AUGMENTED REALITY APPARATUS AND METHOD
20210166030 · 2021-06-03
Inventors
Cpc classification
H04N5/2621
ELECTRICITY
H04N2201/3245
ELECTRICITY
H04N1/32144
ELECTRICITY
International classification
G06T19/00
PHYSICS
H04N1/32
ELECTRICITY
Abstract
An augmented reality experience is provided to a user of a hand held device, such as a mobile phone, which incorporates an electronic processor, a camera and a display. Images taken from video footage are displayed in a display of a hand held device together with a live camera view, to create the illusion that the subject of the video—i.e., the virtual moving image—is present in the field of view of the camera in real time. In this context the term “real world” image means an image taken from reality, such as a physical, real-world scenario using an electronic photo-capture technique, e.g. video recording. A camera of a hand held device is aimed at a well-known object, which is recognisable to the device. A moving virtual image of an actor playing the part of an historical figure, chosen because of its relevance to the object, is displayed.
Claims
1.-18. (canceled)
19. An apparatus for displaying an augmented reality on a display of a device having a camera, the apparatus comprising: a context identification unit for identifying a context video image captured by the camera; a virtual image retrieval unit for selecting and displaying a virtual image in the display; and a virtual image positioning unit for positioning the virtual image in the display, wherein the apparatus is arranged to display the virtual image comprising content from an electronically captured, real world video image from a different reality including a subject, that is cut out and taken from the real world video image of the different reality and transplanted into the video captured by the camera, whilst a user views on the display the video captured by the camera, wherein the positioning of the virtual image by the positioning unit includes anchoring the virtual image, and sizing the virtual image, in real time with respect to the context video image as it is being captured, to create the illusion that the subject is present in the field of view of the camera in real time, in the display, and wherein the display supports a 3-D video playback format and the virtual image is displayed in 3-D to provide a user with an apparent 3-D viewing experience.
20. The apparatus according to claim 19, wherein the virtual image comprises a sequence of still images taken from a moving video.
21. The apparatus according to claim 19, wherein the virtual image comprises a continuous moving video image.
22. The apparatus according to claim 19, wherein the virtual image comprises an image of a person, creature or other real-world object or article.
23. The apparatus according to claim 19, wherein the context identification unit is arranged in use to identify a context by comparing at least one object in a field of view with stored data from a plurality of objects.
24. The apparatus according to claim 19, wherein the image retrieval unit is arranged in use to select an image from a plurality of stored images according to context information determined by the context identification unit.
25. A method of displaying an augmented reality on a display of a device having a camera, the method comprising identifying a context video image captured by the camera; and selecting, positioning, and displaying a virtual image on the display, wherein the virtual image comprises an electronically captured, real world video image from a different reality including a subject, that is cut out and taken from the real world video image of the different reality and transplanted into the video captured by the camera, whilst a user views on the display the video captured by the camera, wherein the positioning of the virtual image include anchoring the virtual image and sizing the virtual image, in real time with respect to the context video image as it is being captured, to create the illusion that the subject is present in the field of view of the camera in real time in the display, and wherein the display supports a 3-D video playback format and the virtual image is displayed in 3-D to provide a user with an apparent 3-D viewing experience.
26. The method according to claim 25, wherein the virtual image comprises sequence of still images taken from a moving video.
27. The method according to claim 25, wherein identifying the first pattern comprises comparing at least one object in the field of view with stored data from a plurality of objects.
28. The method according to claim 25, wherein the virtual image is selected from a plurality of stored images according to determined context information.
29. The apparatus according to claim 19, wherein the device is a hand-held device.
30. The method according to claim 25, wherein the virtual image is displayed on the display of a hand-held device.
31. The apparatus according to claim 19, wherein the at least one context video image comprises an image of a real-world object captured by the camera.
32. The apparatus according to claim 19, wherein the at least one context video image is derived from a two-dimensional image.
33. The apparatus according to claim 19, wherein the virtual image is arranged to be re-sizable in response to human interaction with the display.
34. The apparatus according to claim 19, wherein the virtual image is arranged to be re-sizable in response to user-input using a finger and thumb technique.
35. The apparatus according to claim 19, wherein the virtual image is that of a human figure.
36. The method according to claim 25, wherein the context image comprises an image of a real-world object captured by the camera.
37. The method according to claim 25, wherein the at least one context video image is derived from a two-dimensional image.
38. The method according to claim 25, further comprising resizing the virtual image by human interaction with the display.
39. The method according to claim 25, further comprising re-sizing the virtual image using a finger and thumb technique.
40. The method according to claim 25, wherein the virtual image is that of a human figure.
41. The apparatus according to claim 19, wherein the positioning unit is responsive to a drag and drop interaction by a user touching the display to re-position the virtual image within the display.
42. The method according to claim 25, wherein the virtual image is re-positioned within the display by a drag and drop user-interaction with the display.
43. The method according to claim 25, wherein the virtual image is anchored with respect to a first pattern detected in the context video image comprising: detecting a first object pattern and a second object pattern within the context video image; anchoring the virtual image to the first object pattern; determining whether the first object pattern and the second object pattern have changed in the display; and determining whether to adjust a position of the virtual image.
44. The apparatus according to claim 19, wherein to anchor the virtual image with respect to a first pattern detected in the context video image, the positioning unit is configured to: detect a first object pattern and a second object pattern within the context video image; anchor the virtual image to the first object pattern; determine whether the first object pattern and the second object pattern have changed in the display; and determine whether to adjust a position of the virtual image.
Description
[0025] Preferred embodiments of the present invention will now be described by way of example only with reference to the accompanying diagrammatic drawings in which:
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[0040] The embodiment described below aims to provide an augmented reality experience to a user of a hand held device, such as a mobile phone, which incorporates an electronic processor, a camera and a display. In particular, images taken from video footage are displayed in a display of a hand held device together with a live camera view, to create the illusion that the subject of the video—ie the virtual moving image—is present in the field of view of the camera in real time.
[0041] In this context the term “real world” image means an image taken from reality, such as a physical, real-world scenario using an electronic photo-capture technique, e.g. video recording.
[0042] In order to achieve this the device must undertake various processes, including acquiring contextual information from the camera view, obtaining an appropriate virtual image, positioning the virtual image within the camera view, optionally anchoring the virtual image with respect to the context and optionally sizing the virtual image within the camera view.
[0043] The processes may be performed by an electronic processor of the hand held device.
[0044] The data necessary for the reconstruction of the virtual moving image, together with one or more programs for facilitating the necessary processes for manipulating it to provide the augmented reality experience, are downloadable to a hand held device in the form of a specialist program, or software application, known widely as an app. The app can preferably be updated to present the user with fresh viewing experiences.
[0045] The first example described in detail below is that of an augmented reality system for use as a guide at a visitor attraction, in which a virtual image of a figure is displayed within the real world camera view to provide information, via an associated audio file, about the attraction.
[0046] Turning to
[0047] Moving virtual images 14 are stored in the device as sequences of still images taken from a video file, and synchronised with an appropriate audio file, when the app is downloaded and the appropriate one is chosen after the context has been determined.
[0048] Turning to
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[0053] In order to maintain the illusion that the figure is actually present beside the attraction, it is necessary that the position of the figure—ie the image 14—be spatially anchored with respect to the object 12. This is because if the user moves whilst viewing the object and the virtual image through the camera, an image that is fixed with respect to the camera screen would quickly fail to maintain the illusion of reality.
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[0056] A second object 34 is then detected by the device, to provide depth information. The image is then anchored to the first object—ie the position of the image in x, y and z coordinates with respect to the location of the first object 32 is determined. The device then checks regularly to determine whether the object pattern—ie of objects 32 and 34—has changed, which would occur if the user holding the device had moved. If the device determines that there has been movement the device re-scans the field of view and determines the closest match to the initial pattern of objects 32 and 34 to ensure that the position of the virtual image 14 is still true.
[0057] The above-described approach allows a user to lock the anchor to a known object within the display, in almost any location, efficiently and invisibly. If there is no specific object from which to take a reference—such as an open field, for example, then the system reverts firstly to a pre-loaded recognition library and then if no view is recognised a digital compass and GPS reference are used to fix the location of the image in real space.
[0058] The use of GPS and digital compass bearing by the anchoring system is depicted schematically in
[0059] The apparent size of the image with respect to objects in the camera view is also important to maintain the illusion of reality.
[0060] Sophisticated algorithms are employed by the device to adjust the size of the image smoothly as the user moves towards or away from the object 12. The autofocus function of the camera lens may be employed to provide data concerning a change in the distance from the object. If the device does not possess an autofocus function then the distance to the recognised object can be calculated using stored data about its origin. Both techniques can be used, where available, to provide a more accurate reading.
[0061] Alternatively, the user can manually re-size the image 14 using the pinch technique 22 described earlier.
[0062] If a relatively cramped location is detected by the system, such as an indoor location, or a medieval street scene for example, the device automatically re-sizes the image to a larger size so as to maintain realism.
[0063] The system also allows the capture of still or video images bearing both the real view and the virtual image.
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[0065] At step 100 the process begins. At step 102 object recognition rules are read from a database. At step 104 the device reads the view and at step 106 it checks for a recognisable pattern. The device loops until a pattern is detected. Once a pattern is detected an appropriate moving image is selected from a library at step 108. At step 110 the image is positioned and play begins. Step 112 awaits a user input. Options to exit 114, re-size 116, anchor 118 or reposition 120 are available. If the user selects to exit the app at step 114 the app is stopped at step 122. Otherwise the video image continues to play at step 124.
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[0067] The above examples describe using touch controls, which may be different to the ones described. However, where the apparatus supports it, non-contact gestures may be employed to control the device. Similarly, where the apparatus supports it, voice commands may be used to control the apparatus.
[0068] The contextual information may be derived from a “real world” image, as viewed through the camera of the device, or may be derived from a two-dimensional image, such as a printed page, photograph or electronically displayed image. This allows the techniques described above to be used to enhance a user experience in a wide variety of circumstances, such as viewing a printed publication or advertisement. In one embodiment (not shown), the virtual image can be made to appear to rise or “pop” up from a such a two dimensional context.
[0069] Image processing techniques may be employed to create virtual shadows for the virtual image, so as to enhance the perception that the virtual image is a real one. Similarly, image processing techniques may be employed to balance the apparent brightness of the virtual image relative to the real world context being viewed through the device.
[0070] Although the examples described above are of a two-dimensional viewing experience, the techniques described herein may also be applied to an apparent three-dimensional viewing experience where the apparatus supports this, such as in 3-D video playback formats.
[0071] In the above description, the term “virtual image” is intended to refer to a previously captured or separately acquired image—which is preferably a moving image—that is displayed on a display of the device whilst the user views the real, or current, image or images being captured by the camera of the device. The virtual image is itself a real one, from a different reality, that is effectively cut out from that other reality and transplanted into another one—the one that the viewer sees in the display of his device.
[0072] Whilst endeavouring in the foregoing specification to draw attention to those features of the invention believed to be of particular importance, it should be understood that the applicant claims protection in respect of any patentable feature or combination of features referred to herein, and/or shown in the drawings, whether or not particular emphasis has been placed thereon.