The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
Designing for Virtual Reality: Environments & InteractionsLiv Erickson
This is the slide deck used for episode 3 of Just A/VR Show. In this slide deck, I cover the basics of VR development, including ways to build immersive environments, capture a user's attention, and avoid simulation sickness-inducing behaviors.
Just A/VR Show Episode:
https://channel9.msdn.com/blogs/misslivirose/Designing-for-VR-Environments-and-Interactions
During a meetup I introduced the concept of Mixed Reality comparing to Augmented Reality and Virtual Reality.
After the introduction of Windows Mixed Reality I talked about: HoloLens, Holograms and Gestures.
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
The Holographic future is now! - Cloud Day @PoliBa 27 May 2016Clemente Giorio
An Overview on:
Virtual Reality, Augmented Reality, Mixed Reality, Holograms and Microsoft HoloLens
during the Cloud Day @PoliBa event
( https://www.eventbrite.it/e/biglietti-cloud-day-poliba-24742689049 )
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Two sessions about HoloLens development containing a number of demos explaining how to develop for HoloLens using gaze, gestures, spatial perception and translating meshes to planes.
Stephan Tanguay - Virtual Intent - User Experience Design In VR / ARStephan Tanguay
Stephan Tanguay walks you through the landscape of Virtual Reality and Augmented Reality and the design language that they share. Discover what design elements in VR can be used to create compelling user experience and what elements cause discomfort. These elements can help you create immersive virtual reality and augmented reality experiences.
Designing for Virtual Reality: Environments & InteractionsLiv Erickson
This is the slide deck used for episode 3 of Just A/VR Show. In this slide deck, I cover the basics of VR development, including ways to build immersive environments, capture a user's attention, and avoid simulation sickness-inducing behaviors.
Just A/VR Show Episode:
https://channel9.msdn.com/blogs/misslivirose/Designing-for-VR-Environments-and-Interactions
During a meetup I introduced the concept of Mixed Reality comparing to Augmented Reality and Virtual Reality.
After the introduction of Windows Mixed Reality I talked about: HoloLens, Holograms and Gestures.
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
The Holographic future is now! - Cloud Day @PoliBa 27 May 2016Clemente Giorio
An Overview on:
Virtual Reality, Augmented Reality, Mixed Reality, Holograms and Microsoft HoloLens
during the Cloud Day @PoliBa event
( https://www.eventbrite.it/e/biglietti-cloud-day-poliba-24742689049 )
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Two sessions about HoloLens development containing a number of demos explaining how to develop for HoloLens using gaze, gestures, spatial perception and translating meshes to planes.
Stephan Tanguay - Virtual Intent - User Experience Design In VR / ARStephan Tanguay
Stephan Tanguay walks you through the landscape of Virtual Reality and Augmented Reality and the design language that they share. Discover what design elements in VR can be used to create compelling user experience and what elements cause discomfort. These elements can help you create immersive virtual reality and augmented reality experiences.
De komst van nieuwe devices, zoals de Microsoft HoloLens en de HTC Vive, zorgen voor nieuwe gebruikerervaringen. Het is mogelijk om jezelf te transporteren naar een hele andere wereld, of de huidige wereld te zien door een andere bril. Wat zijn virtual, augmented en mixed reality nou eigenlijk? Hoe zorg je voor de optimale ervaring voor je gebruikers met deze nieuwe technieken?
Nico van Driel en Rob Bakkers geven je een doorkijk naar deze nieuwe virtuele werelden. Ze laten zien wat er nu en in de toekomst allemaal mogelijk is met deze nieuwe devices zoals de HTC Vive en de Microsoft HoloLens.
Bekijk de presentatie over Virtual Reality met de HTC Vive hier: http://www.slideshare.net/Avanade-Nederland/mixed-reality-en-virtual-realitymet-microsoft-hololens-en-htc-vive
Holo basics develop your mixed reality hololens app with unity and visual s...Alexander Meijers
An presentation used for explaining the basics of building a HoloLens application using functionality like 3D objects, spatial sound, gaze, gestures, speech, spatial mapping and occlusion.
This presentation consists of detailed information of Microsoft Hololens about what hololens is, how is it used , technical aspects of it, applications, advantages and disadvantages, comparison with rival devices, concepts of hololens
Hololens :- HoloLens is essentially a holographic computer built into a headset that lets you see, hear and interact with holograms within an environment such as a living room or an office space.
Microsoft's latest gadget on Virtual Reality Technology, HoloLens.
HoloLens is a wearable device which works on the principle of holograms, blending your digital world with the real world.
GVRDC Beyond VR: Mixed Reality with Tango and HoloLensAaron Pulkka
Cyrus Lum and Aaron Pulkka presented this talk together at GVRDC in Shanghai, China on July 27th, 2016, to share our experiences developing award winning Tango and HoloLens applications.
HoloLens is essentially a holographic computer built into a headset that lets you see, hear, and interact with holograms within an environment such as a living room or an office space.
advice : use office 16 for all effects and features (also have short videos )
This is the ppt of Upcoming "Microsoft Hoolens" which is a whole new technology. It is different from google glass. It makes us feel like,the digital world of our's is blended with our real world. As MICROSOFT is developing this concept, it was named as MICROSOFT HOLOLENS. This technology really leaves us perplexed.
De komst van nieuwe devices, zoals de Microsoft HoloLens en de HTC Vive, zorgen voor nieuwe gebruikerervaringen. Het is mogelijk om jezelf te transporteren naar een hele andere wereld, of de huidige wereld te zien door een andere bril. Wat zijn virtual, augmented en mixed reality nou eigenlijk? Hoe zorg je voor de optimale ervaring voor je gebruikers met deze nieuwe technieken?
Nico van Driel en Rob Bakkers geven je een doorkijk naar deze nieuwe virtuele werelden. Ze laten zien wat er nu en in de toekomst allemaal mogelijk is met deze nieuwe devices zoals de HTC Vive en de Microsoft HoloLens.
Bekijk de presentatie over Virtual Reality met de HTC Vive hier: http://www.slideshare.net/Avanade-Nederland/mixed-reality-en-virtual-realitymet-microsoft-hololens-en-htc-vive
Holo basics develop your mixed reality hololens app with unity and visual s...Alexander Meijers
An presentation used for explaining the basics of building a HoloLens application using functionality like 3D objects, spatial sound, gaze, gestures, speech, spatial mapping and occlusion.
This presentation consists of detailed information of Microsoft Hololens about what hololens is, how is it used , technical aspects of it, applications, advantages and disadvantages, comparison with rival devices, concepts of hololens
Hololens :- HoloLens is essentially a holographic computer built into a headset that lets you see, hear and interact with holograms within an environment such as a living room or an office space.
Microsoft's latest gadget on Virtual Reality Technology, HoloLens.
HoloLens is a wearable device which works on the principle of holograms, blending your digital world with the real world.
GVRDC Beyond VR: Mixed Reality with Tango and HoloLensAaron Pulkka
Cyrus Lum and Aaron Pulkka presented this talk together at GVRDC in Shanghai, China on July 27th, 2016, to share our experiences developing award winning Tango and HoloLens applications.
HoloLens is essentially a holographic computer built into a headset that lets you see, hear, and interact with holograms within an environment such as a living room or an office space.
advice : use office 16 for all effects and features (also have short videos )
This is the ppt of Upcoming "Microsoft Hoolens" which is a whole new technology. It is different from google glass. It makes us feel like,the digital world of our's is blended with our real world. As MICROSOFT is developing this concept, it was named as MICROSOFT HOLOLENS. This technology really leaves us perplexed.
This is my talk I held at www.droidcon.ro in 2016. I talked about what a cardboard is, how to use it, how to program it and I ran through the description of the demo app. Based on this demo, I explored on how to separate parts of it to create a Virtual Reality App, capable of using our Content Modelling System(Contentful) to change what the user will see ...
Designing, building and growing a community around VR and sailing.
Sharing a story of MarineVerse and the approach we are taking to creating our apps and game for sailors.
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy BendovJessica Tams
Delivered at Casual Connect USA 2016. Come learn the top 10 development lessons to consider when extending your games to VR. User orientation in a VR sphere, proper immersion for the players as well as camera movements, speed balancing and frame rate can have a huge effect on players experience in VR. Side-Kick Games has learned many tricks of the trade in adapting mobile games across all current VR headsets and will cover these issues and more.
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.
Google's Daydream is a VR platform which will be released later this year. It will be the successor to Google Cardboard. Major partners of Google have already pledged to build phones compatible with the VR platform.
A short talk for the Content Marketing Association Digital Breakfast on Wednesday 13 April 2016 covering VR (Virtual Reality), AI (Artificial Intelligence), and the future of mobile.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
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.
Philipp Nagele (Wikitude): Context Is for Kings: Putting Context in the Hands...AugmentedWorldExpo
A talk from the Develop Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Philipp Nagele (Wikitude): Context Is for Kings: Putting Context in the Hands of AR Developers
In this session, Philipp Nagele will explore why AR centers all around context and why contextual understanding is fundamental to any AR experience. He will show how Wikitude is trying to solve this problem for AR developers and provide technical details about the new release of the Wikitude SDK.
http://AugmentedWorldExpo.com
Invited for technology trend talk in University Teknikal Melaka, I presented some of the trend and technology that can be implemented for their final year project to promote employability. Presented the following topic:
1) Industry 4.0
2) Blockchan
3) AR and VR
4) Mobile app development (emphasize on creating project in React and Flutter)
5) Web development (emphasize on doing it using Javascript technology)
6) Machine Learning
7) IOT
8) Big Data
9) Cloud computing
10) Devops
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
Pairing computer vision technologies with emerging wearable devices enables exciting new mobile experiences. Learn about new types of vision-enabled wearables and the creative, new applications that will drive them.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=O-w_5yduaZ4
Learn more about Vuforia mobile vision platform: https://www.qualcomm.com/vuforia
As the industry strives toward immersive VR experiences, we are guided by the extreme requirements associated with intuitive interactions, visual quality, and sound quality, in order to achieve the ultimate mobile VR experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom (6 DoF) in VR experiences, reduces latency, and cuts the cord. In this presentation, you will learn about:
• The enhanced user experiences that 6 DoF provides over 3 DoF
• The evolution of motion tracking
• How Qualcomm’s on-device VIO implementation provides a precise head pose at a high frequency yet at low latency and power
• The impact of 6 DoF on VR content development
Similar to Building the Matrix: Your First VR App (SVCC 2016) (20)
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.
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!
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
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.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
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.
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.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
3. BUILDING VIRTUAL REALITY APPLICATIONS
Why Build for Virtual Reality?
Understanding the VR Device Ecosystem
Breakdown of a VR application
Building a VR app: Development Options
Design Considerations & Concerns for VR today
Q & A
3
8. Storytelling is significantly more immersive in an
environment that surrounds the user
Virtual experiences improve empathy in the viewer
Visualizations of complex data
New and improved ways of interacting with the
technical ecosystem that we’ve been building for
decades
11. TODAY’S TECHNOLOGY
Virtual
Reality
Fully immersive
experience that
replaces your
physical world
Example: Oculus Rift
Augmented
Reality
Overlays digital
information about
the physical world
around you
Example: Google
Glass
Mixed
Reality
Combines virtual
objects and the
physical world
Example: Microsoft
HoloLens
12. HEAD MOUNTED DISPLAYS
Head Mounted Displays (HMDs) can be desktop-
powered devices or mobile-powered devices
Desktop: Separate display device self-containing
screen, content provided externally from a
separate PC
Mobile: Content provided and displayed by a
smart phone inserted into the casing
Standalone: Entirely self-contained headsets
12
13. DESKTOP VIRTUAL REALITY
Powered from external computers
Hardware includes separate screens
Treated as an external display at the hardware level
Software runs on the desktop and is passed to the display
Examples: Oculus Rift, HTC Vive, FOVE
13
14. MOBILE VIRTUAL REALITY
Headsets are containers that support stereoscopic rendering for mobile phones
Applications are typical smartphone apps
The display is the phone screen
Usually, almost all computational aspects are done on the phone rather than the headset
Examples: GearVR, Homido, FreeFly, Cardboard
14
15. INPUT - CONTROLLERS
Traditional controllers don’t solve the “I can’t see
my hands” issues with VR
Navigation is less natural for movement with
joysticks due to the sense of being in one place
Limited number of inputs / actions
Some apps may rely on specific types of input
controllers and have compatibility problems
15
16. INPUT - WEARABLES
Devices that are lower profile and can be worn
to control various inputs without specific
controller input
Example: Nod Ring
Example: Myo Bracelet
Example: Emotiv Headset
16
17. HAPTICS
Components to a VR system that provide tactile
feedback based on what is going on in the
virtual environment
Add to realism of a VR system by allowing the
user to physically touch and experience things
going on in virtual reality
Example: GloveOne (pictured) has multiple
feedback points that mimic the sense of touch
based on collisions in a VR game
17
18. MORE OPTIONS
Gestures via cameras: example: Leap Motion Controller
Omnidirectional treadmills
Voice commands
18
20. DESIGNING & PLANNING
Consider the platforms that you’re interested in targeting
Understand the input and design considerations for the given platform as you plan out your experience
Outline key scenes and emotions that you’re looking to capture in your app
Choose a development option that aligns with your platform of choice
20
22. Game Logic
• Defines the behavior of your application
components
• Models and textures are defined for your scene
• Scripts control behavior of the scene objects
• Generally doesn’t rely on the status of the
hardware, but will likely contain checks for
changes
Render Loop
Hardware /
Input Update
Game Logic
22
23. Hardware / Input
• Check on the orientation of the device to
calculate how the camera should render objects in
the scene
• Evaluate if there are actions triggering different
behaviors in your scene
• Update scene variables or components based on
input checks
Render Loop
Hardware /
Input Update
Game Logic
23
24. Render Loop
• Evaluate the scene appearance based on the
orientation of the headset
• Apply effects based on changing scene (shadows,
lighting, etc.) dynamically to match the user’s
expectation
• Draw to the headset / display
• Example: If player has moved under a tree, update
the shadows cast by the player accordingly
Playback Required Refresh Rate
Film / TV 24 – 48 FPS
Console Gaming 30 FPS
PC 50-60 Hz
VR 90-120 Hz
Render Loop
Hardware /
Input Update
Game Logic
24
26. INTERACTION & DISCOVERY
There are no standards yet in VR for expected behaviors and interfaces
Capturing and guiding a user through a process is a new challenge for the medium
Agency of a player is critical
The amount of control or interaction a user can have in an environment will vary dependent on
experience and platform
26
27. PRESENCE IN VR
Consider how your user will want to interact with the environment
Environment scale will impact how realistic a scene feels to a player
Non-autonomous character actions will break the sense of self
27
29. DISPLAY PERFORMANCE & CONSIDERATIONS
Low Framerates = Motion Sickness
“Tearing” around the edges of the display
Shadowing (duplication) of scene objects at high framerates
Motion blur
29
30. TOOLS OF THE TRADE
UNITY, UNREAL ENGINE, WEBVR (OH MY!)
30
31. DEVELOPMENT OPTIONS
Native development with Platform SDKs
Game Engines:
Unity
Unreal
CryEngine
Web:
WebGL VR support through WebVR
Three.JS
A-Frame
Vizor
31
32. EXAMPLE NATIVE TOOLS: OCULUS SDK
Add stereoscopic, distortion, and update effects
within the graphics pipeline of your application
Render to a texture specifically output to the
Oculus device as well as to a non-stereoscopic
screen view
Great for custom game engines adding in VR
support with the Rift
More customization and control granted
Versions available for desktop (Rift) and mobile
(GearVR)
32
Source: developer.oculus.com
33. UNITY
Game Engine from Unity Technologies
Visual editor for environment building & scripting
Languages: C#, UnityScript (a JS derivative), Boo
33
35. UNITY: VR MODE
Added in 5.1 (current is 5.4)
Requires runtime for headsets installed
Supports a number of devices built-in, many others have packaged support add-ins
Implementing it:
1. Edit -> Project Settings -> Player
2. Under “Other Settings” check the ‘Virtual Reality Supported’ box
3. Platform dependent on device type
35
36. UNREAL ENGINE
Game Engine from Epic Games
Visual editor for environment building &
scripting
Language: C++
36
38. BENEFITS OF GAME ENGINES
Handles many of the hardware-level interactions with devices
Templates for different app types are available
Implements physics and lighting engines
Robust communities for asset creation
Additional services for common application needs (networking, multiplayer, awards)
Central tooling for cross-platform development
38
39. DOWNSIDES OF GAME ENGINES
Less granular control over application behaviors
Reliant on implementation of SDKs and devices
Black box code for engine functionality
39
40. WEB VR
Web applications with VR support
Front-end Rendering:
WebGL
Three.JS, Babylon.JS
Desktop & mobile support with one codebase
www.webvr.info
40
41. BENEFITS OF WEBVR
No installation of application is needed – run in the browser on any device
Automatically support mobile and desktop devices
Utilize the current set of tools and libraries for JavaScript
Easily switch between VR and non-VR mode
Offload interfacing with hardware to the browser
41
42. DOWNSIDES OF WEBVR
Performance hits for non-native graphics
Non-standard support for some browsers
Less insight and control into bugs with hardware
Relies on browser detection of devices
42
44. THINK ABOUT THE FOLLOWING CONSIDERATIONS:
3D Development
Scripting
Animation & 3D Modeling
Audio
Testing
44
45. PLANNING A VR APPLICATION
Evaluate how the medium lends itself to your game or application
Minimize the amount of locomotion
Choose one platform to target at a time
Read up on best practices, but don't lock things in
Prepare to iterate - a lot!
45
46. IMPLEMENTATION OF A VR APP - MY STRATEGY
Build out the basics in your environment so that you have a rough understanding of what your
application components will do
Script the behaviors for gameplay elements & the rest of the application components
Finalize the environment with lighting, textures, effects
46
47. TESTING YOUR VR APP
One person QA is not quite enough!
Variations in height, gender, life experiences, comfort with technology, etc. will all impact your user to a
much greater extent in VR
Performance is hugely important to prevent motion sickness
47
54. TODAY'S CHALLENGES
Input devices are non-standardized across platforms
Constant evolution in tools
Market Size
54
55. RESOURCES
Blog: http://livierickson.com/blog for short-form VR development tutorials, reviews, and news
GitHub: http://github.com/misslivirose for all the code in my VR experiments (including Kitten VR!)
ARVR Academy Introductory course materials: http://github.com/arvracademy/intro-academy/
Just A/VR Show: http://justavrshow.com/
Learning Unity: http://livi.link/learnunity
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56. Andrew Moll
Technical Evangelist
Doris Chen
Technical Evangelist
John Alioto
Principal Technical Evangelist
Tobiah Zarlez
Technical Evangelist
Daniel Egan
Technical Evangelist
Livi Erickson
Technical Evangelist
Tim Reilly
Technical Evangelist
Jeremy Foster
Technical Evangelist
Tierney Wixted
Community Evangelist
Annie Bubinski
Community Evangelist
Shaina Houston
Director of Community Evangelism
Yesenia Alvarez
Community Evangelist
Joe Shirey
Director of Technical Evangelism
Beth Massi
Program Manager
Jennelle Crothers
Technical Evangelist
Robin Shahan
Content Developer
Jessica Deen
Technical Evangelist
Justin Chizer
Microsoft Student Partner
MEET THE TEAM
57. Paul Hacker
Visual Studio and Dev Tech
Mathias Brandewinder
Visual Studio and Dev Tech
Deborah Kurata
Visual Studio and Dev Tech
Jeremy Clark
Visual Studio and Dev Tech
David McCarter
Visual Studio and Dev Tech
Ward Bel
Windows Development
Vishal Saxena
Microsoft Azure
Craig Berntson
Visual Studio and Dev Tech
Chander Dhall
Visual Studio and Dev Tech
Steve Evans
Visual Studio and Dev Tech
MEET OUR MVP/RDS
58. • Complete the survey for a chance to win Beats by Dre Headphones
• Microsoft Azure Essentials book giveaway for survey completion
while supplies last
Survey aka.ms/SVCC
• Connect with our speakers
Visit our booth
• Fill out a session card to enter a raffle for a Ricoh Theta 360 camera
Submit Your Session Cards
MAKE THE MOST OF YOUR EXPERIENCE
Why do we care about virtual and augmented reality as a platform?
We live in a three dimensional world and computing in its current form doesn’t translate well into 3D experiences
Humans rely on their spatial awareness for so many things in the real world, and it’s time to make computing represent that as well
When we create fully immersive experiences, we can have profound impact on emotional response
Talk briefly about VR as a tool for:
Distraction (pain therapy)
Emotional well-being (phobia treatment)
Empathy
As well as:
How memories in VR form like real-world memories
Why do we care about virtual and augmented reality as a platform?
We live in a three dimensional world and computing in its current form doesn’t translate well into 3D experiences
Humans rely on their spatial awareness for so many things in the real world, and it’s time to make computing represent that as well
When we create fully immersive experiences, we can have profound impact on emotional response
Talk briefly about VR as a tool for:
Distraction (pain therapy)
Emotional well-being (phobia treatment)
Empathy
As well as:
How memories in VR form like real-world memories
Why do we care about virtual and augmented reality as a platform?
We live in a three dimensional world and computing in its current form doesn’t translate well into 3D experiences
Humans rely on their spatial awareness for so many things in the real world, and it’s time to make computing represent that as well
When we create fully immersive experiences, we can have profound impact on emotional response
Talk briefly about VR as a tool for:
Distraction (pain therapy)
Emotional well-being (phobia treatment)
Empathy
As well as:
How memories in VR form like real-world memories
Also talk about how dedicated two-handed controller tracking
Ask the audience how many of them are game developers. Spend a little more time talking about the principles of game development cycles if most of them are unfamiliar. If the general body has a game development background, it will be okay to go through this part quickly.
Understand the limitations of the platforms that you’re using, especially around input
Let’s talk about specific things to consider when designing and developing for VR
Emphasize the importance of presence here:
In making people feel comfortable
In their actions being directly correlated to a VR action
Not to force action on the user
Describe the proprioceptive system
Talk about how the options differ and why some may be more beneficial to others:
Native: Great for fine control, custom engine support, existing games, interesting control over effects and mono/stereoscopic
Game Engines: Awesome for not reinventing the wheel, provide a solid implementation of existing game components (e.g. lighting, physics, etc.)
Web: Lower performance, but great for experiments that utilize existing APIs and pull in data from the web
Include that this is C++
Discuss how WebVR enables developers to use the same code base to run on mobile and desktop
Explain the specialized browsers required and how the browser handles hardware updates and transforms