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Virtual Reality 2.0

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A presentation given by Mark Billinghurst on September 23rd 2015 at the Sydney AR meet up. It describes how the VR space in 2016 will be different from that in 1996, and directions for future work to help grow the business.

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  • DOWNLOAD FULL eBOOK INTO AVAILABLE FORMAT ......................................................................................................................... ......................................................................................................................... 1.DOWNLOAD FULL. PDF eBook here { https://tinyurl.com/y3nhqquc } ......................................................................................................................... 1.DOWNLOAD FULL. EPUB eBook here { https://tinyurl.com/y3nhqquc } ......................................................................................................................... 1.DOWNLOAD FULL. doc eBook here { https://tinyurl.com/y3nhqquc } ......................................................................................................................... 1.DOWNLOAD FULL. PDF eBook here { https://tinyurl.com/y3nhqquc } ......................................................................................................................... 1.DOWNLOAD FULL. EPUB eBook here { https://tinyurl.com/y3nhqquc } ......................................................................................................................... 1.DOWNLOAD FULL. doc eBook here { https://tinyurl.com/y3nhqquc } ......................................................................................................................... ......................................................................................................................... ......................................................................................................................... .............. Browse by Genre Available eBooks ......................................................................................................................... Art, Biography, Business, Chick Lit, Children's, Christian, Classics, Comics, Contemporary, CookeBOOK Crime, eeBOOK Fantasy, Fiction, Graphic Novels, Historical Fiction, History, Horror, Humor And Comedy, Manga, Memoir, Music, Mystery, Non Fiction, Paranormal, Philosophy, Poetry, Psychology, Religion, Romance, Science, Science Fiction, Self Help, Suspense, Spirituality, Sports, Thriller, Travel, Young Adult,
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  • This is a really well put presentation would love to have seen this presented
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Virtual Reality 2.0

  1. 1. VIRTUAL REALITY 2.0 Mark Billinghurst mark.billinghurst@unisa.edu.au September 23rd 2015
  2. 2. Virtual Reality is HOT!
  3. 3. Virtual Reality was HOT! .. In 1995..
  4. 4. Joining the HIT Lab in Seattle (1994) •  LeadingVR research center •  Only $250K for 1500 polygons/sec! •  320 x 240 pixel HMDs
  5. 5. MyVR Predictions (1996) • I knew everyone would useVR when: • HMDs were cheap (<$500) • Computers generate millions of polys/sec • Tracking was inexpensive • Good 3D input devices
  6. 6. Here Come the Cheap HMDs
  7. 7. • April 2007 Computer World • VRVoted 7th on list of 21 biggest technology flops •  MS Bob #1
  8. 8. Lessons Learned • Don’t believe the hype • Many factors determine technology acceptance • Human Centered Design/Design for users • Need to move from Demo to Production • Profitable niche markets first • Follow the money
  9. 9. VIRTUAL REALITY 2.0
  10. 10. Virtual Reality is HOT! (Again..)
  11. 11. Why 2016 won’t be like 1996 • It’s not just VR anymore • Huge amount of investment • Inexpensive hardware platforms • Easy to use content creation tools • New devices for input and output • Proven use cases – no more Hype! • Most important: Focus on User Experience
  12. 12. It’s Not JustVR – Invisible Interfaces Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  13. 13. From Reality toVirtual Reality Reality Augmented Reality Virtual Reality Mixed Reality Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
  14. 14. Ubiquitous Computing/Internet of Things Smart Home Sensor Networks
  15. 15. Augmented Reality
  16. 16. Virtual Reality
  17. 17. Gartner Hype Cycle
  18. 18. Gartner Hype Cycle
  19. 19. AR/VR Investments •  > $1 Billion USD from VCs, > 120 deals in US alone
  20. 20. Virtual Reality Landscape
  21. 21. AR Market
  22. 22. Inexpensive Hardware • A Smart Phone gives you an VR/AR experience •  > 1.4 Billion new iOS/Android devices shipped in 2016 • Mobile VR •  Google Cardboard •  > 1 million devices distributed •  < $5 USD from China • Handheld AR •  Qualcomm Vuforia platform •  > 100,000 developers •  > 20,000 apps available on iOS/Android
  23. 23. Easy to Use Tools • Content Creation •  Immersive video – 360Heros •  3D models from photos - 123D Catch • Drag and Drop •  BuildAR (www.buildar.org) •  CraftAR (Catchoom) • Game Engine Support •  Unity3D/Unreal plug-in support
  24. 24. New Devices for Input and Output • New Display Technology •  Waveguide Displays (Lumus) •  Retinal Displays (MagicLeap) •  Contact Lens (Innovega) •  Projected AR (CastAR) • New Input Technology •  Depth Sensing (Tango) •  Gesture Capture (SoftKinetic) Lumus DK40 Google Tango
  25. 25. Proven Use Cases • Need to validate the technology • Example: QuiverVision •  AR colouring book application •  Proven to improve writing skills •  ~ 2 million downloads on iOS/Play stores • Example: Pain Relief •  VR pain relief for burn/trauma •  Significantly reduce pain perception •  Firsthand Technologies
  26. 26. Focus on User Experience • Understand user needs •  Consider whole user needs •  Physical, emotional, cognitive, social, cultural •  Perceptual issues • Design for those needs •  Rapid prototyping •  Virtual, physical elements, interaction metaphor • Test your design •  Formal, informal testing
  27. 27. TAT Augmented ID
  28. 28. What Makes a Good MR Experience? • Compelling • Engaging,‘Magic’ moment • Intuitive, ease of use • Uses existing skills • Anchored in physical world • Seamless combination of real and digital
  29. 29. Demo:colAR • Turn colouring books pages into AR scenes •  Markerless tracking, use your own colours.. • Try it yourself: http://www.colARapp.com/
  30. 30. BUILDING THE BUSINESS
  31. 31. AR Business Today • Around $600 Million USD in 2014 (>$2B 2015) • > 80% Games and Marketing applications
  32. 32. Market Projections cf. 2014 computer game market = $84 Billion USD
  33. 33. Gartner Hype Cycle
  34. 34. Getting from Here to There • New markets •  Medical •  Education •  Industry •  Etc • New applications •  Training •  Collaboration •  Information Presentation •  Etc
  35. 35. Example: Commercial Systems • Ngrain • http://www.ngrain.com/ • Training authoring tool • Model based AR tracking • ScopeAR • http://www.scopear.com/ • Remote assistance • Image based tracking
  36. 36. Example: Social Panoramas • Google Glass • Capture live image panorama (compass + camera) • Remote device (tablet) • Immersive viewing, live annotation Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.
  37. 37. Example: AR remote collaboration • Local user uses AR display •  Move real objects using AR cues • Remote expert on desktop interface •  Place 3D objects with independent view Tait, M., & Billinghurst, M. The Effect of View Independence in a Collaborative AR System. Computer Supported Cooperative Work (CSCW), 1-27.
  38. 38. Research Needed in Many Areas • Social Acceptance •  Overcome social problems • Cloud Services •  Cloud based storage/processing • Ubiquitous AR/VR •  Using AR/VR with Ubicomp/IoT technologies • Collaborative Experiences •  AR/VR teleconferencing • Etc..
  39. 39. Exmple:SocialAcceptance • People don’t want to look silly •  Only 12% of 4,600 adults would be willing to wear AR glasses •  20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues •  Needs further study (ethnographic, field tests, longitudinal)
  40. 40. Crossing Boundaries Jun Rekimoto, Sony CSL
  41. 41. Invisible Interfaces Jun Rekimoto, Sony CSL
  42. 42. Example: VisualizingWifi Networks • Mobile app to view Wifi networks •  Real time visualization of surrounding network •  Audio/visual feedback based on signal strength •  http://www.architectureofradio.com/
  43. 43. CONCLUSION
  44. 44. Summary • AR/VR in 2016 will not be like 1996 • Focus on more thanVR • Low barrier to Entry • Emphasis on User Experience • To build the Business • Move into new markets, develop proven case studies • Research core areas •  Social acceptance, collaborative tools, etc
  45. 45. www.empathiccomputing.org @marknb00 mark.billinghurst@unisa.edu.au

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