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Cardboard VR: Building Low Cost VR Experiences

Director at HIT Lab NZ
Apr. 14, 2016
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Cardboard VR: Building Low Cost VR Experiences

  1. CARDBOARD VR: BUILDING LOW COST VR EXPERIENCES Mark Billinghurst mark.billinghurst@unisa.edu.au April 14th 2016 CHIuXiD
  2. What You Will Learn • Virtual Reality Fundamentals + History • How to Build Cardboard VR Viewer • Example Cardboard VR Applications • Basics of Unity Programming • How to Make Panorama VR Applications • How to Create VR Scenes • How to Add Interactivity to VR Applications • Cardboard Design guidelines
  3. VIRTUAL REALITY
  4. Virtual Reality Computer generated multi-sensory simulation of an artificial environment that is interactive and immersive.
  5. David Zeltzer’s AIP Cube ! Autonomy – User can to react to events and stimuli. ! Interaction – User can interact with objects and environment. ! Presence – User feels immersed through sensory input and output channels Interaction Autonomy Presence VR Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators & Virtual Environments, 1(1), 127-132.
  6. Key Technologies • Autonomy •  Head tracking, body input •  Intelligent systems • Interaction •  User input devices, HCI • Presence •  Graphics/audio/multisensory output •  Multisensory displays •  Visual, audio, haptic, olfactory, etc
  7. Early Experimenters (1950’s – 80’s) Helig 1956 Sutherland 1965 Furness 1970’s
  8. The First Wave (1980’s – 90’s) NASA 1989 VPL 1990’s Virtuality 1990’s
  9. Jaron Lanier •  Founded VPL, coined term “Virtual Reality”
  10. Desktop VR - 1995 •  Expensive - $150,000+ •  2 million polys/sec •  VGA HMD – 30 Hz •  Magnetic tracking
  11. Second Wave (2010 - ) • Palmer Luckey •  HMD hacker •  Mixed Reality Lab (MxR) • Oculus Rift (2011 - ) •  2012 - $2.4 million kickstarter •  2014 - $2B acquisition FaceBook •  $350 USD, 110o FOV
  12. •  sddg
  13. Oculus Rift Sony Morpheus HTC/Valve Vive 2016 - Rise of Consumer HMDs
  14. Desktop VR 2016 • Graphics Desktop •  $1,500 USD •  >4 Billion poly/sec • $600 HMD •  1080x1200, 90Hz • Optical tracking •  Room scale
  15. https://immersivelifeblog.files.wordpress.com/2015/04/vr_history.jpg
  16. Market Size
  17. Computer Based vs. Mobile VR
  18. Mobile VR CPU: 300 Mhz HDD; 9GB RAM: 512 mb Camera: VGA 30fps Graphics: 500K poly/sec 1998: SGI O2 2008: Nokia N95 CPU: 332 Mhz HDD; 8GB RAM: 128 mb Camera: VGA 30 fps Graphics: 2m poly/sec
  19. Mobile Phone AR & VR • Mobile Phone AR • Mobile phone • Live camera view • Senor input (GPS, compass) • Mobile Phone VR • Mobile phone • Senor input (compass) • Additional VR viewer
  20. VR2GO (2013) •  MxR Lab •  3D print VR viewer for mobiles •  Open source hardware + software •  http://projects.ict.usc.edu/mxr/diy/vr2go/
  21. Multiple Mobile VR Viewers Available
  22. •  zxcvz
  23. CARDBOARD VR
  24. •  dsfsaf
  25. Google Cardboard • Released 2014 (Google 20% project) • >5 million shipped/given away • Easy to use developer tools + =
  26. Cardboard ($2) Lenses ($10) Magnets ($6) Velcro ($3) Rubber Band (1¢) Software Components
  27. Assembling the Cardboard Viewer
  28. Version 1.0 vs Version 2.0 •  Version 1.0 – Android focused, magnetic switch, small phone •  Version 2.0 – Touch input, iOS/Android, fits many phones
  29. Many Different Cardboard Viewers
  30. SAMPLE CARDBOARD APPLICATIONS
  31. Cardboard App • 7 default experiences •  Earth: Fly on Google Earth •  Tour Guide: Visit sites with guides •  YouTube: Watch popular videos •  Exhibit: Examine cultural artifacts •  Photo Sphere: Immersive photos •  Street View: Drive along a street •  Windy Day: Interactive short story
  32. 100’s of Google Play Cardboard apps
  33. Sample Applications
  34. Cardboard Camera • Capture 360 panoramas • Stitch together images on phone • View in VR on Cardboard
  35. Google Expeditions • Teacher led VR experiences • https://www.google.com/edu/expeditions/
  36. Building Your Own Application • Cardboard Viewer •  https://www.google.com/get/cardboard/ • Smart phone •  Android/iOS • Cardboard SDK •  iOS, Android, Unity •  https://developers.google.com/cardboard/ • Unity game engine (optional) •  https://unity3d.com • Content
  37. Cardboard SDK Features: 1.  Lens distor-on correc-on. 2.  Head tracking. 3.  3D calibra-on. 4.  Side-by-side rendering. 5.  Stereo geometry configura-on. 6.  User input event handling. Unity Cardboard SDK
  38. INTRODUCTION TO UNITY
  39. Unity 3D Game Editor
  40. SETUP
  41. Download and Install •  Go to unity3d.com/download •  Use Download Assistant – pick components you want
  42. Getting Started •  First time running Unity you’ll be asked to create a project •  Specify project name and location •  Can pick asset packages (pre-made content)
  43. Unity Interface •  Toolbar, Scene, Hierarchy, Project, Inspector
  44. Customizable Interface
  45. Building Scenes • Use GameObjects: •  Containers that hold different components •  Eg 3D model, texture, animation • Use Inspector •  View and edit object properties and other settings • Use Scene View •  Position objects, camera, lights, other GameObjects etc • Scripting •  Adding interaction, user input, events, etc
  46. GameObjects •  Every object in Scene is a GameObject •  GameObjects contain Components •  Eg Transform Component, Camera Component
  47. Adding 3D Content •  Create 3D asset using modeling package, or download •  Fbx, Obj file format for 3D models •  Add file to Assets folder in Project •  When project opened 3D model added to Project View •  Drag mesh from Project View into Hierarchy or Scene View •  Creates a game object
  48. Positioning/Scaling Objects •  Click on object and choose transform
  49. Unity Asset Store •  Download thousands models, scripts, animations, etc •  https://www.assetstore.unity3d.com/
  50. UNITY BASICS
  51. Making a Simple Scene 1.  Create New Project 2.  Create Game Object 3.  Moving main camera position 4.  Adding lights 5.  Adding more objects 6.  Adding physics 7.  Changing object materials 8.  Adding script behaviour
  52. CreateProject •  Create new folder and project
  53. New Empty Project
  54. Create GameObject •  Load a Sphere into the scene •  GameObject -> 3D Object -> Sphere
  55. Moving main camera •  Select Main Camera •  Select translate icon •  Move camera
  56. Add Light •  GameObject -> Light -> Directional Light •  Use inspector to modify light properties (colour, intensity)
  57. Add Physics •  Select Sphere •  Add Rigidbody component •  Add Component -> Physics -> RigidBody •  or Component -> Physics -> RigidBody •  Modify inspector properties (mass, drag, etc)
  58. Add More Objects •  Add several cubes •  GameObject -> 3D Object – Cube •  Move cube •  Add Rigid Body component (uncheck gravity)
  59. Add Material •  Assets -> Create -> Material •  Click Albedo colour box in inspector •  Select colour •  Drag asset onto object to apply
  60. Add Script •  Assets -> Create -> C# script •  Edit script using Mono •  Drag script onto Game Object
  61. Example C# Script GameObject Rotation using UnityEngine;
 using System.Collections;
 
 public class spin : MonoBehaviour {
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         this.gameObject.transform.Rotate(Vector3.up*10);
     }
 }
 #
  62. Scripting C# Unity 3D •  void Awake(): •  Is called when the first scene is loaded and the game object is active •  void Start(): •  Called on first frame update •  void FixedUpdate(): •  Called before physics calculations are made •  void Update(): •  Called every frame before rendering •  void LateUpdate(): •  Once per frame after update finished
  63. Final Spinning Cube Scene
  64. Resources • Unity Main site • http://www.unity3d.com/ • Holistic Development with Unity • http://holistic3d.com • Official Unity Tutorials • http://unity3d.com/learn/tutorials • Unity Coder Blog • http://unitycoder.com
  65. IMMERSIVE PANORAMAS
  66. Steps 1.  Create a new project 2.  Load the Cardboard SDK 3.  Load a panorama image asset 4.  Create a Skymap 5.  Add to VR scene 6.  Deploy to mobile phone
  67. New Project
  68. Load Cardboard SDK •  Assets -> Import Package -> Custom Package •  Navigate to CardboardSDKForUnity.unitypackage •  Uncheck iOS (for Android build)
  69. Load Cardboard Main Camera •  Drag CardboardMain prefab into Hierarchy •  Assets -> Cardboard -> Prefab •  Delete CameraMain
  70. Panorama Image Asset •  Find/create suitable panorama image •  Ideally 2K or higher resolution image •  Google “Panorama Image Cubemap”
  71. Add Image Asset to Project •  Assets -> Import Asset •  Select desired image •  Set Texture Type to Cubemap •  Set mapping to Latitude- Longitude (Cylindrical)
  72. Create Skybox Material •  Assets -> Create -> Material •  Name material •  Set Shader to Skybox -> Cubemap •  Drag texture to cubemap
  73. Create Skybox •  Window -> Lighting •  Drag Skybox material into Skypebox form
  74. Panorama Image in Unity
  75. One Last Thing.. •  CardboardMain -> Head -> Main Camera •  Set Clear Flags to Skybox
  76. Test It Out •  Hit play, use alt/option key + mouse to look around
  77. Deploy to Mobile (Android) 1.  Plug phone into USB • make sure device in debug mode 2.  Set correct build settings 3.  Player settings • Other settings •  Set Bundle Idenitfier -> com.Company.ProductName • Resolution and Presentation •  Default Orientation -> Landscape Left 4.  Build and run
  78. Deploying to Phone 1.  Plug phone into USB 2.  Open Build Settings 3.  Change Target platform to Android 4.  Resolution and Presentation •  Default Orientation -> Landscape Left 5.  Under Player Settings •  Edit Bundle Identifier – eg com.UniSA.cubeTest •  Minimum API level 6.  Build and Run •  Select .apk file name
  79. Running on Phone •  Droid@Screen View on Desktop
  80. CREATING 3D ENVIRONMENTS
  81. Key Steps 1.  Creating a new project 2.  Load Cardboard SDK 3.  Replace camera with CardboardMain 4.  Loading in 3D asset packages 5.  Loading a SkyDome 6.  Adding a plane floor
  82. New Project •  Camera replaced with CameraMain
  83. Download Model Package •  Magic Lamp from 3dFoin •  Search on Asset store
  84. Load Asset + Add to Scene •  Assets -> Import Package -> Custom Package •  Look for MagicLamp.unitypackage (If not installed already) •  Drag MagicLamp_LOD0 to Hierarchy •  Position and rotate
  85. Import SkySphere package •  SkySphere Volume1 on Asset store
  86. Add SkySphere to Scene •  Drag Skyball_WithoutCap into Hierarchy •  SkySphere_V1 -> Meshes •  Rotate and Scale as needed
  87. Add Ground Plane •  GameObject -> 3D Object -> Plane •  Set Scale X to 2.0, Z to 2.0
  88. Testing View •  Use alt/option key plus mouse to rotate view
  89. Adding More Assets •  Load from Asset store – look for free assets
  90. ADDING INTERACTIVITY
  91. Adding Movement Goal: Move in direction user looking when Cardboard Button pressed. • Key Steps 1.  Start with static screen 2.  Create movement script 3.  Add movement script to Camera head 4.  Deploy to mobile
  92. Static Scene
  93. Create Movement Script •  Add new script object •  Assets -> Create -> C# Script •  Edit script in Mono
  94. Add Script to Scene •  Drag Script onto Head object •  CameraboardMain -> Head •  Uncheck Track Position Box •  Adjust movement speed
  95. Adding More Interactivity •  Load Cardboard Demo application •  Assets -> Import Package -> Custom Package •  Load CardboardDemoForUnity.unitypackage •  Launch Demo Scene •  Assets -> Cardboard -> DemoScene
  96. Features Shown •  Gaze reticle + selection •  Viewpoint teleportation •  Menu panel overlay •  Audio feedback •  Event system
  97. DESIGN GUIDELINES
  98. Google Design Guidelines • Google’s Guidelines for good VR experiences: •  Physiological Considerations •  Interactive Patterns •  Setup •  Controls •  Feedback •  Display Reticle •  From http://www.google.com/design/spec-vr/designing- for-google-cardboard/a-new-dimension.html
  99. Physiological Considerations • Factors to Consider •  Head tracking •  User control of movement •  Use constant velocity •  Grounding with fixed objects •  Brightness changes
  100. Interactive Patterns - Setup • Setup factors to consider: • Entering and exiting • Headset adaptation • Full Screen mode • API calls • Indicating VR apps
  101. Interactive Patterns - Controls • Use fuze buttons for selection in VR
  102. Interactive Patterns - Feedback • Use audio and haptic feedback •  Reduce visual overload •  Audio alerts •  3D spatial sound •  Phone vibrations
  103. Interactive Patterns - Display Reticle •  Easier for users to target objects with a display reticle •  Can display reticle only when near target object •  Highlight objects (e.g. with light source) that user can target
  104. Cardboard Design Lab Application •  Use Cardboard Design Lab app to explore design ideas
  105. CONCLUSION
  106. Conclusion • Virtual Reality industry starting to boom again • Google Cardboard provides a great entry for VR •  Consumer hardware •  Cheap/free viewer •  Industry standard game engine •  High quality content •  Many tutorials/learning resources • The time to get started is now!
  107. RESOURCES
  108. Useful Resources •  Google Cardboard main page •  https://www.google.com/get/cardboard/ •  Developer Website •  https://www.google.com/get/cardboard/developers/ •  Building a VR app for Cardboard •  http://www.sitepoint.com/building-a-google-cardboard-vr-app-in-unity/ •  Creating VR game for Cardboard •  http://danielborowski.com/posts/create-a-virtual-reality-game-for- google-cardboard/ •  Moving in VR space •  http://www.instructables.com/id/Prototyping-Interactive-Environments- in-Virtual-Re/
  109. www.empathiccomputing.org @marknb00 mark.billinghurst@unisa.edu.au
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