My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Mixed Reality webAR webVR workshop using awe.mediaAlex Young
Slides from part of the Web Directions "Reality" workshop on 08/11/2017 - Creating image and location based Augmented Reality and 360° interactive scenes in the web browser using https://awe.media
Lecture 10 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 provides an overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
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.
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
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
Mixed Reality webAR webVR workshop using awe.mediaAlex Young
Slides from part of the Web Directions "Reality" workshop on 08/11/2017 - Creating image and location based Augmented Reality and 360° interactive scenes in the web browser using https://awe.media
Lecture 10 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 provides an overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
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.
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
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
Slides put together for a workshop on AR in Education for the ULearn 2016 conference. Gives a good overview of how to use the EnvisageAR software for AR. Presentation created by Mark Billinghurst, October 2016.
The fourth lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of prototyping techniques for AR interfaces.
Short tutorial given by Mark Billinghurst on April 14th 2016 on how to build low cost VR experiences using the Google Cardboard VR viewer. The slides show how to use Unity and the Cardboard SDK to build VR applications.
Fifty Shades of Augmented Reality: Creating Connection Using ARMark Billinghurst
Keynote speech by Mark Billinghurst at the Laval Virtual 2017 conference on March 24th 2017. The presentation talks about how Augmented Reality can be used to enhance remote collaboration.
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Extended Reality for Virtual Social LearningZi Siang See
Digital technological advancement and abundance have transformed the world, without exemption to the education. The keynote workshop focuses on the emerging development of various extended reality (AR/VR) and practical applications for education and training. The workshop content is anchored based on digital technology related Massive Open Online Courses (MOOC) on Openlearning including "MOOC for AR VR: Obstacles, Challenges and Usability" and "Building Information Modelling 101 and 202", simulating technology driven virtual teaching and learning. The workshop will also contextualize the integration of extended reality and pedagogy theories such as Kolb's experiential learning theory, Bloom's taxonomy, social learning etc. The main goal of this workshop is to introduce and support the adoption of extended reality (AR/VR) approaches for virtual social learning.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
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.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
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.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
Slides put together for a workshop on AR in Education for the ULearn 2016 conference. Gives a good overview of how to use the EnvisageAR software for AR. Presentation created by Mark Billinghurst, October 2016.
The fourth lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of prototyping techniques for AR interfaces.
Short tutorial given by Mark Billinghurst on April 14th 2016 on how to build low cost VR experiences using the Google Cardboard VR viewer. The slides show how to use Unity and the Cardboard SDK to build VR applications.
Fifty Shades of Augmented Reality: Creating Connection Using ARMark Billinghurst
Keynote speech by Mark Billinghurst at the Laval Virtual 2017 conference on March 24th 2017. The presentation talks about how Augmented Reality can be used to enhance remote collaboration.
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Extended Reality for Virtual Social LearningZi Siang See
Digital technological advancement and abundance have transformed the world, without exemption to the education. The keynote workshop focuses on the emerging development of various extended reality (AR/VR) and practical applications for education and training. The workshop content is anchored based on digital technology related Massive Open Online Courses (MOOC) on Openlearning including "MOOC for AR VR: Obstacles, Challenges and Usability" and "Building Information Modelling 101 and 202", simulating technology driven virtual teaching and learning. The workshop will also contextualize the integration of extended reality and pedagogy theories such as Kolb's experiential learning theory, Bloom's taxonomy, social learning etc. The main goal of this workshop is to introduce and support the adoption of extended reality (AR/VR) approaches for virtual social learning.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
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.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
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.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
Immersive Computing @ #YOWConnected 2017Rob Manson
"Immersive" is the key defining factor of the next wave of computing. With each computing revolution the distance between the user and the computing experience has shrunk - with today's modern mobile devices making computing Pervasive. This next step is truly user-centered and puts you right at the heart of a deeply Immersive Experience. The key question that faces us now is "How do we get there from here?". Our near future seems to inevitably involve hyper-connected wearable and then embed-able computer displays. But how will we all migrate from today's mobile devices to this amazing new nerdvana?
This session takes a detailed look at what makes "Immersive-ness" so important. What standards and market forces are driving this evolution. And how you can navigate your way through all the technological change this will bring.
The Extended Reality Landscape #Reality17Rob Manson
This is our presentation from the WebDirections #Reality17 event. It provides an overview of the Mixed/Extended Reality landscape and looks at what's coming next. It concludes by showing where #WebAR is up to right now and what's possible in your browser today.
SpaceTime is a unique XR collaboration platform that allows project developers anywhere in the world to access 3D data and collaborate on projects along a timeline using both AR and VR devices and various telecommunications options.
Virtual and Augmented Reality are promising but the consumer market has not yet met initial expectations. However both B2B and B2C markets are seen practically without any growth limits in the future.
ISMAR17 - Augmenting, Mixing & Extending Reality on the webRob Manson
This presentation was part of the ISMAR17 Workshop on "Standards for Mixed & Augmented Reality" in Nantes, France (https://arstandardsworkshop17.wordpress.com/program/). It provides an overview of the latest developments in web based Mixed Reality including the newly released Natural Feature Tracking from awe.media (see the intro video here https://youtu.be/5_HWgrcWWts). It takes a look at developments & APIs that are currently forming. It takes a look at what is still needed and how these API gaps may be dealt with. And it explores what is currently playing out in the market and how this is likely to evolve in the near-to-midterm future.
1st public demonstration in Europe of D'Fusion Mobile Markerless tracking"
Nicolas Boireau - Country Manager Total Immersion during Mobilemonday.be session on augmented reality
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
This presentation was given by Chris Grayson on February 16, 2011, 1:00pm at Jacob K. Javits Convention
Center for the occasion of Engage! Expo, on the panel for Augmented Reality: The State
of the Market. Chris is Director of Digital, at Humble, a pre-to-post production and special effects creative collective in New York City.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
Digital Evolution at SXSW 2015: Trends and Implications for Brands and Consumers1000heads
SXSW was all about evolution of digital, but disruptive tech took a backseat. Key themes included personalisation, big data, wearables, immersive experience and content, but hardware development can't seem to keep up with the possibilities of future marketing. Here are the key trends we saw and their potential implications for brands and consumers.
VR and AR are on track to become a multi-billion dollar industry. With the first wave of commercial VR deployment coming in early 2016, we can expect to see growing adoption of consumer systems, driven by high production value games and cinematic experiences that surprise, delight and entertain a large audience. These initial titles are solitary affairs, downloaded and installed as “apps” that are cut off from the rest of our digital lives, and delivered as big-budget projects that require high-friction engagement with the consumer. But it will not always be this way. Over time, VR will converge with AR and the World Wide Web to enable a new type of virtual experience: connected, social, and low-friction, requiring no downloads or installs, accessible at the click of a link, and democratized so that anyone can create and publish VR/AR content. In short: the Immersive Web. The development of the Immersive Web is already underway. Experimental versions of web browsers enable VR, and an ecosystem of tools, content and services is emerging. Join virtual reality pioneer, author and entrepreneur Tony Parisi as he shares his view of the coming virtual and augmented future, and a snapshot of the state of the art.
Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
The 10 Best Examples Of The Metaverse Everyone Should Know AboutBernard Marr
The metaverse – everyone is talking about it, but no one is exactly sure what it actually is. This makes it a bit difficult if we want to put together a list of platforms or experiences that represent the best of what it could be.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
5. What we’re
covering
WHAT IS MR/XR/AR/VR
o History – know what’s come before
o Making sense of the language & labels
o Different technologies & approaches
THE UX LAYER
o The first use experience & roadblocks
o Making sense of a spatial environment
o Guiding principles
o The on-boarding process
18. Definition of AR
Augmented Reality allows the user to see the real world,
with virtual objects superimposed upon or composited with
the real world. Augmented Reality:
RON AZUMA (1997)
1. Combines real and virtual
2. Interactive in real time
3. Registered in 3-D
20. 360º
WHAT DO WE MEAN BY 360º OR PANOSPHERE?
TYPE OF “360º” – PANORAMA, ECQUIRECTANGULAR, SPHERICAL
STATIC VS INTERACTIVE
USE CASES – TELEPORTING, VIRTUAL TOUR-GUIDING, EDUCATION & TRAINING
CAN BE LINKED TO PHYSICAL LOCATIONS
21. VR
HOW IS VR DIFFERENT TO 360º?
DISCOVERY VS. LED THROUGH
CHALLENGES
MORE COMPLEX STORYTELLING, CREATION
GENERALLY MORE EXPENSIVE THAN 360º CONTENT
22. The multi-flavoured
landscape of AR
LOCATION
o Relative
o Geo or “Fixed”
o Sensor
COMPUTER VISION
o Recognition / Visual Search
o Tracking
o SLAM
23. Content is relative to the viewer rather than a physical location
Location-based AR
RELATIVE
24. HOW DOES IT WORK?
HOW ACCURATE IS IT?
Location-based AR
FIXED or GEO
25. WHAT IS IT?
WHY WOULD YOU USE IT?
Location-based AR
SENSOR-BASED
34. INTIMATE
MR MODES
ONLY EXTREMETIES IN FOV MOSTLY 1 PARTICIPANT *
STILL LIMITED DISTRIBUTION ALTHOUGH GROWING
* Except for shared VR and AR experiences
38. How many people can use
AR & VR right now?
Installed web browsers
26 MILLION (END 2017)
Includes both the mobile and HMD
users above
2 BILLION
3 BILLION
Mobile devices
HMD only
40. Is this all a passing fad?
Don’t be fooled by the S-curve PAUL SAFFO
http://mcgeesmusings.net/2005/12/22/paul-saffo-on-rules-for-forecasting/
41. Obstacles to use
UX and content largest obstacles
Guiding principles from a UX perspective (i.e. inclusiveness, first use, onboarding)
Developing vs. viewing across different platforms including web
Other issues with single platform/siloed approach
42. Guiding principles
Planning – discovery, storyboarding, prototyping, user testing, etc.
You’re introducing a spatial environment that relates to the real world around people, or if not completely then
introduces real world elements and interactions.
Make interaction patterns consistent and strive to make it feel familiar and non-threatening (unless that is your
intent!)
Inclusiveness
If you’re developing for a single platform, don’t aim for fragmented silos. Think about how your audience on other
platforms or unsupported devices can also take part or be involved in the experience.
Smartphones & tablets will be the dominant form factor for at least the next 5+ years. HMDs are expensive.
Example from education
Minimise friction
Are you solving a real problem, or just using the technology because you can?
You need to make the complex simple.
43. “People don’t care
about the technology
or the label.
They want magic,
that just works!”
MOST IMPORTANT PIECE OF ADVICE…
SOURCE - ME
44. UX & CONTENT
OBSTACLES
Still largely in exploration phase
Adapt and re-purpose content.
You don’t always have to start from scratch.
Creative content that supports the narrative.
How do you want to guide people through the
experience?
If you set up rules and dictate flows, then make
sure your audience understands what you need
them to do.
VR and AR is not just the domain of 3D
modeling.
Traditional forms of digital media can be used
really effectively.
How can it be integrated with existing web-
based content (more on this later…)
https://sketchfab.com/trends/q2-2017
45. How do you view VR & AR?
Have a suitable HMD
v
1
2Have a valid account with
the HMD vendor's app
store
3
Complete the HMD
vendor's first use
4
v
Search for & find the app
in their app store
5 Download/install the
app through their app
store
6Often requires system or
app updates also
v
7
Select/play the
downloaded app
!
MOBILE ONLY APP
Have a valid account
with the Mobile OS
vendor's app store
v
1
2
Find the app in their
app store3
Download/install the
app through their app
store
4
v
Often requires
system or app
updates also
5
Download/install the
app through their app
store
6
Select/play the
downloaded app
v
7 !
View promo for app on
their website
WEB APP
1 Click on a web link to
open it in your
browser on any device
HMD ONLY APP
46. How do you create VR & AR?
MOBILE ONLY APPs WEB APPSHMD ONLY APPS
Hire or be a developer
v
1
2
Download & get to know (& deal
with the various issues/quirks)
the developer SDK for the
target platform
3 Develop your app/s
4
v
Test it on the target HMD
vendor platform/s
5
Convert media and
3D assets to the
app/s format
6
Sign & submit your app/s
to the app store/s & wait
for approval/s
v
7
Publish & distribute
links to one or more
app stores
!
Download & get to know (& deal
with the various issues/quirks)
the developer SDK for the target
mobile OS
v
1
2
Develop your app/s3
Test it on the target HMD
vendor platform/s 4
v
Convert media and
3D assets to the
app/s format
5
Sign & submit your app/s to
the app store/s & wait for
approval/s
6
Publish & distribute
links to one or more
app stores
v
7
Hire or be a developer
8
Create promotional web
content to drive people to
the app/s ! 8
Create promotional web
content to drive people to
the app/s
Get an account with
awe.media
*blatant plug
v
1
2
Upload any types of
common media you
need (photos, videos,
3D & more)
3
Manipulate these objects
and add rich interactions to
create your VR & AR
experiences
4
Open your browser on
any type of device
v
5 Share a single link that points
directly to your web-based
VR/AR experience
47. WHAT MADE IT
SO SUCCESSFUL?
Content seeding
Latent brand fan base
Social across demographics
THE LONG PLAY
Community and partnerships
THE MECHANICS
Simple locative AR
The Pokemon GO effect
48. Constraints in MR environments
On-site experience
Have you actually been to the locations?
Physical obstacles
Factors impacting location accuracy
Line of sight
Interior of buildings
Gathering location data
Location source not allowed by the user
Have you considered what the experience will be like for people accessing off-site?
Friction when moving between modes (demo: https://www.youtube.com/watch?v=FQ6DvK8Wb_k)
LOCATION SPECIFIC
- Strip down to grey-scale- Look for feature definition, so basically points where there are clear contrast changes. These create unique patterns that can be used to identify the image.- Examples that don’t work so well… - Pastel colours – wall graphics example – basically becomes one hue of grey - Australia’s obsession with clean, white lines and bloody subway tiles! White bathrooms and kitchen real estate example, 1 million images.
2D planes – fiducial markers and NFTOnce a trigger is identified, then objects can be positioned over or at a relative distance from the image. As long as the source trigger is in view the objects will “stick” to it, so you can change the orientation and the related objects will move with it. If you hide any part of the trigger, the related objects will disappear.
SLAMSimultaneous localisation and mapping. Looks for features and builds a global map, so when they are out of sight it stills knows it’s there, unlike normal computer vision, where once say the trigger is out of sight it’s gone and any objects that were being tracked are no longer displayed. Portal example of ARKit
- Depth sensingSo normal cameras use RGB and depth cameras use other sensors to sense the space. So if you think of our eyes as a “normal” camera and, not that it uses sound, but a depth sensing camera more like a bat’s sonar. You can create 3D objects from everyday things, do scene reconstruction so in your AR view you could bounce digital balls off real walls and furniture for example and even be able to side digital objects behind real world objects.
We’re seeing a massive fragmentation in this area.- Although there are “standards” they are not being fully adhered to and there are lot of new “default” standards being pushed into the market.- Even using standards or “standard” approaches to integrating cross-platform support for controllers has issues and needs adaptation across platforms and for different devices.
The table represents shipments of Augmented Reality and Virtual Reality headsets only. Any additional software, services, or compute devices (e.g. PC, game console, smartphone, etc.) are excluded.
Shipments of simplistic headsets that do not have any technology built in are excluded. Examples of such headsets include Google Cardboard and other Cardboard-like devices.
Mary Meekers slide (and how does this impact on Apple’s ARKit market?
Likely transition pathway
http://blogs.gartner.com/smarterwithgartner/files/2016/08/Emerging-Technology-Hype-Cycle-for-2016_Infographic_revise2.jpg
- VR resurgence, physical hardware you can sell.
AR still in left segment, but ARKit will likely change people’s perception of that.
- Include VR/360 which part of your scene do you want to load In viewers fov initially? A part of the background or which way points north for example.
Include VR/360 which part of your scene do you want to load In viewers fov initially? A part of the background or which way points north for example.
Inclusiveness example:Can’t expect everyone to have immersive headsets/displays - the general expectation is that everyone will be walking around with these or have access to them, but in reality that’s not the case. They are expensive and we’re finding more often than not, even out of the league of all but very cashed up corporate cost centres. BUT, everyone has one of these… and this will be their primary tool for at least the next 8-10 years - adoption takes a lot longer than anyone predicts for new technologies. So make experiences inclusive… another reason for web-based - how expensive is it to create standalone experiences across multiple platforms and devices types.
Include VR/360 which part of your scene do you want to load In viewers fov initially? A part of the background or which way points north for example.
Inclusiveness example:Can’t expect everyone to have immersive headsets/displays - the general expectation is that everyone will be walking around with these or have access to them, but in reality that’s not the case. They are expensive and we’re finding more often than not, even out of the league of all but very cashed up corporate cost centres. BUT, everyone has one of these… and this will be their primary tool for at least the next 8-10 years - adoption takes a lot longer than anyone predicts for new technologies. So make experiences inclusive… another reason for web-based - how expensive is it to create standalone experiences across multiple platforms and devices types.