructor and trainee. The trainer could see what the
trainee sees and assist them in real time with visual and auditory explanations (Figure 3). The
instructor could draw and remove graphic augmentations. The main disadvantage of this system is
that it was not in front of a real live product, but rather it was a virtual simulation on a still image.
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Figure 5- Three dimensional augmented work environment (Schwald & Laval, 2003)
Lipson et al (1998) showcased a web-based system that is used as a maintenance tool in factories.
The worker used the system to diagnose the problem with the appliance, and then the system would
offer step-by-step instructions to fix the problem.
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stages with an appliance side by side with ARIE, and learn how to use it while really using it. Not
by reading papers, nor by watching videos on a website. The user puts on a unique eye wear, look
towards the appliance and the information will pop up, on top of the appliance itself.
3. Control of type of information presented: animation, 3D model, video, images, text, voice.
4. Control of the timing: user decides when a new step will be presented or when to show more
assistance.
5. Visual preferences: color, font size and type, location of help screen and menus, animation
speed, scale of a 3D model.
6. Learning the users preferences and adjusting future trainings according to it.
For the instructional designer the system should allow full training management:
1. Control of all menus and steps in a product.
2. Editing, duplicating and management of activities.
3. The system should contain an assets library of media objects, both 2D and 3D, sounds and
texts. This should be sufficient to create most instructions. The designer can extend the
library and add objects of their own.
4. Designer could build an activity in front of the appliance itself in real time, as well as in
front of a personal computer, without the product close by.
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17
User will be able to choose their preferred user input method, such as: voice commands and gesture
recognition control. More interfaces are described further on. This feature allows the system to be
accessible for a wide variety of physical disabilities.
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buttons in the lower left. The editor allows creating endless menus and items, but it is recommended
to keep the end product with no more than two levels of menu in order to preserve the accessibility
of the product (Figure 18). The designer can always preview the built menus and see it with the
eyes of the end user.
Adding steps is the most important process and highlight of the software. It is essential to remember
that the steps must be simple to perform even by a new user. The way a step is defined and
presented influences directly on the user performance. Therefore it should be defined by a veteran
instructional designer. The designer can edit, delete and rearrange the steps. They will be presented
in the order they are shown here. Each step can be previewed and seen from the eyes of the end
user.
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22
23
24
25
Visual object
Emphasis element of
some kind (square,
marker)
Arrow
Button
Slider
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computer vision can identify and track the index finger or by attaching a marker to a ring (Figure
27).
2.3.4 Multi-modality
At the end of the day, a user that moves their head to control a software will look weird, and a user
that will operate their computer using voice commands will find themselves static. The solution to
this issue is using several methods of interaction, or what is called: multi-modality. For example:
the user uses their finger to scroll between menu options and selects with a voice command.
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29
The product is the most basic element in the system. One product can have large number of
activities (instructional sequences). Any activity is a set of steps, and each step can have several
visuals and helps, that are shown to the user. Here are the characteristics and functionality of each
of these features.
<product id="1" name="microwave">
Object name
Product
Name attribute
The name of the product that is shown to the user (Figure 11)
Object name
Activity
Name attribute
The name of the activity that is shown to the user (Figure 12)
UItype attribute
The type of user interface of the current activity. Designer can select one
interface from a closed list available, or code new ones. Ready-made user
interfaces are: voice command and Wii remote.
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Object name
Step
Name attribute
The name of the step that is shown to the user (Figure 14)
Object name
Object (Media)
Media attribute
Source attribute
Name of file that is supposed to be presented. For Text media this would
contain the content value of text.
The position offset from the center of the marker. If these properties will
not be defined or valued 0, the object would be presented on top of the
marker.
2D media is shown on a dedicated window and therefore ignores this
attribute.
rotationx, rotationy,
rotationz attributes
Scale attribute
AlwaysShow
attribute
Boolean variable that defines if the media would be kept throughout the
entire step, or disappear when next help is presented.
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4. Conclusion
During this research we have developed one segment of the ARIE system, the Viewer. The concept
of ARIE design was to create a working environment that the user receives only the information
they need in order to work, and only when they need it. A preliminary research shows that this
message went through and the users have grasps this capability.
Nevertheless, we could see that even though there was a significant improvement in the hardware
over the years, it is still the main limit for a wide use. The Vuzix VR-920 eyewear were heavy,
bulky and cumbersome for the users. The fact that the eyewear were wired directly to the computer
were a noticeable limitation in order to work freely in front of an appliance. Only when the
hardware would be wireless and truly lightweight, then it could have a commercially wide market.
This project was based on the concept of creating a 3D workspace (Schwald & Laval, 2003). Maybe
this was the cause for insecurity and lack of confidence many users felt on first interaction. It is
very important to improve friendliness and intuitiveness of innovative and extreme technologies.
4.1 Recommendations
In addition to the lessons learned from the user testing, we have several more recommendations for
future ARI systems.
1. Make sure the user understands the wanted end result, as best and as clear as possible. This
was also found highly important at Zhong et al (2003).
2. Use voice over to help the user understand the system itself and escort them during the
process.
3. 3D media should be allowed to be either attached to a marker or detached from it, the same
way 2D media is. The Editor should allow that feature. This is useful when instructional
designer wishes to show a process but side by side to the real world instead of hiding it
entirely.
4. The Editors generic animation library should contain also 2D and 3D animations, like: hand
push, pull or grab; button pressed or turned. These types of generic animations would be
highly useful for many types of activities and appliances.
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4.3 Self-critics
The project management on the development stage was disorganized, and the system concept
changed several times, and we often had to validate probability and experiment programming.
There was very little time to pay attention to content management and content related issues.
We should have had more time trying out the software with new users, who were not related to the
project. This is needed in order to find issues in the way the system works that we missed. This
could potentially ease the development and the number of software updates you need to do over
time.
Moreover, the way we worked as a team as well as the way we worked with our professors werent
effective. We had ill communication. The project was highly demanding in terms of code
development, and we worked hard towards reaching a working product, without stopping to get
advice or share progress, that might have helped in the development of the end prototype.
On a positive note we can say that we took a very challenging project, jumping into uncharted
territory, both in the academic world as well as in the industry. The augmented reality technology is
still in its early stages of development throughout the world. Despite that, we feel we have reached
a successful product that we believe is a great starting point for continuing the development of the
project until it becomes a real working product.
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5. Bibliography
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in Augmented Reality, IEEE Computer Graphics and Applications. Nov/ Dec 2001, 34-47
CamSpace Website, 2009. http://www.camspace.com/
Dale, E. (1969). Audio-Visual Methods in Teaching. New-York: International Thomson Publishing.
Lipson, H., Shpitalni, M., Kimura, F. & Goncharenko, I. (1998). Online Product Maintenance by
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An Interactive Approach of Assembly Planning
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S_as_a_Testbed.pdf
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