INTRODUCTION TO
IMMERSIVE TECHNOLOGIES
AR AND VR
DEVELOPMENT
PLATFORMS
WWW.LEARNROLLIMMERSE.COM
All Rights Reserved @ 2018
LEARNROLL IMMERSE ENABLES AR AND VR BASED
STEM LEARNING & EXPERIENCES IN A CLASSROOM
AND LAB
OUR EXPERIENCE CENTER IS A FACILITY WITH HIGH
END VR & AR DEVICES , STEM CONTENT AND FIOS
WITH 150 MBPS
PRODUCTS (IN DEVELOPMENT)
CLASSIMMERSE – For Classrooms
LABIMMERSE – For Labs , Media Centers
GURU – Intelligent AI Based Configurator, Curator and
Deployer
ABOUT LEARNROLL IMMERSE
VIRTUAL REALITY
VIRTUAL REALITY
TECHNOLOGIES
Technology that replicates
an environment that
simulates physical presence
in places in the real world
or imagined worlds and lets
the user interact in that
world.
Image source : Creative Commons Library source
AUGMENTED REALITY
AUGMENTED REALITY
An enhanced version of
reality created by the use of
technology to overlay
digital information on an
image of something being
viewed through a device (as
a smartphone camera)
Image source : Creative Commons Library source
ENABLING IMMERSIVETECHNOLOGIES
https://youtu.be/JKm3uzL_A4c
Source - CAICT
THE FIRSTVIRTUAL REALITY
SYSTEMS
CAVE
A cave automatic virtual
environment (better known
by the acronym CAVE) is an
immersive virtual reality
environment where
projectors are directed to
between three and six of
the walls of a room-sized
cube. three and six of the
walls of a room-sized cube.Image source : Creative Commons Library source
THEVR AND
AR
HARDWARE
LANDSCAPE
CURRENT ROADMAP
- Early BETA releases
- Lack of Standards
- Lack of Software
and Content
Support
BEST PRACTICES IS
ESSENTIALWHEN
DEVELOPING AR AND
VR
VR BEST PRACTICES
(CONTD)
-MOTION SICKNESS
-3D DEPTH
-USER INTERFACE
-CONTENT
-AVATAR CONTROL
-SAFETY AND HEALTH
AR BEST PRACTICES (MOBILE &
GLASSES)
-UI CONTENT
-FOV – Field of View
-OVERLAYING 3D AND 2D
-QUALITY
-SCALING
-CONTENT PLACEMENT
-INTERACTIVITY
-TRACKING
-USER TO CENTER
-SAFETY AND SECURITY
VR BEST PRACTICES (OCULUS
MANUAL)
-RENDERING
-REDUCE LATENCY
-OPTIMIZATION
-HEAD TRACKING
-POSITIONAL TRACKING
-MOVEMENT SPEED
-CAMERAS
DEVELOPMENT PLATFORMS
UNITY
CROSS PLATFORM
VR AND AR DEVELOPMENT
https://unity3d.com/
C#
JAVASCRIPT (UNITYSCRIPT)
BOO
FREE LICENSE FOR INDIVIDUAL
DEVELOPERS
3D , VR , AR AND MR
MORE THAN 20 PLUGINS SUPPORT WITH
OCULUS , HTC , WEB VR , VUFORIA AND
MANY MORE
CREATE PREFABS AND MODELS –
AUTODESK , 3DS , BLENDER
DEVELOPMENT PLATFORMS
UNREAL
CROSS PLATFORM
VR AND AR DEVELOPMENT
UNREALENGINE.COM
C++
UNREALSCRIPT
UNREAL ENGINE
3DS
FREE LICENSE FOR INDIVIDUAL DEVELOPERS
NATIVE SCRIPTING OBJECT ORIENTED
WITHOUT MULTIPLE INHERITANCE
C++ AS SCRIPTING TOOL
OCULUS , HTC , WEB VR , VUFORIA AND
MANY MORE .
USE FOR 2D , 3D , GAMING , AR AND VR
STANDARDS-W3C WEBVR
WEBGL
CROSS PLATFORM
VR AND AR DEVELOPMENT
WEBVR.INFO
WEBVR - MOZILLA
WEBGL,
THREE.JS , BABYLON.JS
(HTML5, WEBGL, WEBVR)
WEBVR IS AN OPEN SPECIFICATION FOR
BUILDING VR FOR WEB WITHOUT MULTIPLE
SDKS
IT SUPPORTS MULTIPLE PLATFORMS LIKE
OCULUS , HTC VIVE , WINDOWS MIXED
REALITY
WEBVR 1.1 IS BEING MOVED TO WEBXR W3C
SPECIFICATION - MOZILLA
FRAMEWORKS/TOOLS
A-FRAME
CROSS PLATFORM
VR AND AR DEVELOPMENT
FRAMEWORK
USES WEBVR
AFRAME.IO
SIMILAR FRAMEWORKS
REACTVR (FACEBOOK)
VR USING WEBVR AND 3D BOILERPLATES
Support for multiple platforms
OCULUS , HTC VIVE , WINDOWS MIXED
REALITY
A-Frame is a powerful framework on top of
three.js, providing a declarative, composable,
reusable entity-component structure for
three.js. While A-Frame can be used from
HTML, developers have unlimited access to
JavaScript, DOM APIs, three.js, WebVR, and
WebGL.
FRAMEWORKS/TOOLS
3D TOOLS
AUTODESK
MAYA
BLENDER
UNITY ASSET STORE
SKETCHFAB
CGTRADER
Image source : Creative Commons Library source
SDK/TOOLS
VUFORIA
CROSS PLATFORM
AR/MR DEVELOPMENT
MOBILE AND EYEWEAR
Vuforia.com
C++ , Java , Unity
ALTERNATE PLATFORM
EASY AR
The Vuforia Engine is the client side library
that is statically linked to your app. This is
available through the client SDK and
supports Android, iOS, and UWP. You may
use Android Studio, XCode, Visual Studio,
or Unity – the cross platform game engine
– to build apps.
Video see-through devices:
Vuzix M300
Optical see-through devices: ODG R-
7+, HoloLens, and Epson BT-200
MIXED REALITY API – AR/VR HEAD
TRACKING
FRAMEWORKS/TOOLS ARKIT
IOS 11.x
ARKIT 1.5
AR DEVELOPMENT
https://developer.apple.com
/arkit/
XCODE
CORE ML
VISION
NLP
Add 2D and 3D Elements
ARKIT is developed by APPLE and uses
Camera and Coordinates Systems (X-Y-
Z)to overlay 3D/2D on real world .
ARKIT uses VIO(Visual Inertial Odometry)
to assess position and motion.
ARKIT relies on camera and hence
tracking requires good lighting, non
excessive motion & plane detection
FRAMEWORKS/TOOLS ARCORE
ANDROID
AR DEVELOPMENT
developers.google.com/ar
Unity for IOS/Android
Android
Unreal
ARCore by Google tracks the position of the
mobile device as it moves and identifies
important points called features. The visual
information is combined with inertial
measurements from the device's IMU to
estimate the pose (position and orientation) of
the camera relative to the world over time.
ARCore looks for clusters of feature points that
appear to lie on common horizontal or vertical
surfaces as planes, Planes and points are a
special type of object called a trackable
LIBRARIES
ARTOOLKIT
OPEN SOURCE
(Non Commercial Use Only)
MAC OSX , IOS , UNITY ON
WINDOWS/IOS , ANDROID
C
JAVA
MATLAB
ARToolKit is a software library for
building Augmented Reality (AR)
applications. One of the initial AR
libraries.
ARToolKIT uses COMPUTER VISION
algorithms.ARToolKit was originally
developed by Dr. Hirokazu Kato, and its
ongoing development is being
supported by the Human Interface
Technology Laboratory at the University
of Washington
FRAMEWORKS/SDK KUDAN
CROSS PLATFORM
AR DEVELOPMENT
ANDROID SDK , iOS SDK,
Unity
Objective C
Java
Professional Grade AR
Kudan AR SDK supports both marker and
markerless AR
Multiple Marker Recognitions
Simultaneous Localization and Mapping
(SLAM) is a computer problem of finding the
position and orientation (localization) of a
device with respect to its surroundings. It uses
camera and depth sensor.
FRAMEWORKS/TOOLS
8i
VOLUMETRICS
VR AND AR DEVELOPMENT
8i.com
UNITY , ANDROID , IOS ,
UNREAL
Volumetric transforms video from an array
of cameras into a 3D hologram of a
human that has true volume, and can be
viewed from any angle.
Example -Buzz Aldrin Cycling to Mars
SUMMARY
Early adoption and testing helps in choosing the technology & platform fit
for our own use cases including refining GotoMarket strategies.
VR and AR has a huge potential in training and learning.
Currently focus on AR and VR education or training is nascent and
immature. Even mass scale headsets built are functional mostly for gamers.
Professional grade AR and VR solutions will help in mass adoption for
industries and schools/institutions.
Training & Learning Solutions that is supported using Machine or Deep
Learning will be next generation solutions.

AR and VR development tools and platforms

  • 1.
    INTRODUCTION TO IMMERSIVE TECHNOLOGIES ARAND VR DEVELOPMENT PLATFORMS WWW.LEARNROLLIMMERSE.COM All Rights Reserved @ 2018
  • 2.
    LEARNROLL IMMERSE ENABLESAR AND VR BASED STEM LEARNING & EXPERIENCES IN A CLASSROOM AND LAB OUR EXPERIENCE CENTER IS A FACILITY WITH HIGH END VR & AR DEVICES , STEM CONTENT AND FIOS WITH 150 MBPS PRODUCTS (IN DEVELOPMENT) CLASSIMMERSE – For Classrooms LABIMMERSE – For Labs , Media Centers GURU – Intelligent AI Based Configurator, Curator and Deployer ABOUT LEARNROLL IMMERSE
  • 3.
    VIRTUAL REALITY VIRTUAL REALITY TECHNOLOGIES Technologythat replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world. Image source : Creative Commons Library source
  • 4.
    AUGMENTED REALITY AUGMENTED REALITY Anenhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (as a smartphone camera) Image source : Creative Commons Library source
  • 5.
  • 6.
    THE FIRSTVIRTUAL REALITY SYSTEMS CAVE Acave automatic virtual environment (better known by the acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. three and six of the walls of a room-sized cube.Image source : Creative Commons Library source
  • 7.
    THEVR AND AR HARDWARE LANDSCAPE CURRENT ROADMAP -Early BETA releases - Lack of Standards - Lack of Software and Content Support
  • 8.
    BEST PRACTICES IS ESSENTIALWHEN DEVELOPINGAR AND VR VR BEST PRACTICES (CONTD) -MOTION SICKNESS -3D DEPTH -USER INTERFACE -CONTENT -AVATAR CONTROL -SAFETY AND HEALTH AR BEST PRACTICES (MOBILE & GLASSES) -UI CONTENT -FOV – Field of View -OVERLAYING 3D AND 2D -QUALITY -SCALING -CONTENT PLACEMENT -INTERACTIVITY -TRACKING -USER TO CENTER -SAFETY AND SECURITY VR BEST PRACTICES (OCULUS MANUAL) -RENDERING -REDUCE LATENCY -OPTIMIZATION -HEAD TRACKING -POSITIONAL TRACKING -MOVEMENT SPEED -CAMERAS
  • 9.
    DEVELOPMENT PLATFORMS UNITY CROSS PLATFORM VRAND AR DEVELOPMENT https://unity3d.com/ C# JAVASCRIPT (UNITYSCRIPT) BOO FREE LICENSE FOR INDIVIDUAL DEVELOPERS 3D , VR , AR AND MR MORE THAN 20 PLUGINS SUPPORT WITH OCULUS , HTC , WEB VR , VUFORIA AND MANY MORE CREATE PREFABS AND MODELS – AUTODESK , 3DS , BLENDER
  • 10.
    DEVELOPMENT PLATFORMS UNREAL CROSS PLATFORM VRAND AR DEVELOPMENT UNREALENGINE.COM C++ UNREALSCRIPT UNREAL ENGINE 3DS FREE LICENSE FOR INDIVIDUAL DEVELOPERS NATIVE SCRIPTING OBJECT ORIENTED WITHOUT MULTIPLE INHERITANCE C++ AS SCRIPTING TOOL OCULUS , HTC , WEB VR , VUFORIA AND MANY MORE . USE FOR 2D , 3D , GAMING , AR AND VR
  • 11.
    STANDARDS-W3C WEBVR WEBGL CROSS PLATFORM VRAND AR DEVELOPMENT WEBVR.INFO WEBVR - MOZILLA WEBGL, THREE.JS , BABYLON.JS (HTML5, WEBGL, WEBVR) WEBVR IS AN OPEN SPECIFICATION FOR BUILDING VR FOR WEB WITHOUT MULTIPLE SDKS IT SUPPORTS MULTIPLE PLATFORMS LIKE OCULUS , HTC VIVE , WINDOWS MIXED REALITY WEBVR 1.1 IS BEING MOVED TO WEBXR W3C SPECIFICATION - MOZILLA
  • 12.
    FRAMEWORKS/TOOLS A-FRAME CROSS PLATFORM VR ANDAR DEVELOPMENT FRAMEWORK USES WEBVR AFRAME.IO SIMILAR FRAMEWORKS REACTVR (FACEBOOK) VR USING WEBVR AND 3D BOILERPLATES Support for multiple platforms OCULUS , HTC VIVE , WINDOWS MIXED REALITY A-Frame is a powerful framework on top of three.js, providing a declarative, composable, reusable entity-component structure for three.js. While A-Frame can be used from HTML, developers have unlimited access to JavaScript, DOM APIs, three.js, WebVR, and WebGL.
  • 13.
    FRAMEWORKS/TOOLS 3D TOOLS AUTODESK MAYA BLENDER UNITY ASSETSTORE SKETCHFAB CGTRADER Image source : Creative Commons Library source
  • 14.
    SDK/TOOLS VUFORIA CROSS PLATFORM AR/MR DEVELOPMENT MOBILEAND EYEWEAR Vuforia.com C++ , Java , Unity ALTERNATE PLATFORM EASY AR The Vuforia Engine is the client side library that is statically linked to your app. This is available through the client SDK and supports Android, iOS, and UWP. You may use Android Studio, XCode, Visual Studio, or Unity – the cross platform game engine – to build apps. Video see-through devices: Vuzix M300 Optical see-through devices: ODG R- 7+, HoloLens, and Epson BT-200 MIXED REALITY API – AR/VR HEAD TRACKING
  • 15.
    FRAMEWORKS/TOOLS ARKIT IOS 11.x ARKIT1.5 AR DEVELOPMENT https://developer.apple.com /arkit/ XCODE CORE ML VISION NLP Add 2D and 3D Elements ARKIT is developed by APPLE and uses Camera and Coordinates Systems (X-Y- Z)to overlay 3D/2D on real world . ARKIT uses VIO(Visual Inertial Odometry) to assess position and motion. ARKIT relies on camera and hence tracking requires good lighting, non excessive motion & plane detection
  • 16.
    FRAMEWORKS/TOOLS ARCORE ANDROID AR DEVELOPMENT developers.google.com/ar Unityfor IOS/Android Android Unreal ARCore by Google tracks the position of the mobile device as it moves and identifies important points called features. The visual information is combined with inertial measurements from the device's IMU to estimate the pose (position and orientation) of the camera relative to the world over time. ARCore looks for clusters of feature points that appear to lie on common horizontal or vertical surfaces as planes, Planes and points are a special type of object called a trackable
  • 17.
    LIBRARIES ARTOOLKIT OPEN SOURCE (Non CommercialUse Only) MAC OSX , IOS , UNITY ON WINDOWS/IOS , ANDROID C JAVA MATLAB ARToolKit is a software library for building Augmented Reality (AR) applications. One of the initial AR libraries. ARToolKIT uses COMPUTER VISION algorithms.ARToolKit was originally developed by Dr. Hirokazu Kato, and its ongoing development is being supported by the Human Interface Technology Laboratory at the University of Washington
  • 18.
    FRAMEWORKS/SDK KUDAN CROSS PLATFORM ARDEVELOPMENT ANDROID SDK , iOS SDK, Unity Objective C Java Professional Grade AR Kudan AR SDK supports both marker and markerless AR Multiple Marker Recognitions Simultaneous Localization and Mapping (SLAM) is a computer problem of finding the position and orientation (localization) of a device with respect to its surroundings. It uses camera and depth sensor.
  • 19.
    FRAMEWORKS/TOOLS 8i VOLUMETRICS VR AND ARDEVELOPMENT 8i.com UNITY , ANDROID , IOS , UNREAL Volumetric transforms video from an array of cameras into a 3D hologram of a human that has true volume, and can be viewed from any angle. Example -Buzz Aldrin Cycling to Mars
  • 20.
    SUMMARY Early adoption andtesting helps in choosing the technology & platform fit for our own use cases including refining GotoMarket strategies. VR and AR has a huge potential in training and learning. Currently focus on AR and VR education or training is nascent and immature. Even mass scale headsets built are functional mostly for gamers. Professional grade AR and VR solutions will help in mass adoption for industries and schools/institutions. Training & Learning Solutions that is supported using Machine or Deep Learning will be next generation solutions.