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Vr ar-overview-explanations


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An overview and orientation to broadly-defined virtual and augmented reality with various examples.

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Vr ar-overview-explanations

  1. 1. Augmented Reality (AR) And Related Virtual Reality (VR) Technologies along the Immersive Experience Continuum Moving towards new definitions . . . and understandings
  2. 2. Agenda for VR/AR portion •Launch: A visual exploration along the continuum of immersion and augmented environments – emerging definitions •Highlights: VR  AR;360 cameras, mapping, location based AR, target based AR •Examples – from basic to advanced; possible ways for entry considered •The challenge going into new dimensions
  3. 3. Definition, as per Wikipedia – but we will look at the continuum from VR to mapping to AR
  4. 4. But where is reality? Is it Pokémon Go? Overlaying / augmenting the world
  5. 5. Ready Player One? Integrating real and virtual; past & present – within a story line
  6. 6. What about MIT’s Game Labs – from VR to location based AR?
  7. 7. Or, Wisconsin’s story, location-based AR - ARIS?
  8. 8. Universities are studying these environments over time . . . And, Empire State College has used VR environments since Second Life since 2005
  9. 9. Starting from VR - immersive 2d/3d - VR brings you into an alternative “universe” ● Open source - affordable for educators ● Pre-developed environments (islands) - use or repurpose ● Many free and Creative Commons resources an EXCELLENT open-access articles on the growing activities in and importance of VR environments
  10. 10. VR - immersive 2d/3d Open source - affordable for educators - Such as this Japanese historical setting for cultural immersion within a high school classroom an EXCELLENT open-access articles on the growing activities in and importance of VR environments
  11. 11. VR - immersive 2d/3d Open source - affordable for educators Used for social worker training – this setting mirror the home-base of leaders in this field an EXCELLENT open-access articles on the growing activities in and importance of VR environments
  12. 12. Low barrier entry 2d/3d • bf9x5BYs?hd=1 • Low resolution / web-based 2d/3d interface • Set up groups & interactivity – segue to more robust (that need viewer download)
  13. 13. VR - advanced immersive; on the other end of the spectrum ● High resolution graphics ● For-fee games ● 3d headsets - there already or are coming ● Costly & time consuming to develop ● Unity / Unreal Engine - key vendor; low cost developer entry
  14. 14. Specialized degrees & certificates – to really become expert ● Opening the way for AR / VR ● Note the money spent on gaming ● “With more than $60 billion in annual revenue, the game industry is bigger than Hollywood . . . “
  15. 15. VR - advanced immersive Better graphics; Military preparation Much already being done with simulations for military - “live,” interactive, operations preparation – M.O.S.E.S. Aviation has long used simulated training
  16. 16. VR - advanced immersive Simulations High quality / costly simulations - but can reduce the overall cost for clinical practice training A MALET student is developing training materials for this app
  17. 17. 360 cameras in medicine / healthcare Used in pre-clinical training for operating room procedures – a MALET students is creating videos for operating room tech training There is a need to optimize the time on the actual hospital floor
  18. 18. Moving into Augment Reality . . . For instance, updating the costly manikins - healthcare apps App under development - to use iPads over manikin to show interactive simulated patient responses, by a MALET student
  19. 19. Where/how can “you” gain entry into these augmented worlds? What are the viewer and developer requirements?
  20. 20. 360 cameras uploaded to 3d video players – an example here from YouTube Lets you experience • Events • Locations – operating rooms; factories; museums; churches • Geography / topography • Professional or amateur • Growing databases of user uploads national-parks/ - info on using Google Expeditions and US National Parks - video of using Google Expeditions
  21. 21. Smartphones have the intelligence to interpret and display the video footage • Features in the advanced phones can allow for 360 camera viewing, provide that you then have . . .
  22. 22. A 3d viewer, such as this inexpensive Google Cardboard viewer • Two cameras shoot the footage, stereoscopic lenses & an app integrate the images for human viewing • Here Google cardboard is holding a smartphone that is displaying a 360 camera view – two lenses “trick” the eye
  23. 23. Get a more sophisticated viewer • And, start viewing more educational apps too
  24. 24. Simple entry – by creating 360 AR or panoramic view • am/tools/360-cameras • Determine area / type of location to tape • Turn on camera directly or through phone app; tripod adds stability • Download to computer, simple editing, upload to 3d video (YouTube) • - basic camera review
  25. 25. Enhance a 360 or panoramic experience by: • — Placing the camera in the center of the desired action (oft times a challenge in action oriented scenarios); using remote cameras start from phone app to move camera person out of the picture • — Determining appropriate “action” scenes — is there a process, multifaceted environment, a nature phenomenon, a classroom setting, or the like that you could share effectively with a 360 perspective? • — Developing the additional contexts, supports or instructional resources needed to embed the video within a learning or communication scenario.
  26. 26. Advanced editing of 360 footage Advanced editing platform & footage from on a vessel – a MALET student on vessel navigation
  27. 27. Using what exists: Mapping & overlays
  28. 28. Mapping & overlays
  29. 29. Reminder: 360 cameras in medicine / healthcare Many apps for 360 besides geographic; panoramic perspective on work and processes
  30. 30. Headsets – VR / AR – immersion in the experience Moving beyond Google Cardboard
  31. 31. However, what can we expect from AR today? ● “Augmented Reality will not replace the older interfaces any time soon however, ever current computing interface still in use provide a valuable functionality and while in some cases it may be limiting, in others it is ideal” 2012 ● Therefore, we need the integration of technologies for their unique and for their blended purposes Augmented Reality : An Emerging Technologies Guide to AR Greg Kipper and Joseph Rampolla
  32. 32. How do you access AR? Viewing AR Smartphones / YouTube – 3d Headsets • Google Cardboard • Advanced Good desktop
  33. 33. How do you develop AR, today? Developing AR App - Unity / Unreal • Vuforia (target / pattern) • GPS – MapBox; AR Core (Google) • Other – fast growing Hovering items • Create – Blender/ Maja • Acquire • Advanced Unity, Turbosquid, Sketchup • Basic - Google Poly GPS
  34. 34. What are key AR challenges? ● Technical – the interface itself ● Social ○ Bringing in the users ● The vast complexity of the “system” where multiple components must work correctly Augmented Reality : An Emerging Technologies Guide to AR Greg Kipper and Joseph Rampolla “In this section we’ll explore some of the challenges with Augmented Reality and they are broken out into two categories: technical and social. Technical challenges examine things like the recognition problem and sensory accuracy as well as authoring limitations that stem from different hardware and software platforms and usage issues such as location and position. Social challenges explore the issues that don’t tie directly to the technology supporting AR, but rather some of the potentially negative side effects of using AR. Technical Challenges of Augmented Reality: As with any complex system, one requiring multiple components to work properly in order for the system to function, there will always be problems. AR systems are no different.”
  35. 35. Categorization of AR ● From - Augmented Reality : An Emerging Technologies Guide to AR Greg Kipper and Joseph Rampolla E-book – Chapter 2; available through AR Functions: -- the augmented perception of reality -- the creation of an artificial environment Recognition & Tracking Challenges – “part of the reason the recognition problem is one of AR’s biggest challenges: the imperfection of the real world in contrast to a lab or test environment”
  36. 36. Categorization of AR Augmented Reality : An Emerging Technologies Guide to AR Greg Kipper and Joseph Rampolla E-book – Chapter 2; available through AR Methods, based on recognition types: • pattern -- performs recognition of basic shape or marker which it replaces with a static or moving digital element (3d model, audio or video, or website/info) • outline – recognizes a body feature & has an interactive virtual embodiment • location – interacts with smartphone or device within real world (GPS based) • surface – augments surfaces in physical spaces (Google ARCore)
  37. 37. BUT WHERE HAVE YOU SEEN THIS ALREADY? QR (quick response) codes – a simple form of AR pattern recognition ● Get QR apps developer (many free) ● Create text term that generates the item (a website address, perhaps; forms & other uses are possible (for fee)) ● Generate the pattern (press a button)
  38. 38. Testing the QR code ● Test the pattern on your own computer – move from download on system tray to a desktop icon and use your cell phone ● Place QR image on websites, posters, documents, e-sharing ○ Someone with a smartphone with a QR reader (free app) can hover over QR code, click, and see your app
  39. 39. Moving to more sophisticated VR app development, at least for today • Need more powerful means of generating the application • Location based – apps / software that overlays the game engine developers • Unity / Unreal Engine • Add ons and plug in’s being developed • Google entering this game through Google AR Core • You need a crystal ball to know how this field will define itself • True of the entire emerging / immersive tech areas
  40. 40. AR – location based: Using MapBox (open source) to bring in 3d locations into Unity for development Associated with AR application, although more strictly a mapping application Using AR over GPS locations is upcoming with Google’s large scale entry
  41. 41. More mapping apps – integrating maps & AR Integrating features from Google maps into the AR development software Eventual education, textbook publishing, marketing, tourism, and commercial
  42. 42. More mapping applications – topography & elevation 3D of satellite imagery too
  43. 43. Bringing in GPS coordinates
  44. 44. AR Core - Google • https://developers • Watch for more to come from Google • GPS built – outdoors and in home / office settings too
  45. 45. Reminder on ways to view: From basic Google Cardboard to haptic (sensory) devices too
  46. 46. Pattern recognition AR: Developing apps (animations, websites, etc.) to appear over these targets via shared apps & targets An example – a 3d receipe book shown by bringing smartphone over the ketchup label and taking its picture You would need an app reader on phone; or, headset Logistics & mechanical issues – but the vision
  47. 47. How do you make AR apps? • Locating courses • Not yet onto basic education servers like • – good pricing; leading edge; fewer instructional features, though
  48. 48. Help from Unity • Unity has courses too, may have AR some day but most through the vendors
  49. 49. Creating AR
  50. 50. Vuforia -
  51. 51. Marketing / Product info • https://youtu.b e/6-3nEIX_VRY • YouTube of Heinz ketchup bottle & phone app • Need a common target for this type
  52. 52. AR targets that can trigger 3d hovering items & more; must have a shared app & common target Trigger must be available to client - good for product manufactures - AR Core video clip Choose a target sufficiently complex (the number of turning points in the image) and also available to your view
  53. 53. Demo of hovering AR objects An animated samurai warrior hovering over a 9 of clubs
  54. 54. AR targets can trigger 3d hovering when you share the app ● How to share beyond fun - can gather some of the codes for websites and the like (put these on your websites too) ● Growing repository of apps – contributions from public – attributions ●
  55. 55.
  56. 56. More from Google Poly
  57. 57. AR targets that can trigger 3d hovering with shared apps & triggers Creating within Unity & Vuforia & publishing to APK for mobile or computer The intended audience must share the common trigger & have the app Share via app store or providing APK direct transfer
  58. 58. AR development platform, example Work with Unity (game engine) & Vuforia for the target connection Interface showing working space; player button; Assets & folders; Inspector panel You develop “scenes” with different objects / items being shown – trigger item on the bottom here
  59. 59. AR - designing buttons, scene changing
  60. 60. AR – setting hovering animations
  61. 61. AR – integrating buttons & background app images
  62. 62. 2d & 3d overlays
  63. 63. Microsoft 3d – with standard Microsoft Office Suite
  64. 64. How can we think, plan and develop for these new ways of communicating? Tools Ideas Communities
  65. 65. So . . . what are we creating for their future?