This document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It begins with an explanation of the differences between augmented reality and VR. It then discusses VR use cases and hardware requirements, including displays, tracking, and controllers. The document outlines Google's Daydream VR platform, including new features like WorldSense inside-out tracking. It also covers developing for Daydream using tools like Unity and publishing apps to meet quality standards. In closing, it discusses challenges and the future of Daydream VR.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
There is a lot of interest in Virtual Reality, but many people confuse it with 3D or AR (Augmented Reality). This presentation looks at the differences and surveys what's available in the market now.
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) Alina Vilk
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) рассказывал о современном состоянии VR/AR-индустрии, о принципах и особенностях мобильного VR. Участники встречи коснулись средств разработки и запустили парочку примеров на Google DayDream. Во второй части доклада обсудили Samsung Gear VR, Google Cardboard и Google Daydream, в чем их сходства и различия с точки зрения программиста. Рассмотрели SDK/Tool, которые можно с ними использовать.
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
Magictap an interactive marketing agency; focusing on bridging the worlds of digital and tangible in the brand activation, experiential and retail environments. Our technology functions beautifully during the outdoor events, Sports, roadshows conferences, corporate events, international meets/summits, of top notch delegates making it look niche yet interactive in a unique way.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
The document discusses a mini project on augmented reality using internet of things. It involves using a NodeMCU to control an LED/relay module over Wi-Fi. A Blynk app on a mobile phone would allow remote control of the hardware via virtual buttons in augmented reality. Topics covered include internet of things, the ESP8266 and NodeMCU, Arduino IDE, Blynk API, and the flow of the project connecting the physical components over a network.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
There is a lot of interest in Virtual Reality, but many people confuse it with 3D or AR (Augmented Reality). This presentation looks at the differences and surveys what's available in the market now.
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) Alina Vilk
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) рассказывал о современном состоянии VR/AR-индустрии, о принципах и особенностях мобильного VR. Участники встречи коснулись средств разработки и запустили парочку примеров на Google DayDream. Во второй части доклада обсудили Samsung Gear VR, Google Cardboard и Google Daydream, в чем их сходства и различия с точки зрения программиста. Рассмотрели SDK/Tool, которые можно с ними использовать.
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
Magictap an interactive marketing agency; focusing on bridging the worlds of digital and tangible in the brand activation, experiential and retail environments. Our technology functions beautifully during the outdoor events, Sports, roadshows conferences, corporate events, international meets/summits, of top notch delegates making it look niche yet interactive in a unique way.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
The document discusses a mini project on augmented reality using internet of things. It involves using a NodeMCU to control an LED/relay module over Wi-Fi. A Blynk app on a mobile phone would allow remote control of the hardware via virtual buttons in augmented reality. Topics covered include internet of things, the ESP8266 and NodeMCU, Arduino IDE, Blynk API, and the flow of the project connecting the physical components over a network.
Learning The Rules to Break Them: Designing for the Future of VRMichael Harris
The VR developer space is riddled with a myriad of design guides, advice, and prohibitions. This talk will provide a survey of the current state of best practices for VR design and discuss how this new human-computer interface provides unique opportunities and challenges for designers. With three years experience developing for every commercially available VR and AR platform, the speaker will also address some unique lessons learned experimenting with this new space and discuss how bending or breaking these emerging design paradigms might unlock exciting new possibilities for the future of VR interfaces. By the end of this talk, participants will have:
Explored the extent to which VR interfaces relate to and differ from more traditional human-computer interfaces.
Received a comprehensive overview and analysis of current emerging VR design paradigms.
Explore the potential for the future of VR interfaces through the practical experiences gained from several years spent in VR design.
The document discusses Oculus, its virtual reality headsets like the Rift DK2, and the Oculus SDK. It provides details on Oculus' history and products, the capabilities of the Rift DK2 like its screens and sensors, how the SDK supports features like positional tracking and low latency, and the SDK roadmap to further improve support and reduce latency.
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.
Getting started with Unity and AR/VR for the .NET developer - October 2020Davide Zordan
The document discusses developing augmented and virtual reality applications using Unity and .NET. It covers introducing mixed reality, developing VR interactions and locomotion in Unity, adding speech recognition, hand tracking, and developing for augmented reality. Key topics include using Unity and SteamVR, the Mixed Reality Toolkit, and Microsoft's Azure mixed reality services.
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
Lecture 7 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
This document describes an experiment that compares the realism of different virtual reality devices (Oculus Rift, Google Cardboard, CAVE) and scenes (Google StreetView, 360-degree camera, 3D animation) for walking and running simulations. 11 participants used each device to experience each scene and rated their immersion, dizziness, realism feeling, and acceleration feeling. The CAVE and Oculus Rift received the highest immersion ratings while the 3D animation scene received the best realism ratings overall. Google Cardboard produced the most dizziness.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
This document discusses the challenges of creating VR applications in Unity. It outlines some of the key challenges including maintaining presence, managing devices and displays, interactions, deployment to different hardware, and rendering speed. It then introduces MiddleVR, a plugin for Unity that aims to simplify VR development by providing abstractions and functionality for many of these challenging areas such as device management, display management across multiple screens, and cluster rendering. MiddleVR supports a variety of VR hardware and aims to improve the development process for VR applications in Unity.
This document provides instructions for integrating the Oculus SDK into Unity projects. It describes downloading the Oculus runtime and Unity integration package, replacing the main camera with the Oculus camera prefab, and building and running the project. It also discusses Oculus APIs, optimization for performance, input options, latency reduction techniques like timewarp, and submitting games to the Oculus Store.
The Oculus Rift is a virtual reality headset that uses low latency 360 degree head tracking and stereoscopic 3D to provide an immersive experience. It has a wide 110 degree field of view, tracks subtle head movements in real time, and presents different images to each eye to mimic real vision. The Oculus Rift was created by Oculus VR to deliver an affordable high-end virtual reality experience and has engine integrations for Unity, Unreal Engine, and Unreal Development Kit.
Introduction to DaydreamVR from DevFestDC 2017Jared Sheehan
The document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It defines VR and augmented reality, discusses VR hardware components like displays and tracking, and covers Daydream-compatible devices, controllers, and development. The document aims to explain VR concepts and the Daydream ecosystem to help developers get started with VR development.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Learning The Rules to Break Them: Designing for the Future of VRMichael Harris
The VR developer space is riddled with a myriad of design guides, advice, and prohibitions. This talk will provide a survey of the current state of best practices for VR design and discuss how this new human-computer interface provides unique opportunities and challenges for designers. With three years experience developing for every commercially available VR and AR platform, the speaker will also address some unique lessons learned experimenting with this new space and discuss how bending or breaking these emerging design paradigms might unlock exciting new possibilities for the future of VR interfaces. By the end of this talk, participants will have:
Explored the extent to which VR interfaces relate to and differ from more traditional human-computer interfaces.
Received a comprehensive overview and analysis of current emerging VR design paradigms.
Explore the potential for the future of VR interfaces through the practical experiences gained from several years spent in VR design.
The document discusses Oculus, its virtual reality headsets like the Rift DK2, and the Oculus SDK. It provides details on Oculus' history and products, the capabilities of the Rift DK2 like its screens and sensors, how the SDK supports features like positional tracking and low latency, and the SDK roadmap to further improve support and reduce latency.
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.
Getting started with Unity and AR/VR for the .NET developer - October 2020Davide Zordan
The document discusses developing augmented and virtual reality applications using Unity and .NET. It covers introducing mixed reality, developing VR interactions and locomotion in Unity, adding speech recognition, hand tracking, and developing for augmented reality. Key topics include using Unity and SteamVR, the Mixed Reality Toolkit, and Microsoft's Azure mixed reality services.
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
Lecture 7 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
This document describes an experiment that compares the realism of different virtual reality devices (Oculus Rift, Google Cardboard, CAVE) and scenes (Google StreetView, 360-degree camera, 3D animation) for walking and running simulations. 11 participants used each device to experience each scene and rated their immersion, dizziness, realism feeling, and acceleration feeling. The CAVE and Oculus Rift received the highest immersion ratings while the 3D animation scene received the best realism ratings overall. Google Cardboard produced the most dizziness.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
This document discusses the challenges of creating VR applications in Unity. It outlines some of the key challenges including maintaining presence, managing devices and displays, interactions, deployment to different hardware, and rendering speed. It then introduces MiddleVR, a plugin for Unity that aims to simplify VR development by providing abstractions and functionality for many of these challenging areas such as device management, display management across multiple screens, and cluster rendering. MiddleVR supports a variety of VR hardware and aims to improve the development process for VR applications in Unity.
This document provides instructions for integrating the Oculus SDK into Unity projects. It describes downloading the Oculus runtime and Unity integration package, replacing the main camera with the Oculus camera prefab, and building and running the project. It also discusses Oculus APIs, optimization for performance, input options, latency reduction techniques like timewarp, and submitting games to the Oculus Store.
The Oculus Rift is a virtual reality headset that uses low latency 360 degree head tracking and stereoscopic 3D to provide an immersive experience. It has a wide 110 degree field of view, tracks subtle head movements in real time, and presents different images to each eye to mimic real vision. The Oculus Rift was created by Oculus VR to deliver an affordable high-end virtual reality experience and has engine integrations for Unity, Unreal Engine, and Unreal Development Kit.
Introduction to DaydreamVR from DevFestDC 2017Jared Sheehan
The document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It defines VR and augmented reality, discusses VR hardware components like displays and tracking, and covers Daydream-compatible devices, controllers, and development. The document aims to explain VR concepts and the Daydream ecosystem to help developers get started with VR development.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
This document discusses augmented reality (AR) applications and frameworks. It describes several existing AR applications for different domains like medical, entertainment, and military. It then discusses developing an AR application using an AR framework, which implements basic AR features like shape recognition, depth detection, and rendering. The document proposes an AR framework prototype that offers these features and is cross-platform, with the ability to add or modify components. Test results showed it could support thousands of simultaneous clients.
C. VR intrduction_lecture for introduction to VR Lecture-1.pptxRajGopalMishra4
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also face challenges related to cost, privacy and technical limitations that researchers continue working to overcome.
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also have limitations around cost, privacy and performance that must be addressed for wider adoption. Overall, VR and AR show promise for many future uses as the technologies continue advancing.
Workshop: AR Glasses and their PeculiaritiesMartin Lechner
The slide deck was used for a workshop at the International Symposium on Mixed and Augmented Reality (ISMAR) 2014 in Munich. The workshop introduced different kinds of AR Glasses and compared them with one another.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
Virtual reality (VR) can simulate physical presence in non-physical worlds through computer simulation. The document discusses the history of VR from early prototypes in the 1950s-1960s to current applications. It outlines different types of VR including immersive, telepresence, and mixed reality systems. The technology used in VR includes head-mounted displays, data gloves, omnidirectional monitors, and CAVE rooms. Developing VR involves 3D modeling, sound editing, and simulation software. Applications of VR include military training, healthcare, education, and entertainment. Benefits are more engaging learning while costs and technical issues remain challenges.
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
From Cardboard to Daydream - The Evolution of VR on AndroidOscar Salguero
Cardboard was Google's first affordable VR viewer made of cardboard and lenses that allowed smartphones to experience VR. It launched in 2014 and specifications were released publicly, leading to many third party viewers. Daydream is Google's high-quality, controller-based VR platform for Android phones. It features a headset and wireless controller for fully immersive VR experiences. Daydream apps must meet quality standards like maintaining 60 frames per second and full-screen mode. Developers can now create VR apps for Daydream's engaged, long-term user experiences.
This document discusses mixed reality for Windows 10 and developing applications for HoloLens. It covers key topics such as:
1. Popular VR headsets including Oculus Rift, HTC Vive, Google Cardboard, and Microsoft HoloLens.
2. Challenges in representing the human visual system in VR like barrel distortion and chromatic aberration.
3. Tools for developing mixed reality applications using Unity 3D and Visual Studio for the HoloLens platform.
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
Android is an open source operating system developed by the Open Handset Alliance led by Google. It allows manufacturers to customize the OS for their devices and provides developers with an open platform to create applications. Some key points about Android include that it is built on top of the Linux kernel, uses the Dalvik virtual machine, and has a modular structure with core applications and system libraries. The open nature of Android has made it highly customizable and scalable, contributing to its rapid growth and adoption worldwide across various device types.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
The document provides an overview of the 2014 Android I/O conference. It outlines the key topics covered which include updates to Android Wear, TV, Auto, Glass and the Google Play services. Material design was highlighted as a new visual language for developers. Improvements in ART, notifications, recent apps and power efficiency in the Android L preview were also summarized. The document concludes with mentioning other topics like cloud computing, Android Studio, personal unlocking and the Nest API.
Visug: Say Hello to my little friend: a session on KinectVisug
This document provides an overview of the Kinect for Windows sensor and SDK. It describes the sensor hardware components, features like the camera, infrared, depth and skeletal tracking capabilities. It also outlines the SDK architecture and programming model, development tools, and potential application scenarios. Examples are given of using Kinect with the cloud for on-demand video, data collection, and remote monitoring applications.
Similar to Introduction to daydream for AnDevCon DC - 2017 (20)
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
E-commerce Development Services- Hornet DynamicsHornet Dynamics
For any business hoping to succeed in the digital age, having a strong online presence is crucial. We offer Ecommerce Development Services that are customized according to your business requirements and client preferences, enabling you to create a dynamic, safe, and user-friendly online store.
Top Features to Include in Your Winzo Clone App for Business Growth (4).pptxrickgrimesss22
Discover the essential features to incorporate in your Winzo clone app to boost business growth, enhance user engagement, and drive revenue. Learn how to create a compelling gaming experience that stands out in the competitive market.
Why Mobile App Regression Testing is Critical for Sustained Success_ A Detail...kalichargn70th171
A dynamic process unfolds in the intricate realm of software development, dedicated to crafting and sustaining products that effortlessly address user needs. Amidst vital stages like market analysis and requirement assessments, the heart of software development lies in the meticulous creation and upkeep of source code. Code alterations are inherent, challenging code quality, particularly under stringent deadlines.
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppGoogle
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
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See My Other Reviews Article:
(1) AI Genie Review: https://sumonreview.com/ai-genie-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
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Odoo ERP software
Odoo ERP software, a leading open-source software for Enterprise Resource Planning (ERP) and business management, has recently launched its latest version, Odoo 17 Community Edition. This update introduces a range of new features and enhancements designed to streamline business operations and support growth.
The Odoo Community serves as a cost-free edition within the Odoo suite of ERP systems. Tailored to accommodate the standard needs of business operations, it provides a robust platform suitable for organisations of different sizes and business sectors. Within the Odoo Community Edition, users can access a variety of essential features and services essential for managing day-to-day tasks efficiently.
This blog presents a detailed overview of the features available within the Odoo 17 Community edition, and the differences between Odoo 17 community and enterprise editions, aiming to equip you with the necessary information to make an informed decision about its suitability for your business.
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Need for Speed: Removing speed bumps from your Symfony projects ⚡️Łukasz Chruściel
No one wants their application to drag like a car stuck in the slow lane! Yet it’s all too common to encounter bumpy, pothole-filled solutions that slow the speed of any application. Symfony apps are not an exception.
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We will focus in particular on tuning your engine at the application level, making the right adjustments to ensure that your system responds like a well-oiled, high-performance race car.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
DDS Security Version 1.2 was adopted in 2024. This revision strengthens support for long runnings systems adding new cryptographic algorithms, certificate revocation, and hardness against DoS attacks.
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Looking for a reliable mobile app development company in Noida? Look no further than Drona Infotech. We specialize in creating customized apps for your business needs.
Visit Us For : https://www.dronainfotech.com/mobile-application-development/
May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
Can't make Adobe Summit in Vegas? No sweat because the EMEA Marketo Engage Champions are coming to London to share their Summit sessions, insights and more!
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May Marketo Masterclass, London MUG May 22 2024.pdf
Introduction to daydream for AnDevCon DC - 2017
1. Introduction to Virtual Reality
The Road to Virtual Immersion
• Jared Sheehan
• Twitter: @jayroo5245
• http://meetup.com/DCAndroid
• http://slideshare.net/jayroo5245
2. Android Summit – August 24th and 25th
https://www.meetup.com/DCAndroid
3. Android Summit – August 24th and 25th
https://tinyurl.com/AndroidSummit
4. Agenda
• Augmented Reality vs Virtual Reality
• VR Use cases
• What is Virtual Reality
• Daydream hardware
• How it works
• Developing
• Questions?
5. Augmented Reality vs Virtual Reality
• Augmented Reality
• computer-generated visual layers atop
an existing reality
• Improve an existing visual scene
• Interact with visual layers and
touchpoints
• Virtual Reality
• Completely new computer-generated
environment
• Full immersion in a scene
• Interact with the full environment
6. Augmented Reality vs Virtual Reality
• Augmented reality and Virtual reality are inverse
reflections of one in another with what each
technology seeks to accomplish and deliver for the
user.
• Virtual reality offers a digital recreation of a real life
setting, while augmented reality delivers virtual
elements as an overlay to the real world.
• Reality–virtuality_continuum
7. VR Use Cases – Google’s Version of Milgram’s Continuum
21. What is Virtual Reality – Hardware – Optics
• Optical lenses make it possible to focus on a screen that is very close to your face.
• Try holding your phone really close to your face. Can you see anything?
• It focuses the light from a near eye display onto your eye in a way that makes it clear.
• It greatly magnifies the image from your phone.
• What are the side effects of magnifying images that close to your eye?
• Reduces the total resolution of the user’s display.
• Depending on the display the experience may seem pixelated.
22. What is Virtual Reality – Hardware – Display
• Right behind the optical lenses sit one or more VR Displays:
• Usually: High resolution, OlED displays that support low persistence features
• Sometimes the Displays are built into the Headset:
• HTC Vive and Oculus Rift
• Displays can be external devices:
• Daydream View, Cardboard, Samsung Gear
• Low Persistence and motion blur:
• Instead of showing a full image, VR will show you parts of an image.
• Reduces motion blur and keeps the image clear as you navigate about.
• Basically, hides the pixels as they change so the user doesn’t see/perceive blur.
23. What is Virtual Reality – Hardware – Tracking
• Vital to VR technology:
• The computer must know where the user is and is looking in space.
• Rotational Tracking
• All VR systems rely on an Inertial Measurement Unit (IMU)
• Enables high speed rotational tracking
• IMU’s cannot tell where an object is in space, only how it is rotated
• Positional Tracking techniques:
• Cameras
• Lasers
• Magnetic Fields
• This is an active field of discussion and research. IE no accepted best practice yet
24. What is Virtual Reality – Degrees of Freedom (DOF)
• 3 – DOF Tracking:
• Head Rotation Tracking are
accurate
• Pitch / Yaw / Roll
• X, Y and Z axis
• No depth in the room
• 6 – DOF Tracking:
• Head Rotation Tracking are
accurate
• X, Y and Z axis
• Pitch / Yaw / Roll
• And Positions or body movement
around a room
• X, Y and Z axis
• Surge / Heave / Moving Left
or right
25. What is Virtual Reality – 3 DOF – Inertial Measurement Unit (IMU)
• Inertial Measurement Units
• Really good at quickly and accurately measuring movement
• IMU Hardware -
• Accelerometer
• Gyroscope
• Magnetometer
• Constantly infer where the headset is pointed
• All major 3 - DOF VR systems use some form of IMU
For more information on using
Android Device sensors:
• Contextual Awareness - Android
Summit 2016
• Slides
• Github Project - makingsense
The Daydream platform makes
use of internal Android Device
sensors to determine movement
26. What is Virtual Reality – 6 DOF – Major Players
• Oculus Rift:
• Tracking System: Constellation
• Infrared LED system in the Headset
• Camera captures the LED light patterns
• Transmits to a computer and transposes the
• images to the headset
• This Model along with an internal IMU
• Calculates the users head position
• HTC Vive:
• Tracking System: Lighthouse
• Infrared Laser system in base stations
• around the room
• IMU Hardware:
• Accelerometer
• Gyroscope
• Magnetometer
• Constantly infer where the headset is pointed
28. Daydream – Google I/O 2017
• 8 Daydream ready phones
• Standalone Daydream Headsets
• no cables, phone or PC
• 150+ Daydream apps
• 3x improvement from Early 2017
• Daydream 2.0 Euphrates
• Cast support – Share with friends
on your TV
• Coming later 2017
29. Daydream – What’s New in Daydream – 2017 - WorldSense
• “WorldSense"
• “Inside-out” Tracking
• Does not need external sensors
• Version of Tango for VR/AR
• 6 Degrees of Freedom (6DOF)
• Rotational and Positional Tracking
• Dramatically improves the
experience
• VPS – navigate indoors using visual
reference points as a sort of indoor GPS
• Previous Daydream devices only had
3DOF
• Only Rotational Tracking
34. Daydream Hardware – Device Hardware Requirements
• Device Hardware Requirements:
• Android 7.0 Compatibility Definitions Document
• Hardware Requirements Highlights:
• Bluetooth 4.2 LE
• Display between 4.7 and 6 inches
• Resolution at least 1080p @ 60Hz display with
• 3ms or less latency and 5ms or less persistence.
• (Quad HD or higher recommended.)
• OpenGL ES 3.2 and Vulkan
• Able to decode 2 instances of 60fps video simultaneously
• Consistent 60fps rendering
• Temperature sensors capable of reading device surface temperature
35. Daydream Hardware – Headset Requirements
• Headset Requirements:
• Lenses
• Location to strap in a device that is 4.7 to 6.0 inches
• Strap of some sort to hold the device place
• Near Field Communication Chip
• For automatically launching the VR experience
• Daydream View:
• Has no electronic components, so feel free to wash it
36. Daydream Hardware – Controller Requirements
• Controller Requirements:
• Sensor Hardware:
• 3-DOF - Motion-sensing capabilities
• Must include its own IMU
• Accelerometer
• Gyroscope
• Orientation
• Touchpad (Clickable)
• Will send click events to device
• Single click and Long press
• Buttons:
• Volume Buttons
• App Button – Open to developer
• Home Button
• System functions
• long-press to re-center the headset
• 3D Pointer:
Touchpad
App Button
Home Button
Volume Buttons
37. Daydream Hardware – Controller Emulator
• Controller Emulator App:
• Most Mobile Phones have the
correct hardware to act as a
Daydream Controller
• Download the Daydream Controller
App
• Pair your headset phone to your
controller phone via Bluetooth
• Configure the Controller Emulator
device through Developer Options
• Documentation
• Off you go!
Touchpad
App Button
Home Button
Volume Buttons
Double tap to emulate a click
40. Developing – VR development types and docs
• Daydream Android VR SDK and VR NDK:
• Google - Android VR support docs
• Daydream iOS VR SDK:
• Google - iOS VR support docs
• Unity:
• Unity - VR Support docs
• Google - Unity support docs
• Unreal Engine:
• Unreal - VR Support docs
• Google - Unreal support docs
46. Daydream – Application Discovery – Daydream Home in VR Mode
Discovery
Windows
Google
Play
47. Developing – Publishing Daydream apps
• Daydream App Quality Requirements:
• “To ensure a great user experience, apps for Daydream must follow specific
requirements for performance and usability”.
• https://developers.google.com/vr/distribute/daydream/app-quality
1. Design Requirements:
• UX-D1 – Users can focus on objects and read necessary text.
• UX-C1 – Controller must be used as a laser pointer when clicking on UI targets.
2. Functionality requirements:
• FN-M1 – App manifest does not request the NFC permission.
• FN-S2 – App uses Daydream API calls to transition between activities.
3. Performance and stability requirements:
• PS-P3 – App does not display a thermal warning during 30 minutes of usage.
4. Publishing requirements:
• PB-P2 – App has a VR Icon.
48. Developing – Challenges
• Simulator Sickness (Also called Cybersickness):
• Can make people uncomfortable
• Sick, headaches or nauseous
• Anything that causes a mismatch sense of motion can do this
• "Screen door" effect:
• When users look at the display in their VR headset, they will often see a regular
grid of lines. These are the spaces between the pixels, which you can only see
because the screen is magnified and several inches away from your face.
• Requires a Headset, Display (and perhaps a controller) of some sort:
• Barrier to adoption
49. Developing – Daydream’s Future
• Google Assistant integration:
• Very natural Fit
• Use Voice integration when users cannot physically touch their device
• Multi Controller:
• Why not?
• A users offhand is just sitting there doing nothing
• iPhone support:
• Would require an SDK of some sort
• Not sure if possible in Daydream’s current form
• iOS provides much less Bluetooth control/customization
• Hack it together:
• https://www.techworm.net/2016/12/somebody-just-hacked-google-
daydream-vr-make-work-iphone.html
51. Virtual Reality – References
• https://developers.google.com/vr/daydream/overview
• http://www.theverge.com/2016/11/10/13578012/google-daydream-view-vr-
review-mobile-headset-pixel
• http://features.shopomo.com/electronics/google-daydream-new-mobile-vr-
standard-compares-google-cardboard/
• http://www.popsci.com/google-daydream-vr-review
• http://www.phonearena.com/news/Google-Daydream-VR-vs.-old-mobile-VR-
Whats-the-difference_id86140
• http://www.androidcentral.com/google-reveals-hardware-requirements-daydream-
vr
• Unite 2016 - Making Daydream Real: Building for Google's New VR Platform
• https://www.udacity.com/
Editor's Notes
Hello everyone, I am Jared Sheehan, I am a Lead engineer at Capital One. This talk will be an Introduction to VR with a focus on the Daydream platform. A little about me, I have been building Android applications and devices since 2010 and this is my first presentation at AnDevCon.
This really is an introduction to VR and Daydream. As such, unlike most of my presentations, I will not show much, if any, code, though I may perhaps in other VR subsequent presentations.
My thought process around this is really simple. I didn’t really know what VR was when it came out. It is very different then your standard android application that uses standard Views, Activities, fragments, intents, datastores etc. Its almost all about the visual experience and the user’s immersion and interaction with that environment.
I am a cofounder and organizer of the DCAndroid meetup group, we have regular monthly meetings to nerd out on Androidy topics. You will see our new logo
We have a brand new logo, which you can see right there. If you want a sticker come see me or tweet me afterwards. This presentation will be on slideshare after the session.
Also – Please leave feedback. You can do this directly in the mobile app or there is a QR code link I can share afterwards
We have officially passed 500 members woohoo!
Be there or be square
Very amount to get in, $75 for early birds.
All proceeds go directly to Women Who Code
Hot off the news press… for a limited time, the first official discount link for Android Summit.
- Take pictures, email your friends, send a letter to your grandmother (cause you know she doesn’t do Twitter)
Augmented Reality vs Virtual Reality – What’s the difference between the two
VR Use cases – Why does VR matter and what makes it interesting
What is Virtual Reality – What exactly is it? What is a display, what are the optics, what does 3DOF and 6DOF mean?
VR Options – Is Daydream the only VR option out there? Hint: No
Daydream hardware – What makes Daydream, daydream and not say… cardboard
How it works – A bit on how it works
Developing – If you wanted to build daydream applications, what do you need to do? Is it hard? Seems hard…
Questions?
AR - is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it. AR is developed into apps and used on mobile devices to blend digital components into the real world in such a way that they enhance one another, but can also be told apart easily.
(Now describe the scene)
VR – an artificial, computer-generated simulation or recreation of a real life environment or situation. It immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing.
(Now describe the scene)
The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality.
AR use cases – It is used to display score overlays on telecasted sports games and pop out 3D emails, photos or text messages on mobile devices. Leaders of the tech industry are also using AR to do amazing and revolutionary things with holograms and motion activated commands.
VR use cases - To create and enhance an imaginary reality for gaming, entertainment, and play (Such as video and computer games, or 3D movies, head mounted display).
To enhance training for real life environments by creating a simulation of reality where people can practice beforehand (Such as flight simulators for pilots).
Now onto VR
Next I will discuss some use cases for VR, how the images are shown in the display and how your brain represents that in your head
Binocular vision describes the way in which we see two views of the world simultaneously—the view from each eye is slightly different and our brain combines them into a single three-dimensional stereoscopic image, an experience known as stereopsis
Notice the phone displaying a two views called binocular imaging which ends up being interpreted by the brain into a stereoscopic image, is a technique used to enable a three-dimensional effect, adding an illusion of depth to a flat image. Stereopsis, commonly (if imprecisely) known as depth perception, is the visual perception of differential distances among objects in one's line of sight.
Stereoscopic 3D can add another level of immersion by adding depth data between the foreground and background. Your favorite 3D blockbuster films are typically shot with 2 lenses side by side, to give you a feeling of a different vantage point per eye. Like any production, this can look strange if poorly implemented, or absolutely amazing if done right.
Stereoscopic 3D in VR, that depth information has to be overlaid and mapped to sphere. Because of parallax between cameras, this can be especially challenging. Any minor flaws or “stitch seams” in the footage are magnified in 3D, and sometimes anomalies occur in different places per eye - which makes it uncomfortable to watch.
Now onto VR Hardware
Google launched Jump, a platform for VR video, back at Google I/O 2016 -- along with a slightly bonkers camera rig called Odyssey co-designed with GoPro. Today, prospective content creators can put their name down to get early access to the hardware (pictured after the break). Specifically aimed at professional partners. We also get to know a little bit more about the rig, including its cost: an eye-watering (at least for us amateurs) $15,000.
What do you get for your money? Well, 16 GoPros for starters (that accounts for $8,000 of the Odyssey's cost at the camera's $500 retail price). The rest of the package includes connectivity mounts ("bacpacs") for each camera, cables, memory cards, a pelican case and (of course) the cylindrical Odyssey rig itself. Once combined, the rig will shoot 2.7K video in 4:3 aspect ratio. It is, of course, all about the 360-degree/3D experience, and Google with GoPro hopes that Odyssey can raise the bar in terms of immersive video quality.
A standard 360 video is a flat equirectangular spherical video similar to viewing the world map on a globe. If viewed using VR Headsets, it feels as if you are inside the globe and looking at the inner surface.
Fox Sports VR App - produce a live VR stream of the game
Have a basement/man (or woman) cave environment
Choose what you want to view
High profile college and nfl games
- loaded with new features: the ability to rewind the game in 30-second increments (for iOS users only), the ability to control replays from different camera angles, live-stats integration, and a suite of highlights allowing easy access to on-demand content. Users will also have the ability to select their own camera angles, picking where they “sit” throughout the game.
Fox Sports VR App - produce a live VR stream of the game loaded with new features: the ability to rewind the game in 30-second increments (for iOS users only), the ability to control replays from different camera angles, live-stats integration, and a suite of highlights allowing easy access to on-demand content. Users will also have the ability to select their own camera angles, picking where they “sit” throughout the game.
Fox Sports VR App - produce a live VR stream of the game loaded with new features: the ability to rewind the game in 30-second increments (for iOS users only), the ability to control replays from different camera angles, live-stats integration, and a suite of highlights allowing easy access to on-demand content. Users will also have the ability to select their own camera angles, picking where they “sit” throughout the game.
Fox Sports VR App –
- Play that won the super bowl 51
Now onto VR Hardware
Now onto VR
In virtual reality, "the brain is expecting everything to be in sync, but things are not always in sync," he said; the virtual world is "incomplete."
It is the act of reducing/erasing motion blur, allowing the player to move their head and keep eyes fixed on one point, as humans do in reality
We have talked about Optics, weve talked about Displays, what’s next? Tracking…
3-DOF detects rotational movement around the X, Y, and Z axis — the orientation. For head movements, that means being able to yaw, pitch, and roll your head (figure above), while keeping the rest of your body in the same location. 3-DOF in VR allows you to look around the virtual world from fixed points —think of a camera on a tripod. For many 360° spherical videos, 3-DOF will provide very immersive content, such as viewing sporting events from a particular seat or nature from a particular lookout point.
6-DOF detects rotational movement and translational movement — the orientation and position. This means that your body can now move from fixed viewpoints in the virtual world in the X, Y, and Z direction. 6-DOF in VR is very beneficial for experiences like gaming, where you can move freely in the virtual world and look around corners. However, even simple things, like looking at objects on a desk or shifting your head side-to-side can be compelling with 6-DOF. 6-DOF is more immersive since it captures our real movement and removes the sensory conflict between our vision and vestibular system (ear - motion, equilibrium, and spatial orientation).
3 DOF explained
In the case of a phone being your display, it is also your IMU.
This is why Google hopes Daydream will become the Ubiquitous VR provider. Most people already have all the hardware except the viewer
6 DOF players
Oculus - Constellation - The system gets its name from a slew of infrared lights placed at strategic locations on both the Oculus Rift headset and the Oculus Touch controllers. These markers — laid out almost like a constellation — are picked up by the Oculus Sensors, which are designed to detect the light of the markers frame by frame. These frames are then processed by Oculus software on your computer to determine where in space you’re supposed to be.
HTC vive Lighthouse -
Enjoy high quality VR anywhere you want with no cables, phone or PC. Coming soon.
WorldSense is a positional tracking system from Google that’s ‘inside-out’; that means it doesn’t need any external sensors or beacons to track the movement of your head through 3D space. The new fully self-contained ‘standalone’ VR headsets for the Daydream platform will use the new tech to allow for positional tracking which Google says “dramatically” improves the experience compared to prior Daydream devices (and we agree, good positional tracking is a huge benefit to immersion and comfort in VR).
Those prior Daydream devices, which relied on typical smartphones, can only track the rotation of your head. Positional tracking allows the system to detect the movement of your head through space, like forward, backward, up and down motions. Rotational and positional tracking together are also often called ‘6 Degrees of Freedom’ or ‘6DOF’.
Reference: https://gfycat.com/ZigzagBoilingCormorant
How it works - Two wide angle cameras that detect the features of the room. Detects a table on the floor, items on the table. Fuse these images that detect objects with Sensor Data from the phone and you get the WorldSense VR experience.
All this information is given to the Application within 5 milliseconds.
All the while building a 3D model of the scene, re-recognizing items it has seen before to correct for things like drift. This is called ReLocalization (Refiguring out where you are in the room based on recognizing items already seen)
This is called SLAM – Simultaneous Localization and Mapping.
What are the new devices going to look like?
Vive Daydream Standalone Headset Silhouette
- It is significantly cheaper and easier to use an extra device to emulate the controller.
Uses NFC to auto launch into ”VR Mode”
Has Physical Alignment Dots to determine where your phone is, even if it’s a bit off it will automatic calibrations to get the display aligned.
https://www.youtube.com/watch?v=ufFQXnIZpJY
The controller is where a lot of the magic of Daydream comes in
Controllers should be Accessible, Expressive and Portable.
Volume buttons – You don’t have to awkwardly try to press the volume buttons on your device..
Clickable touchpad – All sorts of interesting things
App Button – Developer can do whatever they like.
Home button – Some system functions like long-press to re-center the headset and (shockingly) go home
It is significantly cheaper and easier to use an extra device to emulate the contoller.
App talks to SDK, which talks to Google VR Services witch handles all the BLE stuff
Unity and Unreal Engine are multiplatform game development platforms
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation. Advanced users employ Blender’s API for Python scripting to customize the application and write specialized tools; often these are included in Blender’s future releases. Blender is well suited to individuals and small studios who benefit from its unified pipeline and responsive development process.
Unity –
- Unity is a cross-platform game engine developed by Unity Technologies and used to develop video games for PC, consoles, mobile devices and websites
- You can create any 2D or 3D game with Unity. You can make it with ease, you can make it highly-optimized and beautiful, and you can deploy it with a click to more platforms than you have fingers and toes. What’s more, you can use Unity’s integrated services to speed up your development process, optimize your game, connect with an audience, and achieve success.
- Enables Daydream and Cardboard app development in Unity.
- Google partnered with Unity to ensure that Daydream was natively supported on Unity (from Day One) starting with Unity 5.6
- Google VR for Unity SDK – Native support for 360 video and input utils
- The Google VR SDK for Unity provides additional features like spatialized audio, Daydream controller support, utilities and samples.
Daydream Home is launched as soon as a user puts on the goggles
Discovery Window – Curated content that a user can select from
Google Play – The full power of Google Play
Payments
Discoverability
190+ countries
Consistency
Distribution
Daydream – In app purchasing on launch
Analytics experience
Virtual reality sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.[1] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy