Reality Bytes
An overview of Virtual and Augmented Reality
A Word From Our Sponsor
The MIT Libraries provide support for all researchers at MIT.
Research consulting:
bibliographic information management; literature searches; subject-specific
consultation
Data management:
data management plan consulting; data archiving; metadata creation
Data acquisition and analysis:
database licensing; statistical software training; GIS consulting, analysis &
data collection
Scholarly publishing:
open access publication & licensing
8/31/2017 Reality Bytes: VR and AR 3
A Word From Our Sponsor
Thanks to Micah Altman, Kelly Hopkins, and everyone else for their
feedback and guidance during the investigation so far.
The Program on Information Science has funded the acquisition of
much of the equipment that we’ll talk about here.
http://informatics.mit.edu/labs
8/31/2017 Reality Bytes: VR and AR 4
Goals
• Review terms like “virtual reality”, “augmented reality”, and where they fit
into longer term trends in computing and media.
• Provide an overview of the hardware and software that helps create this
set of technologies, both for content viewing and content creation.
• Share first-hand experience with these technologies.
• Introduce some principles for what determines a good (and poor)
application for VR/AR.
• Invite those interested in learning more to visit our Information Lab.
vr-lib@mit.edu
8/31/2017 Reality Bytes: VR and AR 5
Questions
• What preceded the current VR/AR moment?
• How does someone consume – and create – this type of content?
• What makes something a good candidate for virtual reality? What is
already being done?
• What should be avoided?
• Where can I try out this technology myself?
8/31/2017 Reality Bytes: VR and AR 6
About Matt
• Web Developer, MIT Libraries
• Master of Architecture, Ohio State, 1999
8/31/2017 Reality Bytes: VR and AR 7
About Matt
8/31/2017 Reality Bytes: VR and AR 8
About Matt
8/31/2017 Reality Bytes: VR and AR 9
Framing
Defining terms
History of the technology
Defining “Virtual Reality”
8/31/2017 Reality Bytes: VR and AR 11
Defining “Virtual Reality”
8/31/2017 Reality Bytes: VR and AR 12
Defining “Augmented Reality”
8/31/2017 Reality Bytes: VR and AR 13
Defining “Augmented Reality”
8/31/2017 Reality Bytes: VR and AR 14
Defining “Augmented Reality”
8/31/2017 Reality Bytes: VR and AR 15
Background – Second Life
8/31/2017 Reality Bytes: VR and AR 16
Background – Games
8/31/2017 Reality Bytes: VR and AR 17
Background – Movies
8/31/2017 Reality Bytes: VR and AR 18
Framing VR and AR
8/31/2017 Reality Bytes: VR and AR 19
Framing VR and AR
8/31/2017 Reality Bytes: VR and AR 20
Content Viewing Platforms
Google Cardboard
• ~$15 simple headset
• Free or paid smartphone apps
• “Head in a beachball” content
• Phone gyroscopes to determine
view direction
• Only click in center of your vision
8/31/2017 Reality Bytes: VR and AR 22
Google Daydream
• ~$80 less simple headset
• Free or paid smartphone apps
• “Head and hand in beachball”
• Hand-held wand to separate
looking and clicking
8/31/2017 Reality Bytes: VR and AR 23
Oculus Rift
• ~$500 hardware kit
• Powerful computer required
• Free or paid software
applications
• Cubicle-sized space
• One body sensors
Handheld wand or controller
Headset with speakers
8/31/2017 Reality Bytes: VR and AR 24
HTC Vive
• ~$800 hardware kit
• Powerful computer required
• Free or paid software
applications
• Cubicle or Room-sized space
• Two body sensors
Two handheld wands
Headset with speakers
8/31/2017 Reality Bytes: VR and AR 25
FOVE VR
• ~$600 hardware kit
• Headset with eye tracking
• ?
8/31/2017 Reality Bytes: VR and AR 26
Hololens
• ~$3000 hardware kit
• Augmented, not Virtual, reality
• Development kits started selling
February 29, 2016
8/31/2017 Reality Bytes: VR and AR 27
Content Creation Platforms
Photography
New Hardware
Photo Spheres
8/31/2017 Reality Bytes: VR and AR 29
Photogrammetry
8/31/2017 Reality Bytes: VR and AR 30
3d Scanning
8/31/2017 Reality Bytes: VR and AR 31
Ricoh Theta
• ~$300 digital camera
• Twin fisheye lenses
• Still photographs or video
• Includes streaming capability
• Suitable for Cardboard or
Daydream-style viewers
• Output supported by Facebook,
Flickr, YouTube, etc
8/31/2017 Reality Bytes: VR and AR 32
VUZE
• ~$800 digital camera
• Four pairs of fisheye lenses
• Still photographs or video
• Stereo 3d photo spheres
• Suitable for Cardboard or
Daydream-style viewers
• Output suitable for YouTube
8/31/2017 Reality Bytes: VR and AR 33
Sense
• $400 3d scanner
• Time of flight and white light
scanner
• Useful for generating 3d models
to import into VR/AR content
8/31/2017 Reality Bytes: VR and AR 34
Unity
• Free for hobbyists and beginners
• Content authoring platform for
games and more
8/31/2017 Reality Bytes: VR and AR 35
Applications
Criteria for good VR candidate experiences
Some mistakes to avoid
Jeremy Bailenson on good candidates for VR
1. Expensive
Visit the statue of David in Florence
2. Dangerous
Tour the Chernobyl reactor
3. Impossible
Experience a bug’s life, or Godzilla’s
4. Rare
Whale watching
(via Slate, “There are only four good reasons to do Virtual Reality”)
8/31/2017 Reality Bytes: VR and AR 37
Expensive: Travel
8/31/2017 Reality Bytes: VR and AR 38
Expensive: Travel
8/31/2017 Reality Bytes: VR and AR 39
Expensive: VR Museum of Fine Art
8/31/2017 Reality Bytes: VR and AR 40
Dangerous
8/31/2017 Reality Bytes: VR and AR 41
Dangerous
8/31/2017 Reality Bytes: VR and AR 42
Impossible
8/31/2017 Reality Bytes: VR and AR 43
Rare
8/31/2017 Reality Bytes: VR and AR 44
Games: The Lab
8/31/2017 Reality Bytes: VR and AR 45
Games: Fantastic Contraption
8/31/2017 Reality Bytes: VR and AR 46
Games: Vivecraft
8/31/2017 Reality Bytes: VR and AR 47
Filmmaking
8/31/2017 Reality Bytes: VR and AR 48
Filmmaking
8/31/2017 Reality Bytes: VR and AR 49
Sports
8/31/2017 Reality Bytes: VR and AR 50
Social Networks
8/31/2017 Reality Bytes: VR and AR 51
What not to do
Miss the forest for the trees
Re-create the wrong parts of reality
8/31/2017 Reality Bytes: VR and AR 53
Exacerbate existing problems
8/31/2017 Reality Bytes: VR and AR 54
…What?
8/31/2017 Reality Bytes: VR and AR 55
Libraries
First steps
Lore Books
LitCity
Storymapp
“StoryMapp is a mobile application that
creates custom walks based on your
location and provides a playlist of stories
that correspond to landmarks on your
route.
StoryMapp uses your location and your
selected parameters (e.g., time and
distance) to create a custom walk with
accompanying audio clips – freely available
for download.
The stories map to the types of scenery or
landmarks you encounter on your walk. For
example, walking by a post office you may
listen to a story about generations of
postmasters in a small town.”
MIT-generated content
The workflow
to visualize spatial data in VR is
being made into a workshop series to be
shared with the MIT community this Fall.
Feel free to stop by the GIS lab to demo
our current VR experience of Cambridge!
• The Libraries Special Collections Fund
has allowed the GIS Lab to explore
alternative uses for our spatial
data collection through the
use of VR & drones:
MIT Libraries & GIS
Goals
• Review terms like “virtual reality”, “augmented reality”, and where they fit
into longer term trends in computing and media.
• Provide an overview of the hardware and software that helps create this
set of technologies, both for content viewing and content creation.
• Share first-hand experience with these technologies.
• Introduce some principles for what determines a good (and poor)
application for VR/AR.
• Invite those interested in learning more to visit our Information Lab.
vr-lib@mit.edu
http://informatics.mit.edu/labs
8/31/2017 Reality Bytes: VR and AR 62

Reality Bytes: an overview of Virtual and Augmented Reality

Editor's Notes

  • #2 Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation. This discussion will present participants with a first-hand opportunity to not only to hear about the ongoing learning in the VR and AR space in the MIT Libraries, but to also witness some of these technologies in action – both for viewing and creating relevant content. A variety of data will be shared and collected during the discussion.
  • #3 Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation. This discussion will present participants with a first-hand opportunity to not only to hear about the ongoing learning in the VR and AR space in the MIT Libraries, but to also witness some of these technologies in action – both for viewing and creating relevant content. A variety of data will be shared and collected during the discussion.
  • #12 Virtual Reality Google: “the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.” - https://www.google.com/search?q=virtual+reality Wikipedia: “Virtual reality (VR) is a computer technology that uses headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulates a user's physical presence in a virtual or imaginary environment. 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 virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.” - https://en.wikipedia.org/wiki/Virtual_reality OED: “A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors; such environments or the associated technology as a medium of activity or field of study; cyberspace. Abbreviated VR.” - http://www.oed.com/view/Entry/328583?redirectedFrom=virtual+reality#eid https://static.pexels.com/photos/123335/pexels-photo-123335.jpeg Downloaded 6/13/2017 https://www.pexels.com/search/virtual%20reality/
  • #13 Sensorama, 1962 “The Sensorama was able to display stereoscopic 3-D images in a wide-angle view, provide body tilting, supply stereo sound, and also had tracks for wind and aromas to be triggered during the film.” - https://en.wikipedia.org/wiki/Sensorama https://en.wikipedia.org/wiki/Sensorama#/media/File:Sensorama-morton-heilig-virtual-reality-headset.jpg Downloaded 6/19/2017 https://en.wikipedia.org/wiki/Sensorama
  • #14 Augmented Reality: “a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.” - https://www.google.com/search?q=augmented+reality https://commons.wikimedia.org/wiki/File:Augmented-reality.jpg Downloaded 6/13/2017
  • #15 https://static.pexels.com/photos/123335/pexels-photo-123335.jpeg Downloaded 6/13/2017 https://www.pexels.com/search/virtual%20reality/
  • #16 https://upload.wikimedia.org/wikipedia/commons/2/2b/Virtual_First_Down_Line.jpg Downloaded 6/13/2017
  • #17 Attempts to create immersive environments predate the current trend of head-mounted hardware. Second Life was one such platform Second life image from: https://upload.wikimedia.org/wikipedia/commons/thumb/3/34/Building_from_Second_Life.jpg/1024px-Building_from_Second_Life.jpg Downloaded 6/13/2017
  • #18 Creating spatial experiences via a computer even predates computer graphics. “zork” by Flickr user Matthew Bodaly: https://www.flickr.com/photos/thejedi/99863048 Distributed as CC BY-NC-ND 2.0, downloaded 6/13/2017
  • #19 Hollywood has occasionally depicted the use of virtual reality, sadly for highly mundane tasks like file retrieval. Here, Michael Douglas browses a corporate intranet for files key to an investigation. http://www.vrwalkerproject.com/uploads/1/3/1/0/13106079/156275_orig.png?328
  • #20 One way to frame “virtual reality” is under the umbrella of “human-computer interaction” – a reading which is supported by Wikipedia’s placement of VR headsets along topics such as video game controllers, haptic gloves, etc. Panel from https://en.wikipedia.org/wiki/Virtual_reality_headset, retrieved 6/13/2017
  • #21 Particularly for platforms that are more advanced than Google Cardboard, arguably one of the most important parts of the experience is the projection of your body into the virtual space – something many people are familiar with from the Wii remote. Image from https://upload.wikimedia.org/wikipedia/commons/5/5c/Wiimote-with-Motionplus-Attach.jpg Retrieved 6/13/2017
  • #23 https://lh3.googleusercontent.com/YtPm4pGocz_Nen6La3kCW9xl7-PMGajf6SpE9kjW7TJ-Q8hK8rgH2uP1ag-kHSUUnj0
  • #24 https://vr.google.com/daydream/static/images/pages/home/daydream-view.png
  • #25 https://s3.amazonaws.com/static.oculus.com/website/2016/01/newblog1.2.jpg
  • #26 https://www.wareable.com/media/images/2016/04/htc-vive-room-scale-1459874611-aNSF-full-width-inline.jpg
  • #27 https://www.getfove.com/about/
  • #28 https://www.microsoft.com/en-us/hololens/buy http://fortune.com/2016/02/29/microsoft-hololens-march-30/
  • #33 https://developers.theta360.com/intl/common/img/topimg.png
  • #34 http://www.geeky-gadgets.com/wp-content/uploads/2016/05/VUZE-360-VR-Camera.jpg http://vuze.camera/
  • #35 http://www.geeky-gadgets.com/wp-content/uploads/2016/05/VUZE-360-VR-Camera.jpg http://vuze.camera/
  • #36 http://www.geeky-gadgets.com/wp-content/uploads/2016/05/VUZE-360-VR-Camera.jpg http://vuze.camera/
  • #37 http://www.roadtovr.com/wp-content/uploads/2016/06/destinations-mars.jpg
  • #38 http://www.slate.com/articles/technology/future_tense/2016/08/the_only_good_reasons_to_use_virtual_reality_and_the_current_vr_renaissance.html
  • #39 https://www.facebook.com/photo.php?fbid=10108168221914623&set=a.10100389321443523.2989655.2231305&type=3&theater
  • #40 https://www.flickr.com/photos/morphosis7/28073773966/in/dateposted/
  • #41 http://cdn.edgecast.steamstatic.com/steam/apps/515020/ss_fc660983367a8f9ed1b0e078190c0542e5bcdebe.jpg?t=1486095615
  • #42 https://www.youtube.com/watch?v=pCve1w1GFOs
  • #43 https://www.youtube.com/watch?v=rG4jSz_2HDY
  • #44 https://www.youtube.com/watch?v=rG4jSz_2HDY
  • #45 https://www.youtube.com/watch?v=o3a1fkLsNS4
  • #46 http://cdn.edgecast.steamstatic.com/steam/apps/450390/ss_828ea03ca82ac39110e337cfea9e652ae991e240.jpg?t=1491410325
  • #47 http://cdn.edgecast.steamstatic.com/steam/apps/386690/ss_079c87505d2741c3e8968089b00b730ab62ecb5a.jpg?t=1485474188
  • #48 http://www.vivecraft.org/
  • #49 https://www.jauntvr.com/
  • #50 https://with.in/watch/lovr/
  • #51 http://www.nextvr.com/#/
  • #52 http://www.nextvr.com/#/
  • #53 http://publiclibrariesonline.org/2016/02/virtual-reality-in-the-library-creating-a-new-experience/ http://acrl.ala.org/techconnect/post/rapid-prototyping-mobile-augmented-reality-applications
  • #54 A search for “Second Life Education” turns up some examples of projects that seem truly horrible in hindsight. “classroom” by Flickr user jon crel: https://www.flickr.com/photos/joncrel/1809397823 Distributed as CC BY 2.0, downloaded 6/13/2017 See also: https://it.pinterest.com/pin/263671753156665101/
  • #56 https://www.youtube.com/watch?v=u76ww3NJFgE
  • #57 http://ww1.prweb.com/prfiles/2010/08/01/3351574/library3.jpg Downloaded 6/21/2017 http://publiclibrariesonline.org/2016/02/virtual-reality-in-the-library-creating-a-new-experience/ http://acrl.ala.org/techconnect/post/rapid-prototyping-mobile-augmented-reality-applications LoreBooks (augmented reality ebook reader) https://www.facebook.com/LoreBooks/posts/1680604608929558 StoryMapp https://storymapp.wordpress.com LitCity https://hackdash.org/projects/56912a1e62b2cc5d050af6d2
  • #58 LoreBooks (augmented reality ebook reader) https://www.facebook.com/LoreBooks/posts/1680604608929558 https://www.f6s.com/lorebooks
  • #59 LitCity https://hackdash.org/projects/56912a1e62b2cc5d050af6d2
  • #60 https://devpost.com/software/storymapp https://storymapp.wordpress.com/