Slides for a talk Osama Ashawa, Principal of Design, and I presented at ConveyUX 2017 conference on March 2.
http://conveyux.com/sessions/design-dos-and-donts-for-great-ar/
Osama can be found here: https://www.linkedin.com/in/osama-ashawa-846b0248/
HoloLens Design Patterns is a design research document intended to serve as a dynamic foundation for the ground-breaking, in-depth, iterative processes that will forge the first generation of HoloLens experiences. This is a living document that will grow and evolve as we continue to explore and discover what this phenomenal new technology is capable of.
See an early build of our Hololens Prototyping Environment Tool (H-PET) at https://youtu.be/0WDXatfQ8B4 or visit us at http://8ninths.com
HoloLens Design Patterns is a design research document intended to serve as a dynamic foundation for the ground-breaking, in-depth, iterative processes that will forge the first generation of HoloLens experiences. This is a living document that will grow and evolve as we continue to explore and discover what this phenomenal new technology is capable of.
See an early build of our Hololens Prototyping Environment Tool (H-PET) at https://youtu.be/0WDXatfQ8B4 or visit us at http://8ninths.com
Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
Low-Cost Multiple Degrees-of-Freedom Optical Tracking for 3D Interaction in H...IDES Editor
Interacting with the 3D content present in games
and virtual environments generally involves some form of
3D interaction. As such, the design and development of 3D
spatial interaction devices are important in creating more
realistic and immersive user experiences in 3D virtual
environment applications through natural and intuitive
human expression. In general, current commercially
available 3D input devices for virtual reality applications
like data gloves, multiple DOF sensors and trackers, etc.
typically come with a heavy price tag. The objective of this
research is to investigate an approach to setting up an
inexpensive 6-DOF optical tracking system using Wii
Remotes, which is adequate for 3D interaction in an
interactive Head-Mounted Display (HMD) virtual reality
system. For the purpose of HMD virtual reality, a user
should ideally be able to use a 3D interaction device in a
space surrounding the user. This cannot be achieved when
using this game controller in the conventional manner. Also,
normal usage of the controller only allows for relative
positioning and cannot reliably track 6-DOF. This paper
outlines a method of using Wii Remotes for 3D spatial
interaction in an area surrounding the user. This paper also
presents experimental results conducted in order to
benchmark the accuracy of the system, by comparing the
system’s position and orientation estimates with the
readings obtained from a commercial 6-DOF magnetic
tracker.
Tijdens deze sessie nemen we je mee in de wereld van Augmented Reality. Ben je benieuwd welke markten al hiermee aan de slag zijn gegaan?
De HoloLens van Microsoft gaat verder dan Google Glass en is een ander product dan de vr-bril.
Deze zelfstandige computerbril projecteert hologrammen in de echte fysieke wereld en integreert de virtuele wereld met de echte wereld. Ben je een C# ontwikkelaar, Unity game designer, IT-architect, consultant, relatiemanager of gewoon een gadgetliefhebber die meer wil weten over de HoloLens? Dan is deze sessie iets voor jou!
Augmented Reality AR & VR Virtual Reality are conquering the areas of marketing, healthcare, education, advertising, gaming, entertainment and other sectors.
Lecture given by Mark Billinghurst on May 21st 2015 as part of the Gibbon's Lecture series on Human Computer Interaction. See https://www.cs.auckland.ac.nz/gibbons_lectures/
On how computer interfaces have evolved from interaction to systems that understand users
Throughout the history of computers we've been striving to shorten the gap between us and digital information, the gap between our physical world and the world in the screen where our imagination can go wild. And this gap has become shorter, shorter, and even shorter, and now this gap is shortened down to less than a millimeter, the thickness of a touch-screen glass, and the power of computing has become accessible to everyone.
But I wondered, what if there could be no boundary at all? I started to imagine what this would look like. First, I introduce this tool in below which penetrates into the digital space, so when you press it hard on the screen, it transfers its physical body into pixels. Designers can materialize their ideas directly in 3D, and surgeons can practice on virtual organs underneath the screen. So with this tool, this boundary has been broken.
Beyond – Collapsible Tools and Gestures for Computational Design
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. We present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment
WYSIWYF –“what you see is what you feel” :
The digital information reach us instead? I'm sure many of us have had the experience of buying and returning items online. But now you don't have to worry about it. What I got here is an online augmented fitting room. This is a view that you get from head-mounted or see-through display when the system understands the geometry of your body.
ZeroN: Mid-Air Tangible Interaction Enabled by Computer Controlled Magnetic Levitation:
ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
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.
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.
Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
Low-Cost Multiple Degrees-of-Freedom Optical Tracking for 3D Interaction in H...IDES Editor
Interacting with the 3D content present in games
and virtual environments generally involves some form of
3D interaction. As such, the design and development of 3D
spatial interaction devices are important in creating more
realistic and immersive user experiences in 3D virtual
environment applications through natural and intuitive
human expression. In general, current commercially
available 3D input devices for virtual reality applications
like data gloves, multiple DOF sensors and trackers, etc.
typically come with a heavy price tag. The objective of this
research is to investigate an approach to setting up an
inexpensive 6-DOF optical tracking system using Wii
Remotes, which is adequate for 3D interaction in an
interactive Head-Mounted Display (HMD) virtual reality
system. For the purpose of HMD virtual reality, a user
should ideally be able to use a 3D interaction device in a
space surrounding the user. This cannot be achieved when
using this game controller in the conventional manner. Also,
normal usage of the controller only allows for relative
positioning and cannot reliably track 6-DOF. This paper
outlines a method of using Wii Remotes for 3D spatial
interaction in an area surrounding the user. This paper also
presents experimental results conducted in order to
benchmark the accuracy of the system, by comparing the
system’s position and orientation estimates with the
readings obtained from a commercial 6-DOF magnetic
tracker.
Tijdens deze sessie nemen we je mee in de wereld van Augmented Reality. Ben je benieuwd welke markten al hiermee aan de slag zijn gegaan?
De HoloLens van Microsoft gaat verder dan Google Glass en is een ander product dan de vr-bril.
Deze zelfstandige computerbril projecteert hologrammen in de echte fysieke wereld en integreert de virtuele wereld met de echte wereld. Ben je een C# ontwikkelaar, Unity game designer, IT-architect, consultant, relatiemanager of gewoon een gadgetliefhebber die meer wil weten over de HoloLens? Dan is deze sessie iets voor jou!
Augmented Reality AR & VR Virtual Reality are conquering the areas of marketing, healthcare, education, advertising, gaming, entertainment and other sectors.
Lecture given by Mark Billinghurst on May 21st 2015 as part of the Gibbon's Lecture series on Human Computer Interaction. See https://www.cs.auckland.ac.nz/gibbons_lectures/
On how computer interfaces have evolved from interaction to systems that understand users
Throughout the history of computers we've been striving to shorten the gap between us and digital information, the gap between our physical world and the world in the screen where our imagination can go wild. And this gap has become shorter, shorter, and even shorter, and now this gap is shortened down to less than a millimeter, the thickness of a touch-screen glass, and the power of computing has become accessible to everyone.
But I wondered, what if there could be no boundary at all? I started to imagine what this would look like. First, I introduce this tool in below which penetrates into the digital space, so when you press it hard on the screen, it transfers its physical body into pixels. Designers can materialize their ideas directly in 3D, and surgeons can practice on virtual organs underneath the screen. So with this tool, this boundary has been broken.
Beyond – Collapsible Tools and Gestures for Computational Design
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. We present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment
WYSIWYF –“what you see is what you feel” :
The digital information reach us instead? I'm sure many of us have had the experience of buying and returning items online. But now you don't have to worry about it. What I got here is an online augmented fitting room. This is a view that you get from head-mounted or see-through display when the system understands the geometry of your body.
ZeroN: Mid-Air Tangible Interaction Enabled by Computer Controlled Magnetic Levitation:
ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
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.
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.
3 Strategies to Help Virtual Reality and Augmented Rearlity Overcome Hurdles.Pivot Creative Strategy
An honest discussion about the hurdles Virtual Reality is facing, and three strategies to help VR and AR get ready for prime time. Edit the PPT slides with notes here: http://bit.ly/2lEzaMM Feel free to share.
Journal of Offshore Structure and Technology vol 3 issue 3STM Journals
Journal of Offshore Structure and Technology (JoOST) is a Journal focused towards the publication of current Research/Review Work carried out in the area of Offshore structure and technology. The Journal covers all major areas involved in the field of Offshore Structure and technology.
Focus and Scope Covers
Structural Analysis Design and testing
Offshore Mechanics
Floating and Production system
Fluid Structure Interaction
Ocean Energy Technology
Oil drilling and Hydraulics
Offshore Wind Power
Offshore Material Performance and Applications
Offshore Safety and Reliability
Oil and Gas Production
Presentation deck for the seminar held on August 4, 2016 at Amazon Web Services Japan to illustrate how web traffic encryption came and will go beyond.
Designing for all the Rs (VR/AR/SR/MR/HR/etc...)Nikola Ranguelov
Talk delivered at Redbox HQ, Google Developers meet up as well as UX camp Chicago outlining VR and AR technologies available today as well as some design principles
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
The experience of the mobile home screen being a bank of app icons that lead to independent destinations is dying. And that changes how we need to design and build digital products.
In this talk I show current trends and examples and explain what it means for User Experience Design and for businesses.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
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With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
Interactive Technology & Marketing In 2012tomchapman
We all are well versed with touch screens, and many have annoyed Siri with voice commands, but exciting developments are happening in the areas of gesture recognition, face detection, eye tracking, thought and smell. All of these available interactions will have a profound impact on the way people interact with technology, so much so that in the not too-distant future, we will interact with technology in the same way we interact with each other – naturally!