Orientation control for indoor virtual landmarks based on hybridbased markerless augmented reality. Fadhil Noer Afif, Ahmad Hoirul Basori*

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Available online at www.sciencedirect.com ScienceDirect Procedia - Social and Behavioral Scien ce s 97 ( 2013 ) 648 655 The 9 th International Conference on Cognitive Science Orientation control for indoor virtual landmarks based on hybridbased markerless augmented reality Fadhil Noer Afif, Ahmad Hoirul Basori* Faculty of Computing, Universiti Teknologi Malaysia, 81310 UTM Skudai, Johor Darul Takzim, Malaysia Abstract Augmented Reality opens the gate of connection between real and virtual dimension. AR can be used to display any information that by default are not perceived by regular human senses. As such, it is very beneficial to enrich the connection between human and machines. In this paper, an indoor Augmented Reality system is presented in order to display virtual artifacts or ancient heritages in the real, unprepared environment, with the help of camera as the image capturing device. A hybrid sensor-vision markerless tracking algorithm is used as the trackers for camera movement. Vision tracking provides the mapping for unknown environment, and works collaboratively with sensor tracking, so that system can get information where the camera is looking at with respect to the targeted scene. Rendering is then done according to this information. Result shows that the system can display any 3D model in the wide room. The model stays intact when the user moves camera to a different position. The system is also robust to the change of illumination, due to sensor tracking algorithm that does not depend on image features. However, alignment of these virtual objects may fail when rapid, sudden movement occurs in the camera. This study can open more opportunities for AR to be used as a medium of conveying study. 2013 The Authors. Published by by Elsevier Ltd. Ltd. Open access under CC BY-NC-ND license. Selection and/or peer-review under under responsibility of the of Universiti the Universiti Malaysia Malaysia Sarawak. Sarawak Keywords : Human-Computer Interaction; Augmented Reality; Tracking; Indoor 1. Introduction In recent years development of interaction between humans and machines have been improved tremendously. Connection with digital entities becomes closer as part of human regular activities. As one of the connecting bridge in human-machine interaction, Augmented Reality (AR) attempts to blend real objects with virtually-generated beings in a same environment. Such virtual objects are typically superimposed to desired place on a scene captured by camera. These real objects along with the "augmented" one are displayed to the user, so that it appears together seamlessly. Users can directly manipulate virtual beings as if they are in the real dimension. Thus, AR can provide enhanced information that initially cannot be perceived from the environment by regular human senses. As can be seen in Fig. 1, Augmented Reality can be used to interact with machines, particularly digitally generated contents, in many ways. An example of this human-computer interaction is shown in Fig. 1 (a), AR is used as a "geo-aware browser" that can be used to display the location of landmarks, restaurants or shops based on information of GPS, in their original position on the real-world. This enables users to navigate to these landmarks * Corresponding author. Tel.: +60-108832009 E-mail address: uchiha.hoirul@gmail.com 1877-0428 2013 The Authors. Published by Elsevier Ltd. Open access under CC BY-NC-ND license. Selection and/or peer-review under responsibility of the Universiti Malaysia Sarawak. doi: 10.1016/j.sbspro.2013.10.284

Fadhil Noer Afi f and Ahmad Hoirul Basori / Procedia - Social and Behavioral Sciences 97 ( 2013 ) 648 655 649 not through a conventional map, but by their own vision (with the help of a camera). Another application can use an image-recognition technology to superimpose virtual contents to an image or landmarks, as shown in Fig. 1(b). The application can be used for advertising and entertainment fields. (a) (b) Fig. 1. Interaction with mobile device using Augmented Reality, (a) Wikitude browser [1], (b) Layar [2] In this paper, we propose an on-site indoor augmented reality modelling as another application of humancomputer interaction based on hybrid markerless tracking. The system superimposes any virtual contents based on what is seen by the camera, and adjust it based on changes of the camera's position. By using collaboration of feature-based and sensor-based tracking, the markerless tracking can achieve relatively high speed so that user's interaction will be more immersive. Here, wide indoor scenes such as halls and rooms are used to superimpose virtual models into the real-world environments. This enables another possibilities to develop an application that allows humans to interact with virtual beings, such as virtual heritage, display, or museum. 2. Related Works Since the milestone of real-virtual object collaboration by Sutherland in 1965 [3], Augmented Reality has undergone a tremendous development, particularly in tracking and mapping methods. Many researchers have explored tracking and registration methods, and it is also essential for constructing a seamless Augmented Reality system [4]. In terms of developing immersive experience in Augmented Reality, tracking methods serve researchers as a basis to obtain a seamless integration between real and virtual objects, be in indoors or outdoors. Generally, tracking techniques developed so far can be distinguished by the utilization of input devices in the method, namely as vision-based and sensor-based tracking technique. These techniques have been applied in many fields for developing an Augmented Reality systems. In terms of sensory-based tracking, Azuma et. al. [5] incorporates magnetic-tilt sensors, gyrosensor and GPSs to construct an outdoor AR system, showing virtual text describing name of particular landmark. Ultrasonics sensors can also be used to measure distance in automotive fields [6]. Sensors such as gyroscopes can also be mounted into a Head-Mounted Display (HMD) and the information can be used to track wearer's head position in indoor activities [7]. This kind of tracking uses special sensors to obtain information required for tracking, so that methods fall on this category utilizes such sensor and then augments the virtual contents according to the data given. Vision based tracking, on the other hand, deduce camera pose from scene captured by that particular camera. The potential of vision-based technique comes from the device requirements; a camera is the only device needed to obtain information required to perform the tracking. In this kind of method, the crucial problem is how can the system deduce the relationship between real-world environment and virtual objects based solely on the captured image sequences [8]. The well-known library ARToolKit [9] used black square markers as a base for the tracking process. More recent techniques focus more on developing tracking technique by exploiting natural features captured from the scene such as edges, corners, etc. and deduce the camera pose based on those, namely markerless tracking. Lee and Hollerer [10] applied skin color histogram and contours to provide hand-recognition tracking. This kind of tracking can be used to develop a target-driven AR, such as to track piano keys for piano training, as shown by Huang et al. [11].

650 Fadhil Noer Afi f and Ahmad Hoirul Basori / Procedia - Social and Behavioral Sciences 97 ( 2013 ) 648 655 Focusing more on application of AR in indoor scenes, feature-based tracking algorithm techniques have been proposed to track objects residing in indoor scene. In 2010, Pilet et al. [12] proposed a method for tracking and augmenting printed photos. The method were able to augment hundreds of pretrained pictures simultaneously in real-time, and also detect photos with low illumination and partial occlusion. User's face features can also be used to develop interactive application of virtual try-on glasses [13]. However, tracking unknown scene is a more difficult task, because the system needs to deduct the environment without simplifying assumptions. Some AR tracking methods focus more on tracking planar, unknown environments. Neubert et al. used Simultaneous Localization and Mapping (SLAM) to construct models from the captured scene [14]. Another approach for this is by separating tracking and mapping process while providing a robust SLAM technique, which was done by PTAM (Parallel Tracking and Mapping) [15]. The tracking thread calculates camera pose from the map, while the mapping process adds more reliable feature to it simultaneously. In order to provide initial metric scale information, PTAM requires manual calibration of a known-size objects. Vision-based technique such as SLAM is useful to track unprepared environment. However, there as issues arised due to its sole dependency to the image features on the scene for the tracking to work. Another approach is by complementing the vision tracking with sensor-based tracking, namely as hybrid tracking. Example of this hhybrid tracking system is an augmented reality museum developed by Miyashita et al. using markerless tracking and rotation sensor [16]. In this research, the method consists of a combination of SLAM-based tracking and fusion of accelerometers and gyroscope to construct an indoor tracking for unknown environment. 3. System Overview In this section we describe steps to develop indoor Augmented Reality system. System works by superimposing 3D models of virtual models for indoors, such as museum artifacts and heritages, furnitures, art displays, etc. These models are displayed directly to the user with the help of camera, so that the information about the model can be conveyed intuitively. An important condition is that the user should be able to see the models from various angles, hence a tracking algorithm is employed to estimate movement of the user's camera. Because fiducials-based tracking may reduce seamless interaction to the virtual augmented model, a hybrid markerless tracking algorithm is proposed to be used on the AR system. The diagram of our work is shown in Fig. 2. Indoor Environment (Table or Pedestal) Feature Detection and Map Construction Tracking by Inertial Sensor Virtual Landmarks Fig. 2. Diagram of markerless tracking in virtual landmark augmented reality To construct the virtual model relative to features available from real-world, while maintaining the processing speed, a collaboration of feature-based and sensor-based system technique will be used, consisting of two-stage feature-based tracking and sensor-based camera pose estimation algorithm with complete workflow of the system is illustrated in Fig. 3. The proposed method is based on PTAM by Klein and Murray [15] to generate the base of estimation, and then sensor-based approach is used as a complement for feature tracking of PTAM. Main part of this method is to estimate the orientation of the camera according to features that are detected by map creation process (blue highlighted). Feature-based approach is chosen as a ground truth estimation to make the sensors track any planar structure available on the scene.

Fadhil Noer Afi f and Ahmad Hoirul Basori / Procedia - Social and Behavioral Sciences 97 ( 2013 ) 648 655 651 Planar Scene Feature Map Accelerometer and Gyroscope Camera Pose Estimation AR Rendering Fig. 3. Workflow of hybrid feature-based and sensor-based process 3.1. Feature Mapping In order to give the system an initial starting plane, a ground truth needs to be determined. Because the focus is to track unknown planar environments, initial information of this starting plane is unlikely to be available. Hence, a feature map creation is employed as the first step. A map-making technique from PTAM is used to initialise the map. This process requires user interaction to capture a stereo pair of the planar scene by translating and rotating between the two captures. As the system retrieves the stereo pair, the system builds the map by feature detection. A bundle adjustment method is used to reduce the drift distance within features. The position of the dominant plane from the resulting map is used as coordinate origin for the sensor measurement. 3.2. Orientation Tracking In order for the system to align the augmentation correctly, the system needs to know where the camera is looking at. This position is known as camera pose, which measures displacement and orientation of the camera relative to predetermined origin. The relationship between 3D position of objects in world coordinate and its corresponding projection in 2D camera captured image can be described by determining the intrinsic and extrinsic parameters of a camera [17]. In Augmented Reality tracking, extrisic parameters, or a camera pose, is going to be estimated by the method. Here, the estimation of camera pose, particularly the orientation will be done by digital accelerometers and gyroscopes. The accelerometers provide measurement of acceleration acting on itself. Hence, when there is no external force act in the device, it will measure acceleration due to earth's gravity. For example the estimation of inclination angle with respect to earth's horizontal is formulated as [18]: y t at Z A (1) y a where is the accelerometer signal, and is the estimated acceleration signal without the effect of gravity. Signal from a gyroscope's direct output measures the angular speed. The angular orientation itself can be approximated numerically by integrating the signal over a time-span : t t k k 1 k t (2) where k represents the current time / iteration. Thus, orientation of a device can be measured by two kinds of such inertial sensor. However, it is widely known that orientation measured by accelerometer is not dynamically adequate because its inability to generate high frequency signals. A gyroscope, on the other hand, outputs a signal with response to rate of change in angular orientation. The pitch, yaw and roll orientation can be obtained by integrating the output sensors over a time-span, and it is able to give high frequency response. But, the integration process yields an error expressed as over-time drift that diverges the measurement even when the sensor is stationary.

652 Fadhil Noer Afi f and Ahmad Hoirul Basori / Procedia - Social and Behavioral Sciences 97 ( 2013 ) 648 655 3.3. Complementary Filter and Camera Pose Estimation As stated previously, due to the nature of its technology an accelerometer is not adequate for dynamic measurement. While these can be handled by replacing it with gyroscopes, it has drift error caused by integration of the angular speed signal. In short, in orientation measuring one can trust gyroscope in dynamic short-term, while in long-term accelerometers will become more dependable. In this paper, the benefit of signals from both accelerometers and gyroscopes will be combined by a specific method called complementary filtering [19]. A complementary filter enables fusing of multiple signal intended for the same measurement. It works by taking the noisy measurements and complementing their special characteristics into a single output signal. The estimation of filter output is determined in frequency domain as [19]: X s F1() s Y1 F2() s Y 2 where Y 1 and Y 2 is signal from both measurement, F 1 (s) and F 2 (s) are the associated low pass and high pass filter with total gain of F 1 () s F 2 () s 1.By using complementary filter, an estimation of the camera pose based on combination of accelerometer and gyroscope measurement can be obtained. The calculations are done for each incoming signals so that the camera pose will be updated dynamically. 3.4. Augmentation and Modeling Camera pose is required as a parameter in the rendering process. Assuming camera calibration has been done previously to obtain camera's intrinsic parameter, any 3D visual model can be aligned to the display by projecting it to the image frame. In this paper, sensor tracking and rendering are done in a separated thread process to ensure fast computation. The tracking will be done in the indoor scene, an after the ground map has been established, the 3D models can be superimposed onto the scene so that it appears coexisently with the surrounding real environment. The augmentation can then be used as an indoor design modelling, or showing a virtual artifacts from ancient heritages. Rendering of 3D models can be done as the last step. 3D models containing the information can be displayed to the camera, while dynamically maintaining the integration to the scene. Users will be allowed to move the camera by means of moving, rotating or zooming in/out. When this happens, system estimates the movement, and adjust the virtual models accordingly, so that the models appear as if it stays rigidly on place. The model then can be viewed from various angles depending on the user's movement. 3.5. Implementation The methodology was implemented in system shows in Table 1. In a virtual indoor / heritage augmented reality system, it is expected for the system to show any virtual contents on a specific place on the room. When a user points to such locations, a virtual display will be shown to the user describing any information designed beforehand. User can move the camera to give different angle of view for such virtual model. Later, these model can be replaced with the desired 3D models / landmarks. Table 1. Sytem Specifications Elements Description Operating System Windows 7 Platfrom Visual Studio 9.0 C++ Processor Intel Core i3-2330m (2.20 GHz) RAM 4 GB Camera Logitech C510 HD Capture Resolution 640 x 480 pixels

Fadhil Noer Afi f and Ahmad Hoirul Basori / Procedia - Social and Behavioral Sciences 97 ( 2013 ) 648 655 653 4. Result and Discussion In this section, some experiments are performed to evaluate the result of the research. A hybrid tracking algorithm mentioned before will be used to provide AR functionality. The system works by firstly locating feature based on some scene of interest, such as in a corner or top of table display. Then, the system will attempt to track and calculate the camera pose from the features captured on the camera. After this process has been completed, 3D models of a heritage will be displayed on screen, aligned with the surrounding real world. In order to evaluate the augmentation result, rendering will be done in a scene containing some distinguishable objects, such as an unprepared table top environment. Initially, a stereo pair of captured scene is used to construct the initial starting point, by using feature-based map-making approach of PTAM. After construction has been done, the ground truth depicted as grid map is shown and rendering is done according to this map. (a) (b) (c) (d) (e) (f) (g) (h) (i) (j) (k) (l) Fig. 4. Rendering result on a scene atop of a table. (a) original scene, (b) constructed map with initial augmentation (c-l) result of rendering Fig. 4(a) shows augmentation result from an area in a room. When the system finish the mapping process, initial augmentation started Fig. 4 (b) and (c) shows the rendering, depicting by a virtual eye, is still intact when viewed from different position, this allows user to explore the object around and see the details. When the camera rotates

654 Fadhil Noer Afi f and Ahmad Hoirul Basori / Procedia - Social and Behavioral Sciences 97 ( 2013 ) 648 655 (by changing its angles), the inertial sensor will measure the angular displacement and adjust the render accordingly. Even when the original scene cannot be seen or out of view, the system can sustain the rendering when the camera moves back. This can be seen in the example shown by Fig. 4 (d) where the view is out and come back and the system can still render the model in the place. As can be seen from Fig. 4, the virtual model can be seen in interactive manner. User can move the camera around by rotating and translating, and system will calculate and align the virtual model according to the view. This enables the exploration of virtual landmark become possible to be done. However, when the camera is moved very quickly, the system cannot maintain the rendering in place, the model offsets in noticeable range. Shaking also offsets the rendering by certain distance. This is caused by the inability of sensors to adapt in too large movement, resulting error in the camera pose calculation. While in short movement this can be handled by the complementary filter mentioned before, it is still not adequate for rapid, sudden change in the camera. 5. Conclusion In this paper, an indoor virtual landmarks system with Augmented Reality is presented as a form of digital intellegence and interaction. It has shown that the hybrid sensor-and-vision tracking methodology is possible to be used as a wide-range AR system, without need to be restricted with fiducials and high computational costs. The study shows that the system managed to keep its augmentation aligned with the real-world when viewed in different position. However, further studies needs to be done to address issue of tracking fail when rapid movement is attempted by the user. The use of hybrid markerless tracking for Augmented Reality opens a wide door to realize a virtual-real display system capable to showing ancient artifacts, heritages and other means. Acknowledgements This research is supported by the Ministry of Science and Technology (MOSTI) and collaboration with Research Management Centre (RMC), Universiti Teknologi Malaysia (UTM). This paper is financially supported by E- Science Grant Vot. No.: R.J130000.7911.4S026. References [1] Wikitude. Wikitude Main page. Retrieved 26 March 2013, from http://commons.wikimedia.org/wiki/file:wikitude_world_browser_@salzburg_old_town_2.jpg [2] Layar. Engadget : Layar 3.0 Reunites the Beatles in 3D Augmented Reality. Retrieved 26 March 2013 from http://www.engadget.com/2009/12/03/layar-3-0-reunites-the-beatles-in-3d-augmented-reality/ [3] Sutherland IE. The Ultimate Display. IFIP Congress; 1965. p. 506-508. [4] Zhou F, Duh HB-L, Billinghurst M. Trends in Augmented Reality Tracking, Interaction and Display : A Review of Ten Years of ISMAR. 7th International Symposium on Mixed and Augmented Reality (ISMAR 2008) : ACM & IEEE; 2008. p. 193-202. [5] Azuma R, Hoff B, Neely III H, Sarfaty R. A Motion-Stabilized Outdoor Augmented Reality System. IEEE Virtual Reality. California: IEEE CS Press; 1999. p. 252-259. [6] Carullo A, Parvis M. An Ultrasonic Sensor for Distance Measurement in Automotive Applications. IEEE Sensors Journal 2001;1:143-147. [7] Sawada K, Okihara M, Nakamura S. A Wearable Attitude-Measurement System Using a Fiberoptic Gyroscope. Presence 2002;11:109-118. [8] Yuan ML, Ong SK, Nee AYC. A Generalized Registration Method for Augmented Reality Systems. Computers and Graphics 2005;29:980-997. [9] Kato H, Billinghurst M. Marker tracking and HMD calibration for a video-based augmented reality conferencing system. 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR'99). Washington DC: IEEE Comput. Soc; 1999. p. 85-94. [10] Lee T, Hollerer T. Handy AR: Markerless Inspection of Augmented Reality Objects Using Fingertip Tracking. 11th IEEE International Symposium on Wearable Computers: IEEE; 2007. p. 1-8.

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