The Augmented Reality group contributes to the HCI Research Program of the Flinders Centre for Knowledge and Interaction Technology (KIT) by adding computer-generated information to real-world environments to enable richer interaction in everyday situations.
Augmented Reality (AR) is the blending of a user's experience in the real world with a virtual world, typically using a head mounted display to superimpose computer-generated images over a user's view of their surroundings. For example, a user might see a nearby building augmented with information about its purpose, a landmark with an account of its history, or streets with a path leading to a desired destination.
We are interested in the techniques and technologies that can be used to create AR systems, and in the application of such systems to real-world problems.
- Video Eyeware for Augmented Reality An off-the-shelf video eyeware device is normally used for personal entertainment: for example, it would enable the wearer to play a video from a mobile media device while traveling on a bus. But can they also serve as the display device for a light-weight augmented reality system? This project is investigating the potential for such applications by building and testing a simple prototype system. The research will open up a new class of AR applications to people as they go about their day-to-day activities.
- Estimating Camera Pose Using Vanishing Points See-through augmented reality systems need information about the wearer's head orientation to accurately superimpose computer-generated information with real-world scenes. This project is exploring the performance of techniques that estimate camera pose by locating the vanishing points that often appear in images of buildings and indoor scenes. In conjunction with other sources of position and orientation information, this research will extend the range of environments in which AR applications can be used.
- Interactions in Light-Weight Far-Field Augmented Reality Applications Many AR systems use bulky equipment, which can hinder a user's activities and intrude on those around them. Instead, this project sought to develop a light-weight, unobtrusive AR system. In particular, it investigated techniques for using touch-screen devices, like iPhones and iPads, that people already own and use. The research showed that ways of interacting with traditional desktop computers don't work well on such devices, and it developed and evaluated new strategies that work much better.
- Virtual AudioVisual BrainMuscle Controlled Wheelchair – this provides a first person view rather than a traditional mouse around the screen control mechanism for developing our Brain Computer Interface to a wheelchair, and its associated AudioVisual assistive technology. Now we have a common interface that can be used to control our wheelchair, or one of several different robots or model cars, testing in an environment that is easier to use and faster to set up experiments for.