Augmented Driving Experiments
Over the past couple of months I’ve had the chance to get in a bit of research and development time with Unity, and one of the areas I have looked at is Augmented Reality. By far the most entertaining experiment so far has been my “AR Driving” demo. It could be said that this particular demo isn’t strictly AR (because it doesn’t overlay graphics on the video stream) but still, it uses AR technology to map the orientation of an AR marker to the steering, acceleration and braking of a car. I recently demoed it in our London office, result: Fun!
The demo works by reading the orientation of a single AR marker printed on an A4 sheet. The sheet is folded so that the marker is visible to the camera on one side, and a steering wheel image is visible on the other side – so the user knows which way up to hold the paper!
The rotation around the Z axis (as in, turning the steering wheel) is mapped to the car steering, although not entirely linearly – in order to make the controls easy to use it required a few tweaks, such as smoothing out the sometimes jittery raw data, and giving bias to a ‘not-quite-dead zone’ around the zero-degrees rotation area to make it easier to drive the car in a straight line.
The acceleration and braking controls are implemented by reading the “tilt” of the marker around the X axis. Holding the marker straight-on to the camera gives the equivalent of a steady gentle press on the accelerator. Tilting the top edge towards the camera pushes down the accelerator, while tilting it away releases the accelerator completely and applies the brakes.
The final result is a fairly intuitive driving control, and most people who had a try in the office seemed to find the car responsive and easy to control on their first try, as the video shows!








