SlideShare a Scribd company logo
1 of 147
Download to read offline
VR APPLICATIONS
COMP 4010 Lecture Ten
Mark Billinghurst
October 12th 2021
mark.billinghurst@unisa.edu.au
LECTURE 10 REVIEW
How can we Interact in VR?
• How can VR devices create a natural user experience?
Universal 3D Interaction Tasks in VR
• Object Interaction
• Selection: Picking object(s) from a set
• Manipulation: Modifying object properties
• Navigation
• Travel: motor component of viewpoint motion
• Wayfinding: cognitive component; decision-making
• System control
• Issuing a command to change system state or mode
Selection and Manipulation
• Selection:
• specifying one or more objects from a set
• Manipulation:
• modifying object properties
• position, orientation, scale, shape, color, texture, behavior, etc.
Common Selection Techniques
•Simple virtual hand
•Ray-casting
•Occlusion
•Go-go (arm-extension)
Ray-casting technique
• “Laser pointer” attached
to virtual hand
• First object intersected by
ray may be selected
• User only needs to
control 2 DOFs
• Proven to perform well
for remote selection
• Variants:
• Cone casting
• Snap-to-object rays
Common Manipulation Techniques
•Simple virtual hand
•HOMER
•Scaled-world grab
•World-in-miniature
World-in-miniature (WIM) technique
• “Dollhouse” world held in
user’s hand
• Miniature objects can be
manipulated directly
• Moving miniature objects
affects full-scale objects
• Can also be used for
navigation
Stoakley, R., Conway, M., & Pausch, R. (1995). Virtual Reality on a WIM: Interactive Worlds in
Miniature. Proceedings of CHI: Human Factors in Computing Systems, 265-272, and
Pausch, R., Burnette, T., Brockway, D., & Weiblen, M. (1995). Navigation and Locomotion in
Virtual Worlds via Flight into Hand-Held Miniatures. Proceedings of ACM SIGGRAPH, 399-400.
Navigation
• How we move from place to place within an environment
• The combination of travel with wayfinding
• Wayfinding: cognitive component of navigation
• Travel: motor component of navigation
• Travel without wayfinding: "exploring", "wandering”
Types of Travel
• Exploration
• No explicit goal for the movement
• Search
• Moving to specific target location
• Naïve – target position not known
• Primed – position of target known
• Maneuvering
• Short, precise movements changing viewpoint
Gaze Directed Steering
• Move in direction that you are looking
• Very intuitive, natural navigation
• Can be used on simple HMDs (e.g. Google Cardboard)
• But: Can’t look in different direction while moving
TelePortation
• Use controller to select end point
• Usable with 3DOF contoller
• Jump to a fixed point in VR
• Discrete motion can be confusing/cause sickness
Redirected Walking
• Address problem of limited
walking space
• Warp VR graphics view of
space
• Create illusion of walking
straight, while walking in circles
Razzaque, S., Kohn, Z., & Whitton, M. C. (2001, September). Redirected walking.
In Proceedings of EUROGRAPHICS (Vol. 9, pp. 105-106).
Wayfinding – Making Cognitive Maps
• Goal of Wayfinding is to build Mental Model (Cognitive Map)
• Types of spatial knowledge in a mental model
• landmark knowledge
• procedural knowledge (sequence of actions required to follow a path)
• map-like (topological) knowledge
• Creating a mental model
• systematic study of a map
• exploration of the real space
• exploration of a copy of the real space
• Problem: Sometimes perceptual judgments are incorrect
within a virtual environment
• e.g. users wearing a HMD often underestimate dimensions of space,
possibly caused by limited field of view
Designing VE to Support Wayfinding
• Provide Landmarks
• Any obvious, distinct and non-mobile
object can serve as a landmark
• A good landmark can be seen from
several locations (e.g. tall)
• Audio beacons can also serve as
landmarks
• Use Maps
• Copy real world maps
• Ego-centric vs. Exocentric map cues
• World in Miniature
• Map based navigation
System Control
• Issuing a command to change system state or mode
• Examples
• Launching application
• Changing system settings
• Opening a file
• Etc.
• Key points
• Make commands visible to user
• Support easy selection
2D Menus in VR
• Many examples of 2D GUI and floating menus in VR
Nested Pie Menu
2D Menu in VR CAVE
How Can we Design Useful VR?
• Designing VR experiences that meet real needs
The Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
Methods for Identifying User Needs
Learn
from
people
Learn
from
analogous
settings
Learn
from
Experts
Immersive
yourself in
context
Is VR the Best Solution?
• Not every problem can be solved by VR..
• Problems Ideal for Virtual Reality, have:
• visual elements
• 3D spatial interaction
• physical manipulation
• procedural learning
• Problems Not ideal for Virtual Reality, have:
• heavy reading, text editing
• many non-visual elements
• need for connection with real world
• need for tactile, haptic, olfaction feedback
Typical VR Interface Metaphors
• Direct Manipulation
• Reach out and directly grab objects
• Ray Casting
• Select objects through ray from head/hand
• Vehicle Movement
• Move through VR environment through vehicle movement
Affordances in VR
• Design interface objects to show how they are used
• Use visual cues to show possible affordances
• Perceived affordances should match actual affordances
• Good cognitive model - map object behavior to expected
Familiar objects in Job Simulator Object shape shows how to pick up
UX Guidelines for VR
• The Four Cores of UX Design for VR
• Make interface Interactive and Reactive
• Design for Comfort and Ease
• Use usable Text and Image Scale
• Include position audio and 3D sound
https://www.dtelepathy.com/blog/philosophy/ux-guide-designing-virtual-reality-experiences
Cardboard Design Lab
• Mobile VR App providing examples of best practice VR
designs and user interaction (iOS, Play app stores)
What is Evaluation?
•Evaluation is concerned with
gathering data about the usability
of a design or product by a
specified group of users for a
particular activity within a specified
environment or work context
Four Evaluation Paradigms
•‘quick and dirty’
•usability testing (lab studies)
•field studies
•predictive evaluation
Quick and Dirty
• ‘quick & dirty’ evaluation: informal feedback from
users or consultants to confirm that their ideas are
in-line with users’ needs and are liked.
• Quick & dirty evaluations are done any time.
• Emphasis is on fast input to the design process
rather than carefully documented findings.
Usability Testing
• Recording typical users’ performance on typical
tasks in controlled settings.
• As the users perform tasks they are watched &
recorded on video & their inputs are logged.
• User data is used to calculate performance times,
errors & help determine system usability
• User satisfaction questionnaires & interviews are
used to elicit users’ opinions.
Field/Ethnographic Studies
• Field studies are done in natural settings
• The aim is to understand what users do naturally
and how technology impacts them.
• In product design field studies can be used to:
- identify opportunities for new technology
- determine design requirements
- decide how to introduce new technology
- evaluate technology in use.
Predictive Evaluation
• Experts apply their knowledge of typical
users, often guided by heuristics, to
predict usability problems.
• Can involve theoretically based models.
• A key feature of predictive evaluation is
that users need not be present
• Relatively quick and inexpensive
Pilot Studies
• A small trial run of the main study.
• Can identify majority of issues with interface design
• Pilot studies check:
- that the evaluation plan is viable
- you can conduct the procedure
- that interview scripts, questionnaires,
experiments, etc. work appropriately
• Iron out problems before doing the main study.
Controlled Experiments
• Designer of a controlled experiment should
carefully consider:
• proposed hypothesis
• selected subjects
• measured variables
• experimental methods
• data collection
• data analysis
Subjects
• The choice of subjects is critical to the validity of the
results of an experiment
• subjects group should represent expected user population
expected user population
• Consider subject factors such as:
• age group, education, skills, culture, technology background
• The sample size should be large enough (10+) to be
statistically representative of the user population
Hypothesis and Variables
• Hypothesis: prediction of the experiment outcome
• Experiments manipulate and measure variables
under controlled conditions
• There are two types of variables
• independent: variables that are manipulated to create
different experimental conditions
• e.g. number of items in menus, colour of the icons
• dependent: variables that are measured to find out the
effects of changing the independent variables
• e.g. speed of menu selection, speed of locating icons
Experimental Methods
Randomly
assigned
Statistical data analysis
Experimental
task
Condition
2
Condition
3
Condition
1
Subjects
data data data
Between-
groups
Randomly
assigned
Statistical data analysis
Subjects
data data data
Within-
groups
Experimental
tasks
Condition
2
Condition
3
Condition
1
Experimental
tasks
Condition
1
Condition
3
Condition
2
Experimental
tasks
Condition
1
Condition
2
Condition
3
Data Types
• Subjective (Qualitative)
• Subjective survey
• Likert Scale, condition rankings
• Observations
• Think Aloud
• Interview responses
• Objective (Quantitative)
• Performance measures
• Time, accuracy, errors
• Process measures
• Video/audio analysis
How easy was the task
1 2 3 4 5
Not very easy Very easy
VR APPLICATIONS
EXAMPLE VR APPLICATIONS
Virtual Reality Applications
• Ideal applications for VR should:
• Be strongly visual, have 3D spatial elements
• Benefit from first person immersion
• Benefit from 3D manipulation/navigation
• Support Autonomy, Interaction and Presence (AIP Cube)
• Etc..
Not Everything Should be Done in VR
Dr Fun - 1990
Many Possible Types of VR Applications
From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
Potential Disruption for Existing Domains
https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
Example VR Applications
• Education
• Google Expeditions
• Medicine
• Virtual Characters
• Entertainment
• The Void, Zero Latency
• Art + Design
• Tilt Brush
• Collaboration
• Facebook Spaces
EDUCATION
Google Expeditions
• https://edu.google.com/expeditions/
• Mobile VR Educational application (Android, iOS)
• Designed for classroom experiences
Google Expeditions
• Goal: Provide low cost educational VR experience
• Based on Google Cardboard VR platform
• Different roles:
• Guide— person leading an expedition on a tablet
• Explorer— person following an expedition on a phone.
• Usage
• Used by millions of students
• Over 1000 educational experiences developed
• Royal Collection Trust, American Museum of Natural History, etc.
Teacher Led VR Experiences
• Teacher/Guide uses tablet to control the experience
• Selects the virtual tour experience
• Guide sees tour script, can select immersive scenes to view
• Guide sees focus point and where individual students are looking
• Students connect as followers, look at what guides highlight
Guide Interface
System
• Hardware
• Google Cardboard mobile viewer
• Smart phones + tablet (class set)
• Wireless router
• Software
• Viewer and Guide applications (iOS/Android)
• 360 image/video VR experiences
Class set for 30 students
Example Experiences
• Over 1000 locations/experiences
• Great barrier reef, Great Wall of China, Grand Canyon, etc.
Demonstration
• https://www.youtube.com/watch?v=3MQ9yG_QfDA
Feedback
• Teacher/student survey (100 people)
• 65% experienced a “Wow” moment during Google expedition
• Noted the variety of educator styles and approaches possible
• People enjoyed “The feeling of ‘being’ there”
From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
Limitations
• But 53% of participants identified some problems:
• Difficult for some people who wore glasses
• Some complained of eye strain, headaches or nausea
• Some staff were reluctant/resistant to use the leader tablet
• Issues of disabilities and inclusion
Key Findings
• Low-cost VR/mobile VR can provide a valuable
educational experience
• Visit different locations, different times, etc.
• Teach interaction key
• Acting as guide, providing educational context
• VR requires more work
• Address simulator sickness, ergonomic issues, etc.
• Immersion/Presence creates learning
• Immersion creates memorable educational experience
Challenges/Solutions
• Making VR accessible
• Designing for phones, tablets, low cost viewers
• Synchronizing content with all viewers
• Teacher controlled viewing
• Teacher can guide experiences
• Engaging interaction on simple viewers
• Head pointing based interaction, button input
• Supporting Educational goals
• Providing compelling educational content
MEDICINE
Virtual Patients
• Problem
• Many doctors have poor doctor/patient skills
• Have limited opportunity during training to learn skills
• Solution
• Virtual patients that doctors can communicate with naturally
• Artificial agents with speech understanding
Typical System Setup
• Trainee in front of projection screen
• Speech and gesture recognition
• Intelligent agent on screen
Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual human experience for interpersonal
skills education. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 1049-1058). ACM.
Demo:
• https://www.youtube.com/watch?v=xC70_tRGOOk
Key Findings
• Virtual Humans can replace actors in training
• interaction skills used with a virtual human translate to
the interaction skills used with a real human
• Students feel a strong sense of co-presence
• Having character respond to speech and gesture
increases immersion
• VR is capable of creating realistic characters
• Life size, intelligent backend, speech recognition
• Skills learnt transfer to real world
Challenges/Solutions
• Training in medical environment
• Design for training in medical exam room
• Use projected VR not HMDs
• Natural interaction
• Support speech and gesture interaction
• Tactile/haptic feedback
• Use prosthetics to add support for palpation and other
tactile interaction between doctor and virtual patient
• Supporting Educational goals
• Give virtual character domain knowledge
ENTERTAINMENT
Large Scale VR Gaming
• Provide multi-player VR gaming in warehouse space
• Examples
• The Void - https://www.thevoid.com/
• Zero Latency - https://zerolatencyvr.com/
Typical System
• Wide Area Tracking
• Computer vision, lights/reflective balls
• > 120 cameras for 300 m2
space
• Backpack VR system
• Haptic feedback, wireless HMD
• Real Props
• Tracked objects, walls
Tracking cameras
Backpack system
The Void Demo
• https://www.youtube.com/watch?v=XgetffuOgBA
Key Findings
• Wide area tracking possible
• vision based systems can create large scale wide areas
tracking, fast enough for game play
• Shared gameplay improves experience
• Focus on collaborative experiences, using avatar
representations and roll division
• Haptic feedback significantly increases presence
• Use of physical props (objects, walls)
• Content is king
• Systems need compelling content/game place
Challenges/Solutions
• Wide area tracking
• Computer vision tracking of people
• Over 100 cameras + multiple servers
• Freedom of movement
• Custom wireless VR backpacks
• Ruggedized HMDs, weapon props
• Natural interaction
• Redirected walking, tangible props
• Compelling content
• Multi-sensory feedback, custom game platform
ART + DESIGN
Tilt Brush
• Intuitive 3D immersive drawing/sculpting program
• Developed by Patrick Hackett and Drew Skillman 2014
• Acquired by Google in 2015/Open sourced 2021
• https://www.tiltbrush.com/
Functionality
• Goal: Extremely natural 3D painting/sculpting
• User Interface
• Two handed interface designed for two controllers (Vive, Rift)
• Brush in dominant hand, tool palette in non-dominant
• Typical drawing functionality – color, brush width, undo/redo, etc..
• Content sharing
• Created content can be exported/shared in 2D/3D formats
Demo
• https://www.youtube.com/watch?v=TckqNdrdbgk
Artist Feedback
• https://www.youtube.com/watch?v=91J8pLHdDB0
Example Tilt Brush Sketches
Key Findings
• Use familiar tools
• Tilt brush interface has familiar sculpting/painting tools –
e.g. brush size, colour pallet, etc
• Use intuitive interface
• Two handed tools with natural metaphor – one hand for
pallet/menu, one hand for painting/sculpting
• Provide Magical experience
• Provide experience not possible in real world, e.g.
changing body scale, painting in 3D, etc.
• Create a community
• Provide ways for people to share content
Challenges/Solutions
• Intuitive Interface
• Very natural metaphor – painting in space
• Two handed interface – map to VR controllers
• Familiar menu objects from paint programs
• Need for limited training
• Provide in app training, tool tips
• Content sharing
• Enable content to be exported in variety of formats
• Video, animated GIFs, 2D images, 3D files
• Engaging Experience
• Provides novel immersive artistic experience
COLLABORATION
“Only through
communication
can Human Life
hold meaning.”
Paulo Freire
A wide variety of communication cues used.
Speech
Paralinguistic
Para-verbals
Prosodics
Intonation
Audio
Gaze
Gesture
Face Expression
Body Position
Visual
Object Manipulation
Writing/Drawing
Spatial Relationship
Object Presence
Environmental
Face to Face Communication
Face to Face Communication
Audio Cues
Visual Cues
Environmental Cues
Remote Communication
Audio Cues
Visual Cues
Environmental Cues
Evolution of Communication Tools
My Workplace in 2020
Zoom Fatigue..
Why is Video Conferencing so Tiring?
• Physical factors
• Poor posture
• Staring at fixed screen
• Longer hours/work anytime
• Cognitive factors
• Loss of non-verbal cues, eye gaze
• Need to focus more intently
• Multi-tasking/split attention
• Social factors
• Aware of being watched
• Seeing yourself
• Constant staring
“It's almost like you're
emoting more because
you're just a little box on a
screen”. “I’m just so tired.”
“You have to fill in the
gaps. And that takes
cognitive energy. You get
tired more quickly.”
“For somebody who’s
really dependent on those
non-verbal cues, it can be
a big drain not to have
them.”
Teleconferencing Today
Remote Conferencing
• da
Communication Seam
• da Task Space Communication Space
Limitations with Current Technology
•Lack of spatial cues
• Person blends with background
•Poor communication cues
• Limited gaze, gesture, non-verbal communication
•Introduction of artificial seams
• Separation of task/communication space
Facebook Spaces
• Collaborative VR environment
• VR meeting and interaction space (up to 4 people)
• Focus on communication
• Speech and gesture based
• https://www.facebook.com/spaces
System Interaction
• Designed for Oculus Rift/HTC Vive
• Upper body tracking, touch controllers
• Simple interaction
• Loading scenes, direct object manipulation
• Content creation
• Selfie pictures, simple sketching
Demo
• https://www.youtube.com/watch?v=PVf3m7e7OKU
Facebook Workrooms
• Designed to support meetings
• Meeting seating
• Shared blackboard
• Limited movement
• Support for real devices
• Keyboard/mouse input
• Calibrated computer screen
• Private space/public space
• Rich communication cues
• Lip sync
• Natural gestures
https://www.youtube.com/watch?v=lgj50IxRrKQ
Hybrid Interfaces
• Support users on AR/VR or
desktop/mobile devices
• Spatial.io
• AR/VR interface
• Screen based interface
• Realistic avatars/quick avatar capture
• Similar interaction regardless of device
• Easy content loading
Hybrid Interfaces - Spatial
https://www.youtube.com/watch?v=PG3tQYlZ6JQ
Holoportation (2016)
• Augmented Reality + 3D capture + high bandwidth
• http://research.microsoft.com/en-us/projects/holoportation/
Holoportation Video
https://www.youtube.com/watch?v=7d59O6cfaM0
Microsoft Mesh
https://www.youtube.com/watch?v=Jd2GK0qDtRg
Other Examples
• Many other examples of collaborative VR
• Rec Room, High Fidelity, AltspaceVR
• Sansar, VR chat, etc..
Mozilla Hubs
• Web based social VR
• Customizable avatars, spatial audio, 3D environments
• Multi-device support
• HMDs, Desktop, Mobile
• Open source
• https://hubs.mozilla.com
Mozilla Hubs Spoke Creator
• Drag and drop scene editing
• Upload assets
• 3D objects, textures, animaton
• Customize content – Sketchup, Google Poly, Sketchfab, etc
Mozilla Hubs - Demo
Key Findings
• Minimal social cues okay
• Even simple avatars can provide rich social experience
• Create shared social context
• Important to place users in same shared Virtual Reality
environment/shared social context
• Audio is key
• Provide low latency audio, spatial audio cues
• Create a reason for communicating
• Why should people want to connect? Create shared
activity/reason for people to conference
Challenges/Solutions
• Create shared sense of Presence
• Use common background, shared objects
• Natural communication
• Support non-verbal behaviour, speech/gesture input
• Intuitive interaction
• Map real body motion onto Avatars
• Limited ability to navigate/move through environment
• Engaging Experience
• Shared content creation, experience capture
OTHER APPLICATIONS
Collisions – Australian VR Film
• http://www.collisionsvr.com/
• https://www.youtube.com/watch?v=-NZHLtmNi_s
Best VR Apps of 2019 (Digital Trends)
• ALLUMETTE – VR Stop motion film
• Google Earth – Travel/geography
• Kingspray Graffiti – Art/content creation
• The FOO Show - VR Talk show
• Virtual Desktop – Use desktop in VR
• www.digitaltrends.com/virtual-reality/best-virtual-reality-apps/
Google Earth
• https://www.youtube.com/watch?v=SCrkZOx5Q1M
Allumette
• https://www.youtube.com/watch?v=AkzdxgMBDi8
KingSpray Graffiti
• https://www.youtube.com/watch?v=3ygZBR_WPmI
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au
RESEARCH DIRECTIONS IN
MIXED REALITY
Mark Billinghurst
mark.billinghurst@auckland.ac.nz
October 19th 2021
1967 – IBM 1401 – half of the computers in the world, $10,000/month to run
Sketchpad (1963)
• Ivan Sutherland
• First interactive graphics
• Pen based input
The ultimate display would, of course, be a room within
which the computer can control the existence of matter. A
chair displayed in such a room would be good enough to sit
in. Handcuffs displayed in such a room would be confining,
and a bullet displayed in such a room would be fatal..
Sutherland, Ivan. "The ultimate display." (1965).
Sutherland Display (1968)
https://www.youtube.com/watch?v=NtwZXGprxag
Star Trek – HoloDeck (1974)
Star Wars – Hologram (1977)
My First VR Experience - 1990
• Silicon Graphics Reality Engine
• 500,000 polygons/second
• VPL Eyephone HMD
• 320 x 240 resolution
• Magnetic tracking
• Glove input
• Expensive - $250,000+
Star Wars – Collaborative AR
1999 – Shared Space Demo
• Face to face collaborative AR like Star Wars concept
Shared Space Demo
Marker Based Tracking: ARToolKit (1999)
https://github.com/artoolkit
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
By 2008 phones had the same hardware as used in Shared Space demo
2005: Mobile AR version of Shared Space
• AR Tennis
• Shared AR content
• Two user game
• Audio + haptic feedback
• Bluetooth networking
ARTennis Demo
VR and AR Today
• Large growing market
• > $25 Billion USD in 2020
• Hundreds of millions of users
• Many available devices
• HMD, phones, tablets, HUDs
• Robust developer tools
• Vuforia, MRTK, Unity, etc
• Large number of applications
• > 150K developers, > 100K apps
• Strong research/business communities
• ISMAR, IEEE VR, AWE conferences, AugmentedReality.org, etc
https://www.youtube.com/watch?v=xRSF31dbLBU
Future Visions of VR: Ready Player One
• https://www.youtube.com/watch?v=LiK2fhOY0nE
Today vs. Tomorrow
VR in 2021 VR in 2045
Graphics High quality Photo-realistic
Display 110-150 degrees Total immersion
Interaction Handheld controller/some gesture Full gesture/body/gaze
Navigation Limited movement Natural
Multiuser Few users Millions of users
https://www.youtube.com/watch?v=gg-ZakMEwDU
“.. the technologies that will significantly
affect our lives over the next 10 years
have been around for a decade. The
future is with us ... The trick is learning
how to spot it”
October 2004
Bill Buxton
CONCLUSIONS
Conclusions
• AR/VR/MR is becoming commonly available
• Significant advances over 50+ years
• In order to achieve Sutherland’s vision, need research in
• Display, Tracking, Input
• New MR technologies will enable this to happen
• Display devices, Interaction, Tracking technologies
• There are still significant areas for research
• Social Acceptance, Perception, Collaboration, Etc.
More Information
Billinghurst, M. (2021). Grand
Challenges for Augmented
Reality. Frontiers in Virtual Reality, 2, 12.
www.empathiccomputing.org
@marknb00
mark.billinghurst@auckland.ac.nz

More Related Content

What's hot

2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VRMark Billinghurst
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
Comp4010 lecture3-AR Technology
Comp4010 lecture3-AR TechnologyComp4010 lecture3-AR Technology
Comp4010 lecture3-AR TechnologyMark Billinghurst
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR SystemsMark Billinghurst
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XRMark Billinghurst
 
COMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR SystemsCOMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR SystemsMark Billinghurst
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR InteractionMark Billinghurst
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR TechnologyMark Billinghurst
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRMark Billinghurst
 
COMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual RealityCOMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsMark Billinghurst
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Mark Billinghurst
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional InterfacesMark Billinghurst
 
Comp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionComp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionMark Billinghurst
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
 
COMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityCOMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
 

What's hot (20)

2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
Comp4010 lecture3-AR Technology
Comp4010 lecture3-AR TechnologyComp4010 lecture3-AR Technology
Comp4010 lecture3-AR Technology
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR
 
COMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR SystemsCOMP 4010 - Lecture 3 VR Systems
COMP 4010 - Lecture 3 VR Systems
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
Lecture 4: VR Systems
Lecture 4: VR SystemsLecture 4: VR Systems
Lecture 4: VR Systems
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology
 
Designing Usable Interface
Designing Usable InterfaceDesigning Usable Interface
Designing Usable Interface
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XR
 
COMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual RealityCOMP 4010 - Lecture1 Introduction to Virtual Reality
COMP 4010 - Lecture1 Introduction to Virtual Reality
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional Interfaces
 
Comp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionComp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-Perception
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 
COMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityCOMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual Reality
 

Similar to Comp4010 lecture11 VR Applications

Lecture 5: 3D User Interfaces for Virtual Reality
Lecture 5: 3D User Interfaces for Virtual RealityLecture 5: 3D User Interfaces for Virtual Reality
Lecture 5: 3D User Interfaces for Virtual RealityMark Billinghurst
 
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityCOMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityMark Billinghurst
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityMark Billinghurst
 
Lecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRLecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRMark Billinghurst
 
Usability Evaluation
Usability EvaluationUsability Evaluation
Usability EvaluationSaqib Shehzad
 
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUModule 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
 
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityCOMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
 
UX Workshop at Startit@KBC
UX Workshop at Startit@KBCUX Workshop at Startit@KBC
UX Workshop at Startit@KBCUXprobe
 
Advanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARAdvanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARMark Billinghurst
 
Ux Meets Code Interaction Usability
Ux Meets Code Interaction UsabilityUx Meets Code Interaction Usability
Ux Meets Code Interaction UsabilityArabella David
 
499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt
499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt
499162main_2009-1217_HSIKB-Human-Centered-Design-Process.pptssuser03e52f
 
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...DrupalCape
 
From Context-awareness to Human Behavior Patterns
From Context-awareness to Human Behavior PatternsFrom Context-awareness to Human Behavior Patterns
From Context-awareness to Human Behavior PatternsVille Antila
 
e3-chap-09.ppt
e3-chap-09.ppte3-chap-09.ppt
e3-chap-09.pptKingSh2
 
Usability Testing
Usability TestingUsability Testing
Usability TestingJan Moons
 

Similar to Comp4010 lecture11 VR Applications (20)

Lecture 5: 3D User Interfaces for Virtual Reality
Lecture 5: 3D User Interfaces for Virtual RealityLecture 5: 3D User Interfaces for Virtual Reality
Lecture 5: 3D User Interfaces for Virtual Reality
 
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityCOMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
 
Chapter 8 Evaluation Techniques
Chapter 8 Evaluation  TechniquesChapter 8 Evaluation  Techniques
Chapter 8 Evaluation Techniques
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
 
Lecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRLecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VR
 
Usability Evaluation
Usability EvaluationUsability Evaluation
Usability Evaluation
 
Don’t make me think!
Don’t make me think!Don’t make me think!
Don’t make me think!
 
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUModule 2nd USER INTERFACE DESIGN (15CS832) - VTU
Module 2nd USER INTERFACE DESIGN (15CS832) - VTU
 
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityCOMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
 
UX Workshop at Startit@KBC
UX Workshop at Startit@KBCUX Workshop at Startit@KBC
UX Workshop at Startit@KBC
 
Advanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARAdvanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise AR
 
Ux Meets Code Interaction Usability
Ux Meets Code Interaction UsabilityUx Meets Code Interaction Usability
Ux Meets Code Interaction Usability
 
499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt
499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt
499162main_2009-1217_HSIKB-Human-Centered-Design-Process.ppt
 
E3 chap-09
E3 chap-09E3 chap-09
E3 chap-09
 
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...
 
Human Computer Interaction Evaluation
Human Computer Interaction EvaluationHuman Computer Interaction Evaluation
Human Computer Interaction Evaluation
 
From Context-awareness to Human Behavior Patterns
From Context-awareness to Human Behavior PatternsFrom Context-awareness to Human Behavior Patterns
From Context-awareness to Human Behavior Patterns
 
e3-chap-09.ppt
e3-chap-09.ppte3-chap-09.ppt
e3-chap-09.ppt
 
Usability Testing
Usability TestingUsability Testing
Usability Testing
 
Evaluation techniques
Evaluation techniquesEvaluation techniques
Evaluation techniques
 

More from Mark Billinghurst

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark Billinghurst
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented RealityMark Billinghurst
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesMark Billinghurst
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR SystemsMark Billinghurst
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignMark Billinghurst
 

More from Mark Billinghurst (10)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface Design
 

Recently uploaded

"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
Pigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions
 
SQL Database Design For Developers at php[tek] 2024
SQL Database Design For Developers at php[tek] 2024SQL Database Design For Developers at php[tek] 2024
SQL Database Design For Developers at php[tek] 2024Scott Keck-Warren
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...Fwdays
 
APIForce Zurich 5 April Automation LPDG
APIForce Zurich 5 April  Automation LPDGAPIForce Zurich 5 April  Automation LPDG
APIForce Zurich 5 April Automation LPDGMarianaLemus7
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024The Digital Insurer
 
AI as an Interface for Commercial Buildings
AI as an Interface for Commercial BuildingsAI as an Interface for Commercial Buildings
AI as an Interface for Commercial BuildingsMemoori
 
costume and set research powerpoint presentation
costume and set research powerpoint presentationcostume and set research powerpoint presentation
costume and set research powerpoint presentationphoebematthew05
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfAlex Barbosa Coqueiro
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxhariprasad279825
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clashcharlottematthew16
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...shyamraj55
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyAlfredo García Lavilla
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Mattias Andersson
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 

Recently uploaded (20)

"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
Pigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food Manufacturing
 
SQL Database Design For Developers at php[tek] 2024
SQL Database Design For Developers at php[tek] 2024SQL Database Design For Developers at php[tek] 2024
SQL Database Design For Developers at php[tek] 2024
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
 
APIForce Zurich 5 April Automation LPDG
APIForce Zurich 5 April  Automation LPDGAPIForce Zurich 5 April  Automation LPDG
APIForce Zurich 5 April Automation LPDG
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024
 
AI as an Interface for Commercial Buildings
AI as an Interface for Commercial BuildingsAI as an Interface for Commercial Buildings
AI as an Interface for Commercial Buildings
 
costume and set research powerpoint presentation
costume and set research powerpoint presentationcostume and set research powerpoint presentation
costume and set research powerpoint presentation
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdf
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptx
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clash
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
DMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special EditionDMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special Edition
 
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easy
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 

Comp4010 lecture11 VR Applications

  • 1. VR APPLICATIONS COMP 4010 Lecture Ten Mark Billinghurst October 12th 2021 mark.billinghurst@unisa.edu.au
  • 3. How can we Interact in VR? • How can VR devices create a natural user experience?
  • 4. Universal 3D Interaction Tasks in VR • Object Interaction • Selection: Picking object(s) from a set • Manipulation: Modifying object properties • Navigation • Travel: motor component of viewpoint motion • Wayfinding: cognitive component; decision-making • System control • Issuing a command to change system state or mode
  • 5. Selection and Manipulation • Selection: • specifying one or more objects from a set • Manipulation: • modifying object properties • position, orientation, scale, shape, color, texture, behavior, etc.
  • 6. Common Selection Techniques •Simple virtual hand •Ray-casting •Occlusion •Go-go (arm-extension)
  • 7. Ray-casting technique • “Laser pointer” attached to virtual hand • First object intersected by ray may be selected • User only needs to control 2 DOFs • Proven to perform well for remote selection • Variants: • Cone casting • Snap-to-object rays
  • 8. Common Manipulation Techniques •Simple virtual hand •HOMER •Scaled-world grab •World-in-miniature
  • 9. World-in-miniature (WIM) technique • “Dollhouse” world held in user’s hand • Miniature objects can be manipulated directly • Moving miniature objects affects full-scale objects • Can also be used for navigation Stoakley, R., Conway, M., & Pausch, R. (1995). Virtual Reality on a WIM: Interactive Worlds in Miniature. Proceedings of CHI: Human Factors in Computing Systems, 265-272, and Pausch, R., Burnette, T., Brockway, D., & Weiblen, M. (1995). Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. Proceedings of ACM SIGGRAPH, 399-400.
  • 10. Navigation • How we move from place to place within an environment • The combination of travel with wayfinding • Wayfinding: cognitive component of navigation • Travel: motor component of navigation • Travel without wayfinding: "exploring", "wandering”
  • 11. Types of Travel • Exploration • No explicit goal for the movement • Search • Moving to specific target location • Naïve – target position not known • Primed – position of target known • Maneuvering • Short, precise movements changing viewpoint
  • 12. Gaze Directed Steering • Move in direction that you are looking • Very intuitive, natural navigation • Can be used on simple HMDs (e.g. Google Cardboard) • But: Can’t look in different direction while moving
  • 13. TelePortation • Use controller to select end point • Usable with 3DOF contoller • Jump to a fixed point in VR • Discrete motion can be confusing/cause sickness
  • 14. Redirected Walking • Address problem of limited walking space • Warp VR graphics view of space • Create illusion of walking straight, while walking in circles Razzaque, S., Kohn, Z., & Whitton, M. C. (2001, September). Redirected walking. In Proceedings of EUROGRAPHICS (Vol. 9, pp. 105-106).
  • 15. Wayfinding – Making Cognitive Maps • Goal of Wayfinding is to build Mental Model (Cognitive Map) • Types of spatial knowledge in a mental model • landmark knowledge • procedural knowledge (sequence of actions required to follow a path) • map-like (topological) knowledge • Creating a mental model • systematic study of a map • exploration of the real space • exploration of a copy of the real space • Problem: Sometimes perceptual judgments are incorrect within a virtual environment • e.g. users wearing a HMD often underestimate dimensions of space, possibly caused by limited field of view
  • 16. Designing VE to Support Wayfinding • Provide Landmarks • Any obvious, distinct and non-mobile object can serve as a landmark • A good landmark can be seen from several locations (e.g. tall) • Audio beacons can also serve as landmarks • Use Maps • Copy real world maps • Ego-centric vs. Exocentric map cues • World in Miniature • Map based navigation
  • 17. System Control • Issuing a command to change system state or mode • Examples • Launching application • Changing system settings • Opening a file • Etc. • Key points • Make commands visible to user • Support easy selection
  • 18. 2D Menus in VR • Many examples of 2D GUI and floating menus in VR Nested Pie Menu 2D Menu in VR CAVE
  • 19. How Can we Design Useful VR? • Designing VR experiences that meet real needs
  • 20. The Interaction Design Process Evaluate (Re)Design Identify needs/ establish requirements Build an interactive version Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....
  • 21. Methods for Identifying User Needs Learn from people Learn from analogous settings Learn from Experts Immersive yourself in context
  • 22. Is VR the Best Solution? • Not every problem can be solved by VR.. • Problems Ideal for Virtual Reality, have: • visual elements • 3D spatial interaction • physical manipulation • procedural learning • Problems Not ideal for Virtual Reality, have: • heavy reading, text editing • many non-visual elements • need for connection with real world • need for tactile, haptic, olfaction feedback
  • 23. Typical VR Interface Metaphors • Direct Manipulation • Reach out and directly grab objects • Ray Casting • Select objects through ray from head/hand • Vehicle Movement • Move through VR environment through vehicle movement
  • 24. Affordances in VR • Design interface objects to show how they are used • Use visual cues to show possible affordances • Perceived affordances should match actual affordances • Good cognitive model - map object behavior to expected Familiar objects in Job Simulator Object shape shows how to pick up
  • 25. UX Guidelines for VR • The Four Cores of UX Design for VR • Make interface Interactive and Reactive • Design for Comfort and Ease • Use usable Text and Image Scale • Include position audio and 3D sound https://www.dtelepathy.com/blog/philosophy/ux-guide-designing-virtual-reality-experiences
  • 26. Cardboard Design Lab • Mobile VR App providing examples of best practice VR designs and user interaction (iOS, Play app stores)
  • 27. What is Evaluation? •Evaluation is concerned with gathering data about the usability of a design or product by a specified group of users for a particular activity within a specified environment or work context
  • 28. Four Evaluation Paradigms •‘quick and dirty’ •usability testing (lab studies) •field studies •predictive evaluation
  • 29. Quick and Dirty • ‘quick & dirty’ evaluation: informal feedback from users or consultants to confirm that their ideas are in-line with users’ needs and are liked. • Quick & dirty evaluations are done any time. • Emphasis is on fast input to the design process rather than carefully documented findings.
  • 30. Usability Testing • Recording typical users’ performance on typical tasks in controlled settings. • As the users perform tasks they are watched & recorded on video & their inputs are logged. • User data is used to calculate performance times, errors & help determine system usability • User satisfaction questionnaires & interviews are used to elicit users’ opinions.
  • 31. Field/Ethnographic Studies • Field studies are done in natural settings • The aim is to understand what users do naturally and how technology impacts them. • In product design field studies can be used to: - identify opportunities for new technology - determine design requirements - decide how to introduce new technology - evaluate technology in use.
  • 32. Predictive Evaluation • Experts apply their knowledge of typical users, often guided by heuristics, to predict usability problems. • Can involve theoretically based models. • A key feature of predictive evaluation is that users need not be present • Relatively quick and inexpensive
  • 33. Pilot Studies • A small trial run of the main study. • Can identify majority of issues with interface design • Pilot studies check: - that the evaluation plan is viable - you can conduct the procedure - that interview scripts, questionnaires, experiments, etc. work appropriately • Iron out problems before doing the main study.
  • 34. Controlled Experiments • Designer of a controlled experiment should carefully consider: • proposed hypothesis • selected subjects • measured variables • experimental methods • data collection • data analysis
  • 35. Subjects • The choice of subjects is critical to the validity of the results of an experiment • subjects group should represent expected user population expected user population • Consider subject factors such as: • age group, education, skills, culture, technology background • The sample size should be large enough (10+) to be statistically representative of the user population
  • 36. Hypothesis and Variables • Hypothesis: prediction of the experiment outcome • Experiments manipulate and measure variables under controlled conditions • There are two types of variables • independent: variables that are manipulated to create different experimental conditions • e.g. number of items in menus, colour of the icons • dependent: variables that are measured to find out the effects of changing the independent variables • e.g. speed of menu selection, speed of locating icons
  • 37. Experimental Methods Randomly assigned Statistical data analysis Experimental task Condition 2 Condition 3 Condition 1 Subjects data data data Between- groups Randomly assigned Statistical data analysis Subjects data data data Within- groups Experimental tasks Condition 2 Condition 3 Condition 1 Experimental tasks Condition 1 Condition 3 Condition 2 Experimental tasks Condition 1 Condition 2 Condition 3
  • 38. Data Types • Subjective (Qualitative) • Subjective survey • Likert Scale, condition rankings • Observations • Think Aloud • Interview responses • Objective (Quantitative) • Performance measures • Time, accuracy, errors • Process measures • Video/audio analysis How easy was the task 1 2 3 4 5 Not very easy Very easy
  • 41. Virtual Reality Applications • Ideal applications for VR should: • Be strongly visual, have 3D spatial elements • Benefit from first person immersion • Benefit from 3D manipulation/navigation • Support Autonomy, Interaction and Presence (AIP Cube) • Etc..
  • 42. Not Everything Should be Done in VR Dr Fun - 1990
  • 43. Many Possible Types of VR Applications From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
  • 44.
  • 45. Potential Disruption for Existing Domains https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
  • 46. Example VR Applications • Education • Google Expeditions • Medicine • Virtual Characters • Entertainment • The Void, Zero Latency • Art + Design • Tilt Brush • Collaboration • Facebook Spaces
  • 48. Google Expeditions • https://edu.google.com/expeditions/ • Mobile VR Educational application (Android, iOS) • Designed for classroom experiences
  • 49. Google Expeditions • Goal: Provide low cost educational VR experience • Based on Google Cardboard VR platform • Different roles: • Guide— person leading an expedition on a tablet • Explorer— person following an expedition on a phone. • Usage • Used by millions of students • Over 1000 educational experiences developed • Royal Collection Trust, American Museum of Natural History, etc.
  • 50. Teacher Led VR Experiences • Teacher/Guide uses tablet to control the experience • Selects the virtual tour experience • Guide sees tour script, can select immersive scenes to view • Guide sees focus point and where individual students are looking • Students connect as followers, look at what guides highlight Guide Interface
  • 51. System • Hardware • Google Cardboard mobile viewer • Smart phones + tablet (class set) • Wireless router • Software • Viewer and Guide applications (iOS/Android) • 360 image/video VR experiences Class set for 30 students
  • 52. Example Experiences • Over 1000 locations/experiences • Great barrier reef, Great Wall of China, Grand Canyon, etc.
  • 54. Feedback • Teacher/student survey (100 people) • 65% experienced a “Wow” moment during Google expedition • Noted the variety of educator styles and approaches possible • People enjoyed “The feeling of ‘being’ there” From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
  • 55. Limitations • But 53% of participants identified some problems: • Difficult for some people who wore glasses • Some complained of eye strain, headaches or nausea • Some staff were reluctant/resistant to use the leader tablet • Issues of disabilities and inclusion
  • 56. Key Findings • Low-cost VR/mobile VR can provide a valuable educational experience • Visit different locations, different times, etc. • Teach interaction key • Acting as guide, providing educational context • VR requires more work • Address simulator sickness, ergonomic issues, etc. • Immersion/Presence creates learning • Immersion creates memorable educational experience
  • 57. Challenges/Solutions • Making VR accessible • Designing for phones, tablets, low cost viewers • Synchronizing content with all viewers • Teacher controlled viewing • Teacher can guide experiences • Engaging interaction on simple viewers • Head pointing based interaction, button input • Supporting Educational goals • Providing compelling educational content
  • 59. Virtual Patients • Problem • Many doctors have poor doctor/patient skills • Have limited opportunity during training to learn skills • Solution • Virtual patients that doctors can communicate with naturally • Artificial agents with speech understanding
  • 60. Typical System Setup • Trainee in front of projection screen • Speech and gesture recognition • Intelligent agent on screen Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual human experience for interpersonal skills education. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 1049-1058). ACM.
  • 62. Key Findings • Virtual Humans can replace actors in training • interaction skills used with a virtual human translate to the interaction skills used with a real human • Students feel a strong sense of co-presence • Having character respond to speech and gesture increases immersion • VR is capable of creating realistic characters • Life size, intelligent backend, speech recognition • Skills learnt transfer to real world
  • 63. Challenges/Solutions • Training in medical environment • Design for training in medical exam room • Use projected VR not HMDs • Natural interaction • Support speech and gesture interaction • Tactile/haptic feedback • Use prosthetics to add support for palpation and other tactile interaction between doctor and virtual patient • Supporting Educational goals • Give virtual character domain knowledge
  • 65. Large Scale VR Gaming • Provide multi-player VR gaming in warehouse space • Examples • The Void - https://www.thevoid.com/ • Zero Latency - https://zerolatencyvr.com/
  • 66. Typical System • Wide Area Tracking • Computer vision, lights/reflective balls • > 120 cameras for 300 m2 space • Backpack VR system • Haptic feedback, wireless HMD • Real Props • Tracked objects, walls Tracking cameras Backpack system
  • 67. The Void Demo • https://www.youtube.com/watch?v=XgetffuOgBA
  • 68. Key Findings • Wide area tracking possible • vision based systems can create large scale wide areas tracking, fast enough for game play • Shared gameplay improves experience • Focus on collaborative experiences, using avatar representations and roll division • Haptic feedback significantly increases presence • Use of physical props (objects, walls) • Content is king • Systems need compelling content/game place
  • 69. Challenges/Solutions • Wide area tracking • Computer vision tracking of people • Over 100 cameras + multiple servers • Freedom of movement • Custom wireless VR backpacks • Ruggedized HMDs, weapon props • Natural interaction • Redirected walking, tangible props • Compelling content • Multi-sensory feedback, custom game platform
  • 71. Tilt Brush • Intuitive 3D immersive drawing/sculpting program • Developed by Patrick Hackett and Drew Skillman 2014 • Acquired by Google in 2015/Open sourced 2021 • https://www.tiltbrush.com/
  • 72. Functionality • Goal: Extremely natural 3D painting/sculpting • User Interface • Two handed interface designed for two controllers (Vive, Rift) • Brush in dominant hand, tool palette in non-dominant • Typical drawing functionality – color, brush width, undo/redo, etc.. • Content sharing • Created content can be exported/shared in 2D/3D formats
  • 75. Example Tilt Brush Sketches
  • 76. Key Findings • Use familiar tools • Tilt brush interface has familiar sculpting/painting tools – e.g. brush size, colour pallet, etc • Use intuitive interface • Two handed tools with natural metaphor – one hand for pallet/menu, one hand for painting/sculpting • Provide Magical experience • Provide experience not possible in real world, e.g. changing body scale, painting in 3D, etc. • Create a community • Provide ways for people to share content
  • 77. Challenges/Solutions • Intuitive Interface • Very natural metaphor – painting in space • Two handed interface – map to VR controllers • Familiar menu objects from paint programs • Need for limited training • Provide in app training, tool tips • Content sharing • Enable content to be exported in variety of formats • Video, animated GIFs, 2D images, 3D files • Engaging Experience • Provides novel immersive artistic experience
  • 79.
  • 80. “Only through communication can Human Life hold meaning.” Paulo Freire
  • 81. A wide variety of communication cues used. Speech Paralinguistic Para-verbals Prosodics Intonation Audio Gaze Gesture Face Expression Body Position Visual Object Manipulation Writing/Drawing Spatial Relationship Object Presence Environmental Face to Face Communication
  • 82. Face to Face Communication Audio Cues Visual Cues Environmental Cues
  • 83. Remote Communication Audio Cues Visual Cues Environmental Cues
  • 86.
  • 88. Why is Video Conferencing so Tiring? • Physical factors • Poor posture • Staring at fixed screen • Longer hours/work anytime • Cognitive factors • Loss of non-verbal cues, eye gaze • Need to focus more intently • Multi-tasking/split attention • Social factors • Aware of being watched • Seeing yourself • Constant staring “It's almost like you're emoting more because you're just a little box on a screen”. “I’m just so tired.” “You have to fill in the gaps. And that takes cognitive energy. You get tired more quickly.” “For somebody who’s really dependent on those non-verbal cues, it can be a big drain not to have them.”
  • 91. Communication Seam • da Task Space Communication Space
  • 92. Limitations with Current Technology •Lack of spatial cues • Person blends with background •Poor communication cues • Limited gaze, gesture, non-verbal communication •Introduction of artificial seams • Separation of task/communication space
  • 93. Facebook Spaces • Collaborative VR environment • VR meeting and interaction space (up to 4 people) • Focus on communication • Speech and gesture based • https://www.facebook.com/spaces
  • 94. System Interaction • Designed for Oculus Rift/HTC Vive • Upper body tracking, touch controllers • Simple interaction • Loading scenes, direct object manipulation • Content creation • Selfie pictures, simple sketching
  • 96. Facebook Workrooms • Designed to support meetings • Meeting seating • Shared blackboard • Limited movement • Support for real devices • Keyboard/mouse input • Calibrated computer screen • Private space/public space • Rich communication cues • Lip sync • Natural gestures
  • 98. Hybrid Interfaces • Support users on AR/VR or desktop/mobile devices • Spatial.io • AR/VR interface • Screen based interface • Realistic avatars/quick avatar capture • Similar interaction regardless of device • Easy content loading
  • 99. Hybrid Interfaces - Spatial https://www.youtube.com/watch?v=PG3tQYlZ6JQ
  • 100. Holoportation (2016) • Augmented Reality + 3D capture + high bandwidth • http://research.microsoft.com/en-us/projects/holoportation/
  • 103. Other Examples • Many other examples of collaborative VR • Rec Room, High Fidelity, AltspaceVR • Sansar, VR chat, etc..
  • 104. Mozilla Hubs • Web based social VR • Customizable avatars, spatial audio, 3D environments • Multi-device support • HMDs, Desktop, Mobile • Open source • https://hubs.mozilla.com
  • 105.
  • 106. Mozilla Hubs Spoke Creator • Drag and drop scene editing • Upload assets • 3D objects, textures, animaton • Customize content – Sketchup, Google Poly, Sketchfab, etc
  • 107.
  • 108. Mozilla Hubs - Demo
  • 109. Key Findings • Minimal social cues okay • Even simple avatars can provide rich social experience • Create shared social context • Important to place users in same shared Virtual Reality environment/shared social context • Audio is key • Provide low latency audio, spatial audio cues • Create a reason for communicating • Why should people want to connect? Create shared activity/reason for people to conference
  • 110. Challenges/Solutions • Create shared sense of Presence • Use common background, shared objects • Natural communication • Support non-verbal behaviour, speech/gesture input • Intuitive interaction • Map real body motion onto Avatars • Limited ability to navigate/move through environment • Engaging Experience • Shared content creation, experience capture
  • 112. Collisions – Australian VR Film • http://www.collisionsvr.com/
  • 114. Best VR Apps of 2019 (Digital Trends) • ALLUMETTE – VR Stop motion film • Google Earth – Travel/geography • Kingspray Graffiti – Art/content creation • The FOO Show - VR Talk show • Virtual Desktop – Use desktop in VR • www.digitaltrends.com/virtual-reality/best-virtual-reality-apps/
  • 119.
  • 120. RESEARCH DIRECTIONS IN MIXED REALITY Mark Billinghurst mark.billinghurst@auckland.ac.nz October 19th 2021
  • 121. 1967 – IBM 1401 – half of the computers in the world, $10,000/month to run
  • 122. Sketchpad (1963) • Ivan Sutherland • First interactive graphics • Pen based input
  • 123. The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal.. Sutherland, Ivan. "The ultimate display." (1965).
  • 125. Star Trek – HoloDeck (1974)
  • 126. Star Wars – Hologram (1977)
  • 127. My First VR Experience - 1990 • Silicon Graphics Reality Engine • 500,000 polygons/second • VPL Eyephone HMD • 320 x 240 resolution • Magnetic tracking • Glove input • Expensive - $250,000+
  • 128. Star Wars – Collaborative AR
  • 129. 1999 – Shared Space Demo • Face to face collaborative AR like Star Wars concept
  • 131. Marker Based Tracking: ARToolKit (1999) https://github.com/artoolkit
  • 132. 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 By 2008 phones had the same hardware as used in Shared Space demo
  • 133. 2005: Mobile AR version of Shared Space • AR Tennis • Shared AR content • Two user game • Audio + haptic feedback • Bluetooth networking
  • 135. VR and AR Today • Large growing market • > $25 Billion USD in 2020 • Hundreds of millions of users • Many available devices • HMD, phones, tablets, HUDs • Robust developer tools • Vuforia, MRTK, Unity, etc • Large number of applications • > 150K developers, > 100K apps • Strong research/business communities • ISMAR, IEEE VR, AWE conferences, AugmentedReality.org, etc
  • 136.
  • 138.
  • 139. Future Visions of VR: Ready Player One • https://www.youtube.com/watch?v=LiK2fhOY0nE
  • 140. Today vs. Tomorrow VR in 2021 VR in 2045 Graphics High quality Photo-realistic Display 110-150 degrees Total immersion Interaction Handheld controller/some gesture Full gesture/body/gaze Navigation Limited movement Natural Multiuser Few users Millions of users
  • 142.
  • 143. “.. the technologies that will significantly affect our lives over the next 10 years have been around for a decade. The future is with us ... The trick is learning how to spot it” October 2004 Bill Buxton
  • 145. Conclusions • AR/VR/MR is becoming commonly available • Significant advances over 50+ years • In order to achieve Sutherland’s vision, need research in • Display, Tracking, Input • New MR technologies will enable this to happen • Display devices, Interaction, Tracking technologies • There are still significant areas for research • Social Acceptance, Perception, Collaboration, Etc.
  • 146. More Information Billinghurst, M. (2021). Grand Challenges for Augmented Reality. Frontiers in Virtual Reality, 2, 12.