This document provides an overview of a presentation on designing compelling augmented reality (AR) and virtual reality (VR) experiences. The presentation will cover definitions of AR and VR, example applications, hands-on experience with authoring tools ENTiTi Creator and Wikitude World, and research directions. It will also discuss challenges in designing experiences for AR and VR head-mounted displays using mobile devices as computing modules.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
Mixed reality Opens the door of Digital (virtual) World in real world with the help of it we can interact and manipulate virtual objects with our hands .
after the working of One Months maked this ppt
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
Augmented reality is a live, copy, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
Mixed reality Opens the door of Digital (virtual) World in real world with the help of it we can interact and manipulate virtual objects with our hands .
after the working of One Months maked this ppt
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
Augmented reality is a live, copy, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
Lecture prepared by Mark Billinghurst on Augmented Reality tracking. Taught on October 18th 2016 by Dr. Gun Lee as part of the COMP 4010 VR class at the University of South Australia.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
Lecture about Augmented Reality displays given by Mark Billinghurst on October 11th 2016 as part of the COMP 4010 class on Virtual Reality at the University of South Australia
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Presentation given by Mark Billinghurst at the ISMAR 2016 conference on September 20th 2016. This talk describes work being done on using gaze tracking to enhance remote collaboration.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Slides put together for a workshop on AR in Education for the ULearn 2016 conference. Gives a good overview of how to use the EnvisageAR software for AR. Presentation created by Mark Billinghurst, October 2016.
COMP 4026 Advanced HCI lecture 6 on OpenFrameworks and Google's Project Soli. Taught by Mark Billinghurst at the University of South Australia on August 25th 2016.
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
Lecture 4 from the 2016 COMP 4026 course on Advanced Human Computer Interaction taught at the University of South Australia. Taught by Mark Billinghurst, and containing material about Processing and various advanced Human Computer Interfaces.
The third lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR Interaction Techniques
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
Lecture 8 in the COMP 4010 course on AR and VR. This lecture gives an overview of Augmented Reality technology. Taught by Mark Billinghurst on October 5th, 2017 at the University of South Australia
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Lecture 2 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Mobile AR Technology. Look for the other 9 lectures in the course.
The second lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR Technology.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective...Zi Siang See
International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments
Zi Siang See, Mohd Shahrizal Sunar, Mark Billinghurst, Arindam Dey, Delas Santano, Human Esmaeili, Harold Thwaites
22-24 November 2017, Adelaide
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Dinsdag 8 november
Sessieronde 1
Titel: De diepte in met virtual reality
Spreker(s): Robin de Lange (Universiteit Leiden), Lieke Rensink (SURFnet)
Zaal: Diamond I
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
A talk given by Mark Billinging in the CLIPE workshop in Tubingen, Germant on April 27th 2023. This talk describes how virtual avatars can be used to support remote collaboration.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
Keynote talk given by Mark Billinghurst at the CHI 2023 Workshop on Towards and Inclusive and Accessible Metaverse. The talk was given on April 23rd 2023.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Lecture 5 in the 2022 COMP 4010 lecture series. This lecture is about AR prototyping tools and techniques. The lecture was given by Mark Billinghurst from University of South Australia in 2022.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 3 in the 2022 COMP 4010 lecture series on AR/VR. This lecture provides an introduction for AR Technology. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
Short talk by Mark Billinghurst on Empathic Computing and Collaborative Immersive Analytics, presented on July 28th 2022 at the Siggraph 2022 conference.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
AR-VR Workshop
1. DESIGNING COMPELLING
AR AND VR EXPERIENCES
Mark Billinghurst
mark.billinghurst@unisa.edu.au
Zi Siang See
zisiangsee@sunway.edu.my
vsmm2016.org
October 17th 2016
2. About Us
• Mark
• PhD University of Washington
• Founder, HIT Lab NZ
• Professor, University South Australia
• Zi Siang
• Faculty member, Sunway
• Creative Director, Reina Imaging
• Academic, University Tunku Abdul Rahman
3. Overview
• 9:30 Introduction (Mark + Zi Siang)
• 9:35 Introduction to Virtual Reality (Mark)
• 10:00 Developing VR with ENTiTi (Zi Siang)
• 10:30 Introduction to Augmented Reality (Mark)
• 11:00 Developing AR with ENTiTi (Zi Siang)
• 11:30 Building Outdoor AR with Wikitude (Zi Siang)
• 12:00 Research Directions/Questions (Mark)
• 12:30 Finish
4. What You Will Learn
• Definitions of AR/VR
• History of AR/VR
• Example applications
• How to make AR/VR experiences
• Hands-on with authoring tools
• Best interaction methods
• Research directions in AR/VR
5. Authoring Tools Used
1) Augmented Reality (AR)
2) Virtual Reality (VR)
3) Outdoor AR experience
- ENTiTi Creator
- ENTiTi Creator
- Wikitude World
6. ENTiTi Creator (Desktop)
• AR/VR application building for non-programmers
• Available from http://www.wakingapp.com
Install for PC or Mac
12. 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
16. 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
44. Google Cardboard App
• 7 default experiences
• Earth: Fly on Google Earth
• Tour Guide: Visit sites with guides
• YouTube: Watch popular videos
• Exhibit: Examine cultural artifacts
• Photo Sphere: Immersive photos
• Street View: Drive along a street
• Windy Day: Interactive short story
52. 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/
53. Designing Mobile VR Applications
• Things to consider
• Ease of use
• Type of experience
• Immersive images vs. 3d interaction
• Length of experience
• 2D versus 3D information presentation
• Constraints
• Limited graphics power
• Limited user input/interaction
• Head pointing, button
• Limited feedback (audio, video, no haptic)
54. Physiological Considerations
• Factors to Consider
• Head tracking
• User control of movement
• Use constant velocity
• Grounding with fixed objects
• Brightness changes
55. Universal VR Interaction Tasks
• 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
56. Interactive Patterns – Setup/Control
• Setup factors to consider:
• Entering and exiting
• Headset adaptation
• Full Screen mode
• API calls
• Indicating VR apps
59. Interactive Patterns - Display Reticle
• Easier for users to target objects with a display reticle
• Can display reticle only when near target object
• Highlight objects (e.g. with light source) that user can target
61. Example: Gaze Menu Selection
https://www.youtube.com/watch?v=T0PNfc_Yibk
62. Interactive Patterns - Controls
• Fuze buttons
• Time based head pointing with no click input
• Visual countdown, button placement
• Gaze and click
• Target size and selection
67. Navigation: Gaze Directed Walking
• Move in direction that you are looking
• Very intuitive, natural navigation
• Can be used on simple HMDs (Google Cardboard
• But: Can’t look in different direction while moving
82. AR & VR on Head Mount Devices
Mobile device
(as computing module)
83. • Carl Zeiss just announced VR One, a virtual reality headset for use with a
smartphone. It is a viewer designed to work with phones between 4.7 and 5.2
inches (Zeiss, 2014).
Google Cardboard
84. • Carl Zeiss just announced VR One, a virtual reality headset for use with a
smartphone. It is a viewer designed to work with phones between 4.7 and 5.2
inches (Zeiss, 2014).
Programmable
NFC Tag
Low cost resin /
plastic lens
Mobile device as
computing module
Endless configurable size
and shapes (and materials)
Magnetometer
Google Cardboard (v1)
85. more reading at http://www.gizmag.com/google-cardboard-2-review-initial/37777/
Presses the
screen
Figure: google cardboard v2 supports larger phone.
Google Cardboard (v2)
89. Challenges
• Consideration
• Mostly everyone has a mobile device
• Only few individuals have expensive HMD
• Everyone can access to low-cost HMD
• Design and Development
• Content creation, authoring
• Usable user interface (minimal?)
• Display platforms or systems
• Ease-of-use
• Useful Experience
90. Local or Cloud-based App?
Cloud-based
• Unlimited numbers of recognition
• Unlimited content from server
• Requires network
• Stability relies on network speed
• OS update safe for content
• Shows new content automatically
• Users does not own content
Local-based
• Limited numbers of recognition
• Limited content in-App
• Works offline
• Stable
• OS update affects App & content
• Requires users to update App
• Users can own content
91. Authoring
• Virtual Reality
• Virtual Reality (VR) which can be referred to as
immersive multimedia or computer-simulated life,
replicates an environment that simulates physical
presence in places in the real world or imagined worlds
and lets the user interact in that world.
• Augmented Reality
• Augmented Reality (AR) mixes a live real-world view
with virtual interactive content on a mobile or wearable
device. One of the key enablers for this is tracking
technology, such as computer vision techniques for
tracking off pre-defined markers or markerless images.
131. Augmented Reality Definition
• Defining Characteristics [Azuma 97]
• Combines Real andVirtual Images
• Both can be seen at the same time
• Interactive in real-time
• The virtual content can be interacted with
• Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
135. Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
144. 2005 - Mobile PhoneAR
• Mobile Phones
• camera
• processor
• display
• AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
145. ARAdvertising (HIT Lab NZ 2007)
• Txt message to download AR application (200K)
• See virtual content popping out of real paper advert
• Tested May 2007 by Saatchi and Saatchi
147. 2009 - Outdoor Information Overlay
• Mobile phone based
• Tag real world locations
• GPS + Compass input
• Overlay graphics on live video
• Applications
• Travel guide,Advertising, etc
• Wikitude, Layar, etc..
• iOS/Android, Public API released
149. Augmented Reality BusinessToday
• Rapidly Growing
• > $80 Billion USD by 2020
• Wide range of HW/SW available
• HMD, mobile phones, PCs
• Many easy to use developer tools
• Many application areas
• Marketing, gaming, education
• Mobile AR
151. Pokemon GO Effect
• Fastest App to reach $500 million in Revenue
• Only 63 days after launch, > $1 Billion in 6 months
• Over 500 million downloads, > 25 million DAU
• Nintendo stock price up by 50% (gain of $9 Billion USD)
153. Key Enabling Technologies
1. Combines Real andVirtual Images
Display Technology
2. Registered in 3D
Tracking Technologies
3. Interactive in real-time
Interaction Technologies
154. AR Display Technologies
• Handheld Displays
• Mobile phone, tablets
• Head mounted displays
• Optical/video see-through
• Fixed Displays
• Desktop, large screen
• Projected Displays
• Projected images on real world
161. • Weak AR
• Imprecise tracking
• No knowledge of environment
• Limited interactivity
• Handheld AR
• Strong AR
• Very accurate tracking
• Seamless integration into real world
• Natural interaction
• Head mounted AR
Strong vs. Weak AR
166. • Web based AR
• Flash, HTML 5 based AR
• Marketing, education
• Outdoor Mobile AR
• GPS, compass tracking
• Viewing Points of Interest in real world
• Handheld AR
• Vision based tracking
• Marketing, gaming
• Location Based Experiences
• HMD, fixed screens
• Museums, point of sale, advertising
Typical AR Experiences
175. Education:Quiver (iOS/Android)
• Interactive Colouring Books
• Children colour their own AR scenes
• Wide range of educational pages available
• Animals, cells, volcanos, etc
• http://www.quivervision.com/
182. TangibleAR Interaction Metaphor
• AR overcomes limitation of TUIs
• enhance display possibilities
• merge task/display space
• provide public and private views
• TUI + AR = Tangible AR
• Apply TUI methods to AR interface design
183. TangibleAR Design Principles
• Tangible AR Interfaces use TUI principles
• Physical controllers for moving virtual content
• Support for spatial 3D interaction techniques
• Time and space multiplexed interaction
• Support for multi-handed interaction
• Match object affordances to task requirements
• Support parallel activity with multiple objects
• Allow collaboration between multiple users
185. Handheld HCI
• Consider your user
• Follow good HCI principles
• Adapt HCI guidelines for handhelds
• Design to device constraints
• Rapid prototyping
• User evaluation
186. ConsiderYour User
• Consider context of user
• Physical, social, emotional, cognitive, etc
• Mobile Phone AR User
• Probably Mobile
• One hand interaction
• Short application use
• Need to be able to multitask
• Use in outdoor or indoor environment
• Want to enhance interaction with real world
187. Applying Principles to MobileAR
• Clean
• LargeVideoView
• Large Icons
• Text Overlay
• Feedback
188. Design to Device Constraints
• Understand the platform and design for limitations
• Hardware, software platforms
• Eg Handheld AR game with visual tracking
• Use large screen icons
• Consider screen reflectivity
• Support one-hand interaction
• Consider the natural viewing angle
• Do not tire users out physically
• Do not encourage fast actions
• Keep at least one tracking surface in view
Art of Defense Game
190. Handheld Interface Metaphors
• Tangible AR LensViewing
• Look through screen into AR scene
• Interact with screen to interact with AR
content
• Eg Invisible Train
• Tangible AR Lens Manipulation
• Select AR object and attach to device
• Use the motion of the device as input
• Eg AR Lego
214. Wikitude World: location-based AR
• KML
• Keyhole Markup Language is a standardized format
used in Google Earth. It can provide basic information
for POIs and easily uploaded (or using hyperlink) into
Wikitude.
• KML files can be created with the Google Earth user
interface (in Google Map)
• Alternatively, it can be created using XML or simple text
editor to work on raw KML scripts from scratch.
https://developers.google.com/kml/documentation/?hl=en
215. Wikitude World: location-based AR
• ARML
• Augmented Reality Markup Language is an open
exchange format based on KML but extends the format
for useful data around AR data sets.
• ARML 2.0 is used in the live versions of the 3 leading
Augmented Reality Browsers (Junaio, Layar and
Wikitude), where it is used to make the AR Browsers
interoperable.
• ARML 1.0 file format is currently used in the Wikitude
World Browser.
http://openarml.org/wikitude4.html
216. Steps for Using Wikitude
1. Register for Wikitude account
• http://www.wikitude.com
2. Register for web hosting account
• http://www.000webhost.com
• Own domain and server hosting
3. Content authoring
• https://www.google.com/mymaps/
• http://studio.wikitude.com
• Scripting and customization
227. Steps for Setting up Wikitude
1. Register for Wikitude account
• http://www.wikitude.com
2. Register for web hosting account
• http://www.000webhost.com
• Or use own domain and server hosting
229. KML
• Benefits
• Generated from Google Earth
• Allows basic editing
• Current limitation
• Limited scripting option for Wikitude World
• Lack of options for POI details in Wikitude World
• Range is confined to ~20km radius
249. ARML
• Benefits
• Extended scripting option for Wikitude World
• Additional POI details in Wikitude World
• Current limitation
• Propagation: Wikitude World may take time to be
visible.
• Range is confined to ~20km radius
• Future possibilities
• AR link may be interoperated with other AR browser.
266. • Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Evolution in Displays
267. Wide FOV See-Through (3+ years)
• Waveguide techniques
• Wider FOV
• Thin see through
• Socially acceptable
• Pinlight Displays
• LCD panel + point light sources
• 110 degree FOV
• UNC/Nvidia
Lumus DK40
Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide
field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014
Emerging Technologies (p. 20). ACM.
273. Evolution of Tracking
• Past
• Location based, marker based,
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
274. Model Based Tracking (1-3 yrs)
• Track from known 3D model
• Use depth + colour information
• Match input to model template
• Use CAD model of targets
• Recent innovations
• Learn models online
• Tracking from cluttered scene
• Track from deformable objects
Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013).
Model based training, detection and pose estimation of texture-less 3D objects in heavily
cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
276. Environmental Tracking (3+ yrs)
• Environment capture
• Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
• Real time scene capture on mobiles, dense or sparse capture
• Dynamic memory swapping allows large environment capture
• Cross platform, open source library available
280. Wide Area Outdoor Tracking (5+ yrs)
• Process
• Combine panorama’s into point cloud model (offline)
• Initialize camera tracking from point cloud
• Update pose by aligning camera image to point cloud
• Accurate to 25 cm, 0.5 degree over very wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
281. Wide Area Outdoor Tracking
https://www.youtube.com/watch?v=8ZNN0NeXV6s
282. Outdoor Localization using Maps
• Use 2D building footprints and approximate height
• Process
• Sensor input for initial position orientation
• Estimate camera orientation from straight line segments
• Estimate camera translation from façade segmentation
• Use pose estimate to initialise SLAM tracking
• Results – 90% < 4m position error, < 3
o
angular error
Arth, C., Pirchheim, C., Ventura, J., Schmalstieg, D., & Lepetit, V. (2015). Instant outdoor
localization and SLAM initialization from 2.5 D maps. IEEE transactions on visualization and
computer graphics, 21(11), 1309-1318.
286. Natural Gesture (2-5 years)
• Freehand gesture input
• Depth sensors for gesture capture
• Move beyond simple pointing
• Rich two handed gestures
• Eg Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Meta, MS Hololens, Occulus, Intel, etc
Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S.
(2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
288. Multimodal Input (5+ years)
• Combine gesture and speech input
• Gesture good for qualitative input
• Speech good for quantitative input
• Support combined commands
• “Put that there” + pointing
• Eg HIT Lab NZ multimodal input
• 3D hand tracking, speech
• Multimodal fusion module
• Complete tasks faster with MMI, less errors
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
289. HIT Lab NZ Multimodal Input
https://www.youtube.com/watch?v=DSsrzMxGwcA
290. Intelligent Interfaces (10+ years)
• Move to Implicit Input vs. Explicit
• Recognize user behaviour
• Provide adaptive feedback
• Support scaffolded learning
• Move beyond check-lists of actions
• Eg AR + Intelligent Tutoring
• Constraint based ITS + AR
• PC Assembly (Westerfield (2015)
• 30% faster, 25% better retention
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for
Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
298. Example:Visualizing Sensor Networks
• Rauhala et. al. 2007 (Linkoping)
• Network of Humidity Sensors
• ZigBee wireless communication
• Use Mobile AR toVisualize Humidity
304. 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.
306. Empathy Glasses (CHI 2016)
• Combine together eye-tracking, display, face expression
• Impicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of
the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
307. AffectiveWear – Emotion Glasses
• Photo sensors to recognize expression
• User calibration
• Machine learning
• Recognizing 8 face expressions
308. Remote Collboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
311. Example: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)
317. AR + Smart Sensors + Social Networks
• Track population at city scale (mobile networks)
• Match population data to external sensor data
• Mine data for applications
318. Example: MIT SENSEable City Lab
https://www.youtube.com/watch?v=eXOCbrQYqbY
http://senseable.mit.edu/wikicity/rome/
324. Useful Resources
• Google Cardboard main page
• https://www.google.com/get/cardboard/
• Developer Website
• https://www.google.com/get/cardboard/developers/
• Building a VR app for Cardboard
• http://www.sitepoint.com/building-a-google-cardboard-vr-app-in-unity/
• Creating VR game for Cardboard
• http://danielborowski.com/posts/create-a-virtual-reality-game-for-
google-cardboard/
• Moving in VR space
• http://www.instructables.com/id/Prototyping-Interactive-Environments-
in-Virtual-Re/
325. Resources
• Excellent book
• 3D User Interfaces: Theory and Practice
• Doug Bowman, Ernst Kruijff, Joseph, LaViola, Ivan Poupyrev
• Great Website
• http://www.uxofvr.com/
• International 3DUI group
• Mailing list, annotated bibliography
• www.3dui.org
• 3DI research at Virginia Tech.
• research.cs.vt.edu/3di/
329. Steps for Setting up Wikitude
1. Register for Wikitude account
• http://www.wikitude.com
2. Register for web hosting account
• http://www.000webhost.com
• Or use own domain and server hosting
350. Customize Additional Features
AR Application
Button
How it works?
• Additional HTML5, WebVR
• Allows customization
• Mobile devices for HMD
(eg. Google Cardboard)
1
2 Additional VR360 on HMD
351. Customize Additional Feature
• AR Application /AR Browser
• 2D image-based AR tracking
• HTML5 in-app web browser for additional feature
• Include a series of VR360 content
• Requirements
• AR authoring software /platform
• Online hosting for additional feature /content
374. Wikitude Studio (cloud-based)
• Benefits
• Quick authoring process
• Instant AR/VR experience generated
• Generated content can be used in SDK
• Current limitation
• Limited control for some multimedia elements
• Fully rely on network performance
• SDK may be costly for further implimentation
• Suitability
• Exhibition
• Prototyping
• Info /edutainment multimedia projects
• Industrial applications