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VIRTUAL REALITY 2.0
Mark Billinghurst
mark.billinghurst@unisa.edu.au
September 23rd 2015
Virtual Reality is HOT!
Virtual Reality was HOT! .. In 1995..
Joining the HIT Lab in Seattle (1994)
•  LeadingVR research center
•  Only $250K for 1500 polygons/sec!
•  320 x 240 pixel HMDs
MyVR Predictions (1996)
• I knew everyone would useVR when:
• HMDs were cheap (<$500)
• Computers generate millions of polys/sec
• Tracking was inexpensive
• Good 3D input devices
Here Come the Cheap HMDs
• April 2007 Computer World
• VRVoted 7th on list of 21 biggest technology flops
•  MS Bob #1
Lessons Learned
• Don’t believe the hype
• Many factors determine technology acceptance
• Human Centered Design/Design for users
• Need to move from Demo to Production
• Profitable niche markets first
• Follow the money
VIRTUAL REALITY 2.0
Virtual Reality is HOT! (Again..)
Why 2016 won’t be like 1996
• It’s not just VR anymore
• Huge amount of investment
• Inexpensive hardware platforms
• Easy to use content creation tools
• New devices for input and output
• Proven use cases – no more Hype!
• Most important: Focus on User Experience
It’s Not JustVR – Invisible Interfaces
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
From Reality toVirtual Reality
Reality Augmented Reality Virtual Reality
Mixed Reality
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays.
IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
Ubiquitous Computing/Internet of Things
Smart Home Sensor Networks
Augmented Reality
Virtual Reality
Gartner Hype Cycle
Gartner Hype Cycle
AR/VR Investments
•  > $1 Billion USD from VCs, > 120 deals in US alone
Virtual Reality Landscape
AR Market
Inexpensive Hardware
• A Smart Phone gives you an VR/AR experience
•  > 1.4 Billion new iOS/Android devices shipped in 2016
• Mobile VR
•  Google Cardboard
•  > 1 million devices distributed
•  < $5 USD from China
• Handheld AR
•  Qualcomm Vuforia platform
•  > 100,000 developers
•  > 20,000 apps available on iOS/Android
Easy to Use Tools
• Content Creation
•  Immersive video – 360Heros
•  3D models from photos - 123D Catch
• Drag and Drop
•  BuildAR (www.buildar.org)
•  CraftAR (Catchoom)
• Game Engine Support
•  Unity3D/Unreal plug-in support
New Devices for Input and Output
• New Display Technology
•  Waveguide Displays (Lumus)
•  Retinal Displays (MagicLeap)
•  Contact Lens (Innovega)
•  Projected AR (CastAR)
• New Input Technology
•  Depth Sensing (Tango)
•  Gesture Capture (SoftKinetic)
Lumus DK40
Google Tango
Proven Use Cases
• Need to validate the technology
• Example: QuiverVision
•  AR colouring book application
•  Proven to improve writing skills
•  ~ 2 million downloads on iOS/Play stores
• Example: Pain Relief
•  VR pain relief for burn/trauma
•  Significantly reduce pain perception
•  Firsthand Technologies
Focus on User Experience
• Understand user needs
•  Consider whole user needs
•  Physical, emotional, cognitive, social, cultural
•  Perceptual issues
• Design for those needs
•  Rapid prototyping
•  Virtual, physical elements, interaction metaphor
• Test your design
•  Formal, informal testing
TAT Augmented ID
What Makes a Good MR Experience?
• Compelling
• Engaging,‘Magic’ moment
• Intuitive, ease of use
• Uses existing skills
• Anchored in physical world
• Seamless combination of real and digital
Demo:colAR
• Turn colouring books pages into AR scenes
•  Markerless tracking, use your own colours..
• Try it yourself: http://www.colARapp.com/
BUILDING THE BUSINESS
AR Business Today
• Around $600 Million USD in 2014 (>$2B 2015)
• > 80% Games and Marketing applications
Market Projections
cf. 2014 computer game market = $84 Billion USD
Gartner Hype Cycle
Getting from Here to There
• New markets
•  Medical
•  Education
•  Industry
•  Etc
• New applications
•  Training
•  Collaboration
•  Information Presentation
•  Etc
Example: Commercial Systems
• Ngrain
• http://www.ngrain.com/
• Training authoring tool
• Model based AR tracking
• ScopeAR
• http://www.scopear.com/
• Remote assistance
• Image based tracking
Example: Social Panoramas
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable
computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on
(pp. 303-304). IEEE.
Example: AR remote collaboration
• Local user uses AR display
•  Move real objects using AR cues
• Remote expert on desktop interface
•  Place 3D objects with independent view
Tait, M., & Billinghurst, M. The Effect of View Independence in a Collaborative AR System.
Computer Supported Cooperative Work (CSCW), 1-27.
Research Needed in Many Areas
• Social Acceptance
•  Overcome social problems
• Cloud Services
•  Cloud based storage/processing
• Ubiquitous AR/VR
•  Using AR/VR with Ubicomp/IoT technologies
• Collaborative Experiences
•  AR/VR teleconferencing
• Etc..
Exmple:SocialAcceptance
• People don’t want to look silly
•  Only 12% of 4,600 adults would be willing to wear AR glasses
•  20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
•  Needs further study (ethnographic, field tests, longitudinal)
Crossing Boundaries
Jun Rekimoto, Sony CSL
Invisible Interfaces
Jun Rekimoto, Sony CSL
Example: VisualizingWifi Networks
• Mobile app to view Wifi networks
•  Real time visualization of surrounding network	

•  Audio/visual feedback based on signal strength	

•  http://www.architectureofradio.com/
CONCLUSION
Summary
• AR/VR in 2016 will not be like 1996
• Focus on more thanVR
• Low barrier to Entry
• Emphasis on User Experience
• To build the Business
• Move into new markets, develop proven case studies
• Research core areas
•  Social acceptance, collaborative tools, etc
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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Virtual Reality 2.0

  • 1. VIRTUAL REALITY 2.0 Mark Billinghurst mark.billinghurst@unisa.edu.au September 23rd 2015
  • 3. Virtual Reality was HOT! .. In 1995..
  • 4. Joining the HIT Lab in Seattle (1994) •  LeadingVR research center •  Only $250K for 1500 polygons/sec! •  320 x 240 pixel HMDs
  • 5. MyVR Predictions (1996) • I knew everyone would useVR when: • HMDs were cheap (<$500) • Computers generate millions of polys/sec • Tracking was inexpensive • Good 3D input devices
  • 6. Here Come the Cheap HMDs
  • 7.
  • 8.
  • 9. • April 2007 Computer World • VRVoted 7th on list of 21 biggest technology flops •  MS Bob #1
  • 10. Lessons Learned • Don’t believe the hype • Many factors determine technology acceptance • Human Centered Design/Design for users • Need to move from Demo to Production • Profitable niche markets first • Follow the money
  • 12. Virtual Reality is HOT! (Again..)
  • 13. Why 2016 won’t be like 1996 • It’s not just VR anymore • Huge amount of investment • Inexpensive hardware platforms • Easy to use content creation tools • New devices for input and output • Proven use cases – no more Hype! • Most important: Focus on User Experience
  • 14. It’s Not JustVR – Invisible Interfaces Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
  • 15. From Reality toVirtual Reality Reality Augmented Reality Virtual Reality Mixed Reality Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
  • 16. Ubiquitous Computing/Internet of Things Smart Home Sensor Networks
  • 21. AR/VR Investments •  > $1 Billion USD from VCs, > 120 deals in US alone
  • 24. Inexpensive Hardware • A Smart Phone gives you an VR/AR experience •  > 1.4 Billion new iOS/Android devices shipped in 2016 • Mobile VR •  Google Cardboard •  > 1 million devices distributed •  < $5 USD from China • Handheld AR •  Qualcomm Vuforia platform •  > 100,000 developers •  > 20,000 apps available on iOS/Android
  • 25. Easy to Use Tools • Content Creation •  Immersive video – 360Heros •  3D models from photos - 123D Catch • Drag and Drop •  BuildAR (www.buildar.org) •  CraftAR (Catchoom) • Game Engine Support •  Unity3D/Unreal plug-in support
  • 26. New Devices for Input and Output • New Display Technology •  Waveguide Displays (Lumus) •  Retinal Displays (MagicLeap) •  Contact Lens (Innovega) •  Projected AR (CastAR) • New Input Technology •  Depth Sensing (Tango) •  Gesture Capture (SoftKinetic) Lumus DK40 Google Tango
  • 27. Proven Use Cases • Need to validate the technology • Example: QuiverVision •  AR colouring book application •  Proven to improve writing skills •  ~ 2 million downloads on iOS/Play stores • Example: Pain Relief •  VR pain relief for burn/trauma •  Significantly reduce pain perception •  Firsthand Technologies
  • 28. Focus on User Experience • Understand user needs •  Consider whole user needs •  Physical, emotional, cognitive, social, cultural •  Perceptual issues • Design for those needs •  Rapid prototyping •  Virtual, physical elements, interaction metaphor • Test your design •  Formal, informal testing
  • 30.
  • 31.
  • 32. What Makes a Good MR Experience? • Compelling • Engaging,‘Magic’ moment • Intuitive, ease of use • Uses existing skills • Anchored in physical world • Seamless combination of real and digital
  • 33. Demo:colAR • Turn colouring books pages into AR scenes •  Markerless tracking, use your own colours.. • Try it yourself: http://www.colARapp.com/
  • 35. AR Business Today • Around $600 Million USD in 2014 (>$2B 2015) • > 80% Games and Marketing applications
  • 36. Market Projections cf. 2014 computer game market = $84 Billion USD
  • 38. Getting from Here to There • New markets •  Medical •  Education •  Industry •  Etc • New applications •  Training •  Collaboration •  Information Presentation •  Etc
  • 39. Example: Commercial Systems • Ngrain • http://www.ngrain.com/ • Training authoring tool • Model based AR tracking • ScopeAR • http://www.scopear.com/ • Remote assistance • Image based tracking
  • 40. Example: Social Panoramas • Google Glass • Capture live image panorama (compass + camera) • Remote device (tablet) • Immersive viewing, live annotation Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.
  • 41. Example: AR remote collaboration • Local user uses AR display •  Move real objects using AR cues • Remote expert on desktop interface •  Place 3D objects with independent view Tait, M., & Billinghurst, M. The Effect of View Independence in a Collaborative AR System. Computer Supported Cooperative Work (CSCW), 1-27.
  • 42. Research Needed in Many Areas • Social Acceptance •  Overcome social problems • Cloud Services •  Cloud based storage/processing • Ubiquitous AR/VR •  Using AR/VR with Ubicomp/IoT technologies • Collaborative Experiences •  AR/VR teleconferencing • Etc..
  • 43. Exmple:SocialAcceptance • People don’t want to look silly •  Only 12% of 4,600 adults would be willing to wear AR glasses •  20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues •  Needs further study (ethnographic, field tests, longitudinal)
  • 46. Example: VisualizingWifi Networks • Mobile app to view Wifi networks •  Real time visualization of surrounding network •  Audio/visual feedback based on signal strength •  http://www.architectureofradio.com/
  • 48. Summary • AR/VR in 2016 will not be like 1996 • Focus on more thanVR • Low barrier to Entry • Emphasis on User Experience • To build the Business • Move into new markets, develop proven case studies • Research core areas •  Social acceptance, collaborative tools, etc