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Hear&There An Augmented Reality System of Linked Audio

Hear&There An Augmented Reality System of Linked Audio. Joey Rozier Karrie Karahalios and Judith Donath Sociable Media Group MIT Media Lab ICAD 2000 Conference - April 3, 2000. Overview. Project Purpose and Goals Brief Scenario Basic Augmentation Details Hardware Authoring and Playback

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Hear&There An Augmented Reality System of Linked Audio

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  1. Hear&ThereAn Augmented Reality System of Linked Audio Joey Rozier Karrie Karahalios and Judith Donath Sociable Media Group MIT Media Lab ICAD 2000 Conference - April 3, 2000

  2. Overview • Project Purpose and Goals • Brief Scenario • Basic Augmentation Details • Hardware • Authoring and Playback • Security and Privacy

  3. Purpose and Goals • Augment Environment with Audio • Augmented Reality (or Mixed Reality) • Develop Social Augmentations • Oral Histories • Focus on Authoring • Activation Networks - Linking • Self-Contained and Portable • Limit Use of Visual Cues

  4. Example Scenario • Augmented Boston Common • Can hear audio “left behind” (maybe history) • Guided towards related audio (moo...) • Author can add his/her own sound • Others are unaware

  5. Augmentation Details • The SoundSpot • Basic unit of augmentation • Any type of audio (voice, music, whatever) • “Placed” at a specific location (longitude/latitude) • Has a specified size • Other audio properties (braids, etc.) • User walking “into” SoundSpot hears it

  6. Augmentation Details • Example

  7. Augmentation Details • Must Determine User’s Location • GPS • Typical Accuracy: Order of 10m • Accuracy of Ours: sub-meter • Refresh Rate: 10Hz • Drawback: Bulk • Result: Media Lab Courtyard

  8. Hardware • GPS • Compass • PalmPilot • Laptop • Headphones • Microphone

  9. Authoring and Playback • Focus on user authoring • Most other systems do not • Simple! • Playback is still very important • New author options lead to new playback issues

  10. Authoring • Author creates SoundSpots • In-Field • Using GUI

  11. Playback: Basics • User dons system • Very simple start-up • Moves through environment • Hears sound tied to location

  12. Playback: Spatialized Sound • Each sound “appears” to be coming from center of a SoundSpot • Java 3D API • Compass attached to headphones • Do not deal with environment effects (enclosed spaces, etc.) • Future work will improve spatialized sound

  13. Playback: Two Modes • Explorer • All SoundSpots activated • Can be very cluttered • Ultimate control with listener • Activation Networks

  14. Playback: Activation Networks • For Linking and Organizing Sounds • Author creates Link Categories • e.g. My Family, About Media Lab • Author associates Link Categories with a SoundSpot • User can activate Link Category when standing in SoundSpot • StartSpots

  15. Playback: Activation Networks Example • StartSpot in Boston’s Public Garden • Link Categories • SMG: SMG SoundSpots • Weeping Willow: interesting SoundSpots about weeping willow trees • My Favorites: my favorite SoundSpots • When entering StartSpot, activate “Weeping Willow”; now those “exist” • Weeping Willow spots may have their own LinkCategories

  16. Playback: Directing the User • Palm Interface • Easy, intuitive • But uses visual information! • Audio Beacons?

  17. Security and Privacy • Authentication for Authors • Open System for Users • Wireless Connection to Server?

  18. Future Work • Finish Implementation! • More Portable System • Temporal Information • Other forms of audio augmentation

  19. Contact and Contributors • E-mail: jrozier@mit.edu • http://smg.media.mit.edu • Primary Contributors • Judith Donath • Karrie Karahalios • Birendro Roy and Tuan Phan

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