Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
A computação ubíqua, muitas vezes conhecida por computaçãoo invisível, diz respeito a um novo campo de pesquisa que estuda a pulverização massiva de tecnologias computacionais no mundo real para construção dos chamados espaços inteligentes, como as casas do futuro onde TV, geladeira e sistema de iluminação se integram. Nestes cenários, através da integração de elementos da computação móvel e pervasiva, todos os elementos físicos e lógicos que compõem o ambiente são conectados entre si para o provimento de serviços ao homem. O objetivo desta apresentação é introduzir os principais conceitos da computação invisível e descrever como a tecnologia Java pode ser usada para viabilização deste conceito que se acredita ser o próximo grande paradigma computacional.
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
Suffolk County Library Association
Electronic Resources Committee.
Emerging Technology Presentation.
Thursday, December 10, 2015.
Emma S. Clark Memorial Library
Technology is improving at a rapid pace, as many things are possible today that were not possible 10 years ago even if we tried our best to make it happen. Today, some of the impossible things are rising to the occasion in the form of Augmented Reality and Virtual Reality.
Both virtual reality and augmented reality are similar in the goal of immersing the user, though both systems to this in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.
Our guest speaker, Vince Kilian, is product manager for Marxent. Marxent is the leader in Virtual Reality and Augmented Reality product visualization for sales and marketing. Vince will share examples of successful AR/VR solutions and what's next for the future of this rapidly emerging technology.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
A computação ubíqua, muitas vezes conhecida por computaçãoo invisível, diz respeito a um novo campo de pesquisa que estuda a pulverização massiva de tecnologias computacionais no mundo real para construção dos chamados espaços inteligentes, como as casas do futuro onde TV, geladeira e sistema de iluminação se integram. Nestes cenários, através da integração de elementos da computação móvel e pervasiva, todos os elementos físicos e lógicos que compõem o ambiente são conectados entre si para o provimento de serviços ao homem. O objetivo desta apresentação é introduzir os principais conceitos da computação invisível e descrever como a tecnologia Java pode ser usada para viabilização deste conceito que se acredita ser o próximo grande paradigma computacional.
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
Suffolk County Library Association
Electronic Resources Committee.
Emerging Technology Presentation.
Thursday, December 10, 2015.
Emma S. Clark Memorial Library
Technology is improving at a rapid pace, as many things are possible today that were not possible 10 years ago even if we tried our best to make it happen. Today, some of the impossible things are rising to the occasion in the form of Augmented Reality and Virtual Reality.
Both virtual reality and augmented reality are similar in the goal of immersing the user, though both systems to this in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.
Our guest speaker, Vince Kilian, is product manager for Marxent. Marxent is the leader in Virtual Reality and Augmented Reality product visualization for sales and marketing. Vince will share examples of successful AR/VR solutions and what's next for the future of this rapidly emerging technology.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
In this lecture presented to students from Universidade do Sul da Bahia - Brazil - I tell a bit about the Game Industry and explain how it helped to shape de Creative Industry nowadays
The task was to present a 15 slides strategy document for a declining company to present relevant innovative solutions that could potentially disrupt its industry and refine the whole brand experience.
Inglés 3° medio - Video games in the current world (Los videojuegos en el mun...Great Ayuda
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Este es un archivo PDF.
Archivo PowerPoint disponible en The Great Ayuda.
________________________________________
Bitmove is a production partner that develops and produces interactive installations worldwide for brands, museums and events. We use the most appropriate technologies to tell the story of our clients and for educational purposes in an unforgettable way. We've worked for Heineken, Van Gogh museum, Rijksmuseum, American Museum of Natural History, Anne Frank House and many more. The presentation gives an overview of some of the projects we did and can be customized to the wishes of our clients. More info: www.bitmove.com
In this blog post, MAAC Kolkata is going to discuss the remarkable revolution of use of animation in Video Games in the gaming industry.
MAAC Kolkata has taken this initiative to write on it so as to educate the beginners how gaming evolved and VIDEO GAMES from the primordial times.
This presentation is an abridged version of an Augmented Reality workshop presented in March, 2013, at a Meetup sponsored by the Media Communications Association International (MCAI). The presenter was John Grozik, CEO, DigitalCampfiresPress.com.
Please contact john@digitalcampfires.us for additional information. This version has been edited to support SlideShare's limited feature set. Some internal and external links may not work, although simple URL's seem to connect if you have an active internet access. A live AR webinar is planned for later in the second quarter of 2014
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.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
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.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
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.
Secstrike : Reverse Engineering & Pwnable tools for CTF.pptx
“From Video Game to Digital Playground” Virtual Reality and Augmented Reality Siggraph Asia 2018 courses
1. “From Video Game to Digital Playground”
Hirofumi Motoyama
Eiji Iwata
BANDAI NAMCO Studios Inc.
2. “From Video Game to Digital Playground”
Virtual Reality and Augmented Reality
3. Introduction:
Hirofumi Motoyama (Future Lab)
Creative Director at BANDAI NAMCO Studios Inc.
20yrs+ experience as a game designer in the video game/entertainment industry.
Previously worked for NAMCO, UBISOFT, and SEGA.
2
6. Presentation Timeline
Chapter one: The history of video game and XR – 20min
1. History of Video Games & VR/AR/MR
2. Link Between Digital & Real World
3. Digital Content Moving Out of the TV Screen
Chapter two: Digital Playground - The projection based VR – 20min
4. Children & Virtual Reality
5. Design Process - Analog Play & Digital Technology
6. Game Design Which Embraces Human Tendencies
Chapter three: Social Communicator - The HMD based MR – 20min
7. Mixed Reality is “Social Communicator”
8. Social Play = Collaborative Play
9. Amazing Findings
Chapter four: Technical details of MR – Coordinate Engineer – 30min
10. Coordinate system in Mixed Reality attraction.
11. Spatial Scan & Simulation on Editor
12. Light Up The Reality
Chapter five: Our vision of the “Playful World.” – 10min
13. The latest Digital Playground Projects
14. The Magical Moment
15. Conclusion: The world we live in is a “Playful world”
Q&A – 5 min
TOTAL: 105 min 5
51. 50
Future of outside of the monitor experience?
Looking Glass Factory, Inc
Looking Glass Factory, Inc
Illustration credit is Lui Antonio, Jr and Hannah Liongoren
56. “Kid’s Beach”: Play Content Overview
• catch a variety of realistic fish
• Playing with sea or tide pool
• Transition between shallows – tide pools – Big waves – whale jump
• Interaction with sea creatures such as sea anemone and fish
Ⓒ BANDAI NAMCO Studios Inc.
55
58. In UK
(Image: Handout, Publicity Picture)
https://www.birminghammail.co.uk/whats-on/family-kids-news/indoor-beach-launched-tamworth-just-12330438
57
60. “EASY” to Enjoy with “MANY” People
Ⓒ BANDAI NAMCO Studios Inc.
Family oriented amusement Even if you are too close
no problem
59
61. 60
60
“First Step” into the content is crucial point
This feels good!
It’s fun!My feet
feels cold!
Linking Immersive Experience to the Physical Body
Ⓒ BANDAI NAMCO Studios Inc.
62. 61
Reality Further Enhanced by “Actual Things”
Reminiscing childhood
memoriesfeeling the sand
Ⓒ BANDAI NAMCO Studios Inc.
65. 64
Playground Equipment as an “Universal Language” Pt. 1
• Video game is a form of universal language
• If the game is fun, people in any country will actively play.
• Although there are differences in language, culture, and environment,
through gaming, players descend their soul down in the same world.
• Worldwide products consists of elements that can be enjoyed globally.
66. 65
Playground Equipment as an “Universal Language” Pt. 2
https://commons.wikimedia.org/wiki/File:Pieter_Bruegel_the_Elder_-_Children%E2%80%99s_Games_-_Google_Art_Project.jpg
Bruegel the Elder - Children’s Games
69. ②
①
The fish cannot be
caught
approximately 30 cm
above virtual sea
surface.
68
× Fish
escapes/can
not be
caught
○ Can
catch fish
“Primitive Interaction” Brings Back Fun & Happy Memories Pt. 2
Ⓒ BANDAI NAMCO Studios Inc.
51
71. 70
Game design allowing "getting tired"
There is no problem children get tired one content because they
will interest to another content.
migratory behavior.
73. 72
• “Combining analog amusement with digital technology”
• “Bringing back playful memories through primitive senses”
• “Understanding & accepting human nature of losing interest”
• “Removing competitive game mechanics to add focus on the
physical “presence” of playing on the real space”
Digital Playground design
81. 80
Person ⇒ Display ⇒ Person
Display with multi-touch
Person ⇒ Display ⇒ Person
Display with multi-touch
Everyone is gathering, but everyone is watching the display.
“Breakthrough Internet Communicator”
83. 82
Smartphone VS Mixed Reality Glass
Image:de:code 2017 JAPAN keynote http://www.atmarkit.co.jp/ait/articles/1706/08/news018_3.html
Eye Contact through glass
Social communicatorInternet Communicator
Communication between people
Person ⇒ Display
Display with multi-touch
85. Three Core Pillars
1)Real world:
8 square meters playfield at ARS Electronica Center Lobby
2)Centering theme - Real People & their Interaction:
3 Players equips a HoloLens and interact with each other by high-fiving
to change role (to PAC-MAN).
3)Diversity:
Each player is assigned to a specific role (PAC-MAN, CHERRY or a
POWER PELLET).
84
87. 86
PAC IN TOWN
Playground 8m×8m
3 players
3 HoloLens
1 Kinect V2
8,000 people played
3 developers
1 months to develop
Available Tomorrow !
SIGGRAPH ASIA 2018!
88. 87
Namjatown x MR Project Pt. 1
Real PAC-MAN Attraction “PAC IN TOWN”
[Limited Exhibition: Jan 15th (Mon) 2018 – May 6th (Sun) 2018 ]
93. A frequent question that’s asked about “PAC IN TOWN” is…
"Why wasn’t this game designed as single player
just like the original PAC-MAN?”
“Why is there a need to support three players?”
92
99. Benefits of MR 3: Sports factor
It’s safe & accident-free because players see the real people and real world.
players are given the freedom to move around just like playing a sport.
98
Ⓒ BANDAI NAMCO Studios Inc.
103. Mixed Reality has potential in
“encouraging sociability” through entertainment
This message alone sums up Mixed Reality’s uniqueness and what it has to
offer to the players.
“An innovative take on original PAC-MAN. The
social factor was fantastic. Great way to
experience playfulness with strangers.”
102
104. how the “PAC IN TOWN” alone triggered interaction between people who
were complete strangers before the game.
103
108. Eiji Iwata (Engineer)
2011: Joined Bandai Namco Games.
2013: Started development of AR/MR games on AR smart eyeglass Moverio.
CEDEC 2014: Session lecturer ”Unearthing New Entertainment with Binocular
AR Glass.“
2015: Participated in tech demo for “Summer Lesson.” PlayStation VR
Current: Developing MR games on HoloLens
Profile
107
109. What Engineers Should Do in MR?
1. Maintain orderly relations between virtual and reality.
108
2. Bring reality into development as resources.
3. Light up the reality!
110. Technological Topics
109
1. Coordinate system in Mixed Reality attraction.
2. Scanning of environment and installation in development process.
3. Design of audience view focused on engagement.
114. Play Flow of attraction
113
Free roaming
• Show guide UI
• Show guide characters
• Visualize spatial map
Riding
• Show characters
• Interact with spatial map
• Play
115. Seed of Complication 1 : Environmental Condition
114
Too Dark for
Position Tracking!
Real Time Tracking
and
Pre-Recorded Tracking
116. Seed of Chaos 2 : Development Style
115
Global Coordinate
Scene Local
Coordinate
Wave 1 Scene Wave 2 Scene Wave 3 Scene
117. Seed of Chaos 3 : Feedback from Test Play
116
Adjust my position,
or adjust your position?
118. Seed of Chaos 4 : Miss Understanding
Nothing appears on HoloLens
Integration
Position Correction Marker
Z Direction = Front
Programmer
C# C#
117
Z Direction = Back
119. Everything Messes Up Your Coordinate System
Environmental
Condition
Development
Style
Feedback from
Test Play
Miss
Understanding
120. You need wrapper!
Adopted Strategies
119
Coordination Wrapper API
C#
Coordination Engineer
Other Engineer Scene Designer Artist
C#
121. PAC IN TOWN – Spatial Sharing
• Unity World Coordinate
• View Camera Coordinate
• Location Venue Coordinate
• Kinect Coordinate
• Coordinates of two players
- System of Coordinates of the amusement
venue is determined by marker recognition.
- The coordinates of 3 players are shared
through the network per frame.
120
122. Operation Mosquito – Complex Coordinate System
• Unity World Coordinate
• View Camera Coordinate
• Amusement Venue Coordinate
• Amusement Ride Coordinate
• Estimation of simulation and tracking *
• Head of the person on the ride
• World coordinate of subscene (special sequence)
* We realized SLAM may not track consumers
riding the attraction due to darkness
- Worked around the issue by ignoring position
estimation via tracking during the ride and replace
the system by position estimation simulation.
121
126. Example 1: Level Design of Actual On-Site Location Created on Unity
Placement of characters in a specific position
Unity screen HoloLens field of view
125
127. Example 2: Level Design of Actual On-Site Location Created on Unity
Place events at specific points of the track course
Unity screen HoloLens field of view
126
128. Track of the ride
using HoloLens
Marker indicating
position of attraction
ride
Wall and placed
objects scanned by
HoloLens
Complete Scan of On-site Environment
127
129. Integration of Scanned Data
Mesh: Lower half
portion
Mesh: Upper half
portion
Track line of the amusement ride
c
Integration
Optimization
Integrated data of the real
environment
128
130. Optimization of Scanned Data
1. Deleting floor
and ceiling
2. Delete
unnecessary
mesh deriving
from the ride
and human
body
Mesh before
processing
Mesh after
processing
129
131. Two Coordinate System Modes: Internal Development Mode & On-site Mode
In-Office ModeOn-site Mode
Directional view is dependent
on HoloLens’ feature but is
fixed on the editor
The directional view follows
the direction of the ride.
130
132. Methodology for Optimizing Scanned Data
1. Retrieve maximum height and index from MeshFilter acquired from Spatial Map
2. Data optimization is conducted under fixed condition
• Delete mesh outside of a defined area from the course track to secure optimal field of
vision
• Trim surrounding mesh to avoid objects placed by Unity from being hidden
• Mesh acquired from the floor and ceiling will be deleted as it may obstruct the view
131
135. - Pixel-by-pixel of depth and color obtained by Kinect V2
are spatially placed, which enable correct occlusion.
Audience View of “PAC IN TOWN”
134
136. - Initial Aim:
Entertain audience.
- Unexpected Merit:
Engage everyone around the player to make it better experience.
Unexpected Merit of Audience View
135
137. What happened by Audience View
1. Players gather attention of an audience.
136
2. Operators and audience support players.
The Real World was Empowered!
140. Support Tool Developed for On-Site Operation
• Simple : Push 1 button to run games.
• Supportive: trouble shooting is shown.
139
141. What is the Synonym of Mixed Reality
140
Mixed Reality
Augmented Reality
Fake Reality
142. What Can You Do in MR Development?
1. Maintain orderly relations between virtual and reality.
141
2. Bring reality into development as resources.
3. Light up the reality!
153. How one ex-game developer helped grant Batkid's
wish to save Gotham City
Polygon
https://www.polygon.com/2013/12/14/5208764/batman-eric-johnston-batkid-make-a-wish-san-francisco
"The Batman to Miles' Batkid was a man
named Eric Johnston, a veteran video
game programmer who helped create some
of the games you know and, in some cases,
deeply love and fondly remember.
Mike Jutan, another Lucasfilm programmer
who played the part of The Penguin.
152
Polygon
https://www.polygon.com/2013/12/14/5208764/batman-eric-johnston-batkid-make-a-wish-san-francisco