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Augmented Reality - Let’s Make Some Holograms! (UXD Version)


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An overview of the HoloLens, Augmented Reality Terminology and Concepts, User Experience Design

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Augmented Reality - Let’s Make Some Holograms! (UXD Version)

  1. 1. 1 Augmented Reality Let’s Make Some Holograms!
  2. 2. Goal of this Presentation 2 Learn AR Terminology Build an Application Highlight UXD Challenges See Lots of Examples
  3. 3. About Me Senior Software Architect @PoshPorcupine
  4. 4. Presentation Roadmap 4 Holograms Persistence Control Real World Understanding Spatial Mapping Plane Finding Spatial Understanding Gaze Cursor Gestures Voice Billboarding Placement Physics World Anchors
  5. 5. Holographic Lens 1268 x 720 Per Eye 3 Waveguide Lenses Per Eye Intel Atom CPU X5-Z8100 1.4 GHZ 2GB Ram Holographic Processing Unit Custom build Microsoft GPU Sensors 4 Environment Cameras 1 Depth Camera 1 Video Camera 4 Microphones 1 Light Sensor What is the HoloLens? 05
  6. 6. Development Tools 6 Visual Studio 2015 Update 3 Windows 10 SDK Unity 3d HoloLens Technical Preview HoloLens Emulator HoloToolkit / HoloToolkit-Unity
  7. 7. Real World Understanding 7
  8. 8. World Coordinate System 1 Unit = 1 Meter User Start is Origin X=0, Y=0, Z=0 Hidden Triangles Called the Spatial Mesh Spatial Anchors Attach Hologram to Reference Points in the Spatial Map Spatial Mapping 08
  9. 9. Room Spatial Mesh Visualized with Solids in the Illustration Physics Holograms and Real World interact with each other through Game Engine Physics Occlusion Works Both Ways Plane Finding Ability to Find Planes in the Real World What do we get? 09
  10. 10. Uses Spatial Map Spatial Map Data used to find Planes Type of Planes Walls Floor Ceiling Horizontal Surfaces Other Skipping this Topic We now have Spatial Understanding Plane Finding 010
  11. 11. World Understanding More Detail than Spatial Map Topology Queries Simple Surface and Spatial Queries Object Placement Solver Constraint Based Placement of Object Sets Shape Queries Look for Real World Shape Matching Custom Shape by the User Spatial Understanding 011
  12. 12. Demos Spatial Mapping Spatial Understanding
  13. 13. User Feedback of Progress Present the Spatial Map Visually as the User Creates it Know the Detail Needed Let the User Stop After the Minimum is Obtained Video Demo Fragments by Rare Software Fit Into User Experience Blend it into the App Experience Mapping UXD 013
  14. 14. Holograms 14
  15. 15. Body Locked Tags Along with the Display Display Locked Positionally Locked to the Display Use Sparingly Clinginess is Frustrating for Users Breaks Illusion Holograms are Intended to Blend, Not Overlay Billboarding 015
  16. 16. Relative to Origin Origin is Starting Position, Not Current Position Relative to Real World Must take into Account, Real World Objects Spatial Understanding Used to Accurately Place Objects with Object Placement Solver Plane Finding Used to Quickly Find Ceiling, Tables, Walls, and Other Surfaces Placement 016
  17. 17. Tracks World State Real World Objects and Holograms Placement Types OnFloor, OnWall, OnCeiling, OnShape, OnEdge, OnFloorAndCeiling, RandomInAir, InMidAir, UnderFurnitureEdge Placement Constraint NearPoint, NearWall, AwayFromOtherObjects, AwayFromPoint Placement Rules AwayFromPosition, AwayFromWalls, AwayFromOtherObjects Object Placement Solver 017
  18. 18. Unity Engine Provided Add a RigidBody to Any Hologram to Make it Observe Game Engine Physics Spatial Map Collider Each Plane in the Spatial Mesh Receives a Unity Collider Not the Other Way Real World Objects are not Impacted by Holograms Real World Impact Holograms are Impacted by Real World Physics 018
  19. 19. Demos Placement Solver Physics
  20. 20. Not Too Close Too Close and Users “Slip Inside” the Holograms Not Too Far Limited Display Resolution Avoid 2D UI Try Not to Create a 2D Interface in a 3D Environment Focal Plane Place Videos, Text, or Other 2D UI at About 2 Meters Placement UXD 020
  21. 21. Typography Print Design is Relevant Specifically Billboard and Poster Design Mock In VR or AR 2D Prototypes Will Disappoint User Feedback AR Environment is New and Distracting, Give the User Clarity Be Strategic with Targets Don’t Place UI Where User will Accidently Click Designing UI 021 Source: James Hsu of Disney
  22. 22. Control 22
  23. 23. Detects Using Raycast Raycast from User’s Eyes to Unity Collider Primary Interaction Looking At Holograms is the Primary Way to Interact with Holograms Real World has Colliders Remember During Spatial Mapping the Real World is given Colliders Invisible Objects Any Holograms missing a Collider are not Selectable with Gaze Gaze 023
  24. 24. Center of View Display Locked to Center of View Requires Gaze Cursor Depends on Gaze, Expect Both to be in Every Project Stick with Standard Cursor Use Microsoft Provided Cursors Unless you Have a Good Reason to Customize, TIP: You Don’t Selection Primarily used for Selection Confirmation in Conjunction with Gaze and Gestures Cursor 024 The Cursor
  25. 25. Bloom Task Switch / Start Menu Air Tap Similar to Primary Mouse Button Manipulation Typically Used to Move or Drag Items Hold Similar to Right Clicking Gestures 025
  26. 26. Auxiliary Controls The Real Right Click Use Windows 10 Speech Standard Engine Built into Windows System Level Commands Select == Air Tap Face Me Bigger Smaller Concise Commands Too Long is Hard to Remember Too Short is Hard to Differentiate Voice Input 026
  27. 27. Demos Gaze / Cursor Voice Input
  28. 28. Real World Paradigms A Square Work Area with a Distinct Front causes the User to Remain Stationary Use Physical Space Use the Whole Physical Space: Floor, Ceiling, Walls, Floating… Controls May be Blocked Use Ghosting to Show UI through Out of Frame Content Use Attention Directors: Spatial Sound, Light Rays, Thought Bubbles Interaction Design 028
  29. 29. Persistence 29
  30. 30. Frame of Reference Requires Stationary Frame of Reference all Anchors are Tracked Relative to Attaches Hologram Hologram is Attached to Frame of Reference, Remains Stationary as Coordinate System Changes Persistable HoloToolkit has built in Serializer Separate Coordinate System Anchor has own Coordinate System, adjusts as World Coordinate System changes to Keep Hologram in Place Spatial Anchors 030
  31. 31. Unity Specific for AR Not Hololens Specific, Unity Specific Uses Spatial Anchor World Anchor is a Wrapped Spatial Anchor Persist Between Sessions Survives App Restarts Unity Anchor Store World Anchors are Managed by Unity Engine World Anchors 031
  32. 32. LIVE DEMO!!! 32 01 02 03 04 05 06 Place Holograms Map the Room Use A Gesture Shadows Voice Commands Physics
  33. 33. In Summary 33 Holograms Persistence Control Real World Understanding Spatial Mapping Plane Finding Spatial Understanding Gaze Cursor Gestures Voice Billboarding Placement Physics World Anchors
  34. 34. 34 @poshporcupine Any Questions?