sejarah dan perkembangan augmented reality

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Augmented Reality Sejarah dan Perkembangannya Makassar, Gorontalo, Pontianak, Surabaya, Mataram, Yogyakarta, Banyumas, Padang, Medan, Pekanbaru Maret-April, 2016 Fat’hah Noor Prawita, S.T., M.T. Roadshow & Workshop ARToolKit Dalam Rangka Kompetisi Nasional Augmented Reality 2016 Disusun oleh: Fat’hah Noor Prawita, S.T., M.T.

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Page 1: Sejarah dan Perkembangan Augmented Reality

Augmented RealitySejarah dan Perkembangannya

Makassar, Gorontalo, Pontianak, Surabaya, Mataram, Yogyakarta, Banyumas, Padang, Medan, PekanbaruMaret-April, 2016

Fat’hah Noor Prawita, S.T., M.T.

Roadshow & Workshop ARToolKit Dalam Rangka Kompetisi Nasional Augmented Reality 2016

Disusun oleh: Fat’hah Noor Prawita, S.T., M.T.

Page 2: Sejarah dan Perkembangan Augmented Reality

Telkom University

Page 3: Sejarah dan Perkembangan Augmented Reality

DAQRI

Page 4: Sejarah dan Perkembangan Augmented Reality

ARToolKit

Page 5: Sejarah dan Perkembangan Augmented Reality

NCAR 2016

Page 6: Sejarah dan Perkembangan Augmented Reality

Apa itu AR?

“The use of transparent Head Mounted Displays (HMDs) to overlay computer generated images onto the physical

environment. Precisely calibrated, rapid head tracking is required to sustain the illusion”

-HITLab, University of Washington

http://www.hitl.washington.edu/scivw/EVE/IV.Definitions.html

Page 7: Sejarah dan Perkembangan Augmented Reality

Apa itu AR?

“AR is when people interact with computers by using objects in the physical world”

-Wheeler, University of Plymouth

S. Wheeler, “eXtending the Web - New and Emerging Learning Technologies,”

in Australasian Society for Computers in Learning in Tertiary Education

(ASCILITE 2010), Webinar, 2010.

Page 8: Sejarah dan Perkembangan Augmented Reality

Karakteristik AR

• Combining real and virtual images

– Both can be seen at the same time

• Interactive in real-time

– The virtual content can be interacted with

• Registered in 3D

– Virtual objects appear fixed in space

R. Azuma, “A Survey of Augmented Reality,” Presence: Teleoperators and Virtual Environments.vol. 6, no. 4, Aug. 1997, pp. 355-385.

Page 9: Sejarah dan Perkembangan Augmented Reality

Reality – Virtuality Continuum

P. Milgram and F. Kishino, "A taxonomy of mixed reality visual displays", IEICE (Institute of Electronics, Information and Communication Engineers) Transactions on Information and Systems, Special issue on Networked Reality, Dec. 1994.

Real

WorldVirtual

WorldAugmented

Reality

AugmentedVirtuality

Mixed Reality

Page 10: Sejarah dan Perkembangan Augmented Reality

Reality – Virtuality Continuum

P. Milgram and F. Kishino, "A taxonomy of mixed reality visual displays", IEICE (Institute of Electronics, Information and Communication Engineers) Transactions on Information and Systems, Special issue on Networked Reality, Dec. 1994.

Page 11: Sejarah dan Perkembangan Augmented Reality

Komponen Penyusun AR

Billinghurst, Mark. “Designing Augmented Reality Experiences”, HITLab NZ

http://www.slideshare.net/marknb00/billinghurst-awe2013final-22648990

Input Tracking

Processing

Display

Page 12: Sejarah dan Perkembangan Augmented Reality

Teknologi Perangkat Display

Transparent display Google Glass PC display

Mobile phone Oculus Rift

Page 13: Sejarah dan Perkembangan Augmented Reality

Teknologi Perangkat Input

MYOMicrophone

Interactiveglove

Wiimote

MindWave

Leap Motion

Page 14: Sejarah dan Perkembangan Augmented Reality

Teknologi TrackingActive

Passive

Hybrid

Wi-Fi GPS Magnetic

Computer vision

Compass

Accelerometer

Page 15: Sejarah dan Perkembangan Augmented Reality

Rangkuman Sejarah AR

• 1960’s – 80’s: Eksperimen awal AR

• 1980’s – 90’s: Riset dasar pendukung AR

– Tracking, display

• 1995 – 2005: Tools pengembangan AR

– Interaksi, usability, teori

• 2005 – sekarang: Aplikasi komersil

– Games, medis, industri

Mark Billinghurst, “Lecture 1: Introduction to Augmented Reality”

http://www.slideshare.net/marknb00/2016-ar-summer-school-lecture1

Page 16: Sejarah dan Perkembangan Augmented Reality

Milestone Penting

• 1992: T. Caudell menciptakan terminologi “AR” (Boeing)

• 1996: Sistem AR kolaboratif yang pertama

• 1997: Sistem AR outdoor pertama milik Feiner (periset bidang HCI, AR, dsb)

• 1999: ARToolKit (tracking library) dirilis

• 1997 – 2001: Mixed Reality Systems Lab (Jepang)

• 1999 – 2003: ARVIKA project (Jerman)

• 2002: Awal dimulainya konferensi ISMARMark Billinghurst, “Lecture 1: Introduction to Augmented Reality”

http://www.slideshare.net/marknb00/2016-ar-summer-school-lecture1

Page 17: Sejarah dan Perkembangan Augmented Reality

Gartner Hype Cycle 2015

Gartner's 2015 Hype Cycle for Emerging Technologies Identifies the Computing Innovations That Organizations Should Monitor

http://www.gartner.com/newsroom/id/3114217

Page 18: Sejarah dan Perkembangan Augmented Reality

Tools & SDK Pembuatan Aplikasi AR

ARToolKit

D’Fusion Studio

NyARToolKitosgARTFLARToolKitFLARManagerSLARToolKit

AndAR

BazAR

ArUco

instantreality

STUDIERSTUBE

AIRKinect

Page 19: Sejarah dan Perkembangan Augmented Reality

Tools & SDK Pembuatan Aplikasi AR

• http://j.mp/ARCompare

http://socialcompare.com/en/comparison/augmented-reality-sdks

Page 20: Sejarah dan Perkembangan Augmented Reality

Sejarah ARToolKit

• 1999: pertama kali didemokan di depan publik• 2001: v.1 dirilis open source (Washington) • 2001: ARToolworks didirikan dengan 2 model

lisensi• 2004: v.2 dirilis open source (Sourceforge)• 2008 – 2012: open source innovation• 2012 – 2014: penambahan platform yang

didukung• 2015: diakuisisi oleh DAQRI, versi Pro dijadikan

open source

Ben Vaughan, ARToolKit (DAQRI) and TelkomUniversity mini seminar, December 2015

Page 21: Sejarah dan Perkembangan Augmented Reality

Mengapa Open Source?

• Mendorong inovasi pada bidang AR dan Computer Vision

• Memperluas penggunaan optical tracking pada area baru

• Menghilangkan ketergantungan pada software pihak ke-3

• Membangun relasi dengan institusi akademis

Ben Vaughan, ARToolKit (DAQRI) and TelkomUniversity mini seminar, December 2015

Page 22: Sejarah dan Perkembangan Augmented Reality

ARToolKit Saat Ini

• Cross-platform:– Windows, Linux, Mac OS, iOS, Android, Windows

Mobile

• Interpreted:– FLASH, Silverlight, Java, C#

• Utilities:– Camera Calibration, Marker/Dataset Generation,

Optical/Stereo Calibration

• Plug-ins for game engines– Unity, Blender, Core3D, Esperient, Flare3D, Panda,

and many others

Ben Vaughan, ARToolKit (DAQRI) and TelkomUniversity mini seminar, December 2015

Page 23: Sejarah dan Perkembangan Augmented Reality

Pengembangan ARToolKit dalam Waktu Dekat

• New natural feature tracker

• Local image matching/Cloud image matching

• New planar surface tracker

• JSARToolKit (with 3.JS integration)

• Plug-in for Open Source VR (www.osvr.org)

Ben Vaughan, ARToolKit (DAQRI) and TelkomUniversity mini seminar, December 2015

Page 24: Sejarah dan Perkembangan Augmented Reality

Pengembangan ARToolKit Berikutnya

• 3D object recognition

• High quality specular highlight heuristics

• Geo-referenced AR mode for Android

• Integration of Kalman filtering for greater tracking accuracy

• IMU assisted Planar tracker

Ben Vaughan, ARToolKit (DAQRI) and TelkomUniversity mini seminar, December 2015

Page 25: Sejarah dan Perkembangan Augmented Reality

ARToolKit dalam Angka

• Pro versions open sourced on May 13 2015

• 11,000 visitors per month to artoolkit.org

• 28,000 SDK downloads since launch

• 90 ARToolKit Github forks since launch

• 48 ARToolKit for Unity forks

• 830 members of ARToolKit forum

Ben Vaughan, ARToolKit (DAQRI) and TelkomUniversity mini seminar, December 2015

Page 26: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

98% of marketers agree that

digital and offline are merging

-CMO Spending 2015-16: Growth on Overdrive,

Digital Marketing Comes of Age,

Gartner Research, 2015

HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Page 27: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

58% of millenials expect to engage with a company whenever and whichever

channel they choose

-SDL, July 2014

HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Page 28: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

The average direct mail response rate is 3%

When you add augmented reality to direct mail, response rate increase to 37%

- Gary Reblin,

VP of New Products & Innovation, USPS, 2015

HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Direct mail is a traditional, high reach medium that totals $45.2 billion in marketing spend

- 2015 Annual Outlook: What to Expect in Direct and Digital Marketing, Winterberry Group, 2015

Page 29: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

72% of catalogs recipients prefer to make purchase via

online channels. Add try-and-buy and reduce the friction to purchase.HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Marketers mail 12 billion catalogs each year- Direct Marketing Association, October 2012

Response rate for mailed catalogs averaged 4.3% in 2012- The Consumer’s Point of View, FGI Research, 2011

Page 30: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

Disney Star Wars Weekends saw a 25%

increase in merchandise sales of AR-enabled products

HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Marketers spend $58B on sponsorships globally every year

- End of Year Sponsorships Report, IEG, 2015

Page 31: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

AR leads customers to conversion directly

from print and measures that

conversion accurately.HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Print ads take up nearly 30% of US marketers’ budgets- Direct Marketing Association, October 2012

Yet measuring a print ad’s ROI is left to coupon codes,custom URLs, and guesswork.

Page 32: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

3 out of 5 marketers use no tools to measure event ROI- Hubspot, 2014

Hosting, attending, and exhibiting at events comprise 21% of corporate marketing budgets

- Forrester, 2014

78% of event organizers plan to

increase their use of social media for future

events.

- Eventility, 2013

Page 33: Sejarah dan Perkembangan Augmented Reality

Potensi Pasar Penggunaan AR

HP Aurasma, “Augmented Reality: The Next Marketing Channel” E-Book

http://austarlabs.com.au/wp-content/uploads/2015/12/AR-Marketing-2016-Ebook.pdf

Company sales increase 2.5% for every 2,000 business cards passed out

- CNN, BusinesscardABC, Freelance Folder, via Statistics Brain

Use AR to create a lasting first impression

and a more personal networking experience

Page 34: Sejarah dan Perkembangan Augmented Reality

Berita Terkini Seputar AR dan Teknologi Lainnya• http://j.mp/ARDaily

Page 35: Sejarah dan Perkembangan Augmented Reality

National Competition of Augmented Reality

• Registration: Feb, 27th – Apr, 30th

• App Submisson: Feb, 27th – May, 7th

• Final Event: May, 21st

• 10 finalists will be invited to Bandung!

http://j.mp/NCAR-info

Page 36: Sejarah dan Perkembangan Augmented Reality

National Competition of Augmented Reality

• Syarat:

– Aplikasi AR yang dibuat sebagian/seluruhnya menggunakan ARToolKit

– Peserta merupakan mahasiswa aktif pada kampus di seluruh Indonesia, dengan jenjang pendidikan apa pun (D1 s/d S3)

– Perorangan atau tim dengan max 3 anggota

http://j.mp/NCAR-info

Page 37: Sejarah dan Perkembangan Augmented Reality

National Competition of Augmented Reality

• Hadiah:

– Winner | Rp 10.000.000 + 1.000 Dicoding pts

– 2nd winner | Rp 5.000.000 + 1.000 Dicoding pts

– Runner up | Rp 2.500.000 + 1.000 Dicoding pts

– Most Inspiring Team

http://j.mp/NCAR-info

Page 38: Sejarah dan Perkembangan Augmented Reality

National Competition of Augmented Reality

• Registrasi segera agar mendapatkan update info terbaru mengenai kompetisi ini melalui email

• For more info, stay tune at:

– http://ncar.telkomuniversity.ac.id

– http://j.mp/NCAR-info

http://j.mp/NCAR-info

Page 39: Sejarah dan Perkembangan Augmented Reality

National Competition of Augmented Reality

• INFORMATION: http://j.mp/NCAR-info• FEEDBACK FORM: http://j.mp/NCAR-feedback• REGISTRATION FORM:

http://j.mp/NCAR-registration• SUBMISSION FORM:

http://j.mp/NCAR-submission• Komunitas ARToolKit Indonesia:

http://j.mp/ARToolKit-ID-FB• Link tsb di atas case sensitive

http://j.mp/NCAR-info