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
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
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.
A quick starter for prototyping in Aframe. Designers often find it difficult to communicate their VR design ideas to fellow developers. This is the presentation prepared for a VR design meetup in Bangalore wherein I gave hands on workshop to prototype in aframe for VR
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
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
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.
A quick starter for prototyping in Aframe. Designers often find it difficult to communicate their VR design ideas to fellow developers. This is the presentation prepared for a VR design meetup in Bangalore wherein I gave hands on workshop to prototype in aframe for VR
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
The presentation summarizes the process and results of a marker-based Augmented Reality pilot project implemented using open source software, e.g. FLARToolKit.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
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.
Lecture 7 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 shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
A presentation given by Mark Billinghurst on September 23rd 2015 at the Sydney AR meet up. It describes how the VR space in 2016 will be different from that in 1996, and directions for future work to help grow the business.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
Augmented Reality (AR) experiences are becoming increasingly popular within mobile applications. This presentation will demonstrate how developers can add powerful camera-view AR features to their Android applications using the Wikitude API, without having to deal with any of the complexities of device positioning, orientation or camera UI.
Lecture 4 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 Mobile AR Browsers. Look for the other 9 lectures in the course.
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...Unity Technologies
The AR Foundation toolkit has been critical for Krikey to build compelling AR games that function cross-platform, at scale. Krikey, an AR mobile gaming application, used dynamic ground plane detection and camera translation to enable users to play 3D games that interact with the real world. These slides cover some of the best practices Krikey developed while using AR Foundation.
Speakers:
Ketaki Shriram - Krikey
Jhanvi Shriram - Krikey
Watch the session on YouTube: https://youtu.be/5MKRuJEA1hI
The presentation summarizes the process and results of a marker-based Augmented Reality pilot project implemented using open source software, e.g. FLARToolKit.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
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.
Lecture 7 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 shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
A presentation given by Mark Billinghurst on September 23rd 2015 at the Sydney AR meet up. It describes how the VR space in 2016 will be different from that in 1996, and directions for future work to help grow the business.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
Augmented Reality (AR) experiences are becoming increasingly popular within mobile applications. This presentation will demonstrate how developers can add powerful camera-view AR features to their Android applications using the Wikitude API, without having to deal with any of the complexities of device positioning, orientation or camera UI.
Lecture 4 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 Mobile AR Browsers. Look for the other 9 lectures in the course.
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...Unity Technologies
The AR Foundation toolkit has been critical for Krikey to build compelling AR games that function cross-platform, at scale. Krikey, an AR mobile gaming application, used dynamic ground plane detection and camera translation to enable users to play 3D games that interact with the real world. These slides cover some of the best practices Krikey developed while using AR Foundation.
Speakers:
Ketaki Shriram - Krikey
Jhanvi Shriram - Krikey
Watch the session on YouTube: https://youtu.be/5MKRuJEA1hI
This is the simple guide which helps even the beginners to develop an android app which gets the attention of the market. Build your basic app in few steps
This session is presented by Bess Ho at Silicon Valley Code Camp (SVCC) at Foothill College in 2009 Fall. This session covers the Apple review and submission procession and requirements. It reviews the image requirements, mockup and templates for iphone app.
This document is designed for those who wants to get enter in Android development.
if you follow this doc correctly you will able to set your Hello World Android App.
It is requested to all Experts that kindly don't read this doc if you are already aware of all the facts of Android development
Augmented Reality (AR) in Your Library TanyaDarden
This session will cover incorporating Augmented Reality (AR) technology in a library setting that is useful for your students and community members. Adapting and utilizing AR in meaningful ways will help libraries strive in these technological landscapes. AR can be created to meet an individual library’s needs, as all libraries face varying challenges. Being in the forefront of utilizing this technology will help unify the library further within an academic campus or resonate with an ever- increasing technologically apt community. Libraries using AR can help propel campuses further engage with its use in classroom, in curriculum, and as a more robust vehicle of communication.
Intended Audience: All Library Types | Track(s): Innovative Programs
*For Video, part 1 & 2 can be found at the below links:
https://www.linkedin.com/posts/tanya-darden-6364b8b_augmented-reality-ar-in-your-library-activity-6588189500617351168-vgXa
https://www.linkedin.com/posts/tanya-darden-6364b8b_augmented-reality-ar-in-your-library-activity-6588194315867090944-HAVr
(AFF202) Everything You Need to Know about Building Apps for the Fire Phone |...Amazon Web Services
Fire is the first phone designed by Amazon. We show you the new customer experiences it enables and how top developers have updated their Android apps to take advantage of Fire phone. Learn more about the hardware, the services, and the development SDK including Enhanced Carousel, Firefly and Dynamic Perspective, Appstore Developer Select, submitting to the Amazon Appstore, and Best Practices for developing great Fire apps.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
6. Content
Difference between AR and VR and XR
Devices - Hardware
Applications - Consumer and Business
Technology standards
Design fundamentals
Let’s do it !!!
8. Virtual
Immersive
Block the real world
Teleport to a new world and time
Part of simulation
Augmented
Overlay information
View the real world
Present in time and space
Part of real world
9.
10.
11.
12.
13. Design Fundamentals Mobile AR
Single Hand use
Still a WINDOW - you can move around
3d in Flat screen
Interactions attached to world UI and not flat screen
Prompt to move around
Visual affordances to interactive elements
14. Design Fundamentals Mobile AR
Interactions and information based on Proximity
Portals - door to VR
Minimal animation which are grounded to plane
Add Text with background - solid or translucent
Feedback - sound, haptics
Embed a story, not just 3d popup
15. Everything is placed on a reference Plane
User onboarding every time for first 10 times
18. Let’s Create !
Vuforia
Unity
Photoshop
We’ll create a marker based AR
experience using Vuforia SDK and
Unity Game Engine.
The app will work in Desktop
To publish an android you’ll need
Android SDK and JDK also installed
19. How marker based AR works
Mobile
Device
World Image
Image
captured by
camera
Database of
Images in
Software
Software continuously compares captured
image with database and creates reference
orientation mesh aligning the orientation
of image in world space
App Software running in background
20. Setting up Vuforia
Go to https://developer.vuforia.com/ and register yourself
Once registered, login to the portal and you’ll see a dashboard as shown
You can create a free license key for test and development purpose
License Manager manages license keys to be used while
testing and publishing the app in Unity. This is an
authentication mechanism.
You can use the same license across different applications
in test mode. However for publishing to app store, you’ll
need to create different license for each app
Target Manager manages the target images which the
app will match with the live camera feed.
These images are downloaded and embedded in the app
at the time of creating the app
21. Creating License
The created license key is a long list of alphanumeric characters.
We will use this license key in later steps
22. Adding Target Database
Database is collection of images that are used as target
Target is an image that the application will compare live
camera feed with to find a match in the real world
The image should be such that it has got enough detailing
to be able to recognize in real world
The rating shows how good are the features in the
image
Once all the target images are uploaded, check all and
click on download database. This download as unity
package file with .unitypackage file extension
24. When downloading
database make sure to
select Unity Editor as we are
working in Unity and the
database will be
downloaded as Unity
Package
25. Now time to work in Unity
Download latest version of Unity from
https://unity3d.com/get-unity/download
For this tutorial am using 2018.1.1f1 version
26. When downloading make sure to check Android Build
Support and iOS Build support depending on what
device framework you want to publish your app to
Have taken this screenshot from internet hence it’s
showing version as 5.3.1f1, however we need to have
latest version. For this tutorial I have used 2018.1.1f1
Vuforia comes as part of Unity in its latest builds.
27. Learn more about Unity Development environment at below link
https://unity3d.com/learn/tutorials/topics/interface-essentials/editor-basics
Project hierarchy
Project folder
Project assets/resources
Property panel of
Selected Object
Visual
representation of
3d scene
Buttons to test the
application
Very basic understanding of Unity IDE
28. Open Unity and Create a new project
Select 3d Template. Since we are going to deal
with 3d environment.
Specify the location where you want to save
your project
29. Default Camera and Light
Unity IDE on creating a new project
Default Sample Scene.
If you do Ctrl+S (windows)
it will save the current
scene
30. Setup project for publishing it for AR environment
Open Build settings from File->Build Settings
Open Player Settings and browse to XR Settings Tab and select Vuforia Augmented Reality
Player Settings Button
Player Settings Panel
31. Scene Main Camera
Remove default Main Camera from scene by first selecting and then hit Delete button (on keyboard)
We need a camera that supports AR (basically a Camera object provided by Vuforia)
Vuforia comes as part of Unity in its latest builds. If not you can search for Vuforia Unity sdk and download and install
32. Vuforia AR Camera
Add Vuforia AR Camera to scene
On adding Unity will import packages for Vuforia
33. Add Database marker created in Vuforia developer portal
Import custom package and browse to folder where database marker unitypackage is downloaded
35. Vuforia AR Camera
Setup Vuforia configuration
Select AR Camera in Project hierarchy panel to open its Property Inspector in right side panel
In inspector panel look for “Open Vuforia configuration”
36. Add License key and check for marker database
Remember creating a license key in Vuforia developer portal? Time to use it now. Go to portal copy the
license key and paste it in the App license key box
Also check the marker database file you just imported is present in configuration panel
Vuforia App license key
Refer page 21
Do not click on Add
License
Marker database
37. Test the app and ARCamera
Play button to test the app
My finger is on camera so this space
is blank. You should see yourself if
your laptop/desktop camera is on and
pointing you !
38. Add a GameObject to hold the marker image
This is just for reference to place augmented information around it.
Remember in Unity all units are in meters. You specified width (in mtrs) for your marker image in developer portal
My finger is on camera so this space
is blank. You should see yourself if
your laptop/desktop camera is on and
pointing you !
39. Set up image target
Image Target in scene
Marker database and image
You added this in developer
portal and then downloaded
as unitypackage and then
imported to Unity
40. Set up image target
Click in Scene area and hit “F” key. This will focus on the selected GameObject.
Make sure you have selected ImageTarget and then click in scene area and hit “F” key to focus on Image Target
Image Target in scene
41. Time to add some augmented data around marker
Right click on Image Target and browse to Cube. This will add a cube in scene as child of Image Target
42. Layouting the augmented data
By default the cube dimension is 1mtr. So you can change the scale parameter to adjust it according to the marker dimension
and also change its position with respect to marker
Cube scale
Quick tools for
Position
Rotation
scale
44. Time to test the camera
Hit play button to start the camera, now when you bring the marker infront of camera
you’ll see the object you added around the marker image
That’s all we need.
You can go ahead create an interesting 3d model around marker image and create an AR
experience.
Research a bit on adding external 3d model to the scene to make a richer experience
You can download models from poly.google.com or turbosquid.com
47. We are hiring
Front End Developer
Virtual Reality Programmers
3d Artist
UI Designer
UX Researcher
Flexible work hours
Equity options
Monthly Team activity
Lucrative package