ARS Prototype Specification
Introduction
This is the performance specification of the Adjunct Reality Systems prototype.
Core Demonstrations
Video Acquisition
In this demo, a user will watch a scene, and record a cropped section of it.
Test:
- Video acquisition with angle distortion removal
- IR Pointers
- Visual Overlays
The user shall watch a reference video on a conventional 4:3 monitor at various angles, repeating the following tests without head movement during the tests.
The user shall use the GUI and a pointer to select the boundaries of the monitor, and record approx 20 seconds of the video.
The user shall use the GUI to play back the video. The video should appear as if it was recorded from a 0o angle from the front of the monitor on playback. Some image quality loss due to extreme recording angles is acceptable.
Image Acquisition
In this demo, a user will 'scan in' a paper document using the eyepiece
Test:
- Image acquisition
- IR mapped environment
- IR Pointers
- Visual Overlays
The user will 'look' at a document that is placed on a flat horizontal reference surface in a IR tape mapped environment.
Using the GUI and a pointer, the user will define the four corners of the document.
Keeping the IR tape in the environment in view, the GUI will guide the use to 'painting' the document by having the user use the eyepiece to 'look' at the document.
The GUI will indicate to the user the quality of the scanning process by initially painting the document with a checkerboard pattern, then fading out the pattern as the scanning quality increased.
The user will then use the GUI and the pointer to paste the scanned image next to the original document on the reference surface.
The user should be able to see little if any difference in the two documents (one real, the other virtual).
Virtual Ball
In this demo, a user must be able to create and manipulate a 10 cm ball of a flat color on a flat horizontal reference surface in a IR tape mapped environment.
Tests:
- Basic GUI usage
- Accelerometer and IR tape environment tracking working together
- Visual overlay adjunct reality
The user shall use the GUI and two pointers to select the position and the size of the ball on the reference surface.
The user must be able to tap the ball with the pointer, and have the ball perform as if pushed by the pointer.
As the user moves the eyepiece, the location of the ball must keep to the reference surface as if it were an actual object.
The user must be able to pick up the ball with the pointers, and select to either have it hang in mid air, or let it drop back to the table, using the GUI.
The user must be able to walk out of the room - losing sight of the reference table, and return to the room and have the ball still in it's desired location on the table.
Virtual Paper
In this application, a user must be able to create and manipulate a 8 1/2" x 11" text area on a vertical reference surface.
Tests:
- Image acquisition
- Continuously updated media
- Multiple data overlays
The user will use the GUI and two pointers to select the position and the size of a textual area on the reference surface.
The textual area shall have a distinct border.
The user shall use the GUI and a pointer to draw in black on the textual area.
The user shall be able to use the pointers to move and resize the paper without resizing its contents. This should appear as if the user was moving a 'fence' around the drawn area.
The user shall be able to use the pointer to resize the paper, keeping its contents resized proportional to the paper, but without changing the drawing's aspect ratio.
The user shall use the GUI and the pointer to select a starting location, generate a virtual keyboard near the reference surface, and hunt-and-peck type with the pointers to generate text data on the paper.
The user shall use the GUI and the pointer to select and resize the text placed on the paper.
The user shall be able to move and resize the paper, keeping both the text and draw areas in ratio to each other.
The user shall be able to use the GUI and the pointers to paste a video loop onto the paper.
The user shall be able to move and resize the paper, keeping the text, draw areas, and video in ratio to each other.
The user shall be able to use the GUI and the pointer to 'iconify' the paper, shrinking it down to a minimum size.
The user shall be able to use the GUI to 'deiconify' the paper back to its original size.
Market Demonstrations
Secure Office
Pitch: Demonstrate a 'secure office environment', for use in high security environments.
Requires:
- At least 3 prototypes.
- IR taped reference desk and cube walls
Customer story:
customer: walks into the 'office', and sees nothing but blank walls, a desk, a chair, and IR tape. salesman: 'This is what Alice's office looks like to anyone she does not know. But, here's what Alice would see:' customer: now sees paper on the desk, and in-box, an out-box, some family pictures on the wall, a short video loop of an 'outstanding engineer' award, some tchotkies, and a couple of continually updated 'dashboards' pinned to the cube wall. salesman: (points to the dashboards) 'Alice is a nuclear engineer, and we're seeing the output of some of her simulation runs. But what if we're Alice's manager?' customer: now sees 'tooltip' style tabs over the in-box, indicating emails unread, over the simulation indicating cluster compute hour expenses, and over the empty chair indicating that she left the office late at 5:15pm and has 14 sick days and 27 vacation days remaining. salesman: 'As her manager, you have access to additional information to help you keep tabs on Alice. Looks like you need to make sure she takes some time off! But what if your were in here work group?' customer: The tooltips now disappear, as do the personal effects. Only the work and the award loop remains. salesman: 'She's very professional to her colleagues, but her friends from other departments see a softer side.' customer: Now only the personal effects, and the in-box full of blurred-out messages remain. The award loop is gone. salesman: '... but she still keeps the in-box to point to let them know she doesn't always have time for chit-chat. Look closer at the in-box.' customer: ..as he approaches the in-box, the text blurs even more, till it's just a flat gray close to the in-box. If the customer tries to reach for anything, the section here he's reaching 'disappears' as if made of smoke, then reforms when his hand moves away. salesman: 'But, back to Alice's viewpoint of the world.'
salesman should then demonstrate selecting a piece of mail from the inbox, composing a reply, moving the dashboards, creating new dashboard, pinning an email to the wall, moving a tchotckie, etc.
Game Room
Pitch: Wall-to-wall entertainment!
Requires:
- At least 3 prototypes.
- IR taped 20'x20' reference room, with no furnishings. All IR tapes should be above head height, and tapes on the ceiling too.
Customer Story:
Demonstrate to the customer a paintball/laser tag like game (G rated) with very plastic walls and characters, and then 'crank it up a notch' to a cops and robbers or space marine type scenario with a more intense combat experience.
Demonstrate the use of perceptual path altering to keep the user (literally) running in circles to give the illusion of infinite space.
Demonstrate at least one popular commercial game using this technology. The demo should have no ladders nor survivable falls (ie Far-CRY jungle battles).