Introduction
Augmented reality (AR) is a field of computer research which deals with the combination of realworld
and computer-generated data (virtual reality), where computer graphics objects are blended into
real footage in real time (Ashley, 2007). Our company's product, Home Design Augmented Reality (HD
AR) focuses on enhancing options for interior design professional and real estate agencies. Our product
allows an opportunity for real estate agencies and interior design professionals to provide a service to
their clients that will not only give their clients a realistic view of what they are purchasing before their
purchase, but also will differentiate these businesses, giving them a competitive edge that will disrupt
their competitors while enhancing their services to the consumer. Home Design Augmented Reality will
combine real and virtual reality, and be interactive and take place in real time, while being registered in
three dimensions.
Technology
Description of Augmented Reality
Augmented Reality (AR) involves changing a person's perception by introducing virtual objects
into a person's real world view, thus providing a "mixed reality" environment, in which real and virtual
objects coexist.
In effect, AR is "the less obtrusive cousin of virtual reality" (Schmalstieg et al, 2002) because
everything is not rendered virtually, in fact relying on the real world view to determine what virtual objects
to introduce, and where to place it, relative to a person's view. A graphical representation of the virtuality
continuum, as drawn by Anders, shows the relationship between virtual reality, here called virtual
environment, and AR:
Figure 1: Virtual Continuum (Anders, 2008)
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Components of Augmented Reality
The Computing Aspect
The background of Augmented Reality came from the term "computer-augmented reality"
(Wellner et al, 1993), which was initially described as the "opposite of virtual reality". Eventually it was
called AR, dropping the word "computer" altogether, which just happens to be the most important
component of AR. The virtual objects are computer-generated data, and as such are introduced by
superimposing them onto the aforementioned real world view. These computer generated virtual objects
can simply be text data, a 2D image, or a rendered 3D image, and is limited only by the collective
capability of the AR's computer system. The ever increasing power of today's computer systems with
high-end multicore CPUs, capable chipsets, appropriately-sized RAM, high RPM hard drives, and video
cards with fast GPUs that are able to send out the necessary video output is more than capable of
handling the hardware requirements of an AR solution. The other side of the coin is that software
development for AR development has been, for the most part, specialized. However with the emergence
of the web 2.0 era, software can now be easily obtained for Augmented Reality, like the open-source
osgART 1.0 SDK (HITLab NZ, 2006), the bourgeouning mobile app market, with Google Android
development in particular, or a custom solution built by inhouse or outsourced software developers, which
we will leverage.
The Display Method
As for the display, we mentioned that one must see two views superimposed together: the real
world, and the virtual world. The view can be simply seen through an appropriate video display device,
may it be a head mounted display (HMD) or an LCD. Generally there are two category of displays:
optical see-through, in which translucent glasses are utilized, and video see-through, where the output is
a combined video feed of live video from the person's perspective, with augmented reality elements
already superimposed (Azuma, 1997). An example of this is utilized by the AR Android application
Wikitude. Utilizing the Android powered G1 mobile phone, which sports a 3.2 megapixel camera, it
enables the picture preview function of the phone as the "live video" from whence an AR virtual object, in
this case Wikipedia-derived text/picture information, is superimposed. A video can be found at
http://www.youtube.com/watch?v=8EA8xlicmT8. In the aforementioned video, one can see the AR
application utilizing the 2 megapixel video camera to shoot live video, then virtual elements are
superimposed on top of it, which is then presented on the LCD display. It is the Kappa Group's
observation that almost all AR applications now uses video-see through, and as such we will be utilizing
said display category in conjunction with a portable LCD screen.
The Tracking System
For AR to successfully place virtual objects in the right place, the technology must know where to
relatively superimpose objects. The virtual objects should be aligned properly with the real objects in the
real world (Bajura & Neumann, 1995) for successful operation. As such, the common method for tracking
is to use fiduciary markers. Fiduciary markers are used as points of reference by the AR technology, so
that proper placement of virtual objects can be achieved (Bajura & Neumann, 1995). These markers are
applied manually to real objects, which allow the AR technology to register successfully.
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An example of AR utilizing fiduciary markers is CNN's Holographic Interview System technology
that they debuted on the 2008 Election Night coverage. Utilizing 35 video cameras in a 220° ring
configuration, backed by a green screen, video is shot, angles are synchronized, data is crunched, and a
finished video stream is then shown (Chen, 2008). A CNN explanation and interview video can be found
at http://edition.cnn.com/video/#/video/tech/2008/11/06/welch.faux.hologram.explainer.cnn . The fiduciary
marker is the red circle on the floor in front of CNN host Wolf Blitzer, from which the AR solution
superimposed the computer generated video image of CNN correspondent Jessica Yellin on live video.
However, since fiduciary markers had to be placed beforehand in the real world, some AR developers are
turning to non-fiduciary based solutions. This solution is attractive because it allows mobile point of view
(POV) AR solutions that does not lend well to preplaced markers. As such, some AR applications are
increasingly incorporating new technologies such as GPS coordinates, markerless video tracking, and
accelerometer and compass for image registration to resolve tracking issues. The aforementioned
Wikitude AR application utilizes such a marker-less tracking solution.
Our Innovative Product: Home Design AR
Technical Overview
We are therefore proud to offer our Home Design Augmented Reality product, HD AR. HD AR is
a product solution that allows 2D and 3D visualization of appliances and furniture in an otherwise empty
room or space in a house or building. Running on today's powerful laptops coupled with a 2 megapixel
webcam, HD AR uses the video see-through display method and generates an augmented reality view.
Tracking is done by using markers from our Metaio-based Marker Generator Program. Finally, whether
by using pre-loaded content or downloading from a repository by connecting on today's broadbandspeed
wireless connection, HD AR provides a plethora of options in populating the area on which content
is being generated for. Let us delve into the specifics of our product.
Development
In this globalized-driven industry, it is not uncommon to go outside traditional software
development practices. As such we have outsourced the bulk of creating HD AR software to Hexaware
Technlogies (www.hexaware.com), an India based software solution provider. We are using a Software
Development Kit (SDK) from Metaio GmbH (www.metaio.com), a global company based in Germany that
is one of the leaders in providing commercial augmented reality software development tools (Ashley,
2008) in the world. With their Unifeye Ultimate Edition v3.0 SDK, our Hexaware software programmers
takes advantage of a framework that has been created already, leaving them to concentrate on the end
product instead. Although the bulk of our programmers are in India, we have a core group of US-based
lead programmers that decide on the general direction of our product and act as relationship managers
for the Hexaware team. The HD AR US Software Team works in close conjunction with our
management, marketing, and customer support team to ensure a common direction in development of
HD AR.
The HD AR Software
The HD AR product centers around an innovative, Microsoft C# software application, based on
Metaio Software's Unifeye Technology Platform (Metaio, 2007) for the Microsoft .NET framework, and
customized by our software programmers as a packaged modular software for the home design industry.
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The software comprises the HD AR Content Creator module, which handles furniture and appliance
virtual objects creation, the HD AR Marker Creator module, for creating printable fiduciary markers to be
placed onsite, and lastly, the HD AR Viewer module, the program that handles HD AR's display
processes. The HD AR Viewer was extensively tested successfully on a variety of low and high-end
hardware running Microsoft Windows XP and higher, although we recommend a minimum system
requirement that is delineated further down.
Furthermore, we host HD AR Virt, an online repository website from which designers using the
HD AR Content Creator can submit and upload their objects for storage, sharing, and selling, among
other things, and from which the HD AR Viewer can download content to be displayed.
We utilize Amazon's cloud services for several functions, including creating server instances on
Amazon's EC2 for running HD AR Virt's front end, PHP forum, and beta development of our HD AR
Browser PlugIn, which we'll discuss more later. We also use Amazon's S3 for storing HD AR Virt VRML
models, and Amazon's SimpleDB to hold our datastore.
Hardware Considerations
As mentioned earlier, today's computers are getting more powerful based on Moore's Law, but
the caveat of this is battery life on laptops and portable devices has been quite lacking (Moore, 2007). As
such we decided that wearable computing utilizing AR is not the best way to innovate. Instead we are
going to leverage current desktop-replacement performance laptops that are available Off-The-Shelf
(O.T.S.) to easily run our HD AR solution.
The minimum system requirements are as follows:
• 2Ghz CPU
• 2GB RAM
• graphics card with a discrete GPU
• 200MB free space
• USB port
• WiFi connectivity (802.11a/b/g/n), when available
• Broadband card (EDGE or HSPDA capable)
Video Acquisition
Using today's high quality webcams, we are able to get quality live-source data on which to provide not
only the "reality" part of the HD AR output, but also to work with our synchronization and tracking system,
to allow proper placing of virtual objects. The minimum webcam requirements are as follows:
• 2 Megapixel sensor
• 24 bit true color depth
• 640x480 pixel resolution
• 30 frames per second
• autofocus capable
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Marker Creation
When creating fiduciary markers, HD AR's Marker Creator module utilizes a regular inkjet or laser printer to print out a 6 by 6 inch bi-tonal (black and white) square pattern, which is then sampled as a 36
bit digital code (Metaio, 2007). A bi-tonal border is used to estimate proper 3D posing of the virtual
objects based on the marker. All encoding and decoding is handled by HD AR. An example of a fiducial
marker printout:
Figure 2: A 6 inch by 6 inch fiduciary marker printed out by HD AR's Marker Creation module (Metaio, 2007)
The marker is to be placed on the floor where virtual objects are to be rendered.
Typical System
As of now we are using as our testbeds HP 8710p performance laptops with a 2.10GHZ T8100 Intel Core
2 Duo processor with 3MB L2 cache, 4GB of DDR2 RAM, and an Nvidia Quadro NVS 512MB graphics
card, running a Windows XP Professional OS. We will be happy to have HP VARs (Value Added
Resellers), as well as other manufacturers, work with customers in ensuring they have the necessary
hardware to run HD AR.
If the laptop is equipped with a swivel type webcam that allows one to rotate it towards the open area,
and it meets the minimum requirements, that makes it much easier for the customer. However we find
that our current testbed works as well with a Logitech QuickCamPro notebook webcam. Again we are
more than capable of having VARs assist customers in provisioning equipment.
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Business Plan
When it comes time to buying a house it is important that people are able to find the perfect
house. While going through the long home buying process it can be very difficult to imagine what the
house will look like fully furnished. However, with the help of augmented reality real estate agencies are
able to show people’s furniture in each house they are looking at. There may be some houses that may
allows a home owner to have their dream kitchen or theater room, while other houses many not be large
enough for all of the furniture people may have. When looking at the back yard someone may wonder if a
children’s playground, pool, and/or shed will fit in the back yard, with augmented reality this is a
possibility. Real estate agencies with augmented reality will have the ability to show their customers
exactly what the house they are viewing will look with all of their furniture and future plans.
The process of real estate agencies implementing augmented reality into their daily practices will
be our company’s main focus. In order to convince real estate agencies of how augmented reality will be
used to help them sell homes it will be necessary to demonstrate the abilities of augmented reality to the
executives of the real estate agency. The entire augmented reality system will consist of a computer and
software. The computer will come preloaded with software that will allow the real estate agents to
customize each house to people’s specifications. When the house has been customized for the home
buyer the real estate agent will be able to show the home buyers what their house will look like with all of
the furniture and future plans in the house on the computer. This entire process will be demonstrated to
the executives so they are able to see how simple the process will be for their real estate agents to use.
Convincing the executives of real estate agencies they need to spend large amounts of money on
the augmented reality system may be difficult. However, by showing them the power of the augmented
reality system and the ease of use with our software they will realize how this will give them an advantage
over other real estate agencies. Being the only real estate agency that has augmented reality systems will
attract many more customers, because they will want to be able to see what their furniture and future
plans of the house will look like before buying the house.
Focusing on selling augmented reality to the executives of real estate agencies will be more
successful than selling it to just one home buyer due to its cost. Each home buyer would have to pay a
very high price to get the augmented reality system, and have to spend a lot of time learning how to use
it. However, we will train real estate agents in this software so they will be able customize houses to the
home buyers preferences. Also, since the real estate agency will be using the augmented reality system
for several customers its cost will be distributed across all of the customers, making it affordable for them.
Having augmented reality in home buying will help make the home buying process easier; because of this
real estate agencies that have augmented reality systems will attract many more customers than the
agencies that do not have the system.
Another area of focus will be on selling our Augmented Reality technology to interior design
professionals. The equipment will be the same as the real estate agencies (a laptop and software).
Interior design professionals will be able to use this technology to show the changes they are planning on
making to their customers. The software will be able to show changes to a customer’s home such as wall
color, furniture, blinds, curtains, paintings, carpeting, etc. Just as the real estate agents the interior design
professionals will be trained in how to use the program so they are able to meet all of their customer’s
demands, and be able to show them the changes to make sure they approve of them before they spend
the money on the changes.
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Having a dual approach to selling our Augmented Reality technology we will be able to maximize
our profit and growth rate of our company. We are able to sell to both of these markets since the software
and training will be the same. The only difference is the interior design professionals will focus more on all
the details inside the house, while the real estate agents will focus more on the larger items in the house.
The interior design professionals and the real estate agencies that have our Augmented Reality system in
place will have a distinct advantage over their competition. Those who do not have our Augmented
Reality system will fall behind those who invest in our system, which is why we will be encouraging all
interior design professionals, and real estate agencies to purchase our Augmented Reality system.
Conclusion
Our company will effectively use Augmented Reality in home design , incorporating the use of
Video, computer laptops and fiduciary markers. Our company stands apart from other AR companies
due to research we have done into using desktop laptops to run our HD AR solution. With the usage of
video acquisition and synchronization, our system will provide all that a home designer and inter
decorator needs to help clients visualize their project. Augmented Reality is the wave of the future. No
more need to have to pay draftsmen to draw tedious designs and construct models that take time to
produce. We seek to minimize the amount of time it take to create home designs, simplify the home
buying process due to its ability to attract more customer to RE agencies. A smart, effective, sleek
product that will triple the ROI, an attractive element for investors. Take a look at HD AR and make it a
part of your experience in home design.
References
Anders, P. (2008) Designing mixed reality: perception, projects and practice. Technoetic Arts: A Journal
of Speculative Research, 6(1), 19-29.
Ashley, S. (2008) Annotating the Real World. Scientific American, 299(4).
Azuma, R. (1997) A Survey of Augmented Reality. Presence: Teleoperators & Virtual Environments, 6(4),
355-385.
Bajura, M., & Neumann, U. (1995). Closed-loop tracking for augmented-reality systems. IEEE Computer
Graphics & Applications, 15(5), 52-60.
Chen, J. (2008) How the CNN Holographic Interview System Works. gizmodo.com/5076663.
Fuchs, P. et. al. (2002) Assistance for Telepresence by Stereovision-Based AR and Interactivity in 3D
space. Presence: Teleoperators & Virtual Environments, 11(5), 525-535.
HITLab NZ (2006) OSGART. AR Tool Kit for OpenSceneGraph. http://artoolworks.com/community/osgart.
Malone, M. (2007) Moore's Second Law. Wired Magazine. 12(4), 2.
Metaio (2007) Developing Augmented Reality Applications with the Unifeye SDK whitepaper,
http://www.metaio.com/products/sdk/.
Schmalstieg, D. et. al. (2002) The Studierstube augmented reality project. Presence: Teleoperators &
Virtual Environments, 11(1), 33-54.
Wellner, P. et al. (1993) Back to the Real World. Communications of the ACM, 36(7), 24-26.
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