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Ronald T.

Azuma
Hughes Research Laboratories
A Survey of Augmented Reality
301 I Malibu Canyon Road, MS RL96
Malibu, CA 90265
azuma@isl.hrl.hac.com
http://www.cs.unc.edu/~azuma
Abstract

This paper surveys the field of augmented reality (AR), in which 3D virtual objects are
integrated into a 3D real environment in real time. It describes the medical, manufac-
turing, visualization, path planning, entertainment, and military applications that have
been explored. This paper describes the characteristics of augmented reality systems,
including a detailed discussion of the tradeoffs between optical and video blending
approaches. Registration and sensing errors are two of the biggest problems in build-
ing effective augmented reality systems, so this paper summarizes current efforts to
overcome these problems. Future directions and areas requiring further research are

discussed. This survey provides a starting point for anyone interested in researching or
using augmented reality.

I Introduction

I.I Goals

This paper surveys the current state-of-the-art in augmented reality. It


describes work performed at many different sites and explains the issues and
problems encountered when building augmented reality systems. It summa-
rizes the tradeoffs and approaches taken so far to overcome these problems and
speculates on future directions that deserve exploration.
A survey paper does not present new research results. The contribution
comes from consolidating existing information from many sources and publish-

ing an extensive bibliography of papers in this field. While several other intro-
ductory papers have been written on this subject (Barfield et al., 1995; Bowskill
and Downie, 1995; Caudell, 1994; Drascic, 1993; Feiner, 1994a, b; Milgram
etal., 1994b; Rolland et al., 1994), this survey is more comprehensive and up-
to-date. This survey provides a good beginning point for anyone interested in
starting research in this area.
Section 1 describes augmented reality and the motivations for developing
this technology. Six classes of potential applications that have been explored are
described in Section 2. Then Section 3 discusses the issues involved in building
an augmented reality system. Currently, two of the biggest problems are in reg-

istration and sensing: the subjects of Sections 4 and 5. Finally, Section 6 de-
scribes some areas that require further work and research.

1.2 Definition

Augmented reality (AR) is a variation of virtual environments (VE), or


Presence, vu 6, No. 4, August 1997,355-385 virtual reality as it is more commonly called. VE technologies completely im-
© / 997 by the Massachusetts institute of Technology merse a user inside a synthetic environment. While immersed, the user cannot

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356 PRESENCE: VOLUME 6, NUMBER 4

This definition allows other technologies besides


HMDs while retaining the essential components of AR.
For example, it does not include film or 2D overlays.
Films like "Jurassic Park" feature photorealistic virtual
objects seamlessly blended with a real environment in
3D, but they are not interactive media. Two-dimen-
sional virtual overlays on top of live video can be done at
interactive rates, but the overlays are not combined with
the real world in 3D. However, this definition does al-
low monitor-based interfaces, monocular systems, see-
through HMDs, and various other combining technolo-
gies. Potential system configurations are discussed
further in Section 3.

Figure I. Real desk with virtual lamp and two virtual chairs. (Courtesy 1.3 Motivation
ECRC)
Why is augmented reality an interesting topic?
Why is combining real and virtual objects in 3D useful?
Augmented reality enhances a user's perception of and
see the real world around him. In contrast, AR allows interaction with the real world. The virtual objects dis-
the user to see the real world, with virtual objects super- play information that the user cannot directly detect
imposed upon or composited with the real world. with his own senses. The information conveyed by the
Therefore, AR supplements reality, rather than com- virtual objects helps a user perform real-world tasks. AR
pletely replacing it. Ideally, it would appear to the user is a specific example of what Fred Brooks calls intelli-
that the virtual and real objects coexisted in the same
gence amplification (IA): using the computer as a tool to
space, similar to the effects achieved in the film "Who make a task easier for a human to perform (Brooks,
Framed Roger Rabbit?" Figure 1 shows an example of
1996).
what this coexistence might look like. It shows a real At least six classes of potential AR applications have
desk with a real phone. Inside this room are also a virtual been explored: medical visualization, maintenance and
lamp and two virtual chairs. Note that the objects are repair, annotation, robot path planning, entertainment,
combined in three dimensions, so that the virtual lamp and military aircraft navigation and targeting. The next
covers the real table, and the real table covers parts of
section describes work that has been done in each area.
the two virtual chairs. AR can be thought of as the
While these do not cover every potential application area
"middle ground" between VE (completely synthetic)
of this technology, they do cover the areas explored so
and telepresence (completely real) (Milgram and
far.
Kishino, 1994a; Milgram et al., 1994b).
Some researchers define AR in a way that requires the
use of head-mounted displays (HMDs). To avoid limit-
2 Applications
ing to specific technologies, this survey defines AR as
AR
any system that has the following three characteristics: 2.1 Medical

1. Combines real and virtual Doctors could use augmented reality as a visualiza-
2. Is interactive in real time tion and training aid for surgery. It may be possible to
3. Is registered in three dimensions collect 3D datasets of a patient in real time, using nonin-
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Figure 2. Virtual fetus inside womb of pregnant patient. (Courtesy Figure 3. A/lockup of breast tumor biopsy. 3D graphics guide needle
UNC Chapel Hill Dept. of Computer Science.) insertion.(Courtesy Andrei State, UNC Chapel Hill Dept. of Computer
Science.)

vasive sensors like


magnetic resonance imaging (MRI),
computed tomography scans (CT), or ultrasound imag-
ing. These dataseis could then be rendered and com- mind a novice surgeon of the required steps, without the
bined in real time with a view of the real patient. In ef- need to look away from a patient to consult a manual.
fect, this would give a doctor "X-ray vision" inside a Virtual objects could also identify organs and specify
patient. This ability would be very useful during mini- locations to avoid disturbing the patient (Durlach and
mally invasive surgery, which reduces the trauma of an Mavor, 1995).
operation by using small incisions or no incisions at all. Several projects are exploring this application area. At
A problem with minimally invasive techniques is that UNC Chapel Hill, a research group has conducted trial
they reduce the doctor's ability to see inside the patient, runs of scanning the womb of a pregnant woman with

making surgery more difficult. AR technology could an ultrasound sensor, generating a 3D representation of

provide an internal view without the need for larger inci- the fetus inside the womb and displaying that in a see-
sions. through HMD (Figure 2). The goal is to endow the
AR might also be helpful for general medical visualiza- doctor with the ability to see the moving, kicking fetus
tion tasks in the surgical room. Surgeons can detect lying inside the womb, with the hope that this one day
some features with the naked eye that they cannot see in may become a "3D stethoscope" (Bajura et al., 1992;
MRI or CT scans, and vice versa. AR would give sur- State et al., 1994). More recent efforts have focused on
geons access to both types of data simultaneously. This a needle biopsy of a breast tumor. Figure 3 shows a

information might also guide precision tasks, such as mockup of a breast biopsy operation, where the virtual
displaying where to drill a hole into the skull for brain objects identify the location of the tumor and guide the
surgery or where to perform a needle biopsy of a tiny needle to its target (State et al., 1996b). Other groups at
tumor. The information from the noninvasive sensors the MIT AI Lab (Grimson et al., 1994; Grimson et al.,
would be directly displayed on the patient, showing ex- 1995; Mellor, 1995a, b), General Electric (Lorensen et
actly where to perform the operation. al., 1993), and elsewhere (Betting et al., 1995; Edwards
AR might also be useful for training purposes et al., 1995; Taubes, 1994) are investigating displaying
(Ranchería et al., 1995). Virtual instructions could re- MRI or CT data, directly registered onto the patient.
358 PRESENCE: VOLUME 6, NUMBER 4

Figure 5. Prototype laser printer maintenance application, displaying


Figure 4. External view of Columbia printer maintenance application. how to remove the paper tray. (Courtesy Steve Feiner, Blair Maclntyre,
Note that all objects must be tracked. (Courtesy Steve Feiner, Blair and Dorée Seligmann, Columbia University.)
Maclntyre, and Dorée Seligmann, Columbia University.)

2.2 Manufacturing and Repair


Another category of augmented reality applica-
tions is the assembly, maintenance, and repair of com-
plex machinery. Instructions might be easier to under-
stand if they were available, not as manuals with text and
pictures, but rather as 3D drawings superimposed upon
the actual equipment, showing step-by-step the tasks
that need to be done and how to do them. These super-
imposed 3D drawings can be animated, making the di-
rections even more explicit.
Several research projects have demonstrated proto-
types in this area. Steve Feiner's group at Columbia built
a laser printer maintenance application (Feiner et al., Figure 6. Adamjanin demonstrates Boeing's prototype wire bundle
1993a), shown in Figures 4 and 5. Figure 4 shows an assembly application. (Courtesy David Mizell, Boeing.)
external view, and Figure 5 shows the user's view, where
the computer-generated wireframe is telling the user to
remove the paper tray. A group at Boeing is developing

AR technology to guide a technician in building a wiring Janin et al., 1993; Sims, 1994). Boeing is using a Tech-
harness that forms part of an airplane's electrical system. nology Reinvestment Program (TRP) grant to investi-
Storing these instructions in electronic form will save gate putting this technology onto the factory floor (Boe-
space and reduce costs. Currently, technicians use large ing TRP, 1994). Figure 6 shows an external view of
physical layout boards to construct such harnesses, and Adam Janin using a prototype AR system to build a wire
Boeing requires several warehouses to store all these bundle. Eventually, AR might be used for any compli-
boards. Such space might be emptied for other use if this cated machinery, such as automobile engines (Tuceryan
application proves successful (Caudell and Mizell, 1992; et al., 1995).
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Figure 8. Windows displayed on top of specific real-world objects.


(Courtesy Steve Feiner, Blair Maclntyre, Marcus Haupt and Eliot
Figure 7. Engine model part labels appear as user points at them. Solomon, Columbia University)
(Courtesy ECRC.)
AR might aid general visualization tasks as well. At
architect with a see-through HMD might be able to
2.3 Annotation and Visualization
look out a window and see how a proposed new sky-
AR could be used to annotate objects and environ- scraper would change her view. If a database containing
ments with public or private information. Applications information about a building's structure was available,
using public information assume the availability of public AR might give architects "X-ray vision" inside a build-
databases to draw upon. For example, a hand-held dis- ing, showing where the pipes, electric lines, and struc-
play could provide information about the contents of tural supports are inside the walls (Feiner et al., 1995).
library shelves as the user walks around the library Researchers at the University of Toronto have built a
(Fitzmaurice, 1993; Rekimoto, 1995; Rekimoto and system called Augmented Reality through Graphic Over-
Nagao, 1995). At the European Computer-Industry lays on Stereovideo (ARGOS) (Milgram et al., 1995),
Research Centre (ECRC), a user can point at parts of an which among other things is used to make images easier
engine model and the AR system displays the name of to understand during difficult viewing conditions (Dras-
the part that is being pointed at (Rose et al., 1995). Fig- cic et al., 1993). Figure 9 shows wireframe lines drawn
ure 7 shows this, where the user points at the exhaust on top of a space shuttle bay interior, while in orbit. The

manifold on an engine model and the label "exhaust lines make it easier to see the geometry of the shuttle
manifold" appears. bay. Similarly, virtual lines and objects could aid naviga-
Alternately, these annotations might be private notes tion and scene understanding during poor visibility con-
attached to specific objects. Researchers at Columbia ditions, such as underwater or in fog.
demonstrated this with the notion of attaching windows
from a standard user interface onto specific locations in
2.4 Robot Path Planning
the world, or attached to specific objects as reminders
(Feiner et al., 1993b). Figure 8 shows a window super- Teleoperation of a robot is often a difficult prob-
imposed as a label upon a student. He wears a tracking lem, especially when the robot is far away, with long de-
device, so the computer knows his location. As the stu- lays in the communication link. Under this circum-
dent moves around, the label follows his location, pro- stance, instead of controlling the robot directly, it may
viding the AR user with a reminder of what he needs to be preferable to instead control a virtual version of the
talk to the student about. robot. The user plans and specifies the robot's actions by
360 PRESENCE: VOLUME 6, NUMBER 4

Figure 9. Virtual lines help display geometry of shuttle bay, as seen in


(Courtesy David Drascic and Paul Milgram, U. Toronto.)
orbit. Figure 10. Virtual lines show a planned motion of a robot arm
(Courtesy David Drascic and Paul Milgram, U. Toronto.)
manipulating the local virtual version, in real time. The
results are directly displayed on the real world. Once the of the ring is covered by the actor. The entertainment
plan is tested and determined, then user tells the real industry sees this as a way to reduce production costs
robot to execute the specified plan. This avoids pilot- because creating and storing sets virtually is potentially
induced oscillations caused by the lengthy delays. The cheaper than constantly building new physical sets from
virtual versions can also predict the effects of manipulat- scratch. The ALIVE project from the MIT Media Lab
ing the environment, thus serving as a planning and pre- goes one step further by populating the environment
viewing tool to aid the user in performing the desired with intelligent virtual creatures that respond to user
task. The ARGOS system has demonstrated that stereo- actions (Maes, 1995).
scopic AR is an easier and more accurate way of doing
robot path planning than traditional monoscopic inter-
2.6 Military Aircraft
faces (Drascic, 1993; Milgram et al., 1993). Others have
also used registered overlays with telepresence systems For many years, military aircraft and helicopters
(Kim, 1993; Kim, 1996; Oyama et al., 1993; Yoo and have used head-up displays (HUDs) and helmet-
Olano, 1993; Tharp et al., 1994). Figure 10 shows how mounted sights (HMS) to superimpose vector graphics
a virtual outline can represent a future location of a ro- upon the pilot's view of the real world. Besides provid-
bot arm. ing basic navigation and flight information, these graph-
ics are sometimes registered with targets in the environ-
ment, providing a way to aim the aircraft's weapons. For
2.5 Entertainment
example, the chin turret in a helicopter gunship can be
At SIGGRAPH '95, several exhibitors showed slaved to the pilot's HMS, so the pilot can aim the chin
"Virtual Sets" that merge real actors with virtual back- turret simply by looking at the target. Future genera-

grounds, in real time and in 3D. The actors stand in tions of combat aircraft will be developed with an HMD
front of a large blue screen, while a computer-controlled built into the pilot's helmet (Wanstall, 1989).
motion camera records the scene. Since the camera's
location is tracked and the actor's motions are scripted,
it is possible to digitally composite the actor into a 3D 3 Characteristics
virtual background. For example, the actor might appear
to stand inside a large virtual spinning ring, where the This section discusses the characteristics of AR sys-
front part of the ring covers the actor while the rear part tems and design issues encountered when building an
Azuma 361

AR system. Section 3.1 describes the basic characteristics


of augmentation. There are two ways to accomplish this I Head
Head
Tracker
Graphic
images
augmentation: optical or video technologies. Section 3.2 Scene locations
Monitors
discusses their characteristics and relative strengths and generator
weaknesses. Blending the real and virtual poses problems
with focus and contrast (Section 3.3), and some applica- Real
tions require portable AR systems to be truly effective world
Optical
(Section 3.4). Finally, Section 3.5 summarizes the char- combiners
acteristics by comparing the requirements of AR against
those for virtual environments.
Figure I I. Optical see-through HMD conceptual diagram.
3.1 Augmentation
Besides adding objects to a real environment, aug-
mented reality also has the potential to remove them. be useful in some applications, such as providing an ad-
Current work has focused on adding virtual objects to a ditional cue that a virtual object is at a particular location
real environment. However, graphic overlays might also on a real desk (Wellner, 1993).

be used to remove or hide parts of the real environment


from a user. For example, to remove a desk in the real
3.2 Optical Versus Video
environment, draw a representation of the real walls and
floors behind the desk and "paint" that over the real A basicdesign decision in building an AR system is
desk, effectively removing it from the user's sight. This how to accomplish the combining of real and virtual.
has been done in feature films. Doing this interactively Two basic choices are available: optical and video tech-
in an AR system will be much harder, but this removal nologies. Each has particular advantages and disadvan-
may not need to be photorealistic to be effective. tages. This section compares the two and notes the
Augmented reality might apply to all senses, not just tradeoffs. For additional discussion, see Rolland et al.
sight. So far, researchers have focused on blending real (1994).
and virtual images and graphics. However, AR could be A see-through HMD is one device used to combine
extended to include sound. The user would wear head- real and virtual. Standard closed-view HMDs do not allow
phones equipped with microphones on the outside. The any direct view of the real world. In contrast, a see-
headphones would add synthetic, directional 3D sound, through HMD lets the user see the real world, with vir-
while the external microphones would detect incoming tual objects superimposed by optical or video technolo-
sounds from the environment. This would give the sys- gies.
tem a chance to mask or cover up selected real sounds Optical see-through HMDs work by placing optical
from the environment by generating a masking signal combiners in front of the user's eyes. These combiners
that exactly canceled the incoming real sound (Durlach are partially transmissive, so that the user can look di-

and Mavor, 1995). While this would not be easy to do, it rectly through them to see the real world. The combin-
might be possible. Another example involves hap tics. ers are also partially reflective, so that the user sees vir-

Gloves with devices that provide tactile feedback might tual images bounced off the combiners from head-
augment real forces in the environment. For example, a mounted monitors. This approach is similar in nature to
user might run his hand over the surface of a real desk. head-up displays (HUDs) commonly used in military
Simulating such a hard surface virtually is fairly difficult, aircraft, except that the combiners are attached to the
but it is easy to do in reality. Then the tactile effectors in head. Thus, optical see-through HMDs have sometimes
the glove can augment the feel of the desk, perhaps mak- been described as a "HUD on a head" (Wanstall, 1989).
ing it feel rough in certain spots. This capability might Figure 11 shows a conceptual diagram of an optical see-
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Figure 12. Two optical see-through HMDs, made by Hughes Electronics.

through HMD. Figure 12 shows two optical see- In contrast, video see-through HMDs work by com-
through HMDs made by Hughes Electronics. bining a closed-view HMD with one or two head-
The optical combiners usually reduce the amount of mounted video cameras. The video cameras provide the
light that the user sees from the real world. Since the user's view of the real world. Video from these cameras
combiners act like half-silvered mirrors, they let in only is combined with the graphic images created by the
some of the light from the real world, so that they can scene generator, blending the real and virtual. The result

reflect some of the light from the monitors into the us- is sent to the monitors in front of the user's eyes in the
er's eyes. For example, the HMD described in (Hol- closed-view HMD. Figure 13 shows a conceptual dia-
mgren, 1992) transmits about 30% of the incoming light gram of a video see-through HMD. Figure 14 shows an
from the real world. Choosing the level of blending is a actual video see-through HMD, with two video cameras
design problem. More sophisticated combiners might mounted on top of a flight helmet.
vary the level of contributions based upon the wave- Video composition can be done in more than one
length light.
of For example, such a combiner might be way. A simple way is to use chroma-keying, a technique
set to reflect all light of a certain wavelength and none at used in many video special effects. The background of
any other wavelengths. This approach would be ideal the computer graphic images is set to a specific color, say
with a monochrome monitor. Virtually all the light from green, which none of the virtual objects use. Then the
the monitor would be reflected into the user's eyes, combining step replaces all green areas with the corre-
while almost all the light from the real world (except at sponding parts from the video of the real world. This
the particular wavelength) would reach the user's eyes. step has the effect of superimposing the virtual objects
However, most existing optical see-through HMDs do over the real world. A more sophisticated composition

reduce the amount of light from the real world, so they would use depth information. If the system had depth
act like a pair of sunglasses when the power is cut off. information at each pixel for the real-world images, it
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Stereo glasses
Monitor
(optional)
Tracker
Video cameras
Video
of .Real
" World
real
world Locations] Video cameras

Monitors Video of
real world

Video compositor Scene


Combiner I—
generator Graphic
Combined video images

Figure 13. Video see-through HMD conceptual diagram. Figure 15. Monitor-based AR conceptual diagram.

Figure 16. External view of the ARGOS system, an example of


monitor-based AR. (Courtesy David Drascic and Paul Milgram, U.
Toronto.)

this case, one or two video cameras view the environ-


Figure 14. An actual video see-through HMD. (CourtesyJannick ment. The cameras may be static or mobile. In the mo-
Rolland, Frank Biocca, and UNC Chapel Hill Dept. ofComputer Science. bile case, the cameras might move around by being at-
Photo by Alex Treml.)
tached to a robot, with their locations tracked. The
video of the real world and the graphic images generated
could combine the real and virtual images by a pixel-by- by a scene generator are combined, just as in the video
pixel depth comparison. This would allow real objects to see-through HMD case, and displayed in a monitor in
cover virtual objects and vice versa. front of the user. The user does not wear the display de-
AR systems can also be built using monitor-based vice. Optionally, the images may be displayed in stereo
configurations, instead of see-through HMDs. Figure on the monitor, which then requires the user to wear a

15 shows how a monitor-based system might be built. In pair of stereo glasses. Figure 16 shows an external view
364 PRESENCE: VOLUME 6, NUMBER 4

of the ARGOS system, which uses a monitor-based con- tion of thedisplay devices. With current displays, this
figuration. is
resolution far less than the resolving power of the fo-
Finally, a monitor-based optical configuration is also vea. Optical see-through also shows the graphic images
possible. This is similar to Figure 11 except that the user at the resolution of the display device, but the user's
does not wearthe monitors or combiners on her head. view of the real world is not degraded. Thus, video re-
Instead, the monitors and combiners are fixed in space, duces the resolution of the real world, while optical see-
and the user positions her head to look through the through does not.
combiners. This configuration is typical of head-up dis-
plays on military aircraft, and at least one such configu- Safety. Video see-through HMDs are essentially
ration has been proposed for a medical application (Peu- modified closed-view HMDs. If the power is cut off, the
chot et al., user is effectively blind. This is a safety concern in some
1995).
The rest ofthis section compares the relative advan- applications. In contrast, when power is removed from
tages and disadvantages of optical and video approaches, an optical see-through HMD, the user still has a direct

starting with optical. An optical approach has the follow- view of the real world. The HMD then becomes a pair of
ing advantages over a video approach: heavy sunglasses, but the user can still see.

Simplicity. Optical blending is simpler and cheaper No Eye Offset. With video see-through, the user's
than video blending. Optical approaches have only one view of the real world is provided by the video cameras.
"stream" of video to worry about: the graphic images. In essence, this puts his "eyes" where the video cameras
The real world is seen directly through the combiners, are. In most configurations, the cameras are not located

and that time delay is generally a few nanoseconds. exactly where the user's eyes are, creating an offset be-
Video blending, on the other hand, must deal with sepa- tween the cameras and the real eyes. The distance sepa-
rate video streams for the real and virtual images. Both rating the cameras may also not be exactly the same as
streams have inherent delays in the tens of milliseconds. the user's interpupillary distance (IPD). This difference
Digitizing video images usually adds at least one frame between camera locations and eye locations introduces
time of delay to the video stream, where a frame time is displacements from what the user sees compared to what
the length of time it takes to completely update an im- he expects to see. For example, if the cameras are above
age. A monitor that completely refreshes the screen at the user's eyes, he will see the world from a vantage
60 Hz has a frame time of 16.67 ms. The two streams of point slightly higher than he is used to. Video see-
real and virtual images must be properly synchronized or through can avoid the eye offset problem through the
temporal distortion results. Aso, optical see-through use of mirrors to create another set of optical paths that

HMDs with narrow field-of-view combiners offer views mimic the paths directly into the user's eyes. Using those
of the real world that have little distortion. Video cam- paths, the cameras will see what the user's eyes would
eras almost always have some amount of distortion that normally see without the HMD. However, this adds
must be compensated for, along with any distortion complexity to the HMD design. Offset is generally not a
from the optics in front of the display devices. Since difficult design problem for optical see-through displays.
video requires cameras and combiners that optical ap- While the user's eye can rotate with respect to the posi-
proaches do not need, video will probably be more ex- tion of the HMD, the resulting errors are tiny. Using the
pensive and complicated to build than optically based eye's center of rotation as the viewpoint in the computer
systems. graphics model should eliminate any need for eye track-
ing in an optical see-through HMD (Holloway, 1995).
Resolution. Video blending limits the resolution of Video blending offers the following advantages over
what the user sees, both real and virtual, to the resolu- optical blending:
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Flexibility in Composition Strategies. A basic prob- sive and add weight to the HMD. Wide field-of-view
lem with optical see-through is that the virtual objects systems are an exception to the general trend of optical
do not completely obscure the real world objects, be- approaches being simpler and cheaper than video ap-
cause the optical combiners allow light from both virtual proaches.
and real sources. Building an optical see-through HMD
that can selectively shut out the light from the real world Matching the Delay between Real and Virtual
is difficult. In a normal optical system, the objects are Views. Video offers an approach for reducing or avoid-
designed to be in focus at only one point in the optical ing problems causedl^y temporal mismatches between
path: the user's eye. Any filter that would selectively the real and virtual images. Optical see-through HMDs
block out light must be placed in the optical path at a offer an almost instantaneous view of the real world but
point where the image is in focus, which obviously can- a delayed view of the virtual. This temporal mismatch

not be the user's eye. Therefore, the optical system must can cause problems. With video approaches, it is possible

have two places where the image is in focus: at the user's to delay the video of the real world to match the delay

eye and the point of the hypothetical filter. This require- from the virtual image stream. For details, see Section
ment makes the optical design much more difficult and 4.3.
complex. No existing optical see-through HMD blocks
incoming light in this fashion. Thus, the virtual objects Additional Registration Strategies. In optical see-
appear ghostlike and semitransparent. This appearance through, the only information the system has about the
damages the illusion of reality because occlusion one is user's head location comes from the head tracker. Video
of the strongest depth cues. In contrast, video see- blending provides another source of information: the
through far more flexible about how it merges the real digitized image of the real scene. This digitized image
is
and virtual images. Since both the real and virtual are means that video approaches can employ additional reg-

available in digital form, video see-through compositors istration strategies unavailable to optical approaches.
can, on a pixel-by-pixel basis, take the real, or the virtual, Section 4.4 describes these in more detail.
or some blend between the two to simulate transpar-
ency. Because of this flexibility, video see-through may Matching the Rrightness of Real and Virtual
ultimately produce more compelling environments than Objects. This advantage is discussed in Section 3.3.
optical see-through approaches. Both optical and video technologies have their roles,
and the choice of technology depends on the application
Wide Field of View. Distortions in optical systems requirements. Many of the mechanical assembly and
are a function of the radial distance away from the opti- repair prototypes use optical approaches, possibly be-
cal axis. The further one looks away from the center of cause of the cost and safety issues. If successful, the

the view, the larger the distortions get. A digitized image equipment would have to be replicated in large numbers
taken through a distorted optical system can be undis- to equip workers on a factory floor. In contrast, most of
torted by applying image processing techniques to un- the prototypes for medical applications use video ap-
warp the image, provided that the optical distortion is proaches, probably for the flexibility in blending real and
well characterized. This requires significant amounts of virtual and for the additional registration strategies of-
computation, but this constraint will be less important in fered.
the future as computers become faster. It is harder to
build wide field-of-view displays with optical see-
3.3 Focus and Contrast
through techniques. Any distortions of the user's view of
the real world must be corrected optically, rather than Focus can be a problem for both optical and video
digitally, because the system has no digitized image of approaches. Ideally, the virtual should match the real. In
the real world to manipulate. Complex optics are expen- a video-based system, the combined virtual and real im-
366 PRESENCE: VOLUME 6, NUMBER 4

age will be projected at the same distance by the monitor user navigates by "flying" through the environment,
or HMD optics. However, depending on the video cam- walking on a treadmill, or driving some mockup of a
era's depth-of-field and focus settings, parts of the real vehicle. Whatever the technology, the result is that the
world may not be in focus. In typical graphics software, user stays in one place in the real world.

everything is rendered with a pinhole model, so all the Some AR applications, however, will need to support
graphic objects, regardless of distance, are in focus. To a user who will walk around a large environment. AR

overcome this, the graphics could be rendered to simu-


requires that the user actually be at the place where the
late a limited depth of field, and the video camera might task is to take place. "Flying," as performed in a VE sys-
have an autofocus lens. tem, is no longer an option. If a mechanic needs to go to
In the optical case, the virtual image is projected at the other side of a jet engine, she must physically move
some distance away from the user. This distance may be herself and the display devices she wears. Therefore, AR
adjustable, although it is often fixed. Therefore, while systems will place a premium on portability, especially
the real objects are at varying distances from the user, the ability to walk around outdoors, away from con-
the virtual objects are all projected to the same distance. trolled environments. The scene generator, the HMD,
If the virtual and real distances are not matched for the and the tracking system must all be self-contained and
particular objects that the user is looking at, it may not capable of surviving exposure to the environment. If this
be possible to clearly view both simultaneously. capability is achieved, many more applications that have
Contrast is another issue because of the large dynamic not been tried will become available. For example, the
range in real environments and in what the human eye ability to annotate the surrounding environment could
can detect. Ideally, the brightness of the real and virtual
be useful to soldiers, hikers, or tourists in an unfamiliar
objects should be appropriately matched. Unfortunately, new location.
in the worst case scenario, this means the system must
match a very large range of brightness levels. The eye is a
3.5 Comparison Against
logarithmic detector, where the brightest light that it
can handle is about 11 orders of magnitude greater than
Virtual Environments
the smallest, including both dark-adapted and light-
requirements of AR can be summa-
The overall
adapted eyes. In any one adaptation state, the eye can rized by comparing them against those for virtual envi-
cover about six orders of magnitude. Most display de-
ronments, for the three basic subsystems that they re-
vices cannot come close to this level of contrast. This
quire.
limitation is a particular problem with optical technolo-
1. Scene Generator. Rendering is not currently one of
gies, because the user has a direct view of the real world.
If the real environment is too bright, it will wash out the the major problems in AR. VE systems have much
virtual image. If the real environment is too dark, the higher requirements for realistic images because
virtual image will wash out the real world. Contrast they completely replace the real world with the
problems are not as severe with video, because the video virtual environment. In AR, the virtual images only
cameras themselves have limited dynamic response. The supplement the real world. Therefore, fewer virtual
view of both the real and virtual is generated by the objects need to be drawn, and they do not neces-
monitor, so everything must be clipped or compressed sarily have to be realistically rendered in order to
into the monitor's dynamic range. serve the purposes of the application. For example,

in the annotation applications, text and 3D wire-


frame drawings might suffice. Ideally, photorealis-
3.4 Portability tic graphic objects would be seamlessly merged
In almost all virtual environment systems, the user with the real environment (see Section 7), but
is not encouraged to walk around much. Instead, the more basic problems have to be solved first.
Azuma 367

2. Display Device. The display devices used in AR tion errorsresult in visual-kinesthetic and visual-proprio-
may have less stringent requirements than VE sys- ceptive conflicts. Such conflicts between different hu-
tems demand, again because AR does not replace man senses may be a source of motion sickness (Pausch

the real world. For example, monochrome displays et al., 1992). Because the kinesthetic and proprioceptive

may be adequate for some AR applications, while systems are much less sensitive than the visual system,
virtually all VE systems today use full color. Optical visual-kinesthetic and visual-proprioceptive conflicts are
see-through HMDs with a small field of view may less noticeable than visual-visual conflicts. For example, a
be satisfactory because the user can still see the real user wearing a closed-view HMD might hold up her real

world with his peripheral vision; the see-through hand and see a virtual hand. This virtual hand should be
HMD does not shut off the user's normal field of displayed exactly where she would see her real hand, if
view. Furthermore, the resolution of the monitor she were not wearing an HMD. But if the virtual hand is
in an optical see-through HMD might be lower wrong by five millimeters, she may not detect that unless
than what a user would tolerate in a VE applica- actively looking for such errors. The same error is much
tion, since the optical see-through HMD does not more obvious in a see-through HMD, where the conflict

reduce the resolution of the real environment. is visual-visual.


3. Tracking and Sensing. While in the previous two Furthermore, a phenomenon known as visual capture
cases AR had lower requirements than VE, that is (Welch, 1978) makes it even more difficult to detect
not the case for tracking and sensing. In this area, such registration errors. Visual capture is the tendency of
the requirements for AR are much stricter than the brain to believe what it sees rather than what it feels,
those for VE systems. A major reason for this is the hears, and so on. That is, visual information tends to
registration problem, which is described in the override all other senses. When watching a television
next section. The other factors that make the track- program, a viewer believes the sounds come from the
ing and sensing requirements higher are described mouths of the actors on the screen, even though they
in Section 5. actually come from a speaker in the TV. Ventriloquism
works because of visual capture. Similarly, a user might
believe that her hand is where the virtual hand is drawn,
4 Registration rather than where her real hand actually is, because of
visual capture. This effect increases the amount of regis-
4.1 The Registration Problem tration error users can tolerate in virtual environment
One of the most problems currently limiting
basic systems. If the errors are systematic, users might even be
augmented reality applications is the registration prob- able to adapt to the new environment, given a long ex-
lem. The objects in the real and virtual worlds must be posure time of several hours or days (Welch, 1978).
properly aligned with respect to each other, or the illu- Augmented reality demands much more accurate reg-
sion that the two worlds coexist will be compromised. istration than do virtual environments (Azuma, 1993).
More seriously, many applications demand accurate reg- Imagine the same scenario of a user holding up her
istration. For example, recall the needle biopsy applica- hand, but this time wearing a see-through HMD. Regis-
tion. If the virtual object is not where the real tumor is, tration errors now result in visual-visual conflicts be-
the surgeon will miss the tumor and the biopsy will fail. tween the images of the virtual and real hands. Such
Without accurate registration, augmented reality will not conflicts are easy to detect because of the resolution of
be accepted in many applications. the human eye and the sensitivity of the human visual
Registration problems also exist in virtual environ- system to differences. Even tiny offsets in the images of
ments, but they are not nearly as serious because they are the real and virtual hands are easy to detect.
harder to detect than in augmented reality. Since the What angular accuracy is needed for good registration
user only sees virtual objects in VE applications, registra- in augmented reality? A simple demonstration will show
368 PRESENCE: VOLUME 6, NUMBER 4

the order of magnitude required. Take out a dime and static errors cannot be ignored either. The next two sec-
hold it at arm's length, so that it looks like a circle. The tions discuss static and dynamic errors and what has
diameter of the dime covers about 1.2 to 2.0 degrees of been done to reduce them. See Hollo way (1995) for a
arc, depending on your arm length. In comparison, the thorough analysis of the sources and magnitudes of reg-
width of a full moon is about 0.5 degrees of arc! Now istration errors.

imagine a virtual object superimposed on a real object,


but offset by the diameter of the full moon. Such a dif-
4.2 Static Errors
ference would be easy to detect. Thus, the angular accu-
racy required is a small fraction of a degree. The lower The four main sources of static errors are:

limit is bounded by the resolving power of the human


eye itself. The central part of the retina is called the fo-

Optical distortion

Errors in the tracking system
vea; it has the highest density of color-detecting cones,

Mechanical misalignments
about 120 per degree of arc, corresponding to a spacing

Incorrect viewing parameters (e.g., field of view,
of half a minute of arc (Jain, 1989). Observers can dif-
ferentiate between a dark and light bar grating when tracker-to-eye position and orientation, interpupil-
each bar subtends about one minute of arc, and under lary distance )
special circumstances they can detect even smaller differ- 4.2.1 Distortion in the Optics. Optical distor-
ences (Doenges, 1985). However, existing HMD track-

ers and displays are not capable of providing one minute


tions exist in most camera and lens systems, both in the
cameras that record the real environment and in the op-
of arc in accuracy, so the present achievable accuracy is
much worse than that ultimate lower bound. In practice, tics used for the display. Because distortions are usually a
errors of a few pixels are detectable in modern HMDs.
function of the radial distance away from the optical axis,
wide field-of-view displays can be especially vulnerable to
Registration of real and virtual objects is not limited
to AR. Special-effects artists seamlessly integrate com-
this error. Near the center of the field of view, images are
puter-generated 3D objects with live actors in film and relatively undistorted, but far away from the center, im-
video. The difference lies in the amount of control avail- age distortion can be large. For example, straight lines
able. With film, a director can carefully plan each shot, may appear curved. In a see-through HMD with narrow
and artists can spend hours per frame, adjusting each by field-of-view displays, the optical combiners add virtually
no distortion, so the user's view of the real world is not
hand if necessary, to achieve perfect registration. As an
interactive medium, AR is far more difficult to work warped. However, the optics used to focus and magnify
with. The AR system cannot control the motions of the the graphic images from the display monitors can intro-
HMD wearer. The user looks where she wants, and the duce distortion. This mapping of distorted virtual im-
system must respond within tens of milliseconds. ages on top of an undistorted view of the real world
causes static registration errors. The cameras and displays
Registration errors are difficult to adequately control
because of the high accuracy requirements and the nu- may also have nonlinear distortions that cause errors
merous sources of error. These sources of error can be (Deering, 1992).
divided into two types: static and dynamic. Static errors Optical distortions are usually systematic errors, so
are the ones that cause registration errors even when the they can be mapped and compensated. This mapping
user's viewpoint and the objects in the environment re- may not be trivial, but it is often possible. For example,
main completely still. Dynamic errors are the ones that (Robinett and Rolland, 1992) describes the distortion of
have no effect until either the viewpoint or the objects one commonly used set of HMD optics. The distortions
begin moving. might be compensated by additional optics. Edwards
For current HMD-based systems, dynamic errors are and colleages (1993) describe such a design for a video
by far the largest contributors to registration errors, but see-through HMD. Eliminating distortion can be a diffi-
Azuma 369

cult design problem, though, and it adds weight, which some alignment errors can be calibrated, for many others
is not desirable in HMDs. An alternate approach is to do it may be more effective to "build it right" initially.
the compensation digitally by image-warping tech-
niques, both on the digitized video and the graphic im- 4.2.4 Incorrect Viewing Parameters. Incorrect
ages. Typically, this involves predistorting the images so viewing parameters, the last major source of static regis-
that they will appear undistorted after being displayed tration errors, be thought of as a special case of
can

(Watson and Hodges, 1995). Another way to perform alignment for


errors which calibration techniques can be
digital compensation on the graphics is to apply the pre- applied. Viewing parameters specify how to convert the
distortion functions on the vertices of the polygons, in reported head or camera locations into viewing matrices
screen space, before rendering (Rolland and Hopkins, used by the scene generator to draw the graphic images.
For an HMD-based system, these parameters include:
1993). This requires subdividing polygons that cover
large areas in screen space. Both digital compensation •
Center of projection and viewport dimensions
methods can be computationally expensive, often requir- •
Offset, both in translation and orientation, between
ing special hardware to accomplish in real time. Hollo- the location of the head tracker and the user's eyes
way determined that the additional system delay re- •
Field of view
quired by the distortion compensation adds more
registration error than the distortion compensation re-
Incorrect viewing parameters cause systematic static
errors. Take the example of a head tracker located above
moves, for typical head motion (Holloway, 1995).
a user's eyes. If the vertical translation offsets between

the tracker and the eyes are too small, all the virtual ob-
4.2.2 Errors in the Tracking System. Errors in
the reported outputs from the tracking and sensing sys- jects will appear lower than they should.
In some systems, the viewing parameters are estimated
tems are often the most serious type of static registration
errors. These distortions are not easy to measure and
by manual adjustments, in a nonsystematic fashion. Such
approaches proceed as follows: Place a real object in the
eliminate, because that requires another "3D ruler" that environment and attempt to register a virtual object with
is more accurate than the tracker being tested. These
that real object. While wearing the HMD or positioning
errors are often nonsystematic and difficult to fully char-
the cameras, move to one viewpoint or a few selected
acterize. Almost all commercially available tracking sys-
tems are not accurate enough to satisfy the requirements
viewpoints and manually adjust the location of the vir-
tual object and the other viewing parameters until the
of AR systems. Section 5 discusses this important topic
registration "looks right." This action may achieve satis-
further.
factory results if the environment and the viewpoint re-
main static. However, such approaches require a skilled
4.2.3 Mechanical Misalignments. Mechanical user and generally do not achieve robust results for many
misalignments discrepancies between the model or
are
viewpoints. Achieving good registration from a single
specification of the hardware and the actual physical viewpoint is much easier than achieving registration
properties of the real system. For example, the combin- from a wide variety of viewpoints using a single set of
ers, optics, and monitors in an optical see-through parameters. Usually what happens is satisfactory registra-
HMD may not be at the expected distances or orienta- tion at one viewpoint, but when the user walks to a sig-
tions with respect to each other. If the frame is not suffi- nificantly different viewpoint, the registration is inaccu-
ciently rigid, the various component parts may change rate because of incorrect viewing parameters or tracker
their relative positions as the user moves around, causing distortions. This means many different sets of param-
errors. Mechanical misalignments can cause subtle eters must be used—a less than satisfactory solution.

changes in the position and orientation of the projected Another approach is to directly measure the param-
virtual images that are difficult to compensate. While eters, using various measuring tools and sensors. For
370 PRESENCE: VOLUME 6, NUMBER 4

example, a commonly used optometrist's tool can mea- can serve to drive an optimization routine that will
sure the interpupillary distance. Rulers might measure search for the best set of viewing parameters that fits the
the offsets between the tracker and eye positions. Cam- collected data. Several AR systems have used camera cali-
eras could be placed where the user's eyes would nor- bration techniques, including (Drascic and Milgrana,
mally be in an optical see-through HMD. By recording 1991; ARGOS, 1994; Bajura, 1993; Tuceryan et al.,
what the camera sees of the real environment through 1995; Whitaker et al., 1995).
the see-through HMD, one might be able to determine
several viewing parameters. So far, direct measurement
4.3 Dynamic Errors
techniques have enjoyed limited success (Janin et al.,
1993). Dynamic errors occur because of system delays, or
View-based tasks are another approach to calibration. lags. The end-to-end system delay is defined as the time
These ask the user to perform various tasks that set up difference between the moment that the tracking system
geometric constraints. By performing several tasks, measures the position and orientation of the viewpoint

enough information is gathered to determine the view- to the moment when the generated images correspond-

ing parameters. For example, Azuma and Bishop (1994) ing to that position and orientation appear in the dis-
asked a user wearing an optical see-through HMD to plays. These delays exist because each component in an
look straight through a narrow pipe mounted in the real augmented reality system requires some time to do its
environment. This sets up the constraint that the user's job. The delays in the tracking subsystem, the communi-
eye must be located along a line through the center of cation delays, the time it takes the scene generator to
the pipe. Combining this with other tasks created draw the appropriate images in the frame buffers, and
enough constraints so that all the viewing parameters the scanout time from the frame buffer to the displays all
could be measured. Caudell and Mizell (1992) used a contribute to end-to-end lag. End-to-end delays of 100
different set of tasks, involving lining up two circles that ms are fairly typical on existing systems. Simpler systems

specified a cone in the real environment. Oishi and Tachi can have less delay, but other systems have more. Delays

(1996) move virtual cursors to appear on top of beacons of 250 ms or more can exist on slow, heavily loaded, or
in the real environment. All view-based tasks rely upon networked systems.
the user accurately performing the specified task and End-to-end system delays cause registration errors
assume the tracker is accurate. If the tracking and sens- only when motion occurs. Assume that the viewpoint
ing equipment is not accurate, then multiple measure- and all objects remain still. Then the lag does not cause
ments must be taken and optimizers used to find the registration errors. No matter how long the delay is, the
"best-fit" solution (Janin et al., 1993). images generated are appropriate, since nothing has
For video-based systems, an extensive body of litera- moved since the time the tracker measurement was
ture exists in the robotics and photogrammetry commu- taken. Compare this to the case with motion. For ex-
nities on camera calibration techniques; see the refer- ample, assume a user wears a see-through HMD and
ences in (Lenz and Tsai, 1988) for a start. Such moves her head. The tracker measures the head at an

techniques compute a camera's viewing parameters by initial time t. The images corresponding to time iwill
taking several pictures of an object of fixed and some- not appear until some future time t2, because of the end-
times unknown geometry. These pictures must be taken to-end system delays. During this delay, the user's head
from different locations. Matching points in the 2D im- remains in motion, so when the images computed at
ages with corresponding 3D points on the object sets up time t finally appear, the user sees them at a different
mathematical constraints. With enough pictures, these location than the one for which they were computed.
constraints determine the viewing parameters and the Thus, the images are incorrect for the time they are actu-
3D location of the calibration object. Alternatively, they ally viewed. To the user, the virtual objects appear to
Azuma 371

Figure 17. Effect of motion and system delays on registration. Picture on the left is a static scene. Picture on the right shows motion. (Courtesy
UNC Chapel Hill Dept. of Computer Science.)

"swim around" and "lag behind" the real objects. This Methods used to reduce dynamic registration fall un-
delay was graphically demonstrated in a videotape of der four main categories:
UNC's ultrasound experiment shown at SIGGRAPH

Reduce system lag
'92 (Bajura et al., 1992). In Figure 17, the picture on

Reduce apparent lag
the left shows what the registration looks like when ev-

Match temporal streams (with video-based systems)
erything stands still. The virtual gray trapezoidal region •
Predict future locations
represents what the ultrasound wand is scanning. This
virtual trapezoid should be attached to the tip of the real
4.3.1 Reduce System Lag. The most direct ap-
ultrasound wand, as it is in the picture on the left, where
the tip of the wand is visible at the bottom of the pic- proach is simply to reduce, or ideally eliminate, the sys-
ture, to the left of the "UNC" letters. But when the
tem delays. If there are no delays, there are no dynamic
head or the wand moves, large dynamic registration er- errors. Unfortunately, modern scene generators are usu-
rors occur, as shown in the picture on the right. The tip ally built for throughput, not minimal latency (Foley et
of the wand is now far away from the virtual trapezoid. al., 1990; Mine, 1993). It is sometimes possible to re-
Aso note the motion blur in the background, caused by configure the software to sacrifice throughput to mini-
the user's head motion. mize latency. For example, the SLATS system completes
System delays seriously hurt the illusion that the real rendering a pair of interlaced NTSC images in one field
and virtual worlds coexist because they cause large regis- time (16.67 ms) on Pixel-Planes 5 (Olano et al., 1995).
tration errors. With a typical end-to-end lag of 100 ms Being careful about synchronizing pipeline tasks can also
and a moderate head rotation rate of 50 degrees per sec- reduce the end-to-end lag (Wloka, 1995).
ond, the angular dynamic error is 5 degrees. At a 68 cm System delays are not likely to completely disappear
arm length, this results in registration errors of almost anytime soon. Some believe that the current course of
60 mm. System delay is the largest single source of regis- technological development will automatically solve this
tration error in existing AR systems, outweighing all problem. Unfortunately, it is difficult to reduce system
others combined ( Hollo way, 1995). delays to the point where they are no longer an issue.
372 PRESENCE: VOLUME 6, NUMBER 4

Recall that registration errors must be kept to a small Additional delay is added to the video from the real
fraction of a degree. At the moderate head rotation rate world to match the scene-generator delays in generating
of 50 degrees per second, system lag must be 10 ms or the virtual images. This additional delay to the video
less to keep angular errors below 0.5 degrees. Just scan- stream will probably not remain constant, since the

ning out a frame buffer to a display at 60 Hz requires scene-generator delay will vary with the complexity of
16.67 ms. It might be possible to build an HMD system the rendered scene. Therefore, the system must dynami-
with less than 10 ms of lag, but the drastic cut in cally synchronize the two streams.
throughput and the expense required to construct the Note that while this reduces conflicts between the real
system would make alternate solutions attractive. Mini- and virtual, now both the real and virtual objects are de-
mizing system delay is important, but reducing delay to layed in time. While this may not be bothersome for
the point where it is no longer a source of registration small delays, it is a major problem in the related area of
error is not currently practical. telepresence systems and will not be easy to overcome.
For long delays, this can produce negative effects such as
4.3.2 Reduce Apparent Lag. Image deflection is pilot-induced oscillation.
a clever technique for reducing the amount of apparent
system delay for systems that only use head orientation 4.3.4 Predict. The last method is to predict the
(Burbidge and Murray, 1989; Regan and Pose, 1994; future viewpoint and object locations. If the future loca-
Riner and Browder, 1992; So and Griffin, 1992). It is a tions are known, the scene can be rendered with these
way to incorporate more recent orientation measure- future locations, rather than the measured locations.
ments into the late stages of the rendering pipeline. Then when the scene finally appears, the viewpoints and
Therefore, it is a feed-forward technique. The scene objects have moved to the predicted locations, and the
generator renders an image much larger than needed to graphic images are correct at the time they are viewed.
fill the display. Then, just before scanout, the system For short system delays (under —80 ms), prediction has
reads the most recent orientation report. The orienta- been shown to reduce dynamic errors by up to an order
tion value is used to select the fraction of the frame of magnitude (Azuma and Bishop, 1994). Accurate pre-
buffer to send to the display, since small orientation dictions require a system built for real-time measure-
changes are equivalent to shifting the frame buffer out- ments and computation. Using inertial sensors makes

put horizontally and vertically. predictions more accurate by a factor of 2-3. Predictors
Image deflection does not work on translation, but have been developed for a few AR systems (Emura and
image-warping techniques might (Chen and Williams, Tachi, 1994; Zikan et al., 1994b), but the majority were
1993; McMillan and Bishop, 1995a, b). After the scene implemented and evaluated with VE systems, as shown
generator renders the image based upon the head tracker in the reference list of (Azuma and Bishop, 1994). More
reading, small adjustments in orientation and translation work needs to be done on ways of comparing the theo-
could be done after rendering by warping the image. retical performance of various predictors (Azuma, 1995;
These techniques assume knowledge of the depth at ev- Azuma and Bishop, 1995) and in developing prediction
ery pixel, and the warp must be done much more models that better match actual head motion (Wu and
quickly than rerendering the entire image. Ouhyoung, 1995).
4.3.3 Match Temporal Streams. In video-
4.4 Vision-based Techniques
based AR systems, the video camera and digitization
hardware impose inherent delays on the user's view of Mike Bajura and Ulrich Neumann (Bajura and
the real world. This delay is potentially a blessing when Neumann, 1995) point out that registration based solely
reducing dynamic errors, because it allows the temporal on the information from the tracking system is like

streams of the real and virtual images to be matched. building an "open-loop" controller. The system has no
Azuma 373

Figure 18. A virtual amow and virtual chimney aligned with two real
objects. (Courtesy Mike Bajura, UNC Chapel Hill Dept. of Computer
Science, and Ulrich Neumann, USC)

feedback on how closely the real and virtual actually


match. Without feedback, it is difficult to build a system
that achieves perfect matches. However, video-based
approaches can use image processing or computer vision Figure 19. Real skull with five fiducials. (Courtesyj. P. Mellor, MITAI
techniques to aid registration. Since video-based AR sys- Lab.)
tems have a digitized image of the real environment, it

may be possible to detect features in the environment


and use those to enforce registration. They call this a fiducials; then those are used to make corrections that
"closed-loop" approach, since the digitized image pro- enforce proper registration.
vides a mechanism for bringing feedback into the sys- These routines assume that one or more fiducials are
tem. visible at all times; without them, the registration can fall
Implementing this approach is not a trivial task. De- apart. But when the fiducials are visible, the results can
tection and matching must run in real time and must be be accurate to one pixel—about as close as one can get
robust. Special hardware and sensors are often required. with video techniques. Figure 18, taken from (Bajura
However, it is also not an "Al-complete" problem be- and Neumann, 1995), shows a virtual arrow and a vir-
cause this is simpler than the general computer-vision tual chimney exactly aligned with their desired points on
problem. two real objects. The real objects each have an LED to
For example, in some AR applications it is acceptable aid the registration. Figures 19 through 21 show regis-
to place fiducials in the environment. These fiducials tration from (Mellor, 1995a) that uses dots with a circu-
may be LEDs (Bajura and Neumann, 1995) or special lar pattern as the fiducials. The registration is also nearly
markers (Mellor, 1995a, b; Neumann and Cho, 1996). perfect. Figure 22 demonstrates merging virtual objects
Recent ultrasound experiments at UNC Chapel Hill with the real environment, using colored dots as the fi-
have used colored dots as fiducials (State et al., 1996a). ducials in a video-based approach. In the picture on the
The locations or patterns of the fiducials are assumed to left, the stack of cards in the center are real, but the ones
be known. Image processing detects the locations of the on the right are virtual. Notice that these penetrate one
374 PRESENCE: VOLUME 6, NUMBER 4

Figure 20. Virtual wireframe skull registered with real skull. (Courtesy
Figure 21. Virtual wireframe skull registered with real skull moved to
J. P. Mellor, MIT AI Lab.) adifferent position. (Courtesyj. P. Mellor, MITAI Lab.)

of the blocks. In the image on the right, a virtual spiral perform all potential AR tasks. For example, these two
object interpenetrates the real blocks and table and also approaches do not recover true depth information,
casts virtual shadows upon the real objects (State et al., which is useful when compositing the real and the vir-
1996a). tual.
Instead of fiducials, (Uenohara and Kanade, 1995) Techniques that use fiducials as the sole tracking
uses template matching to achieve registration. Template source determine the relative projective relationship be-
images of the real object are taken from a variety of view- tween the objects in the environment and the video

points. These are used to search the digitized image for camera. Athough this is enough to ensure registration,

the real object. Once that is found, a virtual wireframe it does not provide all the information one might need
can be superimposed on the real object. in some AR applications, such as the absolute (rather
Recent approaches in video-based matching avoid the than relative) locations of the objects and the camera.
need for any calibration. (Kutukalos and Vallino, 1996) Absolute locations are needed to include virtual and real
represents virtual objects in a non-Euclidean, affine objects that are not tracked by the video camera, such as
frame of reference that allows rendering without knowl- a 3D pointer or other virtual object not directly tied to

edge of camera parameters. (Iu and Rogovin, 1996) ex- real objects in the scene.
tracts contours from the video of the real world, then Additional sensors besides video cameras can aid regis-
uses an optimization technique to match the contours of tration. Both (Mellor, 1995a, b) and (Grimson et al.,
the rendered 3D virtual object with the contour ex- 1994, 1995) use a laser rangefinder to acquire an initial
tracted from the video. Note that calibration-free ap- depth map of the real object in the environment. Given a
proaches may not recover all the information required to matching virtual model, the system can match the depth
Azuma 375

Figure 22. Virtual cards and spiral object merged with real blocks and table. (Courtesy Andrei State, UNC Chapel Hill Dept of Computer Science.)

maps from the real and virtual until they are properly both. Even if the viewpoint or objects are allowed to
aligned, and that provides the information needed for move, they are often restricted in how far they can travel.
registration. Registration is shown under controlled circumstances,
Another way to reduce the difficulty of the problem is often with only a small number of real-world objects, or
to accept the fact that the system may not be robust and where the objects are already well-known to the system.
may not be able to perform all tasks automatically. Then For example, registration may only work on one object
it can ask the user to perform certain tasks. The system marked with fiducials, and not on any other objects in
described in Sharma and Molineros (1994) expects the scene. Much more work needs to be done to in-
manual intervention when the vision algorithms fail to crease the domains in which registration is robust. Du-

identify a part because the view is obscured. The calibra- plicating registration methods remains a nontrivial task,
tion techniques in Tuceryan et al. (1995) are heavily due to both the complexity of the methods and the addi-
based on computer vision techniques, but they ask the tional hardware required. If simple yet effective solutions
user to manually intervene by specifying correspon- could be developed, that would speed the acceptance of
dences when necessary. AR systems.

4.5 Current Status


5 Sensing
The registration requirements for AR are difficult
to satisfy, but a few systems have achieved good results. Accurate registration and positioning of virtual
(Azuma and Bishop, 1994) is an open-loop system that objects in the real environment requires accurate track-
shows registration typically within ± 5 millimeters from ing of the user's head and sensing the locations of other
many viewpoints for an object at about arm's length. objects in the environment. The biggest single obstacle
Closed-loop systems, however, have demonstrated to building effective augmented reality systems is the

nearly perfect registration, accurate to within a pixel requirement of accurate, long-range sensors and trackers
(Bajura and Neumann, 1995; Mellor, 1995a, b; Neu- that report the locations of the user and the surrounding
mann and Cho, 1996; State et al., 1996a). objects in the environment. For details of tracking tech-
The registration problem is far from solved. Many nologies, see the surveys in (Ferrin, 1991; Meyer et al.,
systems assume a static viewpoint, static objects, or even 1992) and Chapter 5 of Durlach and Mavor (1995).
376 PRESENCE: VOLUME 6, NUMBER 4

Commercial trackers are aimed at the needs of virtual The AR system knows the distance to the virtual objects,
environments and motion-capture applications. Com- because that model is built into the system. But the AR
pared to those two applications, augmented reality has system may not know where all the real objects are in the
much stricter accuracy requirements and demands larger environment. The system might assume that the entire
working volumes. No tracker currently provides high environment is measured at the beginning and remains
accuracy at long ranges in real time. More work needs to static thereafter. However, some useful applications will
be done to develop sensors and trackers that can meet require a dynamic environment, in which real objects
these stringent requirements. move, so the objects must be tracked in real time. How-
Specifically, AR demands more from trackers and sen- ever, for some applications a depth map of the real envi-
sors in three areas: ronment would be sufficient. That would allow real ob-

jects to occlude virtual objects through a pixel-by-pixel



Greater input variety and bandwidth
depth value comparison. Acquiring this depth map in

Higher accuracy real time is not trivial. Sensors like laser rangefinders

Longer range might be used. Many computer-vision techniques for
recovering shape through various strategies (e.g., "shape
5.1 Input Variety and Bandwidth from stereo," or "shape from shading") have been tried.
A recent work (Wloka and Anderson, 1995) uses inten-
VE systems are primarily built to handle output
sity-based matching from a pair of stereo images to do
bandwidth, example, the images displayed and
for
depth recovery. Recovering depth through existing vi-
sounds generated. The input bandwidth is tiny—for ex- sion techniques is difficult to do robustly in real time.
ample, the locations of the user's head and hands, the Finally, some annotation applications require access to
outputs from the buttons and other control devices. AR a detailed database of the environment; this database is a
systems, however, will need a greater variety of input type of input to the system. For example, the architec-
sensors and much more input bandwidth (Buxton, per-
tural application of "seeing into the walls" assumes that
sonal communication, MIT Workshop on Ubiquitous the system has a database describing where all the pipes,
Computing, Cambridge, MA, 1993). There are a wires, and other hidden objects are within the building.
greater variety of possible input sensors than output dis- Such a database may not be readily available, and even if
plays. Outputs are limited to the five human senses. In- it is, it may not be in a format that is easily usable. For
puts can come from anything a sensor can detect. Robi- example, the data may not be grouped to segregate the
nett speculates that augmented reality may be useful in
parts of the model that represent wires from the parts
any application that requires displaying information not that represent pipes. Thus, a significant modeling effort
directly available or detectable by human senses by mak- may be required and should be taken into consideration
ing that information visible (or audible, touchable, etc.) when building an AR application.
(Robinett, 1992). Recall that the proposed medical ap-
plications in Section 2.1 use CT, MRI, and ultrasound 5.2
sensors as inputs. Other future applications might use High Accuracy
sensors to extend the user's visual range into infrared or The accuracy requirements for the trackers and
ultraviolet frequencies, and remote sensors would let sensors are driven by the accuracies needed for visual
users view objects hidden by walls or hills. Conceptually,
registration, as described in Section 4. For many ap-
anything not detectable by human senses but detectable proaches, the registration is only as accurate as the
by machines might be transduced into something that a tracker. Therefore, the AR system needs trackers that are
user can sense in an AR system. accurate to around one millimeter and a tiny fraction of

Range data is a particular input that is vital for many a degree, across the entire working range of the tracker.

AR applications (Aiaga, 1997; Breen and Rose, 1996). Few trackers can meet this specification, and every
Azuma 377

technology has weaknesses. Some mechanical trackers tiny errors in those positions can cause orientation errors
are accurate enough, although they tether the user to a of a few degrees, a variation that is too large for AR sys-
limited working volume. Magnetic trackers are vulner- tems.
able to distortion by metal that exists in many desired Two scalable tracking systems for HMDs have been
AR application environments. Ultrasonic trackers suffer described in the literature (Ward et al., 1992; Sowizral
from noise and are difficult to make accurate at long and Barnes, 1993). A scalable system is one that can be
ranges because of variations in the ambient temperature. expanded to cover any desired range, simply by adding
Optical technologies (Janin et al., 1994) have distortion more modular components to the system. This type of

and calibration problems. Inertial trackers drift with system is created by building a cellular tracking system in
time. Of the individual technologies, optical technolo- which only nearby sources and sensors are used to track
gies show the most promise because of trends toward a user. As the user walks around, the set of sources and

high-resolution digital cameras, real-time photogram- sensors changes, thus achieving large working volumes

metric techniques, and structured light sources that re- while avoiding long distances between the current work-
sult in more signal strength at long distances. Future ing set of sources and sensors. While scalable trackers can
tracking systems that can meet the stringent require- be effective, they are complex and by their very nature
ments of AR will probably be hybrid systems (Azuma, have many components, making them relatively expen-
1993; Durlach and Mavor, 1995; Foxlin, 1996; Zikan et sive to construct.
al., 1994b), such as a combination of inertial and optical The Global Positioning System (GPS) is used to track
technologies. Using multiple technologies opens the the locations of vehicles almost anywhere on the planet.
possibility of covering for each technology's weaknesses It might be useful as one part of a long range tracker for
by combining their strengths. AR systems. However, by itself it will not be sufficient.
Attempts have been made to calibrate the distortions The best reported accuracy is approximately one centi-
in commonly used magnetic tracking systems (Bryson, meter, assuming that many measurements are integrated
1992; Ghazisaedy et al., 1995). These have succeeded at (so that accuracy is not generated in real time), when
removing much of the gross error from the tracker at GPS is run in differential mode. That is not sufficiently
long ranges, but not to the level required by AR systems accurate to recover orientation from a set of positions on

(Holloway, 1995). For example, mean errors at long a user.

ranges can be reduced from several inches to around one Tracking an AR system outdoors in real time with the
inch. required accuracy has not been demonstrated and re-
The requirements for registering other sensor modes mains an open problem.
are not nearly as stringent. For example, the human au-

ditory system is not very good at localizing deep bass


sounds. For this reason subwoofer placement is not criti- 6 Future Directions
cal in a home-theater system.
This section identifies areas and approaches that

5.3
require further research to produce improved AR sys-
Long Range tems.
Few trackers are built for accuracy at long ranges,
since most VE applications do not require long ranges.
6.1 Hybrid Approaches
Motion capture applications track an actor's body parts
to control a computer-animated character or for the Future tracking systems may be hybrids, because
analysis of an actor's movements. This approach is fine combined approaches can cover weaknesses. The same
for position recovery, but not for orientation. Orienta- may be true for other problems in AR. For example, cur-
tion recovery is based upon computed positions. Even rent registration strategies generally focus on a single
378 PRESENCE: VOLUME 6, NUMBER 4

strategy. Future systems may be more robust if several when she stands still? Furthermore, not much is known
techniques are combined. An example is combining vi- about potential optical illusions caused by errors or con-
sion-based techniques with prediction: If the fiducials flicts in the simultaneous display of real and virtual ob-
are not available, the system switches to open-loop pre- jects (Durlach and Mavor, 1995).
diction to reduce the registration errors, rather than Few experiments in this area have been performed.
breaking down completely. The predicted viewpoints in Jannick Rolland, Frank Biocca, and their students con-
turn produce a more accurate initial location estimate for ducted a study of the effect caused by eye displacements
the vision-based techniques. in video see-through HMDs (Rolland et al., 1995).
They found that users partially adapted to the eye dis-
6.2 Real-Time Systems and placement, but they also had negative aftereffects after
Time-Critical Computing removing the HMD. Steve Ellis's group at NASA Ames
has conducted work on perceived depth in a see-through
Many VE systems are not truly run in real time. HMD (Ellis and Bücher, 1994; Ellis and Menges,
Instead, it is common to build the system, often on 1995). ATR (Advanced Telecommunications Research)
UNIX, and then see how fast it runs. This approach may has also conducted a study (Utsumi et al., 1994).
be sufficient for some VE applications; since everything
is virtual, all the objects are automatically synchronized
6.4 Portability
with each other. AR is a different story. Now the virtual
and real must be synchronized, and the real world explained why some potential AR ap-
Section 3.4
"runs" in real time. Therefore, effective AR systems plications require giving the user the ability to walk
must be built with real-time performance in mind. Accu- around large environments, even outdoors. For this rea-
rate timestamps must be available. Operating systems son the equipment must be self-contained and portable.

must not arbitrarily swap out the AR software process at Existing tracking technology is not capable of tracking a
any time, for arbitrary durations. Systems must be built user outdoors at the required accuracy.

to guarantee completion within specified time budgets,


rather than just "running as quickly as possible." These
6.5 Multimodal Displays
are characteristics of
flight simulators and a few VE sys-
tems (Krueger, 1992). Constructing and debugging Amost all work in AR has focused on the visual
real-time systems is often painful and difficult, but the sense: virtual graphic objects and overlays. But, as Sec-
requirements for AR demand real-time performance. tion 3.1 explained, that augmentation might apply to all
other senses as well. In particular, adding and removing
3D sound is a capability that could be useful in some AR
6.3 Perceptual and
applications.
Psychophysical Studies
Augmented reality is an area ripe for psychophysi- 6.6 Social and Political Issues
cal studies. How much lag can a user detect? How much
registration error is detectable when the head is moving? Technological issues are not the only ones that
Besides questions on perception, psychological experi- need to be considered when building a real application.
ments that explore performance issues are also needed. There are also social and political dimensions when get-
How much does head-motion prediction improve user ting new technologies into the hands of real users.
performance on a specific task? How much registration Sometimes, perception is what counts, even if the tech-
error is tolerable for a specific application before perfor- nological reality is different. For example, if workers per-
mance on that task degrades substantially? Is the allow- ceive lasers to be a health risk, they may refuse to use a
able error larger while the user moves her head versus system with lasers in the display or in the trackers, even if
Azuma 379

those lasers are eye safe.


Ergonomics and ease of use are The next generation of combat aircraft will have hel-
paramount considerations. Whether AR is truly a cost- met-mounted sights, with graphics registered to targets
effective solution in its proposed applications has yet to in the environment (Wanstall, 1989). These displays,
be determined. Another important factor is whether or combined with short-range steerable missiles that can
not the technology is perceived as a threat to jobs and as shoot at targets off-boresight, give a tremendous combat
a replacement for workers, especially now that many cor- advantage to pilots in dogfights. Instead of having to be
porations have downsized. AR may be positively per- directly behind his target in order to shoot at it, a pilot
ceived in this regard, because it is intended as a tool to can now shoot at anything within a 60-90° cone of his

make the user's job easier, rather than something that aircraft's forward centerline. Russia and Israel currently
completely replaces the human worker. Athough tech- have systems with this capability, and the United States is
nology transfer is not normally a subject of academic expected to field the AIM-9X missile with its associated
papers, it is a real problem. Social and political concerns Helmet-Mounted Sight in 2002 (Dornheim and
should not be ignored during attempts to move AR out Hughes, 1995; Dornheim, 1995a). Registration errors
of the research lab and into the hands of real users. due to delays are a major problem in this application
(Dornheim, 1995b).
Augmented reality is a relatively new field. Most of the
7 Conclusion research efforts have occurred in the past four years, as
shown by the references listed at the end of this paper.
Augmented reality is far behind virtual environ- The SIGGRAPH "Rediscovering Our Fire" report iden-
ments in maturity. Several commercial vendors sell com- tified augmented reality as one of four areas where SIG-
plete, turnkey virtual environment systems. However, no GRAPH should encourage more submissions (Mair,
commercial vendor currently sells an HMD-based aug- 1994). Because of the numerous challenges and unex-
mented reality system. A few monitor-based "virtual plored avenues in this area, AR will remain a vibrant area
set" systems are available, but today AR systems are pri- of research for at least the next several years.
marily found in academic and industrial research labora- One area where a breakthrough is required is tracking
tories. an HMD outdoors at the accuracy required by AR. If

The first deployed HMD-based AR systems will prob- this is accomplished, several interesting applications will
ably be in the application of aircraft manufacturing. Both become possible. Two examples are described here: navi-
Boeing (Boeing TRP, 1994; ARPA, 1995) and McDon- gation maps and visualization of past and future environ-
nell Douglas (Neumann and Cho, 1996) are exploring ments.
this technology. The former uses optical approaches, The first application is a navigation aid to people walk-
while the latter is pursuing video approaches. Boeing has ing outdoors. These individuals could be soldiers ad-
performed trial runs with workers using a prototype sys- vancing upon their objective, hikers lost in the woods, or
tem but has not yet made any deployment decisions. tourists seeking directions to their intended destination.
Annotation and visualization applications in restricted, Today, these individuals must pull out a physical map
limited-range environments are déployable today, al- and associate what they see in the real environment
though much more work needs to be done to make around them with the markings on the 2D map. If land-
them cost effective and flexible. Applications in medical marks are not easily identifiable, this association can be
visualization will take longer. Prototype visualization difficult to perform, as anyone lost in the woods can at-
aids have been used on an experimental basis, but the test. An AR system makes navigation easier by perform-

stringent registration requirements and ramifications of ing the association step automatically. If the user's posi-
mistakes will postpone common usage for many years. tion and orientation are known, and the AR system has
AR will probably be used for medical training before it is access to a digital map of the area, then the AR system

commonly used in surgery. can draw the map in 3D directly upon the user's view.
380 PRESENCE: VOLUME 6, NUMBER 4

The user looks at a nearby mountain and sees graphics must benearly perfect, without manual intervention or
directly overlaid on the real environment explaining the adjustments. While these are difficult problems, they are
mountain's name, how tall it is, how far away it is, and probably not insurmountable. It took about 25 years to
where the trail is that leads to the top. progress from drawing stick figures on a screen to the
The second application is visualization of locations photorealistic dinosaurs in "Jurassic Park." Within an-
and events as they were in the past or as they will be after other 25 years, we should be able to wear a pair of AR
future changes are performed. Tourists that visit histori- glasses outdoors to see and interact with photorealistic
cal sites, such as a Civil War battlefield or the Acropolis dinosaurs eating a tree in our backyard.
in Athens, Greece, do not see these locations as they
were in the past, due to changes over time. It is often

difficult for a modern visitor to imagine what these sites Acknowledgments


really looked like in the past. To help, some historical
sites stage "living history" events where volunteers wear This paper is an updated version of my course notes for an
ancient clothes and reenact historical events. A tourist ACM SIGGRAPH '95 class called "Developing Advanced Vir-
tual Reality Applications," given in Los Angeles, CA, in Au-
equipped with an outdoors AR system could see a com-
gust 1995.
puter-generated version of the living history. The HMD
could cover up modern buildings and monuments in the
I thank the anonymous reviewers for their constructive criti-
background and show, directly on the grounds at Get- cism and suggestions for improving this paper. I also thank the
tysburg, where the Union and Confederate troops were following individuals and organizations for sending pictures to
at the fateful moment of Pickett's charge. The gutted
include with this paper: Mike Bajura, Andrei State, and Linda
interior of the modern Parthenon could be filled in by
Houseman, University of North Carolina at Chapel Hill De-
computer-generated representations of what it looked partment of Computer Science; David Drascic and Paul Mil-
like in 430 B.C. including the long-vanished gold statue gram, University of Toronto; Steve Feiner and Blair Macln-
of Athena in the middle. Tourists and students walking tyre, Columbia University; Alessandro Giacalone, The
around the grounds with such AR displays would gain a European Computer-Industry Research Centre (ECRC) and
much better understanding of these historical sites and David Breen, Caltech; J. P. Mellor, MIT AI Laboratory; David
the important events that took place there. Similarly, AR Mizell, Boeing; Ulrich Neumann, University of Southern Cali-
displays could show what proposed architectural changes fornia; fannick Rolland, Center for Research and Engineering
would look like before they were carried out. An urban in Optics and Lasers (CREOL) at the University of Central
Florida (rolland@creol.ucf.edu).
designer could show clients and politicians what a new
stadium would look like as they walked around the ad-
joining neighborhood, to better understand how the References
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