Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
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.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
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.
Lecture 9 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 describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
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
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
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.
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Natural Interaction for Augmented Reality ApplicationsMark Billinghurst
Keynote talk giving by Mark Billinghurst from the HIT Lab NZ at the IVCNZ 2013 conference, November 28th 2013. The talk focuses on Natural Interaction with Augmented Reality applications using speech and gesture and demonstrates some of the projects in this area developed by the HIT Lab NZ.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
Talk by Sarit Arora, Yahoo, at the STC India UX Conference on Saturday, August 27, 2011, conducted at WE School, Bangalore.
https://sites.google.com/site/stcindiaux/speakers#Sarit
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 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.
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 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.
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.
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
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
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.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...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.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
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.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
4. DARE 101
1. Know the Technology
2. Design for User Experience
All aspects of user experience
3. Follow good Interaction Design principles
Discover, Design, Evaluate
4. Consider all the Design Elements
Physical, Virtual and Metaphorical
5. Know Future Research Directions
6. What is Augmented Reality?
Defining Characteristics (Azuma 97)
• Combines Real and Virtual 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., A Survey of Augmented Reality, Presence, Vol. 6, No. 4, August 1997, pp. 355-385.
8. AR Part of MR 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.
9. Core Technologies
Combining Real and Virtual Images
• Display technologies
Interactive in Real-Time
• Input and interactive technologies
Registered in 3D
• Viewpoint tracking technologies
Display
Processing
Input Tracking
10. Display Technologies
Types (Bimber/Raskar 2003)
Head attached
• Head mounted display/projector
Body attached
• Handheld display/projector
Spatial
• Spatially aligned projector/monitor
HMD Optical vs. Video see-through
Optical: Direct view of real world -> safer, simpler
Video: Video overlay -> more image registration options
21. User Experience is All About You
Designing good user
experience involves
many aspects
Consider all the
needs of the user
Especially context of
use
22. 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
23. What Makes a Good AR Experience?
Compelling
Engaging, ‘Magic’ moment
Intuitive, ease of use
Uses existing skills
Anchored in physical world
Seamless combination of real and digital
24. Demo: colAR
Turn colouring books pages into AR scenes
Markerless tracking, use your own colours..
Try it yourself: http://www.colARapp.com/
26. Interaction Design
Answering three questions:
What do you do? - How do you affect the world?
What do you feel? – What do you sense of the world?
What do you know? – What do you learn?
The Design of User
Experience with Technology
“Designing interactive products to
support people in their everyday
and working lives”
Preece, J., (2002). Interaction Design
28. AR UI Design
Consider your user
Follow good HCI principles
Adapt HCI guidelines for AR
Design to device constraints
Using Design Patterns to Inform Design
Design for you interface metaphor
Design for evaluation
29. Consider Your 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
30. AR vs. Non AR Design
Design Guidelines
Design for 3D graphics + Interaction
Consider elements of physical world
Support implicit interaction
Characteristics Non-AR Interfaces AR Interfaces
Object Graphics Mainly 2D Mainly 3D
Object Types Mainly virtual objects Both virtual and physical objects
Object behaviors Mainly passive objects Both passive and active objects
Communication Mainly simple Mainly complex
HCI methods Mainly explicit Both explicit and implicit
32. 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 view32
Art of Defense Game
33. Design Patterns
“Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that problem in
such a way that you can use this solution a million
times over, without ever doing it the same way twice.”
– Christopher Alexander et al.
Use Design Patterns to Address Reoccurring Problems
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
34. Handheld AR Patterns
Title Meaning Embodied Skills
Device Metaphors Using metaphor to suggest available player
actions
Body A&S Naïve physics
Control Mapping Intuitive mapping between physical and
digital objects
Body A&S Naïve physics
Seamful Design Making sense of and integrating the
technological seams through game design
Body A&S
World Consistency Whether the laws and rules in
physical world hold in digital world
Naïve physics
Environmental A&S
Landmarks Reinforcing the connection between digital-
physical space through landmarks
Environmental A&S
Personal Presence The way that a player is represented in the
game decides how much they feel like living
in the digital game world
Environmental A&S
Naïve physics
Living Creatures Game characters that are responsive to
physical, social events that mimic behaviours
of living beings
Social A&S Body A&S
Body constraints Movement of one’s body position
constrains another player’s action
Body A&S Social A&S
Hidden information The information that can be hidden and
revealed can foster emergent social play
Social A&S Body A&S
35. Example: Seamless Design
Design to reduce seams in the user experience
Eg: AR tracking failure, change in interaction mode
Paparazzi Game
Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality
games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--
Arts, Media, and Humanities, p.19-28, October 26-29, 2011
36. Example: Living Creatures
Virtual creatures respond to real world events
eg. Player motion, wind, light, etc
Creates illusion creatures are alive in the real world
Sony EyePet
Responds to player blowing on creature
36
37. Rapid Hardware Prototyping
Speed development time by using quick hardware mockups
Handheld connected to PC, LCD screen, USB phone keypad,
Camera
Can use PC tools for rapid application development
Flash, Visual Basic, etc
38. Build Your Own Google Glass
Rapid Prototype Glass-Like HMD
Myvu HMD + headphone + iOS Device + basic glue skills
$300 + less than 3 hours construction
http://www.instructables.com/id/DIY-Google-Glasses-AKA-the-Beady-i/
39. Why Evaluate AR Applications?
To test and compare interfaces, new technologies,
interaction techniques
To validate the efficiency and efficient the AR
interface and system
Test Usability (learnability, efficiency, satisfaction,...)
Get user feedback, Better understand your users
Refine interface design
Better understand your end users
...
40. HIT Lab NZ Usability Survey
A Survey of Evaluation Techniques Used in
Augmented Reality Studies
Andreas Dünser, Raphaël Grasset, Mark Billinghurst
reviewed publications from 1993 to 2007
Extracted 6071 papers which mentioned “Augmented
Reality”
Searched to find 165 AR papers with User Studies
41. Types of Experiments and topics
Sensation, Perception & Cognition
How is virtual content perceived ?
What perceptual cues are most important ?
How to visualize augmented/overlay information on real environment?
Visual search/attention/salience issues of human performance
Interaction
How can users interact with virtual content ?
Which interaction techniques are most efficient in certain context ?
Collaboration & Social issues
How is collaboration in AR interface different ?
Which collaborative cues can be conveyed best ?
Privacy and security issues of AR interface
42. Gabbard Model for AR Design
1. user task analysis
2. expert guidelines-based evaluation
3. formative user-centered evaluation
4. summative comparative evaluations
Gabbard, J.L.; Swan, J.E.; , "Usability Engineering
for Augmented Reality: Employing User-Based
Studies to Inform Design,”
Visualization and Computer Graphics, IEEE Transactions
on, vol.14, no.3, pp.513-525, May-June 2008
47. Design of Objects
Objects
Purposely built – affordances
“Found” – repurposed
Existing – already at use in marketplace
Affordance
The quality of an object allowing an action-
relationship with an actor
An attribute of an object that allows people to
know how to use it
- e.g. a door handle affords pulling
48. Affordance Led Design
Make affordances perceivable
Provide visual, haptic, tactile, auditory cues
Affordance Led Usability
Give feedback
Provide constraints
Use natural mapping
Use good cognitive model
49. Example: AR Chemistry
Tangible AR chemistry education (Fjeld)
Fjeld, M., Juchli, P., and Voegtli, B. M. 2003. Chemistry education: A tangible interaction
approach. Proceedings of INTERACT 2003, September 1st -5th 2003, Zurich,
Switzerland.
51. AR Interaction Metaphors
Information Browsing
View AR content
3D AR Interfaces
3D UI interaction techniques
Augmented Surfaces
Tangible UI techniques
Tangible AR
Tangible UI input + AR output
52. 1. Information Browsing
Information is registered to
real-world context
Hand held AR displays
Interaction
Manipulation of a window
into information space
Applications
Context-aware
information displays
Rekimoto, et al. 1997
53. 2. 3D AR Interfaces
Virtual objects displayed in 3D
physical space and manipulated
HMDs and 6DOF head-tracking
6DOF hand trackers for input
Interaction
Viewpoint control
Traditional 3D user interface
interaction: manipulation,
selection, etc.
Kiyokawa, et al. 2000
54. 3. Augmented Surfaces
Basic principles
Virtual objects are projected on a surface
Physical objects are used as controls for
virtual objects
Support for collaboration
Rekimoto, et al. 1998
Front projection
Marker-based tracking
Multiple projection surfaces
55. Lessons from Tangible Interfaces
Physical objects make us smart
Norman’s “Things that Make Us Smart”
encode affordances, constraints
Objects aid collaboration
establish shared meaning
Objects increase understanding
serve as cognitive artifacts
56. TUI Limitations
Difficult to change object properties
Can’t tell state of digital data
Limited display capabilities
projection screen = 2D
dependent on physical display surface
Separation between object and display
Augmented Surfaces
57. 4. Tangible AR 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
58. Tangible AR Demo
Use of natural physical object
manipulations to control virtual objects
VOMAR Demo
Catalog book:
- Turn over the page
Paddle operation:
- Push, shake, incline, hit, scoop
59. Object Based Interaction: MagicCup
Intuitive Virtual Object Manipulation
on a Table-Top Workspace
Time multiplexed
Multiple Markers
- Robust Tracking
Tangible User Interface
- Intuitive Manipulation
Stereo Display
- Good Presence
60.
61. Tangible AR 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
62. Example 1: AR Lens
Physical Components
Lens handle
- Virtual lens attached to real object
Display Elements
Lens view
- Reveal layers in dataset
Interaction Metaphor
Physically holding lens
63. Example 2: LevelHead
Physical Components
Real blocks
Display Elements
Virtual person and rooms
Interaction Metaphor
Blocks are rooms
66. To Make the Vision Real..
Hardware/software requirements
Contact lens displays
Free space hand/body tracking
Speech/gesture recognition
Etc..
Most importantly
Usability/User Experience
67. Natural Interaction
Automatically detecting real environment
Environmental awareness
Physically based interaction
Gesture Input
Free-hand interaction
Multimodal Input
Speech and gesture interaction
Implicit rather than Explicit interaction
68. AR MicroMachines
AR experience with environment awareness
and physically-based interaction
Based on MS Kinect RGB-D sensor
Augmented environment supports
occlusion, shadows
physically-based interaction between real and
virtual objects
69. Physics Simulation
Create virtual mesh over real world
Update at 10 fps – can move real objects
Use by physics engine for collision detection (virtual/real)
Use by OpenScenegraph for occlusion and shadows
78. Conclusion
There is need for better designed AR experiences
Through
use of Interaction Design principles
understanding of the technology
use of rapid prototyping tools
rigorous user evaluation
There a number of important areas for future research
Natural interaction, Multimodal interfaces, Intelligent agents, …
79. More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
• Websites
– www.hitlabnz.org