Learn what you can do in Augmented Reality in 2020. Apps and web technologies let you create awesome AR experiences. We give you everything you should know before choosing a technology.
A lecture on Mobile Augmented Reality. A lecture given by Mark Billinghurst at the University of Canterbury on Friday September 13th 2013. This is part of the COSC 426 graduate course on Augmented Reality.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed RealityAugmentedWorldExpo
Virtual Reality and Mixed Reality will become the biggest technology disruptions since the smartphone, but most UX/UI design is still focused on flat, 2D screens. What do UX designers and engineers need to do to make the jump to spatial 3D?
The futuristic, 3D interfaces of movies and video games are rarely functional in practice. And the tried-and-true rules of flat UX design often fail to translate into 3D.
This talk explains the spatial UX/UI toolbox being created by pioneers in the space. We’ll take a look at what works, what doesn’t, why, and how you can apply these UX/UI principles to your own projects.
Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times. See more at http://AugmentedWorldExpo.com
A lecture on Mobile Augmented Reality. A lecture given by Mark Billinghurst at the University of Canterbury on Friday September 13th 2013. This is part of the COSC 426 graduate course on Augmented Reality.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed RealityAugmentedWorldExpo
Virtual Reality and Mixed Reality will become the biggest technology disruptions since the smartphone, but most UX/UI design is still focused on flat, 2D screens. What do UX designers and engineers need to do to make the jump to spatial 3D?
The futuristic, 3D interfaces of movies and video games are rarely functional in practice. And the tried-and-true rules of flat UX design often fail to translate into 3D.
This talk explains the spatial UX/UI toolbox being created by pioneers in the space. We’ll take a look at what works, what doesn’t, why, and how you can apply these UX/UI principles to your own projects.
Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times. See more at http://AugmentedWorldExpo.com
Here is a simple technical introduction on Augmented reality in with its current uses , advantages, a brief history and its future. This also contains specifications for Apple's ARKit and Google's ARCore and how to start an AR app.
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
Digital marketing has reached the point in its evolution where we know what the best practices are: A seamless omnichannel strategy, an emphasis on customer experience and the use of social media to co-create the brand with the customer, to name a few.
digital marketing will soon be shifting into a new gear, as virtual reality (VR) and artificial intelligence (AI) begin to gain critical mass.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
Lecture 10 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 overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
This is the second version of Build an AR app presentation. It gives a detailed step by step guide on building a complete AR app from scratch using Vuforia
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Design and create AR experiences with no codeKumar Ahir
Understand the Extended reality spectrum, elements of and XR experience and step by step guide to create an AR experience using SparkAR studio of Facebook
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information.
Here is a simple technical introduction on Augmented reality in with its current uses , advantages, a brief history and its future. This also contains specifications for Apple's ARKit and Google's ARCore and how to start an AR app.
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
Digital marketing has reached the point in its evolution where we know what the best practices are: A seamless omnichannel strategy, an emphasis on customer experience and the use of social media to co-create the brand with the customer, to name a few.
digital marketing will soon be shifting into a new gear, as virtual reality (VR) and artificial intelligence (AI) begin to gain critical mass.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
Lecture 10 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 overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
This is the second version of Build an AR app presentation. It gives a detailed step by step guide on building a complete AR app from scratch using Vuforia
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Design and create AR experiences with no codeKumar Ahir
Understand the Extended reality spectrum, elements of and XR experience and step by step guide to create an AR experience using SparkAR studio of Facebook
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
The Augmented Reality is the cutting-edge technology which is at its new peak after the massive success of the popular game "Pokemon Go".It is estimated to cross $100 billion investment by the year 2020.
Presented at Softwarica College of IT, Kathmandu
This presentation includes:
1. About AR
a. Definition
b. Examples
c. Image Recognition and Tracking
d. SLAM (Simultaneous Localization and Mapping)
e. Difference between VR and AR
2. History of AR
3. Current Scenario of AR
a. Statistics
b. Mobile AR Examples
c. Magic Leap and Hololens
4. Getting Started with Unity
a. SDK Cheatsheet
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
Giovanni Laquidara - Hello ARCore - Codemotion Milan 2017Codemotion
Get ready to develop a brand new experiences that seamlessly blend the digital and physical worlds with Android! We will learn the potential of the new AR SDK from Google, ARCore. By looking its 3 key technologies: Motion tracking, Environmental understanding and Light estimation We will have a clear vision of what We can develop with. You will be back at home with a deeper understanding of how to create AR apps with ARCore using your development environment and ready-to-reuse code samples.
Augmented reality in mobile applications Grid Dynamics
This deck will show you all the latest trends in augmented reality technology for mobile devices. In this presentation you will learn about what augmented reality is, how it works, current retail examples and the iOS and Android technologies that power these applications.
To read more about this check out our corresponding blog post
https://blog.griddynamics.com/introducing-augmented-reality-for-e-commerce
4. .4
Native & ARKit/ARCore: World tracking & Scene understanding
With ARKit & ARCore on smartphones, the system is able to track the world around it and to understand the scene it
is in. As such, a virtual object can be positioned with a true sense of reality, without any marker needed.
What’s important to note is that whenever the virtual object is positioned, it stays at its position even if the user
walks in the room and points another zone with its camera.
5. .5
Native & ARKit/ARCore: People occlusion & motion capture
AR content realistically passes behind and in front of people in the real world, making AR experiences more
immersive while also enabling green screen-style effects in almost any environment.
With the new releases of ARKit, developers can now use people occlusion and movement capture. That’s what you
seen in the pictures below.
People occlusion
We continue to see the AR object behind someone
Motion capture
ARKit records people movement and is able to replicate it live
6. .6
Native & ARKit/ARCore: Also with markers
Markers can be used with ARKit/ARCore when one needs to put a virtual object at a very precise location, the
marker can then be:
- A 2D image (e.g. a museum painting — see visual hereunder)
- A square marker / QR Code
- A face
- In some cases, a 3D object
7. .7
Web: Only markers
On a web environment, Augmented Reality can be used only with markers.
Most of the time the marker needs to be a square marker / QR Code marker. 2D images markers and face
recognition markers on the web exist, but their performance can be very deceptive.
The marker must always be visible.
8. .8
Exception for the Web: 3D objects preview with AR
Apple has “AR Quick Look” which gives the ability to preview on a webpage a 3D object within the reality. Under the
hoods it relies on ARKit, but it offers very little interaction (especially, as a developer we cannot bring any
interaction).
Android has an equivalent feature, called “Scene Viewer”: https://developers.google.com/ar/develop/java/scene-viewer
Try it out: https://developer.apple.com/augmented-reality/quick-look/
9. .9
Web: why no World tracking and Scene understanding?
Web technologies by themselves (i.e. Browser / HTML / JavaScript) aren’t powerful enough to support World
tracking and Scene understanding, as it involves advanced software, machine learning and deep access to the
hardware.
A new web standard, WebXR, is being built to bring this support. Basically, WebXR will bridge the web environment
with the underlying ARKit and ARCore on the compatible smartphones and tablets.
However, the WebXR standard is not finalized yet, and only experimental browsers partly support it:
- Firefox WebXR
- Google Chrome Canary editions
Source: https://www.slideshare.net/AugmentedWorldExpo/casper-fabricius-
cimmerse-the-state-of-webxr
10. .
What can be achieved
with ARKit / ARCore
(Native)
10
11. .11
Marker-based concepts: replacing a 2D image with a 3D virtual object
The marker is the image of a painting, and is replaced by a 3D virtual object
Advantages with ARKit / ARCore:
1. Once the virtual object is positioned in the world, the user can navigate around the room or around the object
without “losing” it if the marker is not visible anymore by the camera.
2. The marker can be a 2D image or even a face (no need to be a “square marker” or QR-code-like marker)
/! Need to be careful
about lightning of the
2D image, the angle,
etc. ==> impact on
time of detection
12. .12
Markerless + Manual operation
In a markerless configuration, the most common scenario is the following:
1. The user must first scan the environment (moving around his phone)
2. The user taps on the screen to position the object
3. The object is positioned and locked.
To test this behaviour with an iPhone:
https://developer.apple.com/augmented-reality/quick-look/
This means a manual operation is needed.
Advantage with ARKit / ARCore:
- Markerless AR is only possible with ARKit / ARCore
- The user can walk around in the room, come back and the virtual object
will still be at the same (more or less) position.
13. .13
Markerless + GPS position ==> Precise positioning isn’t an option
For IOC, an interesting case would be to position virtual object at exact GPS coordinates e.g. the Sakura trees in
front of the museum.
While there are numerous projects on the web to achieve such a thing, they all have important limitations:
- It is very hard to display 3D objects when working with GPS coordinates
- The location is not precise, because on one hand the GPS of the phone is not precise (from a couple meters to
tens of meters) and on the other hand it is very hard to have a correct match between GPS coordinates and the
“world detected” by ARKit / ARCore.
14. .14
Markerless + GPS position ==> Approximative positioning
What is feasible is to position a 3D object in the reality using an approximative positioning, it would basically be
geofencing-based:
1. Acquiring GPS position of the user
2. If the user is in a pre-defined radius e.g. a specific lat/long with a tolerance of a few meters => The experience is
activated. We can take into account the compass of the user to be sure of the location he’s looking at.
3. The AR experience is positioned in front of the user.
This is the Pokemon Go principle. Totally OK for characters in the park, not precise enough for Sakuras.
15. .15
Portal doors
Portal doors can be done with Native technologies but they suffer the same problem as GPS positioning: they cannot be
put for sure at one exact location.
However, they can be put at an approximate location, without being a too important problem for the concept.
16. .16
Other advantages of ARKit / ARCore vs Web
Thanks to “World tracking” and “Scene understanding”, ability to:
- Have interactions between virtual objects and the real world: object falling from a table, hitting a wall, etc.
- Have objects scaled to the real world without a marker
- Take into account light in the room
- ARKit 3 / iPhone XS+: People Occlusion
- ARKit 3 / iPhone XS+: Motion capture (Kinect-like)
- ARKit 3 / iPhone XS+: front+back camera at the same time
18. .18
With marker
The Web AR can only work with a marker at the moment.
Ideally this must be a “square marker” or QR-code-like marker. With 2D images as a marker and face marker, it is
possible but this can be problematic performance-wise at the moment.
IMPORTANT LIMITATION: the marker must be correctly visible at ALL TIME otherwise the object disappear. If it
disappear and you come back on the image, there is a flickering effect (you see the marker for a fraction of
second, before it is replaced).
19. .19
With marker
The Web AR can only work with a marker at the moment.
Ideally this must be a “square marker” or QR-code-like marker. With 2D images as a marker and face marker, it
seems to be possible but this might be problematic performance-wise at the moment.
IMPORTANT LIMITATION: the marker must be correctly visible at ALL TIME otherwise the object disappear. If it
disappear and you come back on the image, there is a flickering effect (you see the marker for a fraction of
second, before it is replaced).
https://www.youtube.com/watch?v=0MtvjFg7tik
20. .20
Multiple markers
Supposed to work but seems to be complex / not totally reliable:
https://stackoverflow.com/questions/51850930/a-frame-ar-js-multiple-markers-boxes?rq=1
21. .21
Web-based portal door
The web-based portal door is possible, but it requires a marker and this comes with the disadvantages of using a
marker: The marker must be seen at all time (this is a HUGE difficulty UX-wise).
https://www.youtube.com/watch?v=tcudraEerTY