Google Daydream is a virtual reality platform developed by Google for use with VR headsets and Android phones. It includes standards for VR hardware, hub software, and apps. The Daydream View headset allows users to access VR content on their phone by placing it in the headset. Daydream simplifies VR access on mobile by providing optimal phone specifications, headsets that meet standards (like Daydream View), and a central app store called Daydream Home for browsing VR content.
Rohit Kumar's presentation was on Google Daydream, a virtual reality (VR) platform developed by Google for Android Nougat. Daydream provides a high-quality, comfortable VR experience using certified smartphones and a dedicated controller. It allows for untethered VR that is less expensive than other platforms like Oculus Rift or HTC Vive. However, Daydream currently has limited app support and compatibility is restricted to select Android phones running Nougat or higher.
Google's Daydream is a VR platform which will be released later this year. It will be the successor to Google Cardboard. Major partners of Google have already pledged to build phones compatible with the VR platform.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
The Publisher's Response, Digiday WTF VR, May 11th, 2016Digiday
This document discusses key considerations for creating cross-platform virtual reality (VR) content, including supported devices, distribution options, and content types. The main VR headsets - HTC Vive, Oculus Rift, Gear VR, and Cardboard - vary in quality, cost, and functionality. Distribution can occur via platforms like YouTube and Facebook, as well as native apps. Content is commonly computer generated 3D environments or 360-degree video. A case study highlights an interactive VR installation versus a higher quality but non-interactive public release.
The document discusses the Oculus Rift virtual reality headset. It introduces the Rift as a head-mounted display that allows users to enter virtual worlds. It then explains that the Rift works using virtual reality and head-mounted display principles. It details how the Rift uses sensors to track head movements and provides low-latency 360 degree tracking to immerse users in virtual environments. Finally, it outlines some games and applications that are compatible with the Rift, such as education, design, and therapeutic uses.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
- Gimbal provides a platform that uses proximity beacons and geofencing to bridge the digital and physical worlds by delivering personalized and relevant content to users based on their precise location.
- The Gimbal SDK and Manager allow companies to create applications that take advantage of geofencing, beacon technology, user data analytics and privacy features to enhance user experiences across various sectors such as sports/entertainment venues, retail stores, festivals and more.
- Case studies demonstrate how organizations in different industries have successfully used Gimbal's tools to increase engagement, understand customer behavior, and optimize operations.
A Closer Look At The Technology and The Devices, Digiday WTF VR, May 11th, 2016Digiday
This document provides an overview of virtual reality technology, including definitions and descriptions of different VR devices. It discusses mobile VR options like Google Cardboard and Samsung Gear VR and higher-end systems like the Oculus Rift, HTC Vive, and PlayStation VR. Specifications of the head-mounted displays and input devices are compared for each system. Peripherals and pricing are also covered. The document aims to explain how VR works and highlight the current leading VR options.
Rohit Kumar's presentation was on Google Daydream, a virtual reality (VR) platform developed by Google for Android Nougat. Daydream provides a high-quality, comfortable VR experience using certified smartphones and a dedicated controller. It allows for untethered VR that is less expensive than other platforms like Oculus Rift or HTC Vive. However, Daydream currently has limited app support and compatibility is restricted to select Android phones running Nougat or higher.
Google's Daydream is a VR platform which will be released later this year. It will be the successor to Google Cardboard. Major partners of Google have already pledged to build phones compatible with the VR platform.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
The Publisher's Response, Digiday WTF VR, May 11th, 2016Digiday
This document discusses key considerations for creating cross-platform virtual reality (VR) content, including supported devices, distribution options, and content types. The main VR headsets - HTC Vive, Oculus Rift, Gear VR, and Cardboard - vary in quality, cost, and functionality. Distribution can occur via platforms like YouTube and Facebook, as well as native apps. Content is commonly computer generated 3D environments or 360-degree video. A case study highlights an interactive VR installation versus a higher quality but non-interactive public release.
The document discusses the Oculus Rift virtual reality headset. It introduces the Rift as a head-mounted display that allows users to enter virtual worlds. It then explains that the Rift works using virtual reality and head-mounted display principles. It details how the Rift uses sensors to track head movements and provides low-latency 360 degree tracking to immerse users in virtual environments. Finally, it outlines some games and applications that are compatible with the Rift, such as education, design, and therapeutic uses.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
- Gimbal provides a platform that uses proximity beacons and geofencing to bridge the digital and physical worlds by delivering personalized and relevant content to users based on their precise location.
- The Gimbal SDK and Manager allow companies to create applications that take advantage of geofencing, beacon technology, user data analytics and privacy features to enhance user experiences across various sectors such as sports/entertainment venues, retail stores, festivals and more.
- Case studies demonstrate how organizations in different industries have successfully used Gimbal's tools to increase engagement, understand customer behavior, and optimize operations.
A Closer Look At The Technology and The Devices, Digiday WTF VR, May 11th, 2016Digiday
This document provides an overview of virtual reality technology, including definitions and descriptions of different VR devices. It discusses mobile VR options like Google Cardboard and Samsung Gear VR and higher-end systems like the Oculus Rift, HTC Vive, and PlayStation VR. Specifications of the head-mounted displays and input devices are compared for each system. Peripherals and pricing are also covered. The document aims to explain how VR works and highlight the current leading VR options.
Making Augmented Reality Applications with Android NDKEvren Coşkun
This document provides an overview of augmented reality (AR) and discusses several key aspects of AR including:
- The history and foundational concepts of AR including how it differs from virtual reality by allowing users to see the real world with virtual objects overlaid.
- Important figures in the development of AR technology such as Tom Caudell who coined the term "augmented reality" and Hirokazu Kato who released the open-source ARToolkit.
- Common methods for implementing AR including marker-based AR, image target tracking, and location-based applications utilizing GPS, compass, and other sensors.
- Examples of current and potential future applications of AR spanning education, military, engineering, retail
Android Nougat introduces several new features including improved notifications, picture-in-picture video playback, split-screen multitasking, Vulkan graphics support, Daydream VR integration, standalone Allo and Duo messaging and video calling apps, improved Doze battery management, and seamless background app updates. Key additions are tweaked quick settings, expanded notifications, quick reply functionality, and multi-window multitasking options.
Google released the first Android N developer preview two months earlier than expected in March 2016. The preview included features like a split-window mode allowing two apps to run side by side, a revamped notification panel allowing replies from notifications, and an upgraded Doze mode saving power. The final version of Android N, which may be named Nutella or Nougat, is expected to release with new Nexus devices in late September or October 2016.
This document introduces Playground, a platform for creating location-based games. It summarizes the founders' backgrounds and experience in mobile gaming. It outlines Playground's vision of turning the real world into an interactive playground through location-based games. It describes Playground's architecture, game creation process, and plans for an annual festival and publishing program to support developers.
This document discusses mobile augmented reality technologies. It begins by defining augmented reality and how mobile AR overlays digital information onto the real world viewed through a camera. It then discusses the hardware capabilities of modern smartphones that enable AR applications like cameras, sensors, and high-resolution displays. It also reviews several open-source and proprietary AR software development kits (SDKs) and tools that facilitate creating AR applications. Examples are given of many existing AR applications across different domains.
Welcome to our Interactive Marketing presentation. Inside you can find links to some of our work pertaining to the following.
Augmented Reality
Virtual Reality
Touch Screen
Interactive Projections
and more...
We are an experiential design firm, providing bespoke interactive media solutions for events and retail sector.
For more information please visit
www.activ8media.in
Android is an open-source, Linux-based operating system designed primarily for touchscreen mobile devices. It was developed by Android Inc, which was acquired by Google in 2005. Key features include messaging, web browsing, voice commands, multi-touch interaction, and accessibility options. Android applications run in a sandbox for security and privacy. It uses an ARM architecture and has seen strong growth in the smartphone market compared to iOS.
27.1.2014, Tampere: Perinteinen mobiilimaailma murroksessa. Arto Santala: And...Tieturi Oy
The document discusses recent developments in Android and Google Glass. It provides an overview of Android 4.4 KitKat including new features like improved performance, battery life and printing support. It also discusses Google Glass capabilities and the different types of Glassware apps such as static cards, live cards and immersions that offer varying levels of user interaction and interface control. The document speculates about the next major Android release and states that 2014 will be the year of Google Glass.
This document discusses Google Glass and provides recommendations for launching it in India. It summarizes Google Glass features and benefits, provides a SWOT analysis, and outlines target groups in India like doctors, the military, and athletes. It recommends establishing Glass Guide locations in major cities and promoting through TV ads, social media, print articles, and corporate partnerships. The objectives are market development and launch in India.
KinoCinema Media provides immersive virtual reality solutions and services developed by experts to fit the specific needs of clients. They create virtual environments for a variety of industries using mobile, standalone, and high-end VR systems. Examples include virtual tours of locations and escape rooms, as well as VR training simulations for automotive manufacturing and fruit harvesting.
Creating a Virtual Reality in Unity - by Unity Evangelist Kelvin Lo智傑 楊
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics performance and supports. It also briefly highlights the growing market for VR and AR technologies.
Seminar Presentation on Android Wear technology.
The report is based on what it can do, things that android wear will enable us to do. the technical back study is avoided in the presentation.
The document discusses Windows Mixed Reality development. It provides an overview of mixed reality, the Windows MR runtime, and development tools and SDKs. Main topics covered include the MR spectrum, HoloLens vs. immersive apps, the Unity and Windows SDKs, and the MixedRealityToolkit. Common issues and the latest updates in MR development are also mentioned.
The document summarizes tech trends from 2014 including case studies and reviews of various technologies. It discusses interactive and augmented reality projects using technologies like Oculus Rift, mobile AR, interactive projections, and holograms. It also covers wearables, smartwatches, smart headbands, location identification using GPS, iBeacon, and WiFi. Emerging trends in 2015 that are predicted to grow include wearables and virtual reality glasses.
Google Android 7.0 Nougat History Features and moreDevakumar Kp
Google released the first beta of Android "N" in March 2016 ahead of the Google I/O conference. This was the first time users could suggest the name of the next Android version, and it was later named Android Nougat. Nougat introduced features like multi-window view, Vulkan graphics API support, Doze battery optimizations, and improved notifications. The final version of Android Nougat was released in August 2016.
The document discusses the latest Android and smartphone news, focusing on the release of Android 7.0 Nougat. Some key features of Android 7.0 Nougat include bundled notifications, enhanced UI, split screen multitasking, direct reply from notifications, instant toggles, and expanded emoji library. The update initially released for Nexus devices and is rolling out further. Instant Apps were also introduced, allowing users to instantly use apps from the Play Store without downloading.
Developing Augmented Reality Android Application [ Droidcon - 2013]Samarth Shah
This document discusses developing augmented reality applications using Unity3D and Vuforia. It provides an overview of augmented reality technologies like Google Glass and popular SDKs like Wikitude and Metaio. It then focuses on Unity3D as a cross-platform game engine for building AR apps and the features of Vuforia, an AR SDK, including computer vision, target tracking capabilities, and support for Android and iOS. The document ends by mentioning some non-gaming uses of augmented reality and thanking the reader.
This document discusses virtual reality (VR) and augmented reality (AR) tools from Google. It provides a brief history of VR starting from the 1950s. Applications of VR discussed include business, engineering, training, entertainment and medical. Google VR tools introduced are Cardboard and Daydream. The document defines AR as combining real and virtual scenes. AR applications mentioned include visualizing 3D models. Google AR tools introduced are Tango apps that can place virtual objects in the real world. The document concludes with contact details for the presenter.
Virtual reality (VR) uses headsets to immerse users in simulated, three-dimensional environments by generating realistic images, sounds and sensations. VR originated in the 1950s with devices like the Sensorama simulator and Telesphere Mask head-mounted display. Modern VR is driven by smartphone technologies like motion sensors and HD screens. It has various applications like education, entertainment, military training and space exploration. While VR offers advantages like hands-on training without risk, it also faces challenges like high costs, visual fatigue and potentially reduced human interaction.
Making Augmented Reality Applications with Android NDKEvren Coşkun
This document provides an overview of augmented reality (AR) and discusses several key aspects of AR including:
- The history and foundational concepts of AR including how it differs from virtual reality by allowing users to see the real world with virtual objects overlaid.
- Important figures in the development of AR technology such as Tom Caudell who coined the term "augmented reality" and Hirokazu Kato who released the open-source ARToolkit.
- Common methods for implementing AR including marker-based AR, image target tracking, and location-based applications utilizing GPS, compass, and other sensors.
- Examples of current and potential future applications of AR spanning education, military, engineering, retail
Android Nougat introduces several new features including improved notifications, picture-in-picture video playback, split-screen multitasking, Vulkan graphics support, Daydream VR integration, standalone Allo and Duo messaging and video calling apps, improved Doze battery management, and seamless background app updates. Key additions are tweaked quick settings, expanded notifications, quick reply functionality, and multi-window multitasking options.
Google released the first Android N developer preview two months earlier than expected in March 2016. The preview included features like a split-window mode allowing two apps to run side by side, a revamped notification panel allowing replies from notifications, and an upgraded Doze mode saving power. The final version of Android N, which may be named Nutella or Nougat, is expected to release with new Nexus devices in late September or October 2016.
This document introduces Playground, a platform for creating location-based games. It summarizes the founders' backgrounds and experience in mobile gaming. It outlines Playground's vision of turning the real world into an interactive playground through location-based games. It describes Playground's architecture, game creation process, and plans for an annual festival and publishing program to support developers.
This document discusses mobile augmented reality technologies. It begins by defining augmented reality and how mobile AR overlays digital information onto the real world viewed through a camera. It then discusses the hardware capabilities of modern smartphones that enable AR applications like cameras, sensors, and high-resolution displays. It also reviews several open-source and proprietary AR software development kits (SDKs) and tools that facilitate creating AR applications. Examples are given of many existing AR applications across different domains.
Welcome to our Interactive Marketing presentation. Inside you can find links to some of our work pertaining to the following.
Augmented Reality
Virtual Reality
Touch Screen
Interactive Projections
and more...
We are an experiential design firm, providing bespoke interactive media solutions for events and retail sector.
For more information please visit
www.activ8media.in
Android is an open-source, Linux-based operating system designed primarily for touchscreen mobile devices. It was developed by Android Inc, which was acquired by Google in 2005. Key features include messaging, web browsing, voice commands, multi-touch interaction, and accessibility options. Android applications run in a sandbox for security and privacy. It uses an ARM architecture and has seen strong growth in the smartphone market compared to iOS.
27.1.2014, Tampere: Perinteinen mobiilimaailma murroksessa. Arto Santala: And...Tieturi Oy
The document discusses recent developments in Android and Google Glass. It provides an overview of Android 4.4 KitKat including new features like improved performance, battery life and printing support. It also discusses Google Glass capabilities and the different types of Glassware apps such as static cards, live cards and immersions that offer varying levels of user interaction and interface control. The document speculates about the next major Android release and states that 2014 will be the year of Google Glass.
This document discusses Google Glass and provides recommendations for launching it in India. It summarizes Google Glass features and benefits, provides a SWOT analysis, and outlines target groups in India like doctors, the military, and athletes. It recommends establishing Glass Guide locations in major cities and promoting through TV ads, social media, print articles, and corporate partnerships. The objectives are market development and launch in India.
KinoCinema Media provides immersive virtual reality solutions and services developed by experts to fit the specific needs of clients. They create virtual environments for a variety of industries using mobile, standalone, and high-end VR systems. Examples include virtual tours of locations and escape rooms, as well as VR training simulations for automotive manufacturing and fruit harvesting.
Creating a Virtual Reality in Unity - by Unity Evangelist Kelvin Lo智傑 楊
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics performance and supports. It also briefly highlights the growing market for VR and AR technologies.
Seminar Presentation on Android Wear technology.
The report is based on what it can do, things that android wear will enable us to do. the technical back study is avoided in the presentation.
The document discusses Windows Mixed Reality development. It provides an overview of mixed reality, the Windows MR runtime, and development tools and SDKs. Main topics covered include the MR spectrum, HoloLens vs. immersive apps, the Unity and Windows SDKs, and the MixedRealityToolkit. Common issues and the latest updates in MR development are also mentioned.
The document summarizes tech trends from 2014 including case studies and reviews of various technologies. It discusses interactive and augmented reality projects using technologies like Oculus Rift, mobile AR, interactive projections, and holograms. It also covers wearables, smartwatches, smart headbands, location identification using GPS, iBeacon, and WiFi. Emerging trends in 2015 that are predicted to grow include wearables and virtual reality glasses.
Google Android 7.0 Nougat History Features and moreDevakumar Kp
Google released the first beta of Android "N" in March 2016 ahead of the Google I/O conference. This was the first time users could suggest the name of the next Android version, and it was later named Android Nougat. Nougat introduced features like multi-window view, Vulkan graphics API support, Doze battery optimizations, and improved notifications. The final version of Android Nougat was released in August 2016.
The document discusses the latest Android and smartphone news, focusing on the release of Android 7.0 Nougat. Some key features of Android 7.0 Nougat include bundled notifications, enhanced UI, split screen multitasking, direct reply from notifications, instant toggles, and expanded emoji library. The update initially released for Nexus devices and is rolling out further. Instant Apps were also introduced, allowing users to instantly use apps from the Play Store without downloading.
Developing Augmented Reality Android Application [ Droidcon - 2013]Samarth Shah
This document discusses developing augmented reality applications using Unity3D and Vuforia. It provides an overview of augmented reality technologies like Google Glass and popular SDKs like Wikitude and Metaio. It then focuses on Unity3D as a cross-platform game engine for building AR apps and the features of Vuforia, an AR SDK, including computer vision, target tracking capabilities, and support for Android and iOS. The document ends by mentioning some non-gaming uses of augmented reality and thanking the reader.
This document discusses virtual reality (VR) and augmented reality (AR) tools from Google. It provides a brief history of VR starting from the 1950s. Applications of VR discussed include business, engineering, training, entertainment and medical. Google VR tools introduced are Cardboard and Daydream. The document defines AR as combining real and virtual scenes. AR applications mentioned include visualizing 3D models. Google AR tools introduced are Tango apps that can place virtual objects in the real world. The document concludes with contact details for the presenter.
Virtual reality (VR) uses headsets to immerse users in simulated, three-dimensional environments by generating realistic images, sounds and sensations. VR originated in the 1950s with devices like the Sensorama simulator and Telesphere Mask head-mounted display. Modern VR is driven by smartphone technologies like motion sensors and HD screens. It has various applications like education, entertainment, military training and space exploration. While VR offers advantages like hands-on training without risk, it also faces challenges like high costs, visual fatigue and potentially reduced human interaction.
Virtual reality uses computer technology to create simulated environments. It was coined in 1987 and has seen significant research development. There are several types including desktop, immersive, and mixed reality. Virtual reality has many applications such as architecture, medicine, engineering, entertainment, training, and manufacturing. It provides advantages like creating realistic experiences and experimenting safely, but also has disadvantages like requiring expensive equipment and complex technology.
This document discusses the history and future of virtual reality (VR). It begins by defining VR as a computer technology that uses headsets and sensors to generate realistic virtual environments. The document then summarizes the origins of VR, including early prototypes from the 1950s-1980s and mainstream developments in the 1990s-2010s like the Oculus Rift and HTC Vive. It describes types of VR like immersive and non-immersive, as well as augmented reality. Applications of VR discussed include education, entertainment, engineering, healthcare and more. Advantages are its ability to save time/money and effectively communicate information, while disadvantages include cost and potential for addiction. The conclusion is that VR could transform human civilization
Virtual reality actually is a technology that uses virtual reality headsets, and sometimes in combination with physical spaces or multi projected environments in order to generate realistic images, sounds and sensations, with high quality virtual reality equipment the user can enjoy in an artificial environment and can look around there.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
This document provides a technical seminar report on virtual reality submitted by Sujeet Kumar Mehta, an ECE student at the National Institute of Technology. The 3-page report includes an acknowledgment, abstract, certificate, table of contents, and 6 chapters discussing the history of VR, types of VR, technologies used in VR like head-mounted displays and data gloves, the architecture of a VR system, and applications of VR in fields like the military, education, and healthcare. The report was supervised by Assistant Professor Dr. Preetisudha Meher.
The document discusses the history and applications of virtual reality. It begins with defining virtual reality as a computer-generated 3D environment that can be interacted with and explored by a user. It then covers the history of VR from early flight simulators to modern consumer headsets. The main types and technologies of VR systems are described, including head-mounted displays, data gloves, cave automatic virtual environments, and software. Applications of VR discussed include military training, education, healthcare, engineering, entertainment, and communication. The architecture of a typical VR system is also outlined.
Virtual reality allows users to interact with simulated environments through multiple senses. It has a history dating back to the 1960s but has grown significantly with advances in technology. Virtual reality can be used across many fields like training, engineering, education, entertainment and more by creating immersive simulated experiences. It is used with devices like head mounted displays and data gloves to interact with virtual worlds.
This document provides an overview of virtual reality (VR) and augmented reality (AR). It discusses the history and development of VR from the 1960s to today's applications in gaming, education, healthcare and more. The types of VR range from non-immersive to fully immersive using headsets. Devices like headsets, controllers and sensors are used to create interactive VR experiences. While VR provides benefits like realistic simulations, disadvantages include high costs and potential for isolation or health issues. The document also covers the history, types and applications of AR, how it overlays digital information onto the real world through smartphones and glasses, and its advantages in enhancing experiences though also facing technological and cost limitations.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
This document discusses augmented reality and virtual reality. It begins by defining augmented reality and virtual reality, noting that while virtual reality was attempted in the 1990s with devices like the Virtual Boy, the technologies are now improving. It then provides details on the key components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Examples are given of how augmented reality could be used for education, medicine, tourism, and gaming. Limitations including accuracy of tracking systems and high hardware costs are also outlined. Major companies developing virtual reality technologies are mentioned, such as Oculus VR, Microsoft, Sony, Samsung, and Google.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
presentation sur Virtual Reality english.pptxsalmachtioui1
The document presents an overview of virtual reality (VR) technology. It discusses what VR is, how it works, its applications in different industries, and its advantages and challenges. As VR hardware becomes more advanced and affordable, the technology is being used beyond gaming in areas like healthcare, education, and business training. While VR provides immersive experiences, technical limitations still exist, but continued innovation is addressing these issues and VR is poised to significantly impact many aspects of life in the future.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
This technical seminar report summarizes Sumit Kumar Sharma's seminar on virtual reality. The report includes an abstract, table of contents, and 5 chapters covering the history, types, technologies, architecture, and applications of virtual reality. It was submitted in partial fulfillment of the requirements for a Bachelor of Technology degree from Maharishi Markandeshwar University.
Virtual reality (VR) is a 3D computer-generated environment that can simulate realistic or imaginative worlds. VR immerses users in virtual environments through specialized headsets or mobile devices. The technology was first invented in the 1960s but has seen recent growth in applications like gaming, education, and tourism. In the hospitality industry specifically, VR allows users to take virtual tours of hotels and destinations or book travel arrangements without leaving home. It also has potential benefits for employee training by developing empathy for customer and staff experiences.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
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Energy Efficient Video Encoding for Cloud and Edge Computing Instances
Google daydream report
1. 1
ABSTRACT
Google Daydream isn’t a physical stand-alone device as such. It’s a platform with a set
of VR hardware standards for manufacturers to follow, which combine with a new piece
of hub software from Google itself.
Daydream effectively simplifies access to virtual reality content on a mobile device. It
comes in three key aspects. There is an optimal specification list that manufacturers must
meet for a smartphone to be labelled Daydream-ready.
There is a Google-made Daydream view VR headset, although multiple manufacturers
could also build their own designs (as long as they meet Google's standards). And there is
an all-in-one hub for VR content. Daydream Home is a one-stop shop where you can start
virtual reality apps or view videos while wearing the headset itself.
2. 2
Chapter-1
INTRODUCTION
1.1 INTRODUCTIONTO VIRTUAL REALITY
Virtual reality (VR) typically refers to computer technologies that use virtual reality
headsets to generate the realistic images, sounds and other sensations that replicate a real
environment or create an imaginary setting. VR also simulates a user's physical presence
in this environment. VR has been defined as "a realistic and immersive simulation of
a three-dimensional 360-degree environment, created using interactive software
and hardware, and experienced or controlled by movement of the body" or as an
"immersive, interactive experience generated by a computer".
A person using virtual reality equipment is able to "look around" the artificial world, and
with high quality VR move about in it, and interact with features or items depicted in the
headset. Virtual reality is displayed with a virtual reality headset. VR headsets are head-
mounted goggles with a screen in front of the eyes. Programs may include audio and
sounds through speakers or headphones.
Advanced haptic systems may include tactile information, generally known as force
feedback in medical, video gaming and military training applications. Some VR systems
used in video games can transmit vibrations and other sensations to the user through
the game controller. Virtual reality also refers to remote communication environments
which provide a virtual presence of users with through telepresence and telexistence or
the use of a virtual artifact (VA). The immersive environment can be similar to the real
world in order to create a lifelike experience grounded in reality or sci-fi.
The virtual reality also offers much potential as a tool for non-traditional learners and
these non-traditional learners include the physically challenged people and people who
are going through the rehabilitation. A sample of the use of virtual reality is the avail of it
by the medical student’s training to become a surgeon. The abbreviation of it is known as
VR and it is used by the artists as well because they utilize it as the creative tool and a
medium of expression in the arts. In the simple words, the virtual reality is nothing but the
computerized pretense of natural reality or imaginary reality, the users of the virtual
3. 3
reality get fully immersed or partially immersed in the surroundings. The total immersion
or full immersion refers to the person who avails a device to shield him/her from the real
world and the partial immersion refers to the user who can manipulate a virtual reality
environment but not locked in the device. The virtual reality technology can immerse a
person in the computer produced the world which is made by the user like a room, city,
and building. With the aid of virtual reality, the users can virtually go anywhere better
than the human imaginations.
1.2 HISTORY OF VIRTUAL REALITY
In The concept of virtual reality has been around for decades, even though the
public really only became aware of it in the early 1990s. In the mid 1950s, a
cinematographer named Morton Heling envisioned a theatre experience that would
stimulate all his audiences’ senses, drawing them in to the stories more effectively. He
built a single user console in 1960 called the Sensorama that included a stereoscopic
display, fans, odor emitters, stereo speakers and a moving chair. He also invented a head
mounted television display designed to let a user watch television in 3-D. Users were
passive audiences for the films, but many of Heilig’s concepts would find their way into
the VR field.
Philco Corporation engineers developed the first HMD in 1961, called the Headsight.
The helmet included a video screen and tracking system, which the engineers linked to a
closed circuit camera system. They intended the HMD for use in dangerous situations --
a user could observe a real environment remotely, adjusting the camera angle by turning
his head. Bell Laboratories used a similar HMD for helicopter pilots. They linked HMDs
to infrared cameras attached to the bottom of helicopters, which allowed pilots to have a
clear field of view while flying in the dark.
4. 4
1.3 PRINCIPLE AND COMPONENT OF VIRTUAL REALITY
The virtual reality system works on a simple principle and that simple principle is
that it tracks the physical motions in the genuine world and after this a yielding computer
redraws the virtual world to reflect the tracked movements. The virtual reality reminds
everyone about the film Ra One where the Ra One was a system of virtual reality i.e. as a
game but gets embedded into the genuine world by availing the holography. The basic
concept in it is the combination of virtual reality and the holography.
Now coming to the components of virtual reality system, there are four components and
those are as follows:
Reality engine
The head mounted display
Audio units and
Gloves
1.4 TYPES OF VIRTUAL REALITY
The virtual reality is of many types and some of them are as follows:
Enhanced reality
Desktop virtual reality
QTVR
Immersive virtual reality
5. 5
1.5 APPLICATION OF VIRTUAL REALITY
The applications of the virtual reality are as follows:
The software is presently under development condition for the mechanical
engineering students which extend the CAD/CAE collection of programs to
virtual reality.
It is used in the projects that include engineering because mostly the engineering
projects are simulation-based design, multipurpose design optimization, and
visualization in high level.
It is used in the biometric engineering and the projects of biometric avail virtual
reality for viewing X-Rays and MRI’s.
It is also used in the projects of computer science as these projects range from
making a toolkit for the designers of computer science to the modeling for
resource management.
1.6 WHERE USE OF VIRTUAL REALITY
Areas in which Virtual Reality applications are commonly used are:
Design Evaluation (Virtual Prototyping)
Architectural Walk-through
Planning and Maintenance
Concept and Data Visualization
Operations in hazardous or remote environments
Training and simulation
Sales and Marketing
Entertainment and Leisure
Enhanced Realities
Some of these will be more familiar than others but visit any of these to find out more
about a particular use of virtual reality. There are many more uses of VR than first
realised which range from academic research through to engineering, design, business,
the arts and entertainment.
6. 6
1.7 ADVANTAGES OF VIRTUAL REALITY
The advantages of the virtual reality are as follows:
The virtual reality can be used in many areas for training the students, without
giving any harm to the others.
It is used for the training in the fields like medicine, law enforcement and
architecture and aviation.
It aids to record exactly that how fast a patient is learning and recovering.
1.8 DISAVANTAGES OF VIRTUAL REALITY
The disadvantages of the virtual reality are as follows:
The virtual reality system is very costly due to the hardware of the system.
The programmers are struggling with the parameters of interacting with the virtual
environment or surroundings.
7. 7
Chapter-2
GOOGLE DAYDREAM
2.1 INTRODUTION OF GOOGLE DAYDREAM
Daydream is a new way to experience games and video on your phone. Instead
of looking down at your screen and swiping or tapping, you can put your phone in a
specially made headset and experience a 360-degree immersive environment that
allows you to really step into the world instead of viewing it on a small screen.
Daydream is a virtual reality (VR) platform developed by Google for use with its Google
Daydream View virtual reality headset and Android Nougat, the seventh major version of
the Android mobile operating system. It was announced at the Google I/O developer
conference in May 2016, with the first VR headset released on November 10, 2016.
Daydream, Google’s high-quality virtual reality platform for Android, is here — and so is
the search giant’s headset, Daydream View.
8. 8
The platform is Google’s strongest attempt yet at muscling into a market that competitors
like Facebook’s Oculus, HTC’s Vive, and others have already begun to corner. And more
broadly speaking, it’s a show of confidence in a burgeoning medium that some say has
the potential to upend entire industries.
Wondering what’s up with Daydream? Not to worry. We’ve rounded up all the
pertinent details and fresh-off-the-press news for your perusal. Bookmark our handy
guide to Google’s VR and never wonder again about which phones and headsets support
it, or which apps are debuting on it.
2.2 DAYDREAM VIEW
Daydream View is the first headset built for the Daydream platform. It's
comfortable enough for anyone to wear for long periods of time — even if you wear
prescription glasses. It also comes with a special controller that lets you move your hand
in the real world and see that movement in the virtual world when you're wearing the
headset.
This is Google's first attempt at a more comfortable way to explore VR, and it has
been designed to withstand drops and bumps without issue. You can take this headset
with you just about anywhere and enjoy your VR apps and games wherever your phone
is. A front panel folds down, you drop your Daydream Ready phone into the opening, and
close the panel. The connection between the phone and the headset is wireless and the
headset has an auto-alignment system to ensure you're getting a clear view of the display.
It doesn't get much simpler than Daydream View, and when you put your head in, the
whole world is replaced with a virtual one.
The design of the Daydream View is built around one thing — comfort. And, it’s the
byproduct of a collaboration between Google and a number of clothing manufacturers.
The end result is a product featuring soft fabrics and a 30 percent lower weight than
competing products on the market. This should be great on the phone as well, preventing
possible scratches on the screen. Customers can also wear the headset over their glasses.
9. 9
There are also no wires getting in the way, as the headset connects to the compatible
Android phone wirelessly. Three color variations are available: Slate, Snow, and
Crimson.
In addition to the headset, there’s also the Daydream View controller. It is small, sporting
rounded edges and only two buttons. The peripheral includes motion sensors so that users
can interact with the virtual environment, such as draw, shoot aliens, and so on. This
controller can be stored in the headset itself when not in use thanks to a little snap-based
compartment built into the headset’s flap.
2.3 NEED OF GOOGLE DAYDREAM
At present, virtual reality content is fragmented. It is available from different
places, but rarely all accessible from the one central location. Anyone who's gone through
the charade of watching 360-degree YouTube videos on a Samsung Gear VR will know
what we mean. You have to jump through several hoops just to get to the content you
want to view.
Daydream is designed to solve that, at least for Android device owners. It will house the
content from all mobile VR developers, no matter who they are. Sources big and small
will be immediately accessible through the hub.
In addition, while Google Cardboard has been a fun and easy device to use to get a
flavour of what VR is about, it's hardly high-tech or, in many cases, comfortable. The
Daydream View headset is a much more comfortable and practical approach, rather than
the ad hoc nature of Cardboard viewers.
There's really no limit to what can be done in Daydream. You can watch movies on what
looks like a massive projected screen with Google Play Movies, watch news stories as
though you're standing where the action is with CNN VR, or step into photos you've
taken on your phone with VR Photos.
10. 10
2.4 DAYDREAM VR AND CONTROLLER
The Google Daydream View is a brilliant piece of VR hardware. Its head-mounted
display (HMD) is wrapped in a comfy fabric texture, with squishy foam on the inside.
The head strap is easy to adjust. It’s ergonomically ideal and a little, invisible chip
connects it to the Google Pixel phone with no effort.
Tech outlets have sung the Daydream HMD’s praises since the hardware’s November
release. But its best asset—its controller—has flown under the radar.
The Daydream’s controller is a wireless, ovular remote with four buttons: a circle and
minus button on the flat top, a large trackpad button above it and, on the remote’s side, a
volume button. The trackpad is all-directions responsive, so you can swipe from left to
right to scroll through options, or swipe diagonally to, say, throw a stick to a dog.
The very fact of a one-handed remote instead of a two-handed game controller (or
controllers) is significant. It’s got the same welcoming quality as a Wiimote, definitely
unintimidating to non-gamers. A one-handed remote also invites more relaxed postures
while you’re playing, since your elbows aren’t locked. It’s very nice for using VR in bed.
After a while, it feels like nothing, since it’s so light.
The controller also reports gyroscopic and accelerometric readings. So, for example, I
played action RPG Twilight Pioneers on Daydream last night (yes, in bed). My remote
was a sword, which I could slash by waving the controller around in any direction. It
moved faster or slower depending on how quickly I waved the remote. More practical,
these measurement tools mean that the controller can help make VR work better: When
you point ahead and hold the circle button, the Daydream’s viewpoint will readjust to
reflect where you’re facing, something I’ve found immensely frustrating with other VR
hardware. It’s easy and surprisingly accurate for a controller.
The Controller Emulator app allows you to use a second Android phone in place of a
Daydream controller, in case you don't have access to one. You can also use it with Unity
and Unreal to emulate a Daydream controller in the engines' in-editor preview.
11. 11
Setup
To use the Controller Emulator, you must have a spare phone (not your headset phone)
running KitKat or above. These instructions were tested using a Nexus 5X. This phone is
used to emulate the Daydream controller and must have a gyroscope. We will refer to this
phone as the controller phone.
Install the Controller Emulator on your controller phone.
Pair your headset phone to your controller phone via Bluetooth.
On both phones, go to Settings > Bluetooth.
Optionally, rename your controller phone in order to make it easier to identify. To
do this, press more vert, then Rename this device. Change its name to, for
example, (Your Name)'s Controller Phone.
On the headset phone, tap the controller phone's name on the list of devices. This
will show a dialog box on both devices to confirm the pairing.
Confirm the pairing, then return to the home screen on both devices.
Configure the Controller Emulator device.
On the headset phone, launch the app for Daydream you installed earlier.
Press the settings button at the bottom of the screen, then press Setup.
You should now be in the Google VR Services settings screen. Tap
the Version item 7 times to show the Developer Options.
Select Controller emulator device.
Select the controller phone from the list.
Close the app by pressing the square Recents button in the bottom-right and
swiping the app away.
Important: Make sure you installed the latest version of the Controller Emulator
app (version 1.4.01 or above). Only the latest version will allow you to connect
via Bluetooth. You can check the version in Settings > Apps > Controller
Emulator.
Remember that your headset phone and controller phone must be paired via
Bluetooth in order to use the Controller Emulator. Refer to the steps in the
previous section for how to do this.
12. 12
Important: Make sure to enable Bluetooth on the controller phone. Due to a
known issue, the controller emulator app does not warn you if Bluetooth is off.
Interface
The Controller Emulator UI contains these elements:
Connection indicator (top): This text indicates whether the emulator is
connected to a headset phone. It also shows network information for the controller
phone.
Touchpad area (large circle): This area emulates the touchpad area of a
controller. It does not support multi-touch.
Touchpad click emulation: On the real controller, the touchpad can be clicked by
pressing down on it. This is considered to be a button, and is called the "click
button". Clicking the touchpad on a physical controller is emulated by double-
tapping the touchpad in the Controller Emulator and will send Click button events
to the app.
App button (immediately below touchpad): This button sends App button
events to the app.
Home button (bottom): This button is reserved for system use and cannot be
used by your app. It is also used to recenter the controller.
The behavior of the touchpad, Click button and App button are up to your application.
Typically, the click should map to your application's primary action (e.g. selecting,
shooting) and the app button should be used for secondary actions (e.g. menu, pause, tool
selection).
The physical controller also includes buttons to control the volume of your headset phone
which are not emulated. The Controller class shows the various inputs and buttons you
can listen to.
13. 13
Chapter-3
WORKING OF DAYDREAM VR
Once your headset and power source are secured, some kind of input is also required
for you to connect - whether this is through head tracking, controllers, hand tracking,
voice, on-device buttons or trackpads.
Total immersion is what everyone making a VR headset, game or app is aiming towards -
making the virtual reality experience so real that we forget the computer, headgear and
accessories and act exactly as we would in the real world. So how do we get there?
3.1 THE BASIS
VR headsets like Oculus Rift and PlayStation VR are often referred to as HMDs, which
simply means they are head mounted displays. Even with no audio or hand tracking,
holding up Google Cardboard to place your smartphone's display in front of your face can
be enough to get you half-immersed in a virtual world.
14. 14
The goal of the hardware is to create what appears to be a life size, 3D virtual
environment without the boundaries we usually associate with TV or computer screens.
So whichever way you look, the screen mounted to your face follows you. This is unlike
augmented reality, which overlays graphics onto your view of the real world. Video is
sent from the console or computer to the headset via a HDMI cable in the case of headsets
such as HTC's Vive and the Rift. For Google's Daydream headset and the Samsung Gear
VR, it's already on the smartphone slotted into the headset.
VR headsets use either two feeds sent to one display or two LCD displays, one per eye.
There are also lenses which are placed between your eyes and the pixels, which is why
the devices are often called goggles. In some instances, these can be adjusted to match the
distance between your eyes, varying from person to person.
These lenses focus and reshape the picture for each eye and create a stereoscopic 3D
image by angling the two 2D images to mimic how each of our two eyes views the world
ever-so-slightly differently. Try closing one eye then the other to see individual objects
dance about from side to side and you get the idea behind this. One important way VR
headsets can increase immersion is to increase the field of view i.e. how wide the picture
is. A 360-degree display would be too expensive and unnecessary. Most high-end
headsets make do with 100 or 110 degree field of view, which is wide enough to do the
trick.
And for the resulting picture to be at all convincing, a minimum frame rate of around 60
frames per second is needed to avoid stuttering or users feeling sick. The current crop of
VR headsets go way beyond this - Oculus is capable of 90fps, for instance, while Sony's
PlayStation VR manages 120fps.
15. 15
3.2 HEAD TRACKING
Head tracking means that when you wear a VR headset, the picture in front of you shifts
as you look up, down and side to side or angle your head. A system called 6DoF (six
degrees of freedom) plots your head in terms of your X, Y and Z axis to measure head
movements forward and backwards, side to side and shoulder to shoulder, otherwise
known as pitch, yaw and roll.
There's a few different internal components which can be used in a head-tracking system,
such as a gyroscope, accelerometer and a magnetometer. Sony's PSVR also uses nine
LEDs dotted around the headset to provide 360 degree head tracking thanks to an external
camera monitoring these signals, while Oculus has 20 not as bright lights.
Head-tracking tech needs low latency to be effective - we're talking 50 milliseconds or
less or we will detect the lag between when we turn our head and when the VR
environment changes. The Oculus Rift has an impressively minimized lag of just 30ms.
Lag can also be a problem for any motion tracking inputs, such as PS Move-style
controllers that measure our hand and arm movements.
16. 16
Finally, headphones can be used to increase the sense of immersion. Binaural or 3D audio
can be used by app and game developers to tap into VR headsets' head-tracking
technology to take advantage of this and give the wearer the sense that sound is coming
from behind, to the side of them or in the distance.
3.3 MOTION TRACKING
Head tracking is one big advantage the premium headsets have over the likes of
Cardboard other mobile VR headsets. But the big VR players are still working out motion
tracking. When you look down with a VR headset on the first thing you want to do is see
your hands in a virtual space.
For a while, we've seen the Leap Motion accessory - which uses an infrared sensor to
track hand movements - strapped to the front of Oculus dev kits. We've also tried a few
17. 17
experiments with Kinect 2 cameras tracking our flailing bodies. But now we have
exciting input options from Oculus, Valve and Sony.
Oculus Touch is a set of wireless controllers designed to make you feel like you're using
your own hands in VR. You grab each controller and use buttons, thumb sticks and
triggers during VR games. So, for instance, to shoot a gun you squeeze on the hand
trigger. There is also a matrix of sensors on each controller to detect gestures such as
pointing and waving.
It's a pretty similar set-up to Valve's Lighthouse positional tracking system and HTC's
controllers for its Vive headset. It involves two base stations around the room which
sweep the area with lasers. These can detect the precise position of your head and both
hands based on the timing of when they hit each photocell sensor on both the headset and
around each handheld controller. Like Oculus Touch, these also feature physical buttons
too and incredibly you can have two Lighthouse systems in the same space to track
multiple users.
Other input methods can include anything from hooking an Xbox controller or joystick up
to your PC, voice controls, smart gloves and treadmills such as the Virtuix Omni, which
allow you to simulate walking around a VR environment with clever in-game
redirections.
And when it comes to tracking your physical position within a room, Oculus is looking to
catch up to rival HTC's with the recent drop of its "experimental" system. Essentially, Rift
owners now have the option to purchase a third sensor for $79 and add more coverage to
their VR play area.
The problem, though, is that this still isn't on par with HTC. While two SteamVR sensors
for the HTC Vive can deliver a tracked play space of up to 225 square feet, two
Constellation sensor cameras from Oculus only provides coverage of 25 square feet (with
a third camera sending the recommended space goes up to 64 square feet).
Sony is also hunting around this area, if a recent patent is anything to go by. The filing
details a VR tracking system based on light and mirrors that uses a beam projector to
determine the player's position, though whether such a feature would appear on the
current device or second iteration of PSVR (or not at all) is all speculative at this stage.
18. 18
3.4 EYE TRACKING
Eye tracking is possibly the final piece of the VR puzzle. It's not available on the
Rift, Vive or PS VR but it will feature in FOVE's very promising VR headset. So how
does it work?
Well, an infrared sensor monitor's your eyes inside the headset so FOVE knows where
your eyes are looking in virtual reality. The main advantage of this - apart from allowing
in-game characters to more precisely react to where you're looking - is to make depth of
field more realistic.
In standard VR headsets, everything is in pin-sharp focus which isn't how we're used to
experiencing the world. If our eyes look at an object in the distance, for instance, the
foreground blurs and vice versa. By tracking our eyes, FOVE's graphics engine can
simulate this in a 3D space in VR. That's right, blur can be good.
Headsets still need hi-res displays to avoid the effect of looking through a grid. Also what
our eyes focus on needs to look as life-like as possible. Without eye tracking, with
everything in focus as you move your eyes - but not your head - around a scene,
simulation sickness is more likely. Your brain knows that something doesn't match up.
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Chapter-4
FEATURES OF DAYDREAM
Google Cardboard was an intriguing 20% side project that pushed a spotlight back
onto virtual reality in 2014, alongside the likes of Oculus and early iterations of the Rift
headset. Since then we’ve seen dozens of companies invest huge amounts of time and
money into developing new hardware and software to flesh out the world VR. Google’s
taking another crack at building upon the foundations it has already laid with Cardboard
by launching a new VR platform and a headset to go with it; the Daydream View.
4.1 THE HEADSET
Whilst there’s no denying that the View still looks like a VR headset, the aesthetics don’t
fall on tropes you’d typically associate with technology. Instead, it borrows more heavily
from the fashion world with a flexible plastic body covered in dappled dark grey fabric
that looks like it’s been cut from Gap’s latest winter collection.
As such the softer, cleaner appearance renders it more sculptural and organic than notable
rivals like Samsung’s Gear VR headset. The details too follow suit, with an elasticated
leather tab to keep the front closed in place of a spring lock or a plastic latch and even
Google’s ‘G’ insignia is set into the side of the View in rubber, so it too moves and flexes
with the rest of the headset.
On the inside the breathable foam that surrounds the lenses is comfortable against the face
and removable by way of three Velcro strips so that you can hand wash and spot clean it
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as needed, a feature that we’d appreciate more manufacturers take note of, especially as
more experiences arrive to keep users within the VR universe for longer periods of time.
In actual usage, the single flexible head strap is attached high up against the sides of the
View’s body, changing the weight distribution and how the headset sits against your face
versus similar offerings. Instead of resting on your cheeks and pushing down, it’s closer
to a low-tech emulation of the mounting system used by the PlayStation VR. Sliding the
two plastic tensioners together or apart makes for a simple and easy way of adjusting the
View to sit comfortably on most users’ heads and as there’s no focus wheel, simply tilting
the headset up or down a touch is enough to help reach focus.
Whilst wearing the View, the gapping around the nose proved to be a notable distraction,
letting excess light in, pushing us to play in darker environments to achieve greater
immersion, but overall it’s a markedly more comfortable headset to wear than practically
every other VR viewer we’ve tried over long periods.
The smartest aspect of the View’s design has to be the door on the front. Much like
Google Cardboard, it folds down so you can place your smartphone on it and the hinges
at the base of the door can extend to allow larger, thicker devices or those with a case – a
notable issue with offerings like the Gear VR and Cardboard.
4.2 THE CONTROLLER
The View’s controller is a small rounded pill-shaped piece of lightly textured, dark
grey plastic. It’s extremely lightweight which helps prevent fatigue over long-term use,
but it doesn’t feel particularly premium (likely justified by the Daydream View’s notably
low price tag). Your thumb does most of the work; swiping across the clickable circular
touchpad at the top, press the app and home buttons beneath it or changing the volume
using the rocker on its right side. Not unlike Nintendo’s Wii controllers, the real hook is
that the controller can also track basic tilt, rotation, and orientation in 3D space.
When not in use, the controller simply slides in under an elastic strap set into the inside
face of the headset so that it won’t readily get lost. It’s just worth noting that Google
doesn’t include a power lead in-box, instead pushing you to use the Type-C USB adapter
that came with your smartphone.
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4.3 SETUP
As the name suggests the Daydream View only supports Daydream-compatible
handsets, which right now falls to just two smartphones, Google’s new Pixel phone and
the Pixel XL. The setup process is pretty seamless, provided you’ve got NFC and
Bluetooth switched on, and you’ve already downloaded the Daydream app from the Play
Store.
Pairing phone to headset is easy enough thanks to an embedded NFC chip in the door on
the front of the View that automatically launches the Daydream app when the two come
into contact. What’s more, the rubberized grips around the lenses help align everything,
so you don’t have to faff around with centring the imagery in both eyes before you get
stuck in.
So long as it’s charged up, long-pressing the controller’s home button should start it up
and pair it to your smartphone automatically too, although we were left wondering
whether this experience would prove as seamless with handsets from other manufacturers
once they arrive.
4.4 PERFORMANCE
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The Google Pixel phone and Pixel XL are both powered by Qualcomm’s latest
Snapdragon 821 flagship processor and 4GB RAM. As such, general performance is rock
solid most of the time, with flawless tracking as you move your head around, offering
smooth experiences, both active and passive.
Prolonged use does however cause significant heat build-up, to which the phone will alert
you, usually foreshadowed by a noticeable dip in performance as frames drop and general
usage starts to stutter (or you can always touch the phone itself to see whether you can fry
an egg on it), but this doesn’t creep in until about 30 minutes of continuous use – plenty
of time to enjoy most of the experiences currently on offer before taking a break.
Whilst we solely tested the View on battery power alone, the design of the headset means
that none of your phone’s ports are obscured, so you can easily plug in a power lead and
headphones whilst you’re using it if you’re planning on taking longer continuous jaunts
into VR land.
Speaking of battery, the Pixel XL’s 3450mAh cell dropped by less than 20 per cent after
30 minutes of mixed use, meaning you’ll seldom find yourself in enforced downtime
waiting for the phone to charge back up, or have to worry about making it through a full
day of general smartphone use if that includes some time with the Daydream View.
The larger, higher resolution display on the Pixel XL is unquestionably the preferred
weapon of choice for use with the View right now, as the field of view on offer is already
relatively narrow (as if looking at everything through a porthole), rendering the viewing
experience offered up by the smaller 5-inch Full HD panel of the standard Pixel too
cramped.
Adding a handheld controller into the mix is the undoubted feather in the cap for the
View’s user experience, setting it apart from most other mobile VR offerings out there. It
boasts easy to understand and responsive physical controls as well as motion tracking.
Bringing handheld motion and gesture control into the VR space opens up a world of
possibilities for new means of interaction and means you aren’t tied to gaze-based or tilt-
based experiences alone (although they’re still present on the View in some for or
another).
There are a myriad of factors that may affect performance, but it is important to
remember that, as there are no external tracking sensors or cameras, the motion controller
is nowhere near as accurate as the HTC Vive’s controllers or even the PlayStation Move
controllers.
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You’ll often find yourself reorienting your body or the VR world around you (with a
long-press of the home button) as both headset and controller position drift. This issue
seems more prevalent in games where bigger and more vigorous movements take place.
Particularly wild hand flailing reveals latency issues with the controller too, but general
interaction, for the most part, is reliable.
4.5 SPECIFICATION
Screen type: AMOLED (as tested w/ Google Pixel XL)
Screen resolution: 2560x1440 (as tested w/ Google Pixel XL)
Refresh rate: Unknown
Field of view: Unknown
OS: Daydream VR running atop Android 7.1 Nougat
Tracking area: Fixed position tracking only
Integrated audio: Yes (from smartphone)
Integrated microphone: Yes (from smartphone)
Controller(s): Daydream View motion controller (X1)
Sensors: Unknown
Connectivity: NFC, Bluetooth
Bonus features: Adjustable hinge supports a variety of devices, automated
app startup via NFC
Chapter-5
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REQUIREMENTS OF DAYDREAM VR
Daydream VR-ready phones:
MUST have at least 2 physical cores.
MUST support sustained performance mode.
MUST support Vulkan Hardware Level 0 and SHOULD support Vulkan
Hardware Level 1.
MUST support H.264 decoding at least 3840 x 2160 @ 30fps-40Mbps.
MUST support HEVC and VP9, MUST be capable to decode at least 1920 x 1080
@ 30 fps-10Mbps and SHOULD be capable to decode 3840 x 2160 @ 30fps-
20Mbps (equivalent to 4 instances of 1920 x 1080 @ 30fps-5Mbps).
STRONGLY RECOMMENDED to support android. hardware. sensor. hifi_
sensors feature and MUST meet the gyroscope, accelerometer, and magnetometer
related requirements for android. hardware. hifi_ sensors
MUST have an embedded screen, and its resolution MUST be at least be Full HD
(1080p) and STRONGLY RECOMMENDED to be Quad HD (1440p) or higher
MUST measure between 4.7″ and 6″ diagonal
MUST update at least 60 Hz while in VR Mode
The display latency on Gray-to-Gray, White-to-Black, and Black-to-White
switching time MUST be ≤ 3 ms
The display MUST support a low-persistence mode with ≤5 ms persistence
Device implementations MUST support Bluetooth 4.2 and Bluetooth LE Data
Length Extension.
Google recently updated the Android Compatibility Definition Document (CDD) for
Android 7.0 Nougat. Google doesn’t specifically demand an OLED display in the CDD,
but the need for low latency and persistency probably means that only phones with OLED
panels will make the cut. That could increase even further the demand for AMOLED
displays, which is already on the rise and expected to boom in 2017. On the flipside, Full
HD devices are supported, though Google would obviously prefer the denser Quad HD.
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So far, if you want a Daydream VR-ready device, the safest bets are the Google Pixel
and Pixel XL and the ZenFone 3 Deluxe with Snapdragon 821. There are other
Snapdragon 821 devices out there, but they haven’t been officially confirmed to work
with Daydream VR headsets like Google’s Daydream View. Speaking of that, the View
will ship tomorrow, so there’s a good chance that Google will shed light on the matter
very soon.
Chapter-6
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ADVANTAGES AND DISADVANTAGES
6.1 ADVANTAGES OF DAYDREAM VR
Inexpensive
It is very comfortable for long time wear
Motion controller makes VR immersive
High-quality VR experiences
No wires
Responsive and easy to use controller
Sleek design
Light weight
Low power consumption
Easy setup
Motion control on Mobile
6.2 DISADVANTAGES OF DAYDREAM VR
Not many apps yet
More Daydream phones are coming, but aren’t here yet
Not support ios compability
Support android nougat and higher
Prone to gapping and light leak
Requires frequent recalibration/orientation
Only works with Pixel and Pixel XL at launch
FOV could be wider.
6.3 SUPPORTED PHONES COMPABILITY
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ZTE AXON 7
GOOGLE PIXEL
GOOGLE PIXEL XL
ASUS ZENFONE AR
HUWAI MATE 9 PRO
MOTO Z
CONCLUSION
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Daydream, Google’s high-quality virtual reality platform for Android, is here — and so is
the search giant’s headset, Daydream View. The platform is Google’s strongest attempt
yet at muscling into a market that competitors like Facebook’s Oculus, HTC’s Vive, and
others have already begun to corner. And more broadly speaking, it’s a show of
confidence in a burgeoning medium that some say has the potential to upend entire
industries. Google Daydream isn't a single product, it's a platform for high-quality mobile
VR for Android smartphones. It sets out the specifications and minimum requirements for
a great VR experience which means that it will initially only be available on flagship
phones. No current phone has the necessary hardware - particularly the high-end sensors
for accurate head tracking - but Google has told developers to start with the Nexus
6P. Actual Daydream Ready phones will offer a better VR experience, not least because a
proper Daydream Ready phone won't overheat and throttle its performance after a short
while like the Nexus 6P will.
All you have to do is look out for a 'Daydream Ready' logo, which will tell you the phone
meets or exceeds those minimum specs. As well as sensors, the display must have a low
persistence (the image must refresh quickly) it must have a fast processor. Manufacturers
which are developing Daydream-ready phones include Samsung, LG, HTC, Huawei,
Alcatel, ZTE and Asus. Many of these will also make headsets and controllers: Huawei
has already confirmed this.
REFERENCES
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1. https://vr.google.com/daydream - Google Daydream Official Webpage
2. https://vr.google.com/daydream/headset/ -Official Google Daydream headset Webpage
3. https://en.wikipedia.org/wiki/Google_Daydream – Google Daydream Wiki
4. http://www.androidauthority.com/google-daydream-view-review-728036
5. https://www.digitaltrends.com/virtual-reality/google-daydream-news
6. https://www.vrheads.com/everything-you-need-know-about-google-daydream
7. https://recombu.com/mobile/article/google-daydream-view-review