WEBVTT - Hiding in Augmented Reality

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<v Speaker 1>A breakthrough. An augmented reality does something that appears to

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<v Speaker 1>be simple but in fact is really tricky and lets

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<v Speaker 1>you hide a virtual object behind a real one. I'm

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<v Speaker 1>Jonathan Strickland, and this is tech stuff. Daily. Augmented reality

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<v Speaker 1>involves using some form of display or output device to

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<v Speaker 1>overlay digital information on top of the real data we

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<v Speaker 1>encounter out in the physical world. The typical representation of

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<v Speaker 1>this is some form of goggles or handheld display that

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<v Speaker 1>overlays computer generated imagery on top of a view of

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<v Speaker 1>our physical surroundings. This is just one type of augmented reality,

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<v Speaker 1>but it's a common one. There are numerous smartphone apps

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<v Speaker 1>that will let you look at the world through your

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<v Speaker 1>smartphone screen. You're looking at a live video feed captured

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<v Speaker 1>by the smartphones camera. The app will overlay some sort

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<v Speaker 1>of digital information on top of your live video view

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<v Speaker 1>of the world. It might be directions, such as an

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<v Speaker 1>arrow pointing to the indicating you need to make a

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<v Speaker 1>left turn to get to your pizza parlor. Or it

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<v Speaker 1>might be a virtual character in a game, perhaps a

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<v Speaker 1>big boss you have to battle before you can cross

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<v Speaker 1>the threshold of your local pizza parlor to get a

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<v Speaker 1>pepperoni slice. It's lunchtime. But one challenge a our developers

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<v Speaker 1>have faced is called occlusion. Occlusion in this sense is

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<v Speaker 1>all about an object blocking another object in the real world.

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<v Speaker 1>If one opaque object passes behind another, of course we

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<v Speaker 1>lose sight of it for a moment. For example, if

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<v Speaker 1>we play hide and seek and you go stand behind

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<v Speaker 1>a tree. When I look around, I'm not going to

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<v Speaker 1>see you, assuming of course you're using the tree to

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<v Speaker 1>block my view of you. And if you walk in

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<v Speaker 1>front of the tree, I'll see you, but I won't

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<v Speaker 1>be able to see the parts of the tree you're

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<v Speaker 1>covering up. This is obvious. We experience this every day,

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<v Speaker 1>so I know I'm not sharing anything new with you.

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<v Speaker 1>But now let's imagine we're using an augmented reality application

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<v Speaker 1>and hardware. We have to teach this system to recognize

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<v Speaker 1>the border of real world objects within view. It also

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<v Speaker 1>must recognize the relative distance of those objects from the camera,

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<v Speaker 1>as well as the virtual distance between the display and

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<v Speaker 1>the virtual object. Only then can such a system allow

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<v Speaker 1>for a virtual object to pass behind or in front

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<v Speaker 1>of a real one and have it reflected in the

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<v Speaker 1>display so it looks like it's really happening in front

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<v Speaker 1>of your eyes. This is a non trivial problem. A

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<v Speaker 1>research team at the University of Arizona's College of Optical

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<v Speaker 1>Sciences have a prototype display that tackles this issue. Their

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<v Speaker 1>display allows for a virtual object to be blocked by

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<v Speaker 1>a real world object. It also allows the virtual object

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<v Speaker 1>to block other objects that are behind it. That behind

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<v Speaker 1>was in air quotes, because obviously the virtual object isn't

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<v Speaker 1>really in the physical space at all. According to Professor

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<v Speaker 1>Hong Hua, the display takes the view of the real

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<v Speaker 1>world and with lenses, images it upon a spatial light modulator.

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<v Speaker 1>These are devices that can alter or modulate polarization, amplitude,

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<v Speaker 1>and phase of light beams. They often will modify the

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<v Speaker 1>intensity of a lightbeam, though more advanced ones can do

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<v Speaker 1>all sorts of funky things with light. The team used

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<v Speaker 1>a spatial light modulator to create a mask that blocks

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<v Speaker 1>out the bit of the real world that the virtual

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<v Speaker 1>object will inhabit. This modulated image is what then reaches

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<v Speaker 1>the display that you can see. One thing that's necessary

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<v Speaker 1>to make all this work is a depth sensor. Without

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<v Speaker 1>a depth sensor, the system cannot know which objects are

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<v Speaker 1>closer to the lens and which are further away. There

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<v Speaker 1>needs to be a way to measure that distance and

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<v Speaker 1>then calculate where a virtual object should fall based upon

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<v Speaker 1>that objects virtual distance from the viewer. This is a

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<v Speaker 1>big jump from just overlaying a digital image on top

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<v Speaker 1>of a video view of the world. This is incorporating

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<v Speaker 1>computer generated imagery into a real environment as if it

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<v Speaker 1>too were just as real. Law says that it will

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<v Speaker 1>likely be sometime before we see this capability built into

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<v Speaker 1>consumer headsets. She says her team's solution wasn't exactly sleek

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<v Speaker 1>and sexy. They were just trying to get a system

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<v Speaker 1>that worked. Refining that system into something more consumer friendly

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<v Speaker 1>will take some time to get it down to a

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<v Speaker 1>format that might fit in, say a pair of special

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<v Speaker 1>glasses will take even more time, but the foundation is there.

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<v Speaker 1>To learn more about augmented reality, mixed reality, and all

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<v Speaker 1>sorts of other types of reality. Subscribe to the Tech

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<v Speaker 1>Stuff podcast every Wednesday and Friday. I look at big

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<v Speaker 1>topics and tech and really explore how they work and

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<v Speaker 1>why they're important. I'll see you again soon.