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.
Oculus Connect 2014 - The value of VR for professional applicationsSebastien Kuntz
VR has been used by professionals for the last 20 years because it saves lives, time and money. Long before the Oculus Rift, engineers have used VR to design and prototype cars, planes, boats, and more. Virtual supermarkets are created to study the impact of a store layout and product packaging. Training simulations are used by a wide variety of professionals like firefighters and surgeons. Therapists use VR to treat phobias in a controlled environment. We will go through all these applications (and many more) and see why VR is an invaluable tool for life.
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
"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.
Oculus Connect 2014 - The value of VR for professional applicationsSebastien Kuntz
VR has been used by professionals for the last 20 years because it saves lives, time and money. Long before the Oculus Rift, engineers have used VR to design and prototype cars, planes, boats, and more. Virtual supermarkets are created to study the impact of a store layout and product packaging. Training simulations are used by a wide variety of professionals like firefighters and surgeons. Therapists use VR to treat phobias in a controlled environment. We will go through all these applications (and many more) and see why VR is an invaluable tool for life.
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
"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.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Immersive Virtual Reality is slowly changing the way we build cars, treat phobias or train people. Here's an introduction to the applications of IVR, its immersive systems, the hardware and brain tricks that are used today.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
Virtual Reality is a new media that is changing the entire digital ecosystem. Here you can find a new way to use VR in your projects. From Marketing to Architecture, from Automotive to Real Estate.
A presentation on the future format of film making and Virtual Production Technology.
The film is a larger-than-life canvas that makes heroes and celebrities. Based on the film scale, the team behind a film varies from 5 to 5000 members. Future technologies help creatives explore their potential to the fullest by making films from a home pc or in their indie studios. Thanks to Virtual Production technology that's helping reduce the cost factors and allowing individuals to get scope for making the films. I coined this kind of film as Hybrid Films.
Special regards to companies like Epic Games and Reallusion that are making flexible tools for creatives. The recent launch of MetaHumans is a big leap that shall store our heroes to stay young forever.
Cheers, and welcome to the world of Hybrid Movies, which's going to make a drastic technological change.
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.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Immersive Virtual Reality is slowly changing the way we build cars, treat phobias or train people. Here's an introduction to the applications of IVR, its immersive systems, the hardware and brain tricks that are used today.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
Virtual Reality is a new media that is changing the entire digital ecosystem. Here you can find a new way to use VR in your projects. From Marketing to Architecture, from Automotive to Real Estate.
A presentation on the future format of film making and Virtual Production Technology.
The film is a larger-than-life canvas that makes heroes and celebrities. Based on the film scale, the team behind a film varies from 5 to 5000 members. Future technologies help creatives explore their potential to the fullest by making films from a home pc or in their indie studios. Thanks to Virtual Production technology that's helping reduce the cost factors and allowing individuals to get scope for making the films. I coined this kind of film as Hybrid Films.
Special regards to companies like Epic Games and Reallusion that are making flexible tools for creatives. The recent launch of MetaHumans is a big leap that shall store our heroes to stay young forever.
Cheers, and welcome to the world of Hybrid Movies, which's going to make a drastic technological change.
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.
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.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
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.
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.
NUX Presentation from TechMixer Birmingham 2011Michael Heydt
Variant of the NUX deck given at this specific events. Covers concepts in natural user interfaces. Project and some contact info not valid as of 2016, but still some good concepts in there for those learning.
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.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Lecture 8 in the COMP 4010 class on VR and AR. This time giving an overview of AR Display and Tracking technologies. Taught by Bruce Thomas on Sept 11th 2018
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.
Similar to SAE AR/VR - The challenges of creating a VR application with Unity (20)
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State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
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https://arxiv.org/abs/2306.08302
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Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
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6. • Platform for creating interactive 3d applications!
• Widely used!
• 2 million registered developers!
• Certified by the US Army and Air Force!
• Clients : Bigpoint, Cartoon Network, CocaCola, Disney, Electronic Arts, LEGO,
Microsoft, NASA, Nickelodeon, Ubisoft, US
Army, Warner Bros.
69. VR in the Cloud
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• Combine with compositing
70. Perceptive illusions
• Playing with limitations of human perception!
• Sensitivity of senses!
• Selectivity of attention!
• Useful to lower cost/complexity of VR systems