Digital technological advancement and abundance have transformed the world, without exemption to the education. The keynote workshop focuses on the emerging development of various extended reality (AR/VR) and practical applications for education and training. The workshop content is anchored based on digital technology related Massive Open Online Courses (MOOC) on Openlearning including "MOOC for AR VR: Obstacles, Challenges and Usability" and "Building Information Modelling 101 and 202", simulating technology driven virtual teaching and learning. The workshop will also contextualize the integration of extended reality and pedagogy theories such as Kolb's experiential learning theory, Bloom's taxonomy, social learning etc. The main goal of this workshop is to introduce and support the adoption of extended reality (AR/VR) approaches for virtual social learning.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs HologramsAugmentedWorldExpo
A talk from the Intro Classes Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs Holograms
The goal of the ideal 3D display is to create virtual scenes that are indistinguishable from natural scenes in the real world. Most current AR or VR platforms tend to display information at one depth or focus and does not provide any real 3D information for the viewer. In this talk, we will look at the latest display technologies and how new approaches to lightfield, holographic, or other techniques can create a better experience for users.
http://AugmentedWorldExpo.com
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryZi Siang See
This research seminar presents and discusses recent advances in augmented reality (AR) and virtual reality (VR). Recent developments have been implied that AR and VR innovation is more broadly accessible for different expert areas, these include the information technology sectors, education operations, build environment and the creative industries. During the session, participants will be able to experience AR and VR using mobile and head mount devices (HMD). This research talk will provide an overview of AR and VR interface development, industrial use cases and research direction.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Lecture 5 from the COSC 426 Graduate course on Augmented Reality. This lecture talks about AR development tools and interaction styles. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. August 9th 2013
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.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs HologramsAugmentedWorldExpo
A talk from the Intro Classes Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs Holograms
The goal of the ideal 3D display is to create virtual scenes that are indistinguishable from natural scenes in the real world. Most current AR or VR platforms tend to display information at one depth or focus and does not provide any real 3D information for the viewer. In this talk, we will look at the latest display technologies and how new approaches to lightfield, holographic, or other techniques can create a better experience for users.
http://AugmentedWorldExpo.com
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryZi Siang See
This research seminar presents and discusses recent advances in augmented reality (AR) and virtual reality (VR). Recent developments have been implied that AR and VR innovation is more broadly accessible for different expert areas, these include the information technology sectors, education operations, build environment and the creative industries. During the session, participants will be able to experience AR and VR using mobile and head mount devices (HMD). This research talk will provide an overview of AR and VR interface development, industrial use cases and research direction.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Lecture 5 from the COSC 426 Graduate course on Augmented Reality. This lecture talks about AR development tools and interaction styles. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. August 9th 2013
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.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
This presentation is to understand what is Augmented Reality, its use and future. It also contains some slides to show how iOS developer create app with facility of AR using ARKit framework introduced in iOS 11.
Today’s 'smart devices' are a product of the technology and mental models of our past. From a connected lightbulb to a robot vacuum, using most of these devices requires a native app. This in turn greatly limits their contexts of use. Can we really expect users to download an app to interact with a random ’thing’ they encounter at the mall, a space they explore for an hour at the museum, or a city they will only visit for a day? What devices could we build, what 'smart' environments could we enable if users could simply discover, “walk up and use”(and then if needed, abandon) these objects and environments as they do a web site?
This workshop will discuss two new technologies--Physical Web and Web Bluetooth--that can enable on-demand interaction with physical things and spaces using no more than a browser.
1st European Augmented Reality Business Conference April 23, 2010 Berlin - An...ARBcon.eu
ARBcon.eu is the largest commercial augmented reality conference in Europe. (version 3/22, fact slides added! )
Augmented Reality (AR) is now beginning to enter the mass market. With the physical world as a platform there will be major new opportunities across all sectors and industries.
ARBcon.eu will showcase the fantastic outlook of AR with the goal of transforming keen visions of the future into a concrete business reality today.
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.
8 Ways to Improve App Store User ExperienceBryan Rieger
Presentation by Stephanie Rieger of Yiibu for Informa Mobile User Experience conference in London, UK 11/09
Officially called "Developing An Interface For The Future Of Mass Market Software Distribution"
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
Size isn’t everything: Why the iPad isn’t just bigger; it’s a whole new UX, a...Liquid Reality
Exploring how the iPad shifts the mobile user experience paradigm, what this means to the iPhone, and how mobile applications can and will have to shift with it in order to become or remain successful.
Although they share an OS, the interactions offered by the iPad and it’s smaller siblings are very different. We will explore what these differences are, how they effect interaction, and why they demand distinct solutions that embrace and exploit the unique challenges, variations and opportunities between the two in order to deliver enjoyable, satisfying and successful user experiences.
Mobile is hot right now. People are spending more time on their mobile devices than ever before. Given that the number of people accessing the web via mobile devices is predicted to surpass the number accessing via the desktop in the next two years, it is high time that we start to take this mobile thing seriously.
The mobile web is different. It can be daunting for those venturing into the mobile realm for the first time. Where do you start? Do you need to design a native app, a web app or a combination of both? What devices should you target?
In this Twilight Presentation Mark Delaney spoke about:
User-Centred Mobile Design
Mobile Design Considerations
Principles to Prototypes
Responsive Design Techniques
Mark is a senior UX Designer at Intergen and leads the User Experience Design team. In this presentation he took attendees on a whirlwind tour of the best practices for organising and designing your mobile experience.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
This presentation is to understand what is Augmented Reality, its use and future. It also contains some slides to show how iOS developer create app with facility of AR using ARKit framework introduced in iOS 11.
Today’s 'smart devices' are a product of the technology and mental models of our past. From a connected lightbulb to a robot vacuum, using most of these devices requires a native app. This in turn greatly limits their contexts of use. Can we really expect users to download an app to interact with a random ’thing’ they encounter at the mall, a space they explore for an hour at the museum, or a city they will only visit for a day? What devices could we build, what 'smart' environments could we enable if users could simply discover, “walk up and use”(and then if needed, abandon) these objects and environments as they do a web site?
This workshop will discuss two new technologies--Physical Web and Web Bluetooth--that can enable on-demand interaction with physical things and spaces using no more than a browser.
1st European Augmented Reality Business Conference April 23, 2010 Berlin - An...ARBcon.eu
ARBcon.eu is the largest commercial augmented reality conference in Europe. (version 3/22, fact slides added! )
Augmented Reality (AR) is now beginning to enter the mass market. With the physical world as a platform there will be major new opportunities across all sectors and industries.
ARBcon.eu will showcase the fantastic outlook of AR with the goal of transforming keen visions of the future into a concrete business reality today.
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.
8 Ways to Improve App Store User ExperienceBryan Rieger
Presentation by Stephanie Rieger of Yiibu for Informa Mobile User Experience conference in London, UK 11/09
Officially called "Developing An Interface For The Future Of Mass Market Software Distribution"
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
Size isn’t everything: Why the iPad isn’t just bigger; it’s a whole new UX, a...Liquid Reality
Exploring how the iPad shifts the mobile user experience paradigm, what this means to the iPhone, and how mobile applications can and will have to shift with it in order to become or remain successful.
Although they share an OS, the interactions offered by the iPad and it’s smaller siblings are very different. We will explore what these differences are, how they effect interaction, and why they demand distinct solutions that embrace and exploit the unique challenges, variations and opportunities between the two in order to deliver enjoyable, satisfying and successful user experiences.
Mobile is hot right now. People are spending more time on their mobile devices than ever before. Given that the number of people accessing the web via mobile devices is predicted to surpass the number accessing via the desktop in the next two years, it is high time that we start to take this mobile thing seriously.
The mobile web is different. It can be daunting for those venturing into the mobile realm for the first time. Where do you start? Do you need to design a native app, a web app or a combination of both? What devices should you target?
In this Twilight Presentation Mark Delaney spoke about:
User-Centred Mobile Design
Mobile Design Considerations
Principles to Prototypes
Responsive Design Techniques
Mark is a senior UX Designer at Intergen and leads the User Experience Design team. In this presentation he took attendees on a whirlwind tour of the best practices for organising and designing your mobile experience.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
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
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.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
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
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
Augmented Reality? Virtual Reality? What do they have to do with eLearning? When powered by xAPI, these futuristic technologies open our eyes to next-gen learning and training possibilities. Industry experts Chad Udell, Managing Partner of Float, Hugh Seaton, CEO of Aquinas Training, and Melissa Milloway, Sr. Learning Experience Designer at Amazon, join Yet Analytics to take a look at how AR and VR are currently being used by eLearning designers and L&D professionals to gain never before captured insights from tracking these digital experiences with xAPI.
Interested in learning more? Watch the webinar recording on YouTube >> https://youtu.be/GUF6giD49BI.
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
How as UX & Interaction Designers, can we move beyond the need to design a screen into everything and embrace physical interactions? Now computing is becoming ever more ubiquitous & entwined into our lives, surely an acceptable solution isn’t to cover our world in icons & screens. There is an emerging trend of beautifully crafted products that are becoming the face of complex systems, yet they have no screen at all and still provide a rich suite of interactions that are easily accessible by the user. What tools are available to us as Interaction Designer’s to give us the courage to step away from our wireframes & start designing beautiful, engaging physical interactions?
This talk is about how, as Designers, can we move beyond the need to
design a screen into everything and embrace physical interactions? Now computing is becoming ever more ubiquitous & entwined into our lives, surely an acceptable solution isn't to cover our world in icons & screens. There is an emerging trend of beautifully crafted products that are becoming the face of complex systems, yet they have no screen at all and still provide a rich suite of interactions that are easily accessible by the user. What tools are available to us as Interaction Designer’s to give us the courage to step away from our wireframes & start designing beautiful, engaging physical interactions?
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.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
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.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
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:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
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.
Climate Impact of Software Testing at Nordic Testing Days
Extended Reality for Virtual Social Learning
1. Extended Reality for Virtual Social Learning
Zi Siang See
SMARTlab, School of Creative Industries, University of Newcastle
Email: zisiang.see@newcastle.edu.au
Research: https://www.newcastle.edu.au/profile/zisiang-see
FB: www.facebook.com/zisiang
Linkedin: https://au.linkedin.com/in/zisiangsee
Demo: www.zisiangsee/demo
Keynote Workshop: Zi Siang See, Xia Sheng Lee (Bruce)
OpenLearning 2018
November 2018
Presentation: Zi Siang See, Xia Sheng Lee
The transition of Emerging Technologies for Education Research
Xia Sheng Lee (Bruce)
Yalong Intelligent Equipment Group Co.,LTD.
Email: leexiasheng@gmail.com
Linkedin: https://www.linkedin.com/in/brucexslee
FB: https://www.facebook.com/bruce.l.sheng
Research: https://scholar.google.com/citations?user=5OdbSv4AAAAJ&hl=en
Research &
collaboration
5. Neil D. Fleming David A. Kolb Maria Montessori Albert Bandura
Pedagogy and Learning Approach
Presentation: Zi Siang See et al.
6. Pedagogy and Learning Approach
Neil D. Fleming
VARK Learning Style
• Visual
• Auditory
• Reading
• Kinesthetic
David A. Kolb
Experiential Learning
• Experience
• Observation
• Conceptualization
• Experimentation
Maria Montessori
Montessori Learning
• Freedom
• Mixed-age classrooms
• Uninterrupted choice
• Exploration
Albert Bandura
Social Learning
• Observation
• Imitation
• Modeling
Presentation: Zi Siang See et al.
7. Research Presentation: Zi Siang See, Lizbeth Goodman
A UON Project led by:
Donovan Jones, Shanna Fealy (University of Newcastle)
School of Nursing & Midwifery, Faculty of Health & Medicine
8.
9. Pedagogy and Learning Approach
Neil D. Fleming
VARK Learning Style
• Visual
• Auditory
• Reading
• Kinesthetic
David A. Kolb
Experiential Learning
• Experience
• Observation
• Conceptualization
• Experimentation
Maria Montessori
Montessori Learning
• Freedom
• Mixed-age classrooms
• Uninterrupted choice
• Exploration
Albert Bandura
Social Learning
• Observation
• Imitation
• Modeling
Presentation: Zi Siang See et al.
10. Is social learning = you are who you help?
Presentation: Zi Siang See et al.
11. Researcher: Zi Siang See
Academic Researcher (Interaction Design), University of Newcastle
Zi Siang See: Industry and Academic Research
Presentation: Zi Siang See
12. Research and Specialization
Subject Matter Expertise
• Creative Multimedia
• Interaction Design
• Virtual Reality (VR)
• Augmented Reality (AR)
• Inclusive Design
Presentation: Zi Siang See
13. Digital Technology Management Specialization
Formerly at University of Reading
Xia Sheng Lee (Bruce): Industry and Academic Research
Presentation: Zi Siang See et al.
14. Research and Specialization
Subject Matter Expertise
• Digital Technology Management
• Virtual Design in Construction
• Building Information Modeling
• 3D Terrestrial Laser Scanning
• Virtual Learning
Presentation: Zi Siang See et al.
30. Google Glass
• Google Glass, developer version, 2013
• Can be configured on user’s customized or personal spectacles.
Presentation: Zi Siang See et al.
31. Recon Jet
• Sporty design
• Cost “friendly”
• Smartphone compatible
• External Connectivity
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=BhBtuNe_8is
33. • Displays, tracers, and AR systems in general need to become more accurate, lighter,
cheaper, and less power consuming (Azuma, 2001).
Figure: wearable computing, Steve Mann.
Presentation: Zi Siang See et al.
34. Ideas worth spreading:
How can we develop extended
reality (XR) content or systems
for good purposes and inclusive?
Presentation: Zi Siang See et al.
35. Mixed Reality brings effective collaborative outcome?
• Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality
Gameplay. (Dey et al., 2017)
• Digital Taste Interface project, Electronic taste stimulation (Ranasinghe et al., 2011)
• Billinghurst, M. (2011). The Future of Augmented Reality in Our Everyday Life.
Presentation: Zi Siang See et al.
37. Google Cardboard
Programmable NFC
Tag
Low cost resin
/plastic lens
Mobile device as
computing module
Endless configurable size and
shapes (and materials)
Magnetometer
Presentation: Zi Siang See et al.
41. What do I see?
http://www.zisiangsee.com/vtour/vtour_hdr_sphericalpanorama/index.html Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=hjKd24UCPYY
42. Well, in a Social Learning Way
Do you (do we):
• Do what you can’t?
• Do what you can?
• Lead others by example?
• Follow others?
• No idea…
Presentation: Zi Siang See et al.
44. Android VR
Figure: Android VR collaborating with other developers
Google has announced eight hardware partners that will make Daydream-ready phones,
including Samsung, HTC, LG, Xiaomi, Huawei, ZTE, Asus, and Alcatel.
Presentation: Zi Siang See et al.
45. Apple + Metaio?
Metaio was one of the most technologically-ambitious AR organization, acquired by Apple in 2015
Presentation: Zi Siang See et al.
49. Definitions
Virtual Reality
• Virtual Reality (VR) which can be referred to as immersive multimedia or computer-
simulated life, replicates an environment that simulates physical presence in places in the
real world or imagined worlds and lets the user interact in that world. Virtual reality
artificially creates sensory experiences, which can even include sight, hearing, touch, and
smell.
Augmented Reality
• Augmented Reality (AR) mixes a live real-world view with virtual interactive content on a
mobile or wearable device. One of the key enablers for this is tracking technology, such
as computer vision techniques for tracking off pre-defined markers or markerless images.
Presentation: Zi Siang See et al.
50. Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays, IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
Presentation: Zi Siang See et al.
51. AR + VR + MR = XR?
Presentation: Zi Siang See et al.
59. Practical consideration
• Ubiquitous computing – the installation of hardware are invisible to users
• Focus on user experience
• Has strong storyline
• Brings social good and awareness
Presentation: Zi Siang See et al.
61. Practical consideration
• Mix computing and entertainment
• High level of usability design
• Focus on bringing the intended outcome – going to the aquarium
• Make use of existing mobile devices and capability
• Practical, practical, practical!
Presentation: Zi Siang See et al.
62. How One Dad Is Using VR To Help His Daughter
https://uploadvr.com/vr-good-one-dad-williams-syndrome
Figure: Craig and Imogen Chaytor's Battle With Williams Syndrome
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=LOHvriN7Xk4
63. Empathy Glasses
Katsutoshi Masai, Kai Kunze, Maki sugimoto, Mark Billinghurst (2016) Empathy Glasses.
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=CdgWVDbMwp4
64. Empathy Glasses
Katsutoshi Masai, Kai Kunze, Maki sugimoto, Mark Billinghurst (2016) Empathy Glasses.
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=CdgWVDbMwp4
65. Empathy Glasses
Katsutoshi Masai, Kai Kunze, Maki sugimoto, Mark Billinghurst (2016) Empathy Glasses.
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=CdgWVDbMwp4
66. Practical consideration
• Emphatic computing
• Shared experience, emotion, same viewpoint
• Real-time
• “Put myself in their shoes”
• Achieve and complete tasks together
Presentation: Zi Siang See et al.
67. Mobile Audible AR
Zi Siang See, Mark Billinghurst, Vimalan Rengganaten, Shelly Soo (2016) Medical Learning Murmurs Simulation with Mobile Audible Augmented Reality.
Siggraph Asia 2016 Mobile Graphics and Interactive Application
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=VGsaTDKC2qY
68. Virtual Reality in Medicine Leadning
University of Basel, Switzerland
https://www.unibas.ch/en/News-Events/News/Uni-Research/Virtual-Reality-in-Medicine.html
Presentation: Zi Siang See et al.https://youtu.be/AttXbcLUyR0
70. Practical consideration
• A key initiative by University of Newcastle
• Midwifery and health sciences education
• Can be used for educating mothers
• Reduce confusion and provides clear understanding
• Fit to the idea of portability in mixed reality context
• Designed by midwifes for midwifes
• Multi-disciplinary research
Presentation: Zi Siang See et al.
71. Work Smarter (Collaboration and Outcome-orientated)
Figure: Elevator technicians are using AR to improve safety and workflow
https://uploadvr.com/microsoft-hololens-elevator-technicians/
Presentation: Zi Siang See et al.
75. VRPhysio
• Customizable
• Clinic can track and help patients remotely
• Analytics
Presentation: Zi Siang See et al.https://www.youtube.com/watch?v=WmSyWb6djDU
77. 54% Want To Use VR/AR In Physical Stores
• 85% -- Travel experiences
• 84% -- Museums and galleries
• 84% -- Education, training
• 83% -- For designing something
• 79% -- Live entertainment
• 77% -- Exercise or sport
• 75% -- Navigation
• 74% -- Retail and shopping
• 70% -- Business
• 69% -- Meditation
• 63% -- Fully immersive gaming
• 53% -- Gaming through mobile
• Comprised interviews of 16,000 consumers.
• Consumer's perspective: the main reason for not having tried VR or AR is the lack of
opportunity, based on a new study.
Presentation: Zi Siang See et al.https://www.mediapost.com/publications/article/301863/54-want-to-use-vrar-in-physical-stores.html
80. Implication
Further reading (by Prof Mark Billinghurst): https://www.slideshare.net/marknb00/comp-4026-lecture1-introduction
• Designing for “Everyone” pleases no one (Mark and Gun’s Advanced HCI slide, 2018)
• Is managing user experience important to your project?
Presentation: Zi Siang See et al.
81. Research Possibilities
Exploration
• Method and apparatus for augmented reality
• Method and apparatus for virtual reality
• Ubiquitous computing
• Obstacles and issues
• Technology management
• Education technology
• Engineering and concept design
• User interface (UI) design
• User experience (UX)
Presentation: Zi Siang See et al.
82. Can we use VR/AR technologies to help more people?
Effort
• Empathic computing
• Inclusive AR and VR
• Experience synchronization
• Improve well-being
• Solving conflicts?
• Medical-based and healthcare benefits
• Archeology, cultural heritage: see the whole story in 360 (digital preservation)
• Sharing community and social stories
• Combine interest of different professional disciplines
Presentation: Zi Siang See et al.
83. MOOC?
Zi Siang See
SMARTlab, School of Creative Industries, University of Newcastle
Email: zisiang.see@newcastle.edu.au
Research: https://www.newcastle.edu.au/profile/zisiang-see
FB: www.facebook.com/zisiang
Linkedin: https://au.linkedin.com/in/zisiangsee
Demo: www.zisiangsee/demo
Xia Sheng Lee (Bruce)
Yalong Intelligent Equipment Group Co.,LTD.
Email: leexiasheng@gmail.com
Linkedin: https://www.linkedin.com/in/brucexslee
FB: https://www.facebook.com/bruce.l.sheng
Research: https://scholar.google.com/citations?user=5OdbSv4AAAAJ&hl=en
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
84. Focus of this work
Focus of this Study
• Case study of massive open online course (MOOC) for AR VR.
• Obstacles, challenges and usability issues (based on the MOOCs we developed).
• Investigation of how MOOC addresses best practices and the fundamental
requirements of AR and VR training, and direction of future AR/VR-enabled MOOC.
MOOC for AR VR Training: Obstacles, Challenges and Usability
Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman (2018) MOOC for AR VR Training: Obstacles, Challenges and Usability.
IEEE Games, Entertainment & Media Conference, Galway, Ireland 15th-17th August 2018
Research &
collaboration
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
85. Our MOOCS
AR VR The Promise of Sci-Fi
• http://www.openlearning.com/sunway-university
BIM101
• https://www.openlearning.com/courses/revit101basicbim
BIM101
• https://www.openlearning.com/courses/revit101basicbim
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
86. Lizbeth Goodman
Professor of Inclusive Design
SMARTlab, University College Dublin
Zi Siang See
MOOC: AR VR The Promise of Sci-fi
SMARTlab, University of Newcastle
Xia Sheng Lee
MOOC: BIM101, BIM202
University of Reading
Adam Brimo
Founder & CEO
OpenLearning.com
Harold Thwaites
Professor, Digital Media
CRCDM, Sunway University
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
87. • MOOC brings a number of benefits (Chauhan et al., 2015). With right design/workflow of
MOOC, instructors can support the learning process rather than take control of it.
Background
Contribution & intention - to provide an investigation on how some of fundamental criteria of AR and VR can be catered in MOOC setting.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
88. Augmented Reality
• Handheld AR display
• AR Browser (HTML5 + WebVR)
• Unity Vuforia SDK
• Visual Programming
• Virtual Reality
• Mobile VR display
• Samsung Gear VR + phone
• Unity SteamVR SDK
• Visual Programming
• Building Information Modelling
• Authoring Development
• Revit
• May link to AR + VR
Technologies involved in MOOC(s)
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
89. Case Study and Approach
• Classroom is vital for hands-on scenarios, however it may not be convenient for everyone
• MOOC is accessible 24/7, but it requires effort (students & instructor) to solve non-
standardized technical questions. (e.g. AR/VR, BIM, other tech-based development pace)
• Unique characteristics of MOOC includes the option of paid or free certification, on-
demand customized content dissimilar to conventional university syllabus.
• Question: formal education vs social way of learning?
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
90. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Augmented Reality: Recommended Aspects to Cover in MOOC
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
91. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
Augmented Reality: Recommended Aspects to Cover in MOOC
Image-based tracking allows AR content to be
overlayed on top of a 2D surface. This can be a
magazine cover, book or a billboard. Some
portal-based AR service providers provide
features of overlaying text, image, video etc.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
92. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
Augmented Reality: Recommended Aspects to Cover in MOOC
Way-finding AR uses sensors (GPS, compass,
gyro, wifi, mixed-mode) tracking approaches for
including enhanced location-based experience.
Such scenarios can be seen in the popular
Pokemon Go, Shopping AR Alert, Museum AR.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
93. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
Augmented Reality: Recommended Aspects to Cover in MOOC
Production processes: Image and video editing,
creative design process, sound montage, color
management, file compressions, web-based
content development, server hosting.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
94. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
Augmented Reality: Recommended Aspects to Cover in MOOC
Hand gesture input is essential in mobile-based
AR experience. It allows simple basic button to
be pushed (for linking social media, Youtube) or
scaling or rotating an object.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
95. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Augmented Reality: Recommended Aspects to Cover in MOOC
So far, we have no major problems
introducing basic goals in MOOC
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
96. Basic Goals
• Image-based AR tracking
• Way Finding Experience
• Authoring Conventional Multimedia
• Interaction and GUI
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Augmented Reality: Recommended Aspects to Cover in MOOC
What about these high-end goals
which may have special requirements?
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
97. Augmented Reality: Recommended Aspects to Cover in MOOC
Ideally, tracking real-world object is an
essential elements for AR experience.
However, it has been difficult to
implement in actual project.
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
98. Augmented Reality: Recommended Aspects to Cover in MOOC
Markerless tracking is vital in the current
or next stage or AR experience. However, it
is only functionable in high-end mobile
devices. Lower range devices may suffer
from lack of computing power for
rendering such content and environment
tracking (Android ARCore vs Apple ARKIT)
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
99. Augmented Reality: Recommended Aspects to Cover in MOOC
FACT – currently there are no standardized
ways to develop AR-enabled content.
Versions of authoring platforms keep
evolving (Unity 5 vs Unity 2018), and
Android and Apple has very different
development SDK requirements.
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
100. Augmented Reality: Recommended Aspects to Cover in MOOC
Some AR features require customized
hardware and software aspects. These
emerging media experience may only be
suitable for resourceful organizations or
creative projects.
High-end Goals
• 3D object tracking
• Markerless Tracking (e.g. SLAM)
• Authoring AR-optimized multimedia
• Customizing mechanics in AR
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
101. Q: can we still introduce high-end goals of
AR authoring in a MOOC?
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
102. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
103. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
Virtual Reality: Recommended Aspects to Cover in MOOC
It is a visual programming creation process.
Sometimes, also known as level design from the
game development perspective, it involves a
number of skills and technical knowledge during
the creation process (3D modeling,
photogrammetry, shader, texture, BIM)
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
104. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
Virtual Reality: Recommended Aspects to Cover in MOOC
The idea being expressed during the early 19
centuries of a panorama painter’s goal was to
reproduce the real world so realistically that the
onlookers could believe that what they were
seeing was real (Benosman and Kang, 2001).
Creating spherical panorama and HDR are core
areas in computational photography.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
105. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
Virtual Reality: Recommended Aspects to Cover in MOOC
Lomotion, means how users are allowed to
“walked around” in virtual reality (3dof or 6dof).
SteamVR allows users to have room-scale
locomotion experience, this is an evolving aspect
in VR tech development. Interactions such as
working with objects in virtual scenes are
essential.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
106. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
Virtual Reality: Recommended Aspects to Cover in MOOC
Work with text, image, animation, video and
sound. These process may be alright for
multimedia-ready students or professionals,
however it involves a range of know-how
technical understanding for creating creative
multimedia content.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
107. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
Some students find it difficult to learn
these in MOOC vs classroom
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
108. Basic Goals
• Environment simulation
• VR360 (Spherical Panorama)
• Locomotion, interactions
• Authoring Conventional Multimedia
High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
It may require specialized hardware and
software, and non-standardized knowledge
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
109. High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
This is top priority in VR experience
development. However, it can be
extremely challenging to port in various
real-world elements into VR world. One of
the current and important topics in HCI is
“extended reality (XR)”.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
110. High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
This is top priority in VR (and AR)
experience development. However, it can
be extremely challenging to port in various
real-world elements into VR world. One of
the current and important topics in HCI is
“extended reality (XR)”.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
111. High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
Improving sense of presence involves a
number of elements and this is a key area
of research discussion, Hands VR and
Avatar for self-realisation are some of the
features developers could introduce in VR
experience. However, some of these are
challenging elements to be included in
MOOC for VR training, in the situation of
limited hardware access by students.
Q: introduce shared learning facility?
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
112. High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
Ambisonic audio, is a specialized area in
VR360 video or VR content development.
Unity 2018 supports ambisonic audio
decoder, but may only work with
specialized settings.
Note: we need Matthew Sansom and team
to discuss about this technical area.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
113. High-end Goals
• Presence
• Hands or Avatar (self realisation)
• Ambisonic audio
• Authoring hyper-realistic VR scenes
Virtual Reality: Recommended Aspects to Cover in MOOC
One of the key areas in VR. This implies
bringing in almost any real-world elements
we could find, and attempt to implement it
into virtual environment. This includes
managing lighting, shadow, plants, terrain,
water, wind, texture, dynamic, physics.
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
114. Q: How can we mix AR and VR in a
creative project?
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
115. • Sustainable learning group.
• Resembles the behaviors of learners
similar to casual interaction within
social media platforms.
• For now, it was found that a number of
users are unable to make positive
progress in AR VR MOOC due to a
number of reasons.
• Can the problem of lack of
hardware/software be solved?
• Can learners and instructor easily solve
technical problems in MOOC? Interactions of learners in 3 months
Discussion
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
116. • Collaborative learning
• A near-linear and stable learning
community if the subject is still valid.
• New and old learners.
• Can MOOC platform evolve to support
native AR/VR functions?
• Can MOOC of AR, VR, MR, VDC, BIM
subjects being introduced as “non-
conventional special content?
• Will MOOC platforms support and
produce “Netflix original” content?
Interactions of learners in 5 years, VDC/BIM subject, involved about 5000 learners.
Discussion
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
117. • Livelihood of supporting learning
community that is sustainable and
scalable in MOOC platform.
• Example: this figure demonstrates
graphically a MOOC’s global diversity of
learner profiles from 152 countries,
involving 4903 learners.
• In the future, the case study will also
continue to facilitate and experiment
with hybrid facilities such as 3D
scanning and VR avatar.
• We are contactable and reachable for
INCLUSIVE collaborations. Diversity of students, VDC/BIM subject, involved about 5000 learners.
Implication
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
118. Questions in Mind for Future Studies
• How can we make MOOC with AR and VR inclusive (for everyone)?
• How can we introduce future learning center or facility for aiding AR/VR-enabled MOOC?
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
119. AR VR Demo
Zi Siang See
SMARTlab, School of Creative Industries, University of Newcastle
Email: zisiang.see@newcastle.edu.au
Research: https://www.newcastle.edu.au/profile/zisiang-see
FB: www.facebook.com/zisiang
Linkedin: https://au.linkedin.com/in/zisiangsee
Demo: www.zisiangsee/demo
Xia Sheng Lee (Bruce)
Yalong Intelligent Equipment Group Co.,LTD.
Email: leexiasheng@gmail.com
Linkedin: https://www.linkedin.com/in/brucexslee
FB: https://www.facebook.com/bruce.l.sheng
Research: https://scholar.google.com/citations?user=5OdbSv4AAAAJ&hl=en
Research: Zi Siang See, Xia Sheng Lee, Adam Brimo, Harold Thwaites, Lizbeth Goodman
120. Demo (work-in-progress): Inclusive VR Museum VR
• Electronic Cultural Atlas Initiative (ECAI)
• Towards inclusive user experience and digital preservation of cultural artifacts
Presentation: Zi Siang See et al.
121. Demo (work-in-progress): Inclusive VR Museum VR
• Inclusive contributors (artists, creators, more)
• Customization
Presentation: Zi Siang See et al.
123. Demo (work-in-progress): Inclusive VR Museum VR
• Co-design with local contributors (Newcastle Library, Hunter Water)
• Brings value to community, engagement, long-term involvement
Research Presentation: Zi Siang See, Lizbeth Goodman
125. Demo: Museum VR: The Tomb of Sultan
• 3D Scanned /Photogrammetry of artifacts
• User experience –revisiting an ancient site where the king rested.
Research Presentation: Zi Siang See, Lizbeth Goodman
126. Demo: Museum VR: The Tomb of Sultan
• Interaction: Can we see the hands? And can we gain some control? Physics?
Presentation: Zi Siang See et al.
130. Example Setting
• Mobile Devices
• HMD compatibility
• Cost-effective
• Transmedia
• Creative Branding
• Public access
Zi Siang See, Mohd Shahrizal Sunar, Mark Billinghurst, Arindam Dey, Delas Santano, Human Esmaeili, Harold Thwaites (2017) An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective Exploration.
International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments.
Research Presentation: Zi Siang See
131. Will OpenLearning be inclusive and XR-enabled?
Researchers: Zi Siang See, Xia Sheng Lee
132. Ideas for AR and VR? Start building yours :)
Researchers: Zi Siang See, Xia Sheng Lee
133. Thank you / Discussion
Researchers: Zi Siang See, Xia Sheng Lee
Zi Siang See
SMARTlab, School of Creative Industries, University of Newcastle
Email: zisiang.see@newcastle.edu.au
Research: https://www.newcastle.edu.au/profile/zisiang-see
FB: www.facebook.com/zisiang
Linkedin: https://au.linkedin.com/in/zisiangsee
Demo: www.zisiangsee/demo
Xia Sheng Lee (Bruce)
Yalong Intelligent Equipment Group Co.,LTD.
Email: leexiasheng@gmail.com
Linkedin: https://www.linkedin.com/in/brucexslee
FB: https://www.facebook.com/bruce.l.sheng
Research: https://scholar.google.com/citations?user=5OdbSv4AAAAJ&hl=en