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.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
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.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
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.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
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.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
Hello Learners! I made this presentation on virtual reality, it covers basic information related to Virtual Reality, what is virtual reality, the History of Virtual Reality, Types of Virtual Reality, Hardware used in virtual reality, Applications of Virtual Reality, Advantages and Disadvantages, Future of Virtual Reality, Metaverse, , Layers of Metaverse and Its trends.
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
Lecture 5 in the 2022 COMP 4010 lecture series. This lecture is about AR prototyping tools and techniques. The lecture was given by Mark Billinghurst from University of South Australia in 2022.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
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.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Hello Learners! I made this presentation on virtual reality, it covers basic information related to Virtual Reality, what is virtual reality, the History of Virtual Reality, Types of Virtual Reality, Hardware used in virtual reality, Applications of Virtual Reality, Advantages and Disadvantages, Future of Virtual Reality, Metaverse, , Layers of Metaverse and Its trends.
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
Lecture 5 in the 2022 COMP 4010 lecture series. This lecture is about AR prototyping tools and techniques. The lecture was given by Mark Billinghurst from University of South Australia in 2022.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
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.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
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.
Lecture prepared by Mark Billinghurst on Augmented Reality tracking. Taught on October 18th 2016 by Dr. Gun Lee as part of the COMP 4010 VR class at the University of South Australia.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
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.
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.
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
Lecture 4 from the 2016 COMP 4026 course on Advanced Human Computer Interaction taught at the University of South Australia. Taught by Mark Billinghurst, and containing material about Processing and various advanced Human Computer Interfaces.
Presentation given by Mark Billinghurst at the ISMAR 2016 conference on September 20th 2016. This talk describes work being done on using gaze tracking to enhance remote collaboration.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Lecture about Augmented Reality displays given by Mark Billinghurst on October 11th 2016 as part of the COMP 4010 class on Virtual Reality at the University of South Australia
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
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.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Presentation on spatial audio for Augmented Reality given by Mark Billinghurst on July 14th 2016 at the Microsoft Research Faculty Summit. The presentation gives an overview of using spatial audio in Augmented Reality.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
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
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.
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.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.
VIRTUAL=FAKE,REALITY=REAL
THIS GIVES US OXYMORON DEFINITION
VIRTUAL REALITY IS TO GIVE THE EFFECT OF EXISTENCE WITHOUT ACTUALLY EXISTING
IT GIVES US AN EFFECT NOT AN ILLUSION
WORKS WITH THINGS INSTEAD OF PICTURES OF THINGS
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
A talk given by Mark Billinging in the CLIPE workshop in Tubingen, Germant on April 27th 2023. This talk describes how virtual avatars can be used to support remote collaboration.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
Keynote talk given by Mark Billinghurst at the CHI 2023 Workshop on Towards and Inclusive and Accessible Metaverse. The talk was given on April 23rd 2023.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 3 in the 2022 COMP 4010 lecture series on AR/VR. This lecture provides an introduction for AR Technology. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
Short talk by Mark Billinghurst on Empathic Computing and Collaborative Immersive Analytics, presented on July 28th 2022 at the Siggraph 2022 conference.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
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.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
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!
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.
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/
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
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.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Securing your Kubernetes cluster_ a step-by-step guide to success !
Virtual Reality: Sensing the Possibilities
1. VIRTUAL REALITY:
SENSING THE POSSIBILITIES
Professor Mark Billinghurst
Director Empathic Computing Lab
mark.billinghurst@unisa.edu.au
Dr. Ross Smith
Co-Director: Wearable Computer Laboratory
ross.smith@unisa.edu.au
2. Outline
5:50 – What is VR (Mark)
6:00 – History and Business of VR (Mark)
6:15 - Applications of VR (Ross)
6:25 - Tools for Developing VR (Ross)
6:35 - VR Research Directions (Mark)
6:45 – Demos (Mark and Ross)
3. Downloads to Try
• Search on iOS/Play Store for:
• Google Cardboard
• Cardboard Camera
• DiveCityCoaster
• Streetview
• Within
6. The Ultimate Display
“The ultimate display would, of course, be a room
within which the computer can control the
existence of matter. A chair displayed in such a
room would be good enough to sit in. Handcuffs
displayed in such a room would be confining, and
a bullet displayed in such a room would be fatal”.
Ivan Sutherland, 1965
10. What is Virtual Reality?
Virtual reality is..
a computer technology that replicates an
environment, real or imagined, and simulates a
user's physical presence and environment to
allow for user interaction. (Wikipedia)
• Defining Characteristics
• Environment simulation
• Presence
• Interaction
11. Defined in Terms of Presence
• Presence is the key to defining VR in terms of experience
• Presence is defined as the sense of being in an environment
• Telepresence is defined as the experience of presence in an
environment by means of a communication medium.
• A “virtual reality” is defined as a real or simulated environment
in which a perceiver experiences telepresence.
12. David Zeltzer’s AIP Cube
! Autonomy – User can to
react to events and stimuli.
! Interaction – User can
interact with objects and
environment.
! Presence – User feels
immersed through sensory
input and output channels
Interaction
Autonomy
Presence
VR
Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators
& Virtual Environments, 1(1), 127-132.
48. 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
49. Conclusion
• Virtual Reality has a long history
• > 50 years of HMDs, simulators
• Key elements for VR were in place by early 1990’s
• Displays, tracking, input, graphics
• Strong support from military, government, universities
• First commercial wave failed in late 1990’s
• Too expensive, bad user experience, poor technology, etc
• We are now in second commercial wave
• Better experience, Affordable hardware
• Large commercial investment, Significant installed user base
• Will Virtual Reality be a commercial success this time?
59. Applications: Sports and Entertainment
• www.Nexvr.com
• Live streaming events
• NBA Basketball VR
• (1 game per week)
• US Open Tennis VR
• Live Nation concerts
60. Virtual Campus Tour
• Current undergraduate student project
• Captured hundereds 360 photos
• Custom menus and navigation
• Allowing remote experience of facilities
62. Applications: Medical
• Virtual Reality in Clinical Applications
• Acute and Chronic Pain Modification
• Phobias, Post-traumatic stress disorder
• Eating disorders
• Benefits
• Low cost
• Repeatable
63. How do these systems work?
• Phobias
• Repeated experience reduces fear and anxiety
• Wound dressing
• Distraction
• Lower pain self report compared to opiates
• Chronic pain
• Illusion based systems
64. Application: Chronic Neck Pain
•Injuries happen to everyone, for some pain persists
after injury healing
•1 in 5 Australians suffer chronic pain
•Current Treatments provide no long term benefit,
AND often cause further complications.
•Science suggests these methods don’t target the
main contributor: the brain.
•Pain with movement depends on perceived, not
actual movement (Harvie, Smith et al. 2015).
•Shows real time manipulation of pain using MoOVi
65. Application: Virtual Training
• Virtual Dissection
• Cadaver lab
• OH&S Training tools (Forklift)
• Learning benefits
• Easily repeatable
• No harm to specimen
• No exposure to chemicals
• http://www.tactustech.com
73. Developing Software
• Unity Game Engine
• Unreal Game Engine
• Asstore access (not just for developers)
• Comprehensive tools to support
• Physics
• Lighting effects
• Animations
• Colliders
• Scripts
• Audio
• Particle systems (smoke, fog..)
•
74. Tools for Non-Programmers
• Focus on Design, ease of use
• Visual Programming, content arrangement
• Examples
• Insta-VR – 360 panoramas
• http://www.instavr.co/
• Vizor – VR on the Web
• http://vizor.io/
• A-frame – HTML based
• https://aframe.io/
• ENTiTi – Both AR and VR authoring
• http://www.wakingapp.com/
• Eon Creator – Drag and drop tool for AR/VR
• http://www.eonreality.com/eon-creator/
75. InstaVR (Web Based)
• http://www.instavr.co/
• Development flow
• Capture 360 photos
• Upload to web
• Add content flow
• Add links, hotspots
• Publish to platform:
• Android, IOS, Gear VR, Web,
• Daydream, Oculus Rift, HTC Vive, Playstation VR
78. Areas for VR Research
• Display
• Wide field of view, new display technologies
• Tracking
• Precise tracking, wide area
• Interaction
• Natural gesture interaction, human factors
• Authoring Tools
• Content capture, authoring in VR
• Applications
• Collaboration, large scale VR
79. Bare Hands
• Using computer vision to track bare hand input
• Creates compelling sense of Presence, natural interaction
• Challenges need to be solved
• Not having sense of touch
• Line of sight required to sensor
• Fatigue from holding hands in front of sensor
81. Eye Tracking
• Technology
• Shine IR light into eye and look for reflections
• Advantages
• Provides natural hands-free input
• Gaze provides cues as to user attention
• Can be combined with other input technologies
88. Conclusions
• Virtual Reality has long history
• 60 years of experimentation
• Recent VR explosion
• Desktop VR, mobile VR
• Rapidly growing market
• Many areas for commercial application
• Significant Research Opportunities
• Collaboration, applications, display, interaction
90. Hands on Demonstrations
• HTC Vive
• PC Based VR
• Wide area tracking
• Two handed input
• Google Cardboard
• Mobile VR
• iOS/Android applications
• Gear VR
• Mobile VR
• Improved Tracking
• Touch pad input
91. Google Cardboard Demonstration
Step 2:
- Search for a location
- I chose “Brighton Beach”
- Click “red dot”
Step 3:
- Select from available
- 360 images and click
Step 4:
- Click on cardboard icon
- Place in viewer
Step 1: Download “Street View” from Apple or Play store