Augmented Reality Theater SIGGRAPH 2014

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CHRISTINA To describe the experience, we follow a single patron through a typical scenario. Her name is Christina, and this is her first time visiting the Augmented Reality Theater. PHASE 1 - PREPARATION Christina enters the lobby [1] and approaches the counter. She selects her movie and uses a touchscreen to select her seat. She is handed a set of glasses and is instructed to put them on to begin the experience. Christina puts on the glasses and is greeted by a virtual character that appears in the lobby. She hears the character’s voice through a small speaker in the frame of the glasses. The glasses also include sensors that help uniquely identify her and help the system track her position. The virtual character explains how the experience will work, what Christina can expect, and then leads her to the entrance to the theater. PHASE 2 - BUILDUP Christina opens the door and finds herself in a long hallway [2]. As she walks down the hallway, she notices it slowly starting to change into a snow covered forest with trees all around her. Christina reaches out to touch the wall and realizes that it feels like tree bark. She runs her hands along the walls and slowly continues down the hallway. As Christina looks at the ground, she sees that her feet are leaving impressions in the snow. She kicks and sees snow fly out in front of her. Christina reaches a door at the end of the hallway and opens the door. PHASE 3 - INITIATION Christina exits the hallway and finds herself in the Experience Room [3]: an open area where she sees other patrons. The scene is covered in snow, surrounded by trees, and has a cave entrance at one side. All of the patrons move around the space, kicking snow, touching the walls, and exploring the environment. Christina also sees virtual characters from the film running around, talking to the patrons, and throwing snowballs. She watches as the snowballs brush other patrons and laughs at their reactions. Curious, she approaches one of the virtual characters. The character notices her and shouts, “Heads up!” before tossing a snowball in her direction. Christina watches it fly through the air, and when it reaches her, she feels a small impact against her body. She begins to explore further by talking to other virtual characters, playing in the snow, and feeling different textures on the walls. Suddenly, a shadow appears overhead, and the virtual characters run and hide. A large ice dragon flies over the patrons and lands menacingly next to the cave entrance on the far side of the space. “Enter if you dare,” it warns, before flying away. Christina realizes the cave must be the theater entrance and follows the crowd moving in that direction. PHASE 4 - CLIMAX Christina enters the theater [4] and sees a cave scene filled with movie theater seats. She notices the seat she selected earlier is highlighted and sits down. The theater is domed, and the screen curves into her periphery, completely immersing her in the experience. As the film continues, Christina notices the environment around her changing to match the environment of the film. PHASE 5 - WIND-DOWN When the film ends, Christina sees an exit highlighted in her glasses. She exits the theater and enters another long hallway that looks like a forest scene. As she walks down the hallway, she sees it slowly change back into a normal building. Once Christina reaches the end, the virtual character reminds her to return her glasses. Christina is then able to visit a lounge to reflect on the experience, have a drink, and discuss the experience with other patrons. AUGMENTED REALITY THEATER Don’t just watch the movie...experience it. Our design creates an immersive movie theater experience by leveraging the emerging technologies of augmented reality, perceptual computing cameras, REVEL and Aireal. Interviews with theater patrons, a theater manager, an experience design professor, and a former story editor at Universal Pictures contributed to the development of this design. The team is comprised of graduate students from the HCI/design Master’s program at Indiana University. All expect to graduate in May of 2015. THE EXPERIENCE TECHNOLOGIES AUGMENTED REALITY GLASSES The glasses used in this scenario are our own design, however, there are several current iterations of augmented reality glasses that show our technology will be possible within 5-10 years, including the Epson Moverio linked below. http://www.epson.com/cgi-bin/Store/jsp/Landing/moverio-bt- 200-smart-glasses.do PERCEPTUAL COMPUTING CAMERAS Perceptual Computing Cameras are used to track body positioning to see when patrons are reaching out or performing other actions in the Experience Room. https://software.intel.com/en-us/vcsource/tools/perceptual- computing-sdk/home REVEL Reverse Electrovibration technology is used to allow patrons to touch smooth walls but feel the texture of whatever surface is visible. http://www.disneyresearch.com/project/revel-programming- the-sense-of-touch/ AIREAL Aireal technology uses air vortexes to give patrons the sensation of objects passing them in free air. This allows patrons to feel objects moving past them without needing any objects or props in the space. http://www.disneyresearch.com/project/aireal/ Monet Rouse www.monetrouse.com Pui Mo www.puimo.com Andy Hunsucker www.andyhunsucker.com Corrie Colombero www.corriecolombero.com [2] SLOW CHANGE HALLWAY Leads patrons to their theater • Allows patrons to acclimate slowly to the experience Floor and walls are themed in relation to the film Participants can feel textures on the wall via REVEL technology [3] EXPERIENCE ROOM Visuals based on a setting from the film Patrons can interact with other patrons and virtual characters from the film Perceptual computing cameras track body position of the patrons to make interactions more immersive Tactile experience via REVEL and Aireal technology • Centralized system ensures each patron experiences the same scene in real time [4] THEATER Theater entrance is themed as part of the movie. Patrons are led there by virtual characters at show time. Patrons seats are highlighted via augmented reality Theater screen is curved, extending into the patrons periphery, and the roof is domed • Augmented reality is used to extend the screen image Patrons can interact with virtual characters from the film. Patrons can feel objects brush past them via Aireal Patrons can play and interact with the virtual snow within the experience [1] LOBBY Patrons can choose their own seats Patrons put on their glasses A virtual character leads them to their theater

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Transcript of Augmented Reality Theater SIGGRAPH 2014

Page 1: Augmented Reality Theater SIGGRAPH 2014

CHRISTINATo describe the experience, we follow a single patron through a typical scenario. Her name is Christina, and this is her first time visiting the Augmented Reality Theater.

PHASE 1 - PREPARATIONChristina enters the lobby [1] and approaches the counter. She selects her movie and uses a touchscreen to select her seat.

She is handed a set of glasses and is instructed to put them on to begin the experience.

Christina puts on the glasses and is greeted by a virtual character that appears in the lobby. She hears the character’s voice through a small speaker in the frame of the glasses. The glasses also include sensors that help uniquely identify her and help the system track her position.

The virtual character explains how the experience will work, what Christina can expect, and then leads her to the entrance to the theater.

PHASE 2 - BUILDUPChristina opens the door and finds herself in a long hallway [2]. As she walks down the hallway, she notices it slowly starting to change into a snow covered forest with trees all around her.

Christina reaches out to touch the wall and realizes that it feels like tree bark. She runs her hands along the walls and slowly continues down the hallway.

As Christina looks at the ground, she sees that her feet are leaving impressions in the snow. She kicks and sees snow fly out in front of her.

Christina reaches a door at the end of the hallway and opens the door.

PHASE 3 - INITIATIONChristina exits the hallway and finds herself in the Experience Room [3]: an open area where she sees other patrons. The scene is covered in snow, surrounded by trees, and has a cave entrance at one side.

All of the patrons move around the space, kicking snow, touching the walls, and exploring the environment.

Christina also sees virtual characters from the film running around, talking to the patrons, and throwing snowballs. She watches as the snowballs brush other patrons and laughs at their reactions. Curious, she approaches one of the virtual characters.

The character notices her and shouts, “Heads up!” before tossing a snowball in her direction. Christina watches it fly through the air, and when it reaches her, she feels a small impact against her body.

She begins to explore further by talking to other virtual characters, playing in the snow, and feeling different textures on the walls.

Suddenly, a shadow appears overhead, and the virtual characters run and hide.

A large ice dragon flies over the patrons and lands menacingly next to the cave entrance on the far side of the space.

“Enter if you dare,” it warns, before flying away.

Christina realizes the cave must be the theater entrance and follows the crowd moving in that direction.

PHASE 4 - CLIMAXChristina enters the theater [4] and sees a cave scene filled with movie theater seats. She notices the seat she selected earlier is highlighted and sits down.

The theater is domed, and the screen curves into her periphery, completely immersing her in the experience. As the film continues, Christina notices the environment around her changing to match the environment of the film.

PHASE 5 - WIND-DOWNWhen the film ends, Christina sees an exit highlighted in her glasses. She exits the theater and enters another long hallway that looks like a forest scene. As she walks down the hallway, she sees it slowly change back into a normal building.

Once Christina reaches the end, the virtual character reminds her to return her glasses.

Christina is then able to visit a lounge to reflect on the experience, have a drink, and discuss the experience with other patrons.

AUGMENTED REALITY THEATERDon’ t just watch the movie. . .experience it .Our design creates an immersive movie theater experience by leveraging the emerging technologies of augmented reality, perceptual computing cameras, REVEL and Aireal.Interviews with theater patrons, a theater manager, an experience design professor, and a former story editor at Universal Pictures contributed to the development of this design.

The team is comprised of graduate students from the HCI/design Master’s program at Indiana University. All expect to graduate in May of 2015.

THE EXPERIENCE

TECHNOLOGIESAUGMENTED REALITY GLASSES

The glasses used in this scenario are our own

design, however, there are several current iterations of augmented reality glasses that show our technology will be possible within 5-10 years, including the Epson Moverio linked below.http://www.epson.com/cgi-bin/Store/jsp/Landing/moverio-bt-

200-smart-glasses.do

PERCEPTUAL COMPUTING CAMERASPerceptual Computing Cameras are used to track body positioning to see when patrons are reaching out or performing other actions in the Experience Room.https://software.intel.com/en-us/vcsource/tools/perceptual-

computing-sdk/home

REVELReverse Electrovibration technology is used to allow patrons to touch smooth walls but feel the texture of whatever surface is visible.

http://www.disneyresearch.com/project/revel-programming-

the-sense-of-touch/

AIREALAireal technology uses air vortexes to give patrons the sensation of objects passing them in free air. This allows patrons to feel objects moving past them without needing any objects or props in the space.http://www.disneyresearch.com/project/aireal/

Monet Rousewww.monetrouse.com

Pui Mowww.puimo.com

Andy Hunsuckerwww.andyhunsucker.com

Corrie Colomberowww.corriecolombero.com

[2] SLOW CHANGE HALLWAY• Leads patrons to their theater• Allows patrons to acclimate slowly to the experience• Floor and walls are themed in relation to the film• Participants can feel textures on the wall via REVEL

technology

[3] EXPERIENCE ROOM• Visuals based on a setting from the film• Patrons can interact with other patrons and virtual characters from

the film• Perceptual computing cameras track body position of the patrons

to make interactions more immersive• Tactile experience via REVEL and Aireal technology• Centralized system ensures each patron experiences the same

scene in real time

[4] THEATER• Theater entrance is themed as part of the movie. Patrons

are led there by virtual characters at show time.• Patrons seats are highlighted via augmented reality• Theater screen is curved, extending into the patrons

periphery, and the roof is domed• Augmented reality is used to extend the screen image

• Patrons can interact with virtual characters from the film.

• Patrons can feel objects brush past them via Aireal

• Patrons can play and interact with the virtual snow within the experience

[1] LOBBY• Patrons can choose their own seats• Patrons put on their glasses• A virtual character leads them to their theater