Note: please forgive the somewhat esoteric nature of this post. This is a pet interest of mine and hopefully by the end you'll have an idea of how augmented reality displays might be of importance to you.
Augmented reality (AR) is likely the next step in our interactions with computers. AR refers to computer generated information that is overlaid or composited in with our real surroundings. As computers continue to shrink while becoming more powerful, we'll integrate them more with our lives. A large part of that integration will be new and better display technologies.
Ideally, we'd like our displays to have the following four properties:
- Available. For AR to work we need a display that is almost never inaccessible to the user. The user shouldn't have to move in order to see the display.
- Unobtrusive. If users are going to wear the display for hours at a time, it needs to not interfere with the user's senses or movement. It should also be comfortable to wear.
- Shareable. The should be able to be shared with other people in close physical proximity without compromising the owner's experience. This will become less important as display tech diffuses into the population. If everyone has a display then users can invoke consensual imagery to share.
- Robust. The display has to work in a wide range of conditions. It should be fully visible in any ambient light, from direct sunlight to total darkness.
So, how do existing and developing displays measure up to these ideals? The most common display is the emissive or reflective flat panel. From LCD's to AMOLED's to e-ink, they are all shareable and they are mostly robust. However, if your display is in your pocket or bag it is not available. And if it is available, whether in your hand or strapped to your wrist (or worse, your head), it is not very unobtrusive. They can be made less obtrusive, as in the
EyeTap, which is a semi-transparent display incorporating a camera mounted at eye-level. It uses a beam splitter, which means that the unaided view is diminished somewhat.
The sort of head-up display most of us are familiar with is the type common in many commercial aircraft cockpits. A transparent panel sits in front of the pilot and a projector displays on to the panel, giving the appearance of a display hovering in front of the eye.
Miniaturized versions of this type are currently in the prototype stage. Since they sit between the eye and the subject, HUDs are always available. If built into lightweight glasses, they are also unobtrusive. However, they can get washed out in bright light, and you won't be sharing your YouTube kitty videos with that cute girl/guy on the bus without taking off the display and handing it over.
Retinal imaging displays are a specialized type of head-up display that scans a laser beam across the user's retina, similar to the way the electron gun scans the phosphor screen of a CRT television. There are only two companies (that I know of) showing off prototype retinal displays:
NEC and
Brother. The user experience of a retinal display is said to be similar to a projection-type HUD, but with better contrast. This increases the robustness, plus the lack of a transparent panel makes retinal displays less obtrusive. They are just as available as projection HUDs and just as un-shareable.
The final type of display tech I'll evaluate is the pico-projector. This is probably the newest and most experimental display for AR applications, even though it is quite simple in theory. A tiny projector is worn somewhere on the body with a field of view co-incidental with the user. Information is displayed on a wall, the user's hands, or any other close surface. Operating out of the MIT Media Lab,
SixthSense is the pioneer this field. As long as the pico-projector has a clear line of sight to a nearby surface this display is available. So, less available than the two HUDs but more available than a flat panel.
Providing pico-projectors continue to shrink, I'd consider this the most unobtrusive display. Already we're seeing
projectors that can fit in a cell phone. It is likely that in the near future projector modules will be small enough to build into clothes or accessories without much added bulk. This display is, of course, shareable. Projected images wash out in bright light, however. This lack of robustness is exacerbated by the projected surface's unpredictable geometry. A fixed projection display might look fine when facing a white wall, but it would be an unreadable jumble when cast upon your hand or the portly gentleman in front of you in the Starbucks line.
So, I've examined four display technologies and they each have at least one flaw that keeps them from AR perfection. All is not lost, however! My next post will address a way forward for pico-projectors and the possibility of combined display systems.