VIRTUAL REALITY AND SIMULATION (2B)

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1 VIRTUAL REALITY AND SIMULATION (2B) AR: AN APPLICATION FOR INTERIOR DESIGN 115 TOAN PHAN VIET, CHOO SEUNG YEON, WOO SEUNG HAK, CHOI AHRINA GREEN CITY 125 P.G. SHIVSHANKAR, R. BALACHANDAR RETRIEVING LOST SPACE WITH TANGIBLE AUGMENTED REALITY 135 IRENE RUI CHEN, MARC AUREL SCHNABEL SOME PHENOMENA IN THE SPATIAL REPRESENTATION OF VIRTUAL REALITY 143 YEN-LIANG WU CONQUERING NEW WORLDS 153 NING GU, LEMAN FIGEN GUL, ANTHONY WILLIAMS, WALAIPORN NAKAPAN COMPUTER GAME MODDING FOR ARCHITECTURE 163 RUSSELL LOWE MODULATIONS OF VOXEL SURFACES THROUGH EMOTIONAL EXPRESSIONS TO GENERATE A FEEDBACK LOOP BETWEEN PRIVATE MOOD AND PUBLIC IMAGE 173 MATTHIAS HANK HAEUSLER

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3 AR: AN APPLICATION FOR INTERIOR DESIGN TOAN PHAN VIET, CHOO SEUNG YEON, WOO SEUNG HAK, CHOI AHRINA Digital Architectural Design Lab, School of Architecture & Civil engineering, Kyungpook National University, South Korea. Abstract. This paper presents an AR application (Augmented Reality) for interior design. Using AR for interior design, virtual furniture can be integrated into the real world for improved designer-client collaboration and visualization. In our experiment, an user can see several virtual furniture are overlaid on and they can communicate with 3D virtual furniture data on user interface dynamically and flexibly, furthermore properties of virtual furniture could be adjusted through Occlusion based interaction methods for Tangible AR, etc. Keywords. Augmented reality: ARToolKit; interactive augmented reality; tangible augmented reality; interior design. 1. Introduction We all know that how difficult it is the right table or any furniture at furniture store before deciding to buy, let alone taking it out and trying place it in your room. Hence, Augmented Reality (AR) technology has been proposed for interior design applications by several authors, for example Koller; etc (1997). The related devices typically include data glasses hooked to a portable PC (HMD). A light weight solution is to use a PDA, example as proposed by the Augmented Reality Team in Finland (2003). However, these devices are not commonly available for home consumers. This paper presents augmented reality (AR) system architecture for design/ sale/ordering of interior design by overlaying virtual furniture onto the physical environment by an ordinary PC system. A tracking marker is placed on the floor to define the scale and coordinate system of the room. Next, the software

4 116 T. P. VIET, C. S. YEON, W. S. HAK, C. AHRINA system allows to choice of virtual furniture on screen to be placed into room. In the AR scene, the 3D virtual furniture integrates in real environment and stands beside several real furniture. Our experiment is implemented using just basic home equipment; involve PC, webcam and printer. We intend it to be simple enough to operate for home users. 2. Augmented Reality Technology 2.1 AUGMENTED REALITY TECHNOLOGY The Augmented Reality (AR) is new technology that involves the overlay of computer graphics on the real world. In AR, the user can see the real world augmented with virtual objects and can interact with virtual objects. The AR is within a more general context termed Mixed Reality (MR), which refers to a multi-axis spectrum of areas that cover Virtual Reality (VR), Augmented Reality (AR), telepresence, and other related technology (Figure 1). Figure 1. Simplified representation of Paul Milgram s Reality- Virtual continuum Augmented Reality systems combine digital information and real world in a way that a user experiences this as whole. An important property is especially that virtual objects are located to the right place and position. The Tracking System is one of the most important problems in AR system need to solve. AR system follows dynamically the user s point of view and keeps virtual objects aligned with real world objects. The basic components in AR applications are a display, camera and a computer with application software. Various different kinds of hardware can be used for this, for example camera phones, PDAs, laptops, HMDs, Wearable computer system etc. Typically, a camera is attached to the display device, which shows the real time camera view through its screen. To determine the relation between real and virtual world, the HIT LabNZ s ARToolKit library was selected. ARToolKit uses computer vision techniques position and orientation of the real camera viewpoint relative to a real world marker. Next, ARToolKit defines and calculate the position of virtual coordinates. Since the virtual and real camera coordinates are matched, the computer graphics are drawn precisely as an overlay on top of the real-world marker (marker card).

5 AR: AN APPLICATION FOR INTERIOR DESIGN AUGMENTED REALITY TECHNOLOGY IN ARCHITECTURE Recently, AR technology is being considered as a new method of design approach to architecture. A lot of AR experimentations and researches are directed toward the architectural design process as strong tool. In below experiment, the 3D virtual house appears with real size in real world and everyone with AR handheld devices can walks around and through it (Figure 2, left). Another AR application is aimed at civil engineering as a high performance user interface. An system shows users a supply pipe system, and additional components in a real-world space (Figure 2, right). Figure 2. Virtual building in AR scene and virtual supply pipe combined with real engine. 3. Interior Design In A Digital Environment 3.1 PROPERTIES OF INTERIOR ARCHITECTURE DESIGN Typically an interior designer works with predetermined space, a designer defines space to give it meaning, achieves harmony and lend it aura. There are three basis principles of interior design-color, scale and proportion. For this reason, our AR system is built to focus on how user design and control can be dynamic and flexible while addressing the three basis principles above. Using our AR system, the user can adjust properties of virtual furniture by direct interaction, and can arrange all virtual furniture directly while in the real-world environment. 3.2 SYSTEM DESIGN For implementation, two separate modules were developed; one for creating and management the 3D database, and the other one for displaying, Figure 3.

6 118 T. P. VIET, C. S. YEON, W. S. HAK, C. AHRINA Figure 3. System Diagram After CAD geometry of furniture is loaded from a database, the position and direction of views for user is calculated based on data marker tracking. Simultaneously, the location-and direction based on geometry data via transformation matrices produces an image that aligns with other objects in the real-world view. Figure 4 summaries the tracking and display process of this system. Furniture graphic data is saved in the database, generated by a CAD application, e.g. 3DSMax software. OpenGL renders the final graphics. For tracking the physical object, we use a vision based tracking method. The ARToolKit software library is especially used for calculating the 3D position and orientation of virtual marker. Figure 4. The augmented reality tracking and display process: the computer-generated graphical augmentation is integrated into the user s view of real world 3.3 SOFTWARE The CAD applications handle management of the building geometry data and link it to the database. Next, the AR software retrieves and displays data on the

7 AR: AN APPLICATION FOR INTERIOR DESIGN 119 position and orientation in defined environment. 3DSMax provides support for the next customization required for ARToolKit. 3DSMax produces a VRML file of model which has type *.wrl extension (Figure 5). One of the key difficulties in developing AR applications is the problem of tracking the user s viewpoint. In order to know from what viewpoint to draw the virtual imagery align with real world objects, the AR application needs to know where the user is looking at the real world. The HIT LabNZ s ARToolKit software uses computer vision algorithms to solve this problem, the video tracking libraries calculate the virtual camera position and orientation relative physical markers in real time. Figure 5. Generate *.wrl file 3.4 HARDWARE Figure 6. Marker pattern and mk_patt.exe capture image for generating marker process In our experiment, AR devices are based on ordinary PCs that run Window XP operating system on Intel(R) Core(TM) Quad CPU Q6600 with 2GB of RAM. The webcam Logitech Quickcam Vision Pro is used to capture images and is capable of detecting known patterns from a single image and calculating a 3D position and orientation for world-space and virtual objects (furniture, partition, wall, door etc.) are superimposed on marker tracking.

8 120 T. P. VIET, C. S. YEON, W. S. HAK, C. AHRINA Some current marker tracking patterns such as ARToolKit library offer very precise and robust pattern detection. From the ARToolKit library, we use mk_patt.exe file to produce various ARToolKit from the blankpatt.gif of patterns directory. For implementation, several marker patterns and sub-marker for Tangible AR were made before the pilot study commenced. 3.5 OCCLUSION BASED INTERACTION -TANGIBLE AR In this paper we apply two approaches to 2D interactions: a pointer centered view and an interaction object centered view. In the pointer centered view, the system tracks the movement of a single pointer and checks whether there is an interaction object beneath the pointer. This approach works well in a traditional desktop graphical user interface. However, it is not easy to apply the same method to Tangible AR environments where natural interaction methods are vital. In the real world, humans are able to use a variety of objects or even their bare fingers as a pointer. In addition, for some situations such as having multiple participants, or using bi-manual interactions, interaction can even involve multiple pointers. Detecting pointers over an interaction object can be achieved in numerous ways. Detecting occlusions of tracked objects is a passive way to detect pointing actions. Occlusions of interaction objects can be easily utilized as an interaction method in Tangible AR environments in which a camera is already available for providing real world views to the users, and for tracking the objects of interest with passive formal markers. For occlusion detection, predefined formal markers are widely used for tracking real objects in Tangible AR environments. The vision based tracking systems usually use multiple markers for tracking one object. A number of markers are attached on a single object in a pre-configured spatial relationship. In this way the object can be tracked successfully even if some of the markers in the marker set are not visible. In addition because the spatial relationships of all the markers are known, the poses of markers that are not visible can be estimated using the markers that are recognized. A simple way to guarantee that a marker is within the view volume is to check the visibility of its neighboring markers. We refer to these neighbor markers as boundary markers, and a marker being checked for occlusion as an interaction marker. To guarantee that an interaction marker is within the view volume, boundary markers must be carefully placed. The convex hull of boundary markers must include the interaction marker. For instance, for a single interaction marker, we need at least 2 boundary markers surrounding the interaction marker (Figure 7). By checking if these boundary markers are visible, the interaction marker can be guaranteed to be within the view volume; hence, it is occluded if it is not detected.

9 AR: AN APPLICATION FOR INTERIOR DESIGN 121 Figure 7. Boundary markers around interaction markers When multiple interaction markers are placed in a line, neighbors of the interaction marker being tested can also be treated as boundary markers. We refer to these markers as hybrid markers (Figure 8). The tested marker is within the view volume whenever there is at least one visible boundary (or hybrid) marker on each side. Hybrid markers act as both boundaries and an interaction point itself. Occlusion of multiple consecutive markers can also be detected, as well as allowing the boundary markers to be out of the view. Figure 8. Hybrid markers: the center marker acts as boundary marker for the left marker. Although the boundary marker method is simple to implement and works reliably, marker wastage is unavoidable since additional non-interactive boundary markers are required. Also, interaction is a little difficult because the user has to ensure enough boundary markers are within the current view. 3.6 INTERACTIVE FURNITURE BY TANGIBLE AUGMENTED REALITY In this experiment, we modify virtual furniture by occlusion-based interfaces for Tangible AR effects. Tangible AR interfaces are those in which each virtual object is registered to a physical object and the user interacts with virtual objects by manipulating the corresponding physical objects. Using occlusion is a simple way of finishing interactions by hiding the formal markers being tracked. Two more sub-marker band cards were made, so each one assumes to control color or material of virtual furniture. Especially, these marker templates are combined from several unit markers (Figure 9).

10 122 T. P. VIET, C. S. YEON, W. S. HAK, C. AHRINA Figure 9. Two Sub-marker band cards for Tangible AR control Each unit marker corresponds to one option. The user takes the first submarker band card and reach to virtual chair. The user can control one finger to hide one unit marker. One new corresponded color is assigned to virtual chair. Next, the user moves second sub-marker band card reach to first one, this new one for adjust volume color. So the corresponding virtual color slide is overlaid on this band card. The changing effect of virtual color slide is redefined based on the position of hidden unit marker using a finger. 4. Application experiment of AR in Interior Design First, the user prints out a marker that comes with the system. The style and size of the marker can be defined from the user interface in order to adapt it to the environment (viewing distance and size of the room). The marker is then placed on the floor or wall of the room to be decorated. The user walk around in the room and, on the way, takes a series of capture marker images with the digital camera. The marker images are uploaded to AR software as marker tracking. Next, the furniture augmenting system is started. Our system includes functions for handling images, moving wrl-models and sizes, defining marker properties and threshold values and for manipulating objects. The user select different pieces of (virtual) furniture from the object list at left, then add, delete, modify properties and hide them as required. Each object first appears on the marker card, the user can move it to the desired position by dragging it with mouse, or modify threshold values of coordinate. Many AR applications use fixed directions in marker coordinates. So when looking from the opposite direction, the object would move in an unnatural direction. Our approach is more natural for users, as they do not need to know anything about the marker coordinate. First, the virtual chair and meeting table are assigned as main sample for our AR experiment. Once the virtual furniture

11 AR: AN APPLICATION FOR INTERIOR DESIGN 123 has been arranged the user may adjust the scale through digital images on screen or using control marker band through Tangible AR effect. On AR video, the man kept the control marker card on his hand and he reaches towards the virtual furniture. The virtual adjusted slide appears on the control marker card, so he may interact with virtual furniture through working with this control marker card (unit markers must be hidden by finger). Figure 10. User adjusts the colour of virtual furniture through Tangible AR. In another phase, the user wants to place one sample partition in the room. A designer may order a virtual partition appear, to move it to the right position. There are problems, the camera would find it difficult to view the tracking marker when several virtual and real furniture objects are added in. Our implementation allows user to quickly change three dimensions relation between virtual furniture and marker images. Thus, the user can place markers on any free position so that the camera can view it clearly. As with all virtual furniture, this partition or any virtual furniture component would modify properties in real time by Tangible AR effect. Figure 11. Move the chair and add the statue on the table by AR Interior Design interface All the images and virtual models are loaded to the system dynamically. Furthermore, the state of the virtual furnishing design can be saved in a project file which can be loaded later as user desires to continue working with this design.

12 124 T. P. VIET, C. S. YEON, W. S. HAK, C. AHRINA 5. Conclusion In this paper, virtual furniture and adjustment work was reviewed in regard to finding a new design method and representation of AR for commercial interior design. AR technology opens up new research fields, especially in engineering and architecture, allowing design work to become more lively, more convenient and intelligent. Design work and manufacturing can be operated at the same time and they can be more tightly integrated. Furthermore, AR technology can be employed in and on real sites and users could see furniture through HMD, video display, PDA, etc. It is also thought that the increased interactive potential will see increasingly user-centric applications. Acknowledgement This work was supported by the Brain Korea 21 Project in References ARToolKit. Billinghurst, M., Kato, H. and Poupyrev, I.: 2001, The Magic Book-Moving Seamlessly between Reality and Virtual, IEEE Computer Graphics and Application. Billinghurst, M., Kato, H. and Poupyrev, I.: 2001, The MagicBook- Moving Seamlessly between Reality and Virtual, IEEE Computer Graphics and Application 21(3), 6-8. Billinghurst, M., Poupyrev, I., Kato, H., and May, R.: 2000, Mixing Realities in Shared Space: An Augmented Reality Interface for Collaborative Computing, Proceeding of ICME 2000, IEEE, Dias, J.M.S., Santos, P. and Nande, P.: 2003, In Your Hand Computing: Tangible Interfaces for Mixed Reality, Proceedings CD of 2 nd IEEE International Augmented Reality ToolKit Workshop, Waseda University, Tokyo. Lee, G.A., Billinghurst, M and Kim, G.J.: 2004, Occlusion based Interaction Methods for tangible Augmented Reality environments, Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry, Singapore, pp Viet, T.P, Yeon, C.S., Hak, W.S. and Choi, A.: 2008, AR: Application for prevention of fire disaster in Korean Traditional Buildings, DMACH2008 Conference, CSAAR, Jordan.

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