Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
This document provides an overview of a presentation on designing compelling augmented reality (AR) and virtual reality (VR) experiences. The presentation will cover definitions of AR and VR, example applications, hands-on experience with authoring tools ENTiTi Creator and Wikitude World, and research directions. It will also discuss challenges in designing experiences for AR and VR head-mounted displays using mobile devices as computing modules.
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
Lecture 4 from the 2016 COMP 4026 course on Advanced Human Computer Interaction taught at the University of South Australia. Taught by Mark Billinghurst, and containing material about Processing and various advanced Human Computer Interfaces.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
This document provides an overview of a presentation on designing compelling augmented reality (AR) and virtual reality (VR) experiences. The presentation will cover definitions of AR and VR, example applications, hands-on experience with authoring tools ENTiTi Creator and Wikitude World, and research directions. It will also discuss challenges in designing experiences for AR and VR head-mounted displays using mobile devices as computing modules.
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
Lecture 4 from the 2016 COMP 4026 course on Advanced Human Computer Interaction taught at the University of South Australia. Taught by Mark Billinghurst, and containing material about Processing and various advanced Human Computer Interfaces.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Lecture 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.
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Fifty Shades of Augmented Reality: Creating Connection Using ARMark Billinghurst
This document discusses how augmented and virtual reality technologies can be used to create more empathetic and collaborative experiences. It outlines trends in content capture, networking bandwidth, and natural interfaces that enable new types of shared experiences. Examples are presented of past and current AR/VR systems that allow remote users to share live video, 3D spaces, gestures, and physiological cues like gaze and expression. The document concludes that AR and VR are well-suited for developing empathetic computing applications by allowing users to understand, experience, and share perspectives and emotions.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Lecture 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.
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Fifty Shades of Augmented Reality: Creating Connection Using ARMark Billinghurst
This document discusses how augmented and virtual reality technologies can be used to create more empathetic and collaborative experiences. It outlines trends in content capture, networking bandwidth, and natural interfaces that enable new types of shared experiences. Examples are presented of past and current AR/VR systems that allow remote users to share live video, 3D spaces, gestures, and physiological cues like gaze and expression. The document concludes that AR and VR are well-suited for developing empathetic computing applications by allowing users to understand, experience, and share perspectives and emotions.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
COMP 4010 - Lecture 7: Introduction to Augmented RealityMark Billinghurst
Lecture 7 in the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture provides an introduction to Augmented Reality. This class was taught on September 7th 2017 by Mark Billinghurst at the University of South Australia.
Lecture 8 in the COMP 4010 course on AR and VR. This lecture gives an overview of Augmented Reality technology. Taught by Mark Billinghurst on October 5th, 2017 at the University of South Australia
Lecture on Mobile AR as part of the 2017 COMP 4010 course on AR and VR taught at the University of South Australia. Lecture taught on October 19th 2017 by Gun Lee. Slides prepared by Mark Billinghurst.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
COMP 4010 lecture on AR Interaction Design. Lecture given by Gun Lee at the University of South Australia on October 12th 2017, from slides prepared by Mark Billinghurst
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
Applying virtual environments in distance learning of product developmentHAMK Design Factory
Applying virtual environments in distance learning of product development webinar of Regional University Network. Hosts Jari Jussila, Markku Mikkonen & Jali Närhi
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
The fourth lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of prototyping techniques for AR interfaces.
Dinsdag 8 november
Sessieronde 1
Titel: De diepte in met virtual reality
Spreker(s): Robin de Lange (Universiteit Leiden), Lieke Rensink (SURFnet)
Zaal: Diamond I
This document discusses how digital tools can be used to support 21st century learning. It describes today's learners as multi-taskers who are digitally literate, mobile, social, and have short attention spans. It suggests teaching focus on analysis, evaluation, inquiry and problem solving rather than memorization. A variety of free digital tools are presented for creating word clouds, concept maps, student response systems, annotated images, videos, comics and connecting with experts. Considerations for using technology in the classroom like access, learning styles and mixing up activities are also discussed.
This document discusses the use of virtual and collaborative virtual environments for education, with a focus on students with special needs. It describes several projects led by Sue Cobb at the University of Nottingham to develop VEs and CVEs using participatory design methods. Evaluation of the projects found that students were engaged with the technologies and they showed potential for supporting collaboration, communication skills, and perspective taking. However, more work is needed to improve realism and robustness for use in classroom settings.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
This document provides a list of many free online resources that teachers can use with their projectors in the classroom, including:
1) Google Docs for online document creation and collaboration.
2) Websites for mind mapping, maps, slideshows, creative writing inspiration, attendance, morning messages/attention getters, virtual manipulatives, Skype, PowerPoint ideas, videos, current events, virtual field trips, timers, name generators, read alouds, dictionaries, transitions, shadow puppets, and tracing activities.
3) Suggestions to make the most of teaching moments by exploring online resources.
This document discusses how storytelling has evolved with immersive simulations. Simulations allow audiences to interact with and become part of the story. The document provides an overview of topics such as adapting storytelling techniques to simulations, examples of storyboarding, and technology tools for creating immersive simulations. It also discusses best practices for simulation design including scenario, character, and story development as well as tools like Adobe Captivate, Articulate Storyline, and SimWriter for building interactive simulations.
This document discusses using virtual worlds for formal education by outlining several learning centers that could be hosted in a virtual environment. It describes the design process used to conceptualize and create the learning centers, incorporating factors like community engagement, identity exploration, and flow. The centers were collaboratively designed and built using an iterative process to create an immersive educational experience for avatars. Lessons learned include how to effectively plan, build, and refine educational structures in a virtual world.
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
Presentation Delivered at EDUCASUE ELI 2017
https://events.educause.edu/eli/annual-meeting/2017/agenda/presentation-pair-virtual-reality
Virtual reality is a recognized method for creating highly immersive and pedagogically valuable learning experiences, when appropriately designed. The cost to create and view VR has previously meant that this method of teaching has been limited to those with ample resources. This presentation will outline a number of off-the-shelf technologies that can been used to create and view simple VR experiences. Applications of VR will be presented, including orientation to learning laboratories and virtual fieldwork tours. Based on these scenarios, lessons learned in terms of designing these experiences, educational value, and current technological limitations will be outlined.
Outcomes: Learn about the potential of VR and identify applications within your own context
*Explore some of the ubiquitous tools (software and hardware) that can be used to create VR experiences and understand their limitations
*Explore a model that can be used to design and evaluate the affordances and pedagogical value of educational VR experiences
This document provides an overview of ways to integrate technology into the elementary classroom through inexpensive and engaging methods. It discusses using free online tools like Kahoot, Glogster, and Voicethread to enhance lessons. Specific ideas are presented for using timers, online storage, avatars, and graphic organizers in the classroom. The document also reviews creating movies, flashcards, quizzes, and surveys as digital tools to support teaching and learning.
Using your projector in your classroom- UPDATEDHeather Lewis
This document provides a list of resources that teachers can use with a projector in the classroom, including:
1) Google Docs for online document creation and collaboration.
2) Websites for mind mapping, maps, creative writing inspiration, attendance, morning messages/attention getters, and virtual manipulatives.
3) Ideas for using PowerPoint for lessons, presentations, games and modifying for students with disabilities.
4) Sources for videos, news, field trips, timers, name generators, read alouds, and dictionaries.
5) Suggestions for transitions, shadow puppets, tracing, teaching moments, and finding endless additional resources online.
Website Usability & User Experience: Veel bezoekers, weinig klanten?Johan Verhaegen
This document introduces a user experience framework and discusses various UX methods and principles. It discusses establishing a user experience framework that includes a value proposition canvas, customer insight map, customer journey, and experience map. It emphasizes the importance of usability testing with real users to validate assumptions and gather insights. The document also covers design principles like putting the user in control and making designs simple and clear based on how people think, feel, see, interact and behave.
Robert Pratten is the CEO of Conducttr, which provides an "experience manager" platform to design transformative learning experiences. The platform allows for interactive, participatory experiences across multiple channels. It listens for triggers and events during an experience and responds through various outputs. Conducttr experiences can increase positive brand sentiment and productivity by applying knowledge. The document discusses how to design effective transformative experiences through elements like stress, personal growth, reflection, and feedback. It also outlines Conducttr's applications, workflow for designing an experience, and how it delivers engagement through real-life scenarios, interactive consequences, and active participation.
The document discusses using technology and learning design to gather quality assessment evidence. It covers various topics related to online and blended learning assessments including virtual classrooms, decision making trees, case studies, peer review, and using industry knowledge. Tools that can be used to create online assessments and scenarios are also presented.
This document provides a list of tech tools for teachers across various subjects and needs, including resources for lesson planning, differentiation, assessment, organization, and integrating technology into specific subjects like art, theatre, math, and more. Safety considerations and free or trial apps and websites are included for activities like creating virtual posters, trimming YouTube videos, reading comprehension tools, and paperless polling systems.
This document discusses experiments conducted using social virtual reality (VR) platforms for educational activities and remote learning. In one experiment, students' attitudes towards presenting in Mozilla Hubs VR versus video conferencing via Google Meet were compared. Preliminary findings found greater spatial presence but familiarity with video conferencing. Future experiments are planned to better understand the benefits of VR for education, including a workshop using Mozilla Hubs for students to create VR rooms to present website projects. Limitations with the initial experiments and opportunities for improving the educational use of VR are also discussed.
Similar to COMP 4010: Lecture 6 Example VR Applications (20)
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
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
The document discusses using virtual avatars to improve remote collaboration. It provides background on communication cues used in face-to-face interactions versus remote communication. It then discusses early experiments using augmented reality for remote conferencing dating back to the 1990s. The document outlines key questions around designing effective virtual bodies for collaboration and discusses various technologies that have been developed for remote collaboration using augmented reality, virtual reality, and mixed reality. It summarizes several studies that have evaluated factors like avatar representation, sharing of different communication cues, and effects of spatial audio and visual cues on collaboration tasks.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
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.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
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.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
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.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
This document discusses empathic computing and collaborative immersive analytics. It notes that while fields like scientific and information visualization are well established, little research has looked at collaborative visualization specifically. Collaborative immersive analytics combines mixed reality, visual analytics and computer-supported cooperative work. Empathic computing aims to develop systems that allow sharing experiences, emotions and perspectives using technologies like virtual and augmented reality with physiological sensors. Applying these concepts could enhance communication and understanding for collaborative immersive analytics tasks.
This document discusses how metaverse concepts can be applied to corporate learning and leadership development. It defines the metaverse and outlines its key components: virtual worlds, augmented reality, mirror worlds, and lifelogging. Traditional corporate learning is described as instructor-led, group-based, and discrete. The document proposes applying metaverse concepts like learning in the flow of work, just-in-time learning, and adaptive personalized learning. Specific applications explored are virtual reality for skills and soft skills training, augmented reality for hands-on training, lifelogging for adaptive training, and mirror worlds for capturing real-world tasks.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
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.
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.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
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• How can it help today’s business and the benefits
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Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
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Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Monitoring Java Application Security with JDK Tools and JFR Events
COMP 4010: Lecture 6 Example VR Applications
1. LECTURE 6: EXAMPLE
VR APPLICATIONS
COMP 4026 – Advanced HCI
Semester 5 - 2017
Bruce Thomas, Mark Billinghurst
University of South Australia
August 31st 2017
2. Lecture 5: Recap
• Interaction Design for VR
• Iterative method for designing VR experiences
• Applying well known ID techniques to VR
• Interaction Design Process
• Needs analysis
• Experience Design
• System Prototyping
• Evaluation
3. The Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
4. Methods for Identifying User Needs
Learn from
people
Learn from
analogous
settings
Learn from
Experts
Immersive
yourself in
context
5. VR Design Considerations
• Use UI Best Practices
• Adapt know UI guidelines to VR
• Use of Interface Metaphors/Affordances
• Decide best metaphor for VR application
• Design for Humans
• Use Human Information Processing model
• Design for Different User Groups
• Different users may have unique needs
• Design for the Whole User
• Social, cultural, emotional, physical cognitive
6. Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
7. VR Prototyping Tools
• Low Fidelity
• Sketched Paper Interfaces – pen/paper, non-interactive
• Onride Photoshop tool – digital, non-interactive
• InstaVR - 360 web based tool, simple interactivity
• SketchBox – create VR interface inside VR
• High Fidelity
• Entiti – template based VR with visual programming
• A-Frame – web based VR tool using HTML
• EditorVR – Unity wrapper inside VR
• Unity/Unreal Game Engine – programming needed
12. Virtual Reality Applications
• Ideal applications for VR should:
• Be strongly visual, have 3D spatial elements
• Benefit from first person immersion
• Benefit from 3D manipulation/navigation
• Support Autonomy, Interaction and Presence (AIP Cube)
• Etc..
13. Many Possible Types of VR Applications
From https://www.slideshare.net/ampnewventures/virtual-reality-vr-continuum-amp-new-ventures
14.
15. Potential Disruption for Existing Domains
https://www.slideshare.net/BDMIFund/the-emerging-virtual-reality-landscape-a-primer
16. Example VR Applications
• Education
• Google Expeditions
• Medicine
• Virtual Characters
• Entertainment
• The Void, Zero Latency
• Art + Design
• Tilt Brush
• Collaboration
• Facebook Spaces
19. Google Expeditions
• Goal: Provide low cost educational VR experience
• Based on Google Cardboard VR platform
• Different roles:
• Guide— person leading an expedition on a tablet
• Explorer— person following an expedition on a phone.
• Usage
• Used by over 1 million students
• Over 500 educational experiences developed
• Royal Collection Trust, American Museum of Natural History, etc.
20. Teacher Led VR Experiences
• Teacher/Guide uses tablet to control the experience
• Selects the virtual tour experience
• Guide sees tour script, can select immersive scenes to view
• Guide sees focus point and where individual students are looking
• Students connect as followers, look at what guides highlight
Guide Interface
21. System
• Hardware
• Google Cardboard mobile viewer
• Smart phones + tablet (class set)
• Wireless router
• Software
• Viewer and Guide applications (iOS/Android)
• 360 image/video VR experiences
Class set for 30 students
22. Example Experiences
• Over 500 locations/experiences
• Great barrier reef, Great Wall of China, Grand Canyon, etc.
24. Feedback
• Teacher/student survey (100 people)
• 65% experienced a “Wow” moment during Google expedition
• Noted the variety of educator styles and approaches possible
• People enjoyed “The feeling of ‘being’ there”
From https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-classroom
25. Limitations
• 53% of participants identified some problems, including:
• Difficult for some people who wore glasses
• Some complained of eye strain, headaches or nausea
• Some staff were reluctant/resistant to use the leader tablet
• Issues of disabilities and inclusion
26. Challenges/Solutions
• Making VR accessible
• Designing for phones, tablets, low cost viewers
• Synchronizing content with all viewers
• Teacher controlled viewing
• Teacher can guide experiences
• Engaging interaction on simple viewers
• Head pointing based interaction, button input
• Supporting Educational goals
• Providing compelling educational content
28. Virtual Patients
• Problem
• Many doctors have poor doctor/patient skills
• Have limited opportunity during training to learn skills
• Solution
• Virtual patients that doctors can communicate with naturally
• Artificial agents with speech understanding
29. Typical System Setup
• Trainee in front of projection screen
• Speech and gesture recognition
• Intelligent agent on screen
Johnsen, K., Raij, A., Stevens, A., Lind, D. S., & Lok, B. (2007, April). The validity of a virtual
human experience for interpersonal skills education. In Proceedings of the SIGCHI conference
on Human factors in computing systems (pp. 1049-1058). ACM.
31. Key Findings
• Virtual Humans can replace actors in training
• interaction skills used with a virtual human translate to
the interaction skills used with a real human
• Students feel a strong sense of co-presence
• Having character respond to speech and gesture
increases immersion
• VR is capable of creating realistic characters
• Life size, intelligent backend, speech recognition
• Skills learnt transfer to real world
32. Challenges/Solutions
• Training in medical environment
• Design for training in medical exam room
• Use projected VR not HMDs
• Natural interaction
• Support speech and gesture interaction
• Tactile/haptic feedback
• Use prosthetics to add support for palpation and other
tactile interaction between doctor and virtual patient
• Supporting Educational goals
• Give virtual character domain knowledge
34. Large Scale VR Gaming
• Provide multi-player VR gaming in warehouse space
• Examples
• The Void - https://www.thevoid.com/
• Zero Latency - https://zerolatencyvr.com/
35. Typical System
• Wide Area Tracking
• Computer vision, lights/reflective balls
• > 120 cameras for 300 m2 space
• Backpack VR system
• Haptic feedback vest, wireless HMD
• Real Props
• Tracked objects, walls
Tracking cameras
Backpack system
39. Tilt Brush
• Intuitive 3D immersive drawing/sculpting program
• Developed by Patrick Hackett and Drew Skillman 2014
• Acquired by Google in 2015
• https://www.tiltbrush.com/
40. Functionality
• Goal: Extremely natural 3D painting/sculpting
• User Interface
• Two handed interface designed for two controllers (Vive, Rift)
• Brush in dominant hand, tool palette in non-dominant
• Typical drawing functionality – color, brush width, undo/redo, etc..
• Content sharing
• Created content can be exported/shared in 2D/3D formats
43. Example Tilt Brush Sketches
• https://vr.google.com/sketches/
• Explore in desktop VR
44. Challenges/Solutions
• Intuitive Interface
• Very natural metaphor – painting in space
• Two handed interface – map to VR controllers
• Familiar menu objects from paint programs
• Need for limited training
• Provide in app training, tool tips
• Content sharing
• Enable content to be exported in variety of formats
• Video, animated GIFs, 2D images, 3D files
• Engaging Experience
• Provides novel immersive artistic experience
46. Facebook Spaces
• Collaborative VR environment
• VR meeting and interaction space (up to 4 people)
• Focus on communication
• Speech and gesture based
• https://www.facebook.com/spaces
47. System Interaction
• Designed for Oculus Rift/HTC Vive
• Upper body tracking, touch controllers
• Simple interaction
• Loading scenes, direct object manipulation
• Content creation
• Selfie pictures, simple sketching
49. Challenges/Solutions
• Create shared sense of Presence
• Use common background, shared objects
• Natural communication
• Support non-verbal behaviour, speech/gesture input
• Intuitive interaction
• Map real body motion onto Avatars
• Limited ability to navigate/move through environment
• Engaging Experience
• Shared content creation, experience capture