Virtual Reality: Sensing the Possibilities

Mark Billinghurst
Mark BillinghurstDirector at HIT Lab NZ
VIRTUAL REALITY:
SENSING THE POSSIBILITIES
Professor Mark Billinghurst
Director Empathic Computing Lab
mark.billinghurst@unisa.edu.au
Dr. Ross Smith
Co-Director: Wearable Computer Laboratory
ross.smith@unisa.edu.au
Outline
5:50 – What is VR (Mark)
6:00 – History and Business of VR (Mark)
6:15 - Applications of VR (Ross)
6:25 - Tools for Developing VR (Ross)
6:35 - VR Research Directions (Mark)
6:45 – Demos (Mark and Ross)
Downloads to Try
• Search on iOS/Play Store for:
• Google Cardboard
• Cardboard Camera
• DiveCityCoaster
• Streetview
• Within
WHAT IS VIRTUAL REALITY?
Ivan Sutherland (1963)
•  Sketchpad – first interactive graphics program
The Ultimate Display
“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”.
Ivan Sutherland, 1965
An Invisible Interface
Virtual Reality
Computer generated multi-sensory simulation of an
artificial environment that is interactive and immersive.
Virtual Reality: Sensing the Possibilities
What is Virtual Reality?
Virtual reality is..
a computer technology that replicates an
environment, real or imagined, and simulates a
user's physical presence and environment to
allow for user interaction. (Wikipedia)
• Defining Characteristics
• Environment simulation
• Presence
• Interaction
Defined in Terms of Presence
•  Presence is the key to defining VR in terms of experience
•  Presence is defined as the sense of being in an environment
•  Telepresence is defined as the experience of presence in an
environment by means of a communication medium.
•  A “virtual reality” is defined as a real or simulated environment
in which a perceiver experiences telepresence.
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.
First VR Experience
• “This is so real..”
• https://www.youtube.com/watch?v=pAC5SeNH8jw
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
Types of VR
1
5
HISTORY OF VR
Early History (30,000 BC - )
The history of VR is rooted in human’s first
attempts to reproduce the world around them
1800’s – Capturing Reality
• Panoramas (1790s)
•  Immersive paintings
• Photography (1820-30s)
•  Oldest surviving photo (Niépce, 1826)
• Stereo imagery (1830s)
•  Wheatstone (1832)
•  Brewster (1851)
• Movies (1870s)
•  Muybridge (1878)
•  Roundhay Garden Scene (1888)
Stereo Viewers
Wheatstone (1832)
Brewster (1860)
Viewmaster (1939)
1900s – Interactive Experiences
• Early Simulators (<1960s)
•  Flight simulation
•  Sensorama (1955)
• Early HMDs (1960s)
•  Philco, Ivan Sutherland
• Military + University Research (1970-80s)
•  US Airforce, NASA, MIT, UNC
• First Commercial Wave (1980-90s)
•  VPL, Virtual i-O, Division, Virtuality
•  VR Arcades, Virtual Boy
Ivan Sutherland HMD (1968)
https://www.youtube.com/watch?v=NtwZXGprxag
Early Experimenters (1950’s – 80’s)
Helig 1956
Sutherland 1965
Furness 1970’s
The First Wave (1980’s – 90’s)
NASA 1989
VPL 1990’s
Virtuality 1990’s
Desktop VR - 1995
•  Expensive - $150,000+
•  2 million polys/sec
•  VGA HMD – 30 Hz
•  Magnetic tracking
Rise of Commercial VR Companies
•  W Industries/Virtuality (1985 - 97)
•  Location based entertainment
•  Virtuality VR Arcades
•  Division (1989 – 1998)
•  Turn key VR systems
•  Visual programming tools
•  Virtual i-O (1993 -1997)
•  Inexpensive gamer HMDs
•  Sense8 (1990 - 1998)
•  WorldToolKit, WorldUp
•  VR authoring tools
• April 2007 Computer World
• VR Voted 7th on of 21 biggest flops
•  MS Bob #1
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
•  sddg
Oculus Rift
Sony Morpheus
HTC/Valve Vive
2016 - Rise of Consumer HMDs
Desktop VR 2016
• Graphics Desktop
• $1,500 USD
• >4 Billion poly/sec
• $600 HMD
• 1080x1200, 90Hz
• Optical tracking
• Room scale
HTC Vive
•  Room scale tracking
•  Gesture input devices
Example Vive App – Tilt Brush
https://www.youtube.com/watch?v=ijukZmYFX-0
Computer Based vs. Mobile VR
Mobile VR: Google Cardboard
• Released 2014 (Google 20% project)
• >5 million shipped/given away
• Easy to use developer tools
+ =
Multiple Mobile VR Viewers Available
THE BUSINESS OF VR
Gartner Hype Cycle (2016)
Gartner Hype Cycle (2016)
Companies
•  sdfa
AR/VR Investments
•  > $1 Billion USD from VCs, > 120 deals in US alone
HMD Sales
•  asdf
Market Size
AR / VR Market Size
•  sadf
•  In 2016 – 46m possible desktop VR users vs. 400 m mobile VR users
•  https://thoughts.ishuman.co/vr-will-be-mobile-11529fabf87c#.vfcjzy1vf
•  zxcvz
Potential for Disruption (BDMI)
•  asD
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
Conclusion
•  Virtual Reality has a long history
•  > 50 years of HMDs, simulators
•  Key elements for VR were in place by early 1990’s
•  Displays, tracking, input, graphics
•  Strong support from military, government, universities
•  First commercial wave failed in late 1990’s
•  Too expensive, bad user experience, poor technology, etc
•  We are now in second commercial wave
•  Better experience, Affordable hardware
•  Large commercial investment, Significant installed user base
•  Will Virtual Reality be a commercial success this time?
APPLICATIONS OF VR
Types of VR Experiences
• Immersive Spaces
• 360 Panorama’s/Movies
• High visual quality
• Limited interactivity
• Changing viewpoint orientation
• Immersive Experiences
• 3D graphics
• Lower visual quality
• High interactivity
• Movement in space
• Interact with objects
Immersive Panorama
•  High quality 360 image or video surrounding user
•  User can turn head to see different views
•  Fixed position
Example Applications
• VRSE – Storytelling for VR
•  http://vrse.com/
•  High quality 360 VR content
• New York Times VR Experience
•  NYTVR application
•  Documentary experiences
• Vrideo
•  http://vrideo.com/
•  Streamed immersive movies
Applications: Virtual Tours
• Visualise architectural diagrams
• Tools such as Autodesk, Revit supporting VR
• Metricon, 3D tours
Demo: Metricon VR Tours
•  https://www.youtube.com/watch?v=vN16M2RZ8k4
Applications: Games and Entertainment
•  100s of games
Star Wars Trials On Tatooine VR Game
•  https://www.youtube.com/watch?v=zb2HTngc8xE
100’s of Google Play Cardboard apps
Applications: Sports and Entertainment
• www.Nexvr.com
• Live streaming events
• NBA Basketball VR
• (1 game per week)
• US Open Tennis VR
• Live Nation concerts
Virtual Campus Tour
• Current undergraduate student project
• Captured hundereds 360 photos
• Custom menus and navigation
• Allowing remote experience of facilities
Applications: Architectural Visualizations
• Combined virtual and real imagery
• Revit architectual diagrams
• Incorporated Street photography
• Available today from app store
Applications: Medical
• Virtual Reality in Clinical Applications
• Acute and Chronic Pain Modification
• Phobias, Post-traumatic stress disorder
• Eating disorders
• Benefits
• Low cost
• Repeatable
How do these systems work?
• Phobias
• Repeated experience reduces fear and anxiety
• Wound dressing
• Distraction
• Lower pain self report compared to opiates
• Chronic pain
• Illusion based systems
Application: Chronic Neck Pain
•Injuries happen to everyone, for some pain persists
after injury healing
•1 in 5 Australians suffer chronic pain
•Current Treatments provide no long term benefit,
AND often cause further complications.
•Science suggests these methods don’t target the
main contributor: the brain.
•Pain with movement depends on perceived, not
actual movement (Harvie, Smith et al. 2015).
•Shows real time manipulation of pain using MoOVi
Application: Virtual Training
• Virtual Dissection
• Cadaver lab
• OH&S Training tools (Forklift)
• Learning benefits
• Easily repeatable
• No harm to specimen
• No exposure to chemicals
• http://www.tactustech.com
TOOLS FOR DEVELOPING
VR EXPERIENCES
Capturing Panoramas
• Stitching photos together
•  Image Composite Editor (Microsoft)
•  AutoPano (Kolor)
• Using 360 camera
•  Ricoh Theta-S
•  Fly360
Capturing 360 images
Kodac 360 Fly 360 Gear 360 Theta S Nikon
LG 360 Pointgrey Ladybug Panono 360
Bublcam
360 Images with Smartphone
•  Cardboard	Camera	
•  Capture	360	panoramas	
•  S3tch	together	images	on	phone	
•  View	in	VR	on	Cardboard
What You Need
• Cardboard Viewer/VR Viewer
•  https://www.google.com/get/cardboard/
• Smart phone
•  Android/iOS
• Authoring Tools/SDK
•  Google VR SDK
•  Unity/Unreal game engine
•  Non programming tools
• Content
•  3D models, video, images, sounds
Software Tools
• Low level SDKs
•  Need programming ability
•  Java, C#, C++, etc
•  Example: Google VR SDK (iOS, Android)
•  https://developers.google.com/vr/
• Game Engines
•  Powerful, need scripting ability
• Unity - https://unity3d.com/
• Unreal - https://www.unrealengine.com/vr
•  Combine with VR plugins (HMDs, input devices)
•  Google VR Unity plugin
Unity Interface
Developing Software
• Unity Game Engine
• Unreal Game Engine
• Asstore access (not just for developers)
• Comprehensive tools to support
• Physics
• Lighting effects
• Animations
• Colliders
• Scripts
• Audio
• Particle systems (smoke, fog..)
• 
Tools for Non-Programmers
•  Focus on Design, ease of use
•  Visual Programming, content arrangement
•  Examples
•  Insta-VR – 360 panoramas
•  http://www.instavr.co/
•  Vizor – VR on the Web
•  http://vizor.io/
•  A-frame – HTML based
•  https://aframe.io/
•  ENTiTi – Both AR and VR authoring
•  http://www.wakingapp.com/
•  Eon Creator – Drag and drop tool for AR/VR
•  http://www.eonreality.com/eon-creator/
InstaVR (Web Based)
• http://www.instavr.co/
• Development flow
• Capture 360 photos
• Upload to web
• Add content flow
• Add links, hotspots
• Publish to platform:
• Android, IOS, Gear VR, Web,
• Daydream, Oculus Rift, HTC Vive, Playstation VR
Demo: InstaVR
•  https://www.youtube.com/watch?v=qk7CxZ0yB2s
VR RESEARCH DIRECTIONS
Areas for VR Research
• Display
•  Wide field of view, new display technologies
• Tracking
•  Precise tracking, wide area
• Interaction
•  Natural gesture interaction, human factors
• Authoring Tools
•  Content capture, authoring in VR
• Applications
•  Collaboration, large scale VR
Bare Hands
•  Using computer vision to track bare hand input
•  Creates compelling sense of Presence, natural interaction
•  Challenges need to be solved
•  Not having sense of touch
•  Line of sight required to sensor
•  Fatigue from holding hands in front of sensor
Example: Leap Motion
•  https://www.youtube.com/watch?v=QD4qQBL0X80
Eye Tracking
•  Technology
•  Shine IR light into eye and look for reflections
•  Advantages
•  Provides natural hands-free input
•  Gaze provides cues as to user attention
•  Can be combined with other input technologies
Example: FOVE VR Headset
•  Eye tracker integrated into VR HMD
•  Gaze driven user interface, foveated rendering
•  https://www.youtube.com/watch?v=8dwdzPaqsDY
Pedestrian Devices
• Pedestrian input in VR
•  Walking/running in VR
• Virtuix Omni
•  Special shoes
•  http://www.virtuix.com
• Cyberith Virtualizer
•  Socks + slippery surface
•  http://cyberith.com
Cyberith Virtualizer Demo
•  https://www.youtube.com/watch?v=R8lmf3OFrms
Social VR
•  Facebook Social Virtual Reality, AltspaceVR
•  Bringing Avatars into VR space
•  Natural social interaction
Demo: Facebook Social VR
•  https://www.youtube.com/watch?v=W71o4RbckNA
CONCLUSIONS
Conclusions
• Virtual Reality has long history
• 60 years of experimentation
• Recent VR explosion
• Desktop VR, mobile VR
• Rapidly growing market
• Many areas for commercial application
• Significant Research Opportunities
• Collaboration, applications, display, interaction
DEMONSTRATIONS
Hands on Demonstrations
•  HTC Vive
•  PC Based VR
•  Wide area tracking
•  Two handed input
•  Google Cardboard
•  Mobile VR
•  iOS/Android applications
•  Gear VR
•  Mobile VR
•  Improved Tracking
•  Touch pad input
Google Cardboard Demonstration
Step 2:
- Search for a location
- I chose “Brighton Beach”
- Click “red dot”
Step 3:
- Select from available
- 360 images and click
Step 4:
- Click on cardboard icon
- Place in viewer
Step 1: Download “Street View” from Apple or Play store
@marknb00
mark.billinghurst@unisa.edu.au
ross.smith@unisa.edu.au
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Virtual Reality: Sensing the Possibilities

  • 1. VIRTUAL REALITY: SENSING THE POSSIBILITIES Professor Mark Billinghurst Director Empathic Computing Lab mark.billinghurst@unisa.edu.au Dr. Ross Smith Co-Director: Wearable Computer Laboratory ross.smith@unisa.edu.au
  • 2. Outline 5:50 – What is VR (Mark) 6:00 – History and Business of VR (Mark) 6:15 - Applications of VR (Ross) 6:25 - Tools for Developing VR (Ross) 6:35 - VR Research Directions (Mark) 6:45 – Demos (Mark and Ross)
  • 3. Downloads to Try • Search on iOS/Play Store for: • Google Cardboard • Cardboard Camera • DiveCityCoaster • Streetview • Within
  • 4. WHAT IS VIRTUAL REALITY?
  • 5. Ivan Sutherland (1963) •  Sketchpad – first interactive graphics program
  • 6. The Ultimate Display “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”. Ivan Sutherland, 1965
  • 8. Virtual Reality Computer generated multi-sensory simulation of an artificial environment that is interactive and immersive.
  • 10. What is Virtual Reality? Virtual reality is.. a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. (Wikipedia) • Defining Characteristics • Environment simulation • Presence • Interaction
  • 11. Defined in Terms of Presence •  Presence is the key to defining VR in terms of experience •  Presence is defined as the sense of being in an environment •  Telepresence is defined as the experience of presence in an environment by means of a communication medium. •  A “virtual reality” is defined as a real or simulated environment in which a perceiver experiences telepresence.
  • 12. 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.
  • 13. First VR Experience • “This is so real..” • https://www.youtube.com/watch?v=pAC5SeNH8jw
  • 14. 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
  • 17. Early History (30,000 BC - ) The history of VR is rooted in human’s first attempts to reproduce the world around them
  • 18. 1800’s – Capturing Reality • Panoramas (1790s) •  Immersive paintings • Photography (1820-30s) •  Oldest surviving photo (Niépce, 1826) • Stereo imagery (1830s) •  Wheatstone (1832) •  Brewster (1851) • Movies (1870s) •  Muybridge (1878) •  Roundhay Garden Scene (1888)
  • 21. 1900s – Interactive Experiences • Early Simulators (<1960s) •  Flight simulation •  Sensorama (1955) • Early HMDs (1960s) •  Philco, Ivan Sutherland • Military + University Research (1970-80s) •  US Airforce, NASA, MIT, UNC • First Commercial Wave (1980-90s) •  VPL, Virtual i-O, Division, Virtuality •  VR Arcades, Virtual Boy
  • 22. Ivan Sutherland HMD (1968) https://www.youtube.com/watch?v=NtwZXGprxag
  • 23. Early Experimenters (1950’s – 80’s) Helig 1956 Sutherland 1965 Furness 1970’s
  • 24. The First Wave (1980’s – 90’s) NASA 1989 VPL 1990’s Virtuality 1990’s
  • 25. Desktop VR - 1995 •  Expensive - $150,000+ •  2 million polys/sec •  VGA HMD – 30 Hz •  Magnetic tracking
  • 26. Rise of Commercial VR Companies •  W Industries/Virtuality (1985 - 97) •  Location based entertainment •  Virtuality VR Arcades •  Division (1989 – 1998) •  Turn key VR systems •  Visual programming tools •  Virtual i-O (1993 -1997) •  Inexpensive gamer HMDs •  Sense8 (1990 - 1998) •  WorldToolKit, WorldUp •  VR authoring tools
  • 27. • April 2007 Computer World • VR Voted 7th on of 21 biggest flops •  MS Bob #1
  • 28. 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
  • 30. Oculus Rift Sony Morpheus HTC/Valve Vive 2016 - Rise of Consumer HMDs
  • 31. Desktop VR 2016 • Graphics Desktop • $1,500 USD • >4 Billion poly/sec • $600 HMD • 1080x1200, 90Hz • Optical tracking • Room scale
  • 32. HTC Vive •  Room scale tracking •  Gesture input devices
  • 33. Example Vive App – Tilt Brush https://www.youtube.com/watch?v=ijukZmYFX-0
  • 34. Computer Based vs. Mobile VR
  • 35. Mobile VR: Google Cardboard • Released 2014 (Google 20% project) • >5 million shipped/given away • Easy to use developer tools + =
  • 36. Multiple Mobile VR Viewers Available
  • 41. AR/VR Investments •  > $1 Billion USD from VCs, > 120 deals in US alone
  • 44. AR / VR Market Size •  sadf
  • 45. •  In 2016 – 46m possible desktop VR users vs. 400 m mobile VR users •  https://thoughts.ishuman.co/vr-will-be-mobile-11529fabf87c#.vfcjzy1vf
  • 47. Potential for Disruption (BDMI) •  asD
  • 48. 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
  • 49. Conclusion •  Virtual Reality has a long history •  > 50 years of HMDs, simulators •  Key elements for VR were in place by early 1990’s •  Displays, tracking, input, graphics •  Strong support from military, government, universities •  First commercial wave failed in late 1990’s •  Too expensive, bad user experience, poor technology, etc •  We are now in second commercial wave •  Better experience, Affordable hardware •  Large commercial investment, Significant installed user base •  Will Virtual Reality be a commercial success this time?
  • 51. Types of VR Experiences • Immersive Spaces • 360 Panorama’s/Movies • High visual quality • Limited interactivity • Changing viewpoint orientation • Immersive Experiences • 3D graphics • Lower visual quality • High interactivity • Movement in space • Interact with objects
  • 52. Immersive Panorama •  High quality 360 image or video surrounding user •  User can turn head to see different views •  Fixed position
  • 53. Example Applications • VRSE – Storytelling for VR •  http://vrse.com/ •  High quality 360 VR content • New York Times VR Experience •  NYTVR application •  Documentary experiences • Vrideo •  http://vrideo.com/ •  Streamed immersive movies
  • 54. Applications: Virtual Tours • Visualise architectural diagrams • Tools such as Autodesk, Revit supporting VR • Metricon, 3D tours
  • 55. Demo: Metricon VR Tours •  https://www.youtube.com/watch?v=vN16M2RZ8k4
  • 56. Applications: Games and Entertainment •  100s of games
  • 57. Star Wars Trials On Tatooine VR Game •  https://www.youtube.com/watch?v=zb2HTngc8xE
  • 58. 100’s of Google Play Cardboard apps
  • 59. Applications: Sports and Entertainment • www.Nexvr.com • Live streaming events • NBA Basketball VR • (1 game per week) • US Open Tennis VR • Live Nation concerts
  • 60. Virtual Campus Tour • Current undergraduate student project • Captured hundereds 360 photos • Custom menus and navigation • Allowing remote experience of facilities
  • 61. Applications: Architectural Visualizations • Combined virtual and real imagery • Revit architectual diagrams • Incorporated Street photography • Available today from app store
  • 62. Applications: Medical • Virtual Reality in Clinical Applications • Acute and Chronic Pain Modification • Phobias, Post-traumatic stress disorder • Eating disorders • Benefits • Low cost • Repeatable
  • 63. How do these systems work? • Phobias • Repeated experience reduces fear and anxiety • Wound dressing • Distraction • Lower pain self report compared to opiates • Chronic pain • Illusion based systems
  • 64. Application: Chronic Neck Pain •Injuries happen to everyone, for some pain persists after injury healing •1 in 5 Australians suffer chronic pain •Current Treatments provide no long term benefit, AND often cause further complications. •Science suggests these methods don’t target the main contributor: the brain. •Pain with movement depends on perceived, not actual movement (Harvie, Smith et al. 2015). •Shows real time manipulation of pain using MoOVi
  • 65. Application: Virtual Training • Virtual Dissection • Cadaver lab • OH&S Training tools (Forklift) • Learning benefits • Easily repeatable • No harm to specimen • No exposure to chemicals • http://www.tactustech.com
  • 66. TOOLS FOR DEVELOPING VR EXPERIENCES
  • 67. Capturing Panoramas • Stitching photos together •  Image Composite Editor (Microsoft) •  AutoPano (Kolor) • Using 360 camera •  Ricoh Theta-S •  Fly360
  • 68. Capturing 360 images Kodac 360 Fly 360 Gear 360 Theta S Nikon LG 360 Pointgrey Ladybug Panono 360 Bublcam
  • 69. 360 Images with Smartphone •  Cardboard Camera •  Capture 360 panoramas •  S3tch together images on phone •  View in VR on Cardboard
  • 70. What You Need • Cardboard Viewer/VR Viewer •  https://www.google.com/get/cardboard/ • Smart phone •  Android/iOS • Authoring Tools/SDK •  Google VR SDK •  Unity/Unreal game engine •  Non programming tools • Content •  3D models, video, images, sounds
  • 71. Software Tools • Low level SDKs •  Need programming ability •  Java, C#, C++, etc •  Example: Google VR SDK (iOS, Android) •  https://developers.google.com/vr/ • Game Engines •  Powerful, need scripting ability • Unity - https://unity3d.com/ • Unreal - https://www.unrealengine.com/vr •  Combine with VR plugins (HMDs, input devices) •  Google VR Unity plugin
  • 73. Developing Software • Unity Game Engine • Unreal Game Engine • Asstore access (not just for developers) • Comprehensive tools to support • Physics • Lighting effects • Animations • Colliders • Scripts • Audio • Particle systems (smoke, fog..) • 
  • 74. Tools for Non-Programmers •  Focus on Design, ease of use •  Visual Programming, content arrangement •  Examples •  Insta-VR – 360 panoramas •  http://www.instavr.co/ •  Vizor – VR on the Web •  http://vizor.io/ •  A-frame – HTML based •  https://aframe.io/ •  ENTiTi – Both AR and VR authoring •  http://www.wakingapp.com/ •  Eon Creator – Drag and drop tool for AR/VR •  http://www.eonreality.com/eon-creator/
  • 75. InstaVR (Web Based) • http://www.instavr.co/ • Development flow • Capture 360 photos • Upload to web • Add content flow • Add links, hotspots • Publish to platform: • Android, IOS, Gear VR, Web, • Daydream, Oculus Rift, HTC Vive, Playstation VR
  • 78. Areas for VR Research • Display •  Wide field of view, new display technologies • Tracking •  Precise tracking, wide area • Interaction •  Natural gesture interaction, human factors • Authoring Tools •  Content capture, authoring in VR • Applications •  Collaboration, large scale VR
  • 79. Bare Hands •  Using computer vision to track bare hand input •  Creates compelling sense of Presence, natural interaction •  Challenges need to be solved •  Not having sense of touch •  Line of sight required to sensor •  Fatigue from holding hands in front of sensor
  • 80. Example: Leap Motion •  https://www.youtube.com/watch?v=QD4qQBL0X80
  • 81. Eye Tracking •  Technology •  Shine IR light into eye and look for reflections •  Advantages •  Provides natural hands-free input •  Gaze provides cues as to user attention •  Can be combined with other input technologies
  • 82. Example: FOVE VR Headset •  Eye tracker integrated into VR HMD •  Gaze driven user interface, foveated rendering •  https://www.youtube.com/watch?v=8dwdzPaqsDY
  • 83. Pedestrian Devices • Pedestrian input in VR •  Walking/running in VR • Virtuix Omni •  Special shoes •  http://www.virtuix.com • Cyberith Virtualizer •  Socks + slippery surface •  http://cyberith.com
  • 84. Cyberith Virtualizer Demo •  https://www.youtube.com/watch?v=R8lmf3OFrms
  • 85. Social VR •  Facebook Social Virtual Reality, AltspaceVR •  Bringing Avatars into VR space •  Natural social interaction
  • 86. Demo: Facebook Social VR •  https://www.youtube.com/watch?v=W71o4RbckNA
  • 88. Conclusions • Virtual Reality has long history • 60 years of experimentation • Recent VR explosion • Desktop VR, mobile VR • Rapidly growing market • Many areas for commercial application • Significant Research Opportunities • Collaboration, applications, display, interaction
  • 90. Hands on Demonstrations •  HTC Vive •  PC Based VR •  Wide area tracking •  Two handed input •  Google Cardboard •  Mobile VR •  iOS/Android applications •  Gear VR •  Mobile VR •  Improved Tracking •  Touch pad input
  • 91. Google Cardboard Demonstration Step 2: - Search for a location - I chose “Brighton Beach” - Click “red dot” Step 3: - Select from available - 360 images and click Step 4: - Click on cardboard icon - Place in viewer Step 1: Download “Street View” from Apple or Play store