Virtual reality uses head-mounted displays to immerse users in simulated environments by generating 360-degree digital imagery around them. The Oculus Rift helped popularize virtual reality for gaming through its Kickstarter campaign and development kits that improved tracking and reduced motion blur. It was later acquired by Facebook, while Sony developed Project Morpheus for PlayStation VR. As the technology advances, virtual reality is poised to transform entertainment and open new applications in education, tourism and more.
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
MetatonZ: Troyer Patents Elevator uptodate 60614Diane Troyer
Google patent submission; KISS- streamlined formula for virtual reality and augmented reality with 10X10X10X formula --- cheaper, better, more user friendly; Solution for STEM: form STEAM TEAMS: place (A) art into STEM
Troyer patent portfolio 2013 with new Canadian patent claims Jan. 15, 2013Diane Troyer
Troyer Patent Portfolio update: Canadian patent granted January 15, 2013 that contains combination claims of Troyer’s US patents 2001, 2005, 2006 and 2012. The Canadian patent office is very thorough, especially with the upgraded global search engines. This is an important validation for Troyer, declaring that there is no prior art for her innovation.
Basic patent: laser projector apparatus with expanded laser beam directed to a reflective light valve with the 635 nm red or over. Cyan can be added to the blue green. Great blacks and whites are created and colors in the full spectrum (like nature). The spatially modulated laser beams keeps their inherent quality of polarization, collimation and coherence to the screen. The images have IF IT IS—infinite focus, instant transformation and innate sharpness automatically adjusting to any irregular surfaces such as domes and curved screens. The laser apparatus is the linchpin for the HIVE: holographic immersive virtual environments (holodeck playpen space); edutainment (content); edutainer (performance).
Each spatially modulated pixel has an infinite depth of focus attribute that provides sharp 3D depth and sharp focused dimensional images (domes, simulation, irregular surfaces, water screens, etc.). The laser apparatus includes a camera/ sensor as part of the projector. The laser apparatus is like an overhead projector. Film, slides, microscopic organisms, live action etc. can be captured by the camera and amplified without pixels to a curved screen or dome image. Live action gestures can be sensor evaluated (Kinect camera) and integrated. Small dimensional high resolution pictures from an OLED or other device can be captured. A hologram or 3D laser modulated image is captured and amplified.
The laser apparatus can be an advanced telecine copying film; also video and still images (slides). The telecine images are captured on a small curved screen, the video feed transformed to full color Z depth dimensional moving pictures. The capture is real time and is agnostic to the frame rate. The laser apparatus is a digital intermediary tool that provides instant transformation to images (full color, curved space, Z depth factor, 2D to 3D).
HIVE: holographic immersive virtual environments
MetaZtron Vision laser projector applications
Provides patent licensing information/ patent attorneys
Technology and Diane Troyer background.
MetaSphere hubs with Z*Rama screens and ZELF labs.
Z*Rama: Dome, Cinerama, Planetarium, Performance screens
ZELF: Zone Enhanced Location Fusion labs – HIVE applications.
Themed Edutainment: Location Based Entertainment
MetaStar: Philanthropic Model for sustainable community.
MetaSite: HIVE Community bottom up holodeck playpen turnkey
Innovation and Content tools for the local community.
Innovation and high end JOBS, JOBS, JOBS – new businesses.
STEAM TEAMS: Put A (art) into STEM –
New forms of immersive Edutainment and Health care.
Bottom up security and immersive first responder training
Communities thrive.
Diane Troyer ZTV Themed Entertainment Gallary2013Diane Troyer
Problem: no way to project vivid always in focus sharp images in curved (dimensional) space.
Solution: Troyer patented process, Z*Tron Vision (Z*TV) is linchpin to the HIVE (evolved CAVE).HIVEEE: holographic immersive virtual engine/ environment/ edutainment. The HIVE is to dimensional imaging what the printing press was to publishing.
MAXIM:
Place (A) art into STEM to form STEAM TEAMS to boot strap USA innovation.
AFTER HOURS LIVE*
Copyright Registered by Diane Troyer
A live television show with a participating audience. This new art form is produced using the HIVE holodeck playpen platform in the Studio of the Future. The linchpin for the HIVE is the Meta Z*Tron Vision Projector.
Augmented Virtual Reality sets make creating studio worlds possible in real time.
The HIVE – holodeck playpen—provides staging for Opera/ theater and TV shows. The Metropolitan Opera want the new studio staging tools. Augmented realities---with Santos (virtual human) and his new playmates interacting with actors in the holodeck playpen.
John Deere is very involved with human factor studies-- CAVE--- They would love a HIVE --- which is 12X12X12X--- 12 times less costly, more user friendly and better images-- than the CAVE/ projection mapping/ etc. HIVE is KISS --- keep it simple--- streamline ---
This time -- today is truly the perfect storm for HIVE and dome worlds --- 12X12X12X KISS.
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
MetatonZ: Troyer Patents Elevator uptodate 60614Diane Troyer
Google patent submission; KISS- streamlined formula for virtual reality and augmented reality with 10X10X10X formula --- cheaper, better, more user friendly; Solution for STEM: form STEAM TEAMS: place (A) art into STEM
Troyer patent portfolio 2013 with new Canadian patent claims Jan. 15, 2013Diane Troyer
Troyer Patent Portfolio update: Canadian patent granted January 15, 2013 that contains combination claims of Troyer’s US patents 2001, 2005, 2006 and 2012. The Canadian patent office is very thorough, especially with the upgraded global search engines. This is an important validation for Troyer, declaring that there is no prior art for her innovation.
Basic patent: laser projector apparatus with expanded laser beam directed to a reflective light valve with the 635 nm red or over. Cyan can be added to the blue green. Great blacks and whites are created and colors in the full spectrum (like nature). The spatially modulated laser beams keeps their inherent quality of polarization, collimation and coherence to the screen. The images have IF IT IS—infinite focus, instant transformation and innate sharpness automatically adjusting to any irregular surfaces such as domes and curved screens. The laser apparatus is the linchpin for the HIVE: holographic immersive virtual environments (holodeck playpen space); edutainment (content); edutainer (performance).
Each spatially modulated pixel has an infinite depth of focus attribute that provides sharp 3D depth and sharp focused dimensional images (domes, simulation, irregular surfaces, water screens, etc.). The laser apparatus includes a camera/ sensor as part of the projector. The laser apparatus is like an overhead projector. Film, slides, microscopic organisms, live action etc. can be captured by the camera and amplified without pixels to a curved screen or dome image. Live action gestures can be sensor evaluated (Kinect camera) and integrated. Small dimensional high resolution pictures from an OLED or other device can be captured. A hologram or 3D laser modulated image is captured and amplified.
The laser apparatus can be an advanced telecine copying film; also video and still images (slides). The telecine images are captured on a small curved screen, the video feed transformed to full color Z depth dimensional moving pictures. The capture is real time and is agnostic to the frame rate. The laser apparatus is a digital intermediary tool that provides instant transformation to images (full color, curved space, Z depth factor, 2D to 3D).
HIVE: holographic immersive virtual environments
MetaZtron Vision laser projector applications
Provides patent licensing information/ patent attorneys
Technology and Diane Troyer background.
MetaSphere hubs with Z*Rama screens and ZELF labs.
Z*Rama: Dome, Cinerama, Planetarium, Performance screens
ZELF: Zone Enhanced Location Fusion labs – HIVE applications.
Themed Edutainment: Location Based Entertainment
MetaStar: Philanthropic Model for sustainable community.
MetaSite: HIVE Community bottom up holodeck playpen turnkey
Innovation and Content tools for the local community.
Innovation and high end JOBS, JOBS, JOBS – new businesses.
STEAM TEAMS: Put A (art) into STEM –
New forms of immersive Edutainment and Health care.
Bottom up security and immersive first responder training
Communities thrive.
Diane Troyer ZTV Themed Entertainment Gallary2013Diane Troyer
Problem: no way to project vivid always in focus sharp images in curved (dimensional) space.
Solution: Troyer patented process, Z*Tron Vision (Z*TV) is linchpin to the HIVE (evolved CAVE).HIVEEE: holographic immersive virtual engine/ environment/ edutainment. The HIVE is to dimensional imaging what the printing press was to publishing.
MAXIM:
Place (A) art into STEM to form STEAM TEAMS to boot strap USA innovation.
AFTER HOURS LIVE*
Copyright Registered by Diane Troyer
A live television show with a participating audience. This new art form is produced using the HIVE holodeck playpen platform in the Studio of the Future. The linchpin for the HIVE is the Meta Z*Tron Vision Projector.
Augmented Virtual Reality sets make creating studio worlds possible in real time.
The HIVE – holodeck playpen—provides staging for Opera/ theater and TV shows. The Metropolitan Opera want the new studio staging tools. Augmented realities---with Santos (virtual human) and his new playmates interacting with actors in the holodeck playpen.
John Deere is very involved with human factor studies-- CAVE--- They would love a HIVE --- which is 12X12X12X--- 12 times less costly, more user friendly and better images-- than the CAVE/ projection mapping/ etc. HIVE is KISS --- keep it simple--- streamline ---
This time -- today is truly the perfect storm for HIVE and dome worlds --- 12X12X12X KISS.
Metatroy Blog mainly focuses on the Troyer patented Laser projector – MetaZtron --—Z*Tron Vision (Z*TV). The Laser TV history is discussed. Much can be learned about laser TV, patents and claims by reading this blog. The Troyer claims are provided and discussed. Shown is how a claim protects the invention. The “disruptive” Z*TV special attributes are described and how the patent claims explain the invention.
Blogs are included from November 2011 to June 2012. Discussed is the fact that Zuddites (modern Luddites) have hindered the introduction of Z*Tron Vision and what is the remedy. A quote to keep in mind when reading the Metatroy blog ---An industry dedicated to financing inventors and monetizing their creations could transform the world.
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
Information on patent infringement charts; discussion of patent claims and how they are being infringed; summary of disruptive nature of the claims; white papers and descriptions of demonstrations and who attended, etc.
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.
Head Mounted Displays: How to realize ultimate AR experiences? YutaItoh
Slides from a talk I gave at:
Wissens-Austausch-Workshop: The 3rd Workshop on Visualisierung großer Datenmengen in der Wissenschaft (VisDa3? WAW), DLR@Oberpfaffenhofen, Germany, Jun. 9 - 10, 2015.
For more detail of my work, see:
http://campar.in.tum.de/Main/YutaItoh
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRAugmentedWorldExpo
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
As the industry strives toward immersive augmented and virtual reality experiences, we are guided by the extreme requirements associated with intuitive interactions, visual, and sound quality, in order to achieve the ultimate untethered user experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom in VR/AR experiences, reduces latency and cuts the cord. In this session, developers will learn about the evolution of motion tracking and dive into six-degrees of freedom and its impact on VR/AR content development and user experiences.
http://AugmentedWorldExpo.com
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual Reality is a powerful new medium, allowing us to tell our stories and connect with consumers in exciting new ways. In this presentation I want to show how Virtual Reality can expand our marketing toolbox and boost our content marketing.
Also check out my "Virtual Reality Playbook for Marketing and PR" at http://de.slideshare.net/stefanspinnler5/virtual-reality-playbook-for-marketing-and-pr
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.
Мобильный Virtual Reality - что это такое и как работает / Алексей Рыбаков (D...Ontico
РИТ++ 2017, AppsConf
Зал Касабланка, 6 июня, 18:00
Тезисы:
http://appsconf.ru/2017/abstracts/2635.html
Поговорим о Virtual/Augment/Mixed/Merged Reality - что это такое и как работает.
Более подробно рассмотрим Mobile VR:
- Samsung Gear VR Powered by Oculus Rift;
- Google DayDream и Cardboard;
и обсудим, как и с помощью какого инструментария можно разрабатывать приложения.
10 Virtual Reality Marketing Strategies You Can Implement Now!Digital Strategist
Virtual Reality (‘VR’) gives digital marketers the opportunity to give their audience the closest experience they can get from a product, service, event or place without actually physically being there. As the lines between the physical and virtual worlds increasingly blur, VR presents marketers with an ideal way to engage their customers. In this talk, Giovanni Gallucci will show you 10 ways digital marketers can start using VR right now in campaigns.
What you will learn:
An understanding of what hardware and software is required to shoot a professional VR video; what is necessary when distributing a VR video to YouTube and Facebook. Whether you can produce a VR campaign in-house or if you need to hire an outside firm to assist them. What current VR campaigns look like, and what a successful VR campaign looks like.
Stereoscopic 3D: Generation Methods and Display Technologies for Industry and...Ray Phan
This was a talk I gave to a 4th year (senior-level) undergraduate class in Human Computer Interaction at Ryerson University. The talk focused on the different methods of displaying Stereoscopic 3D content, as well as the methods on generating such content. Technologies such as DLP 3DTVs, 3D theatres, and autostereoscopic displays are discussed. For the methods, 3D cameras, 2D to 3D conversion and other popular methods are discussed.
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
Metatroy Blog mainly focuses on the Troyer patented Laser projector – MetaZtron --—Z*Tron Vision (Z*TV). The Laser TV history is discussed. Much can be learned about laser TV, patents and claims by reading this blog. The Troyer claims are provided and discussed. Shown is how a claim protects the invention. The “disruptive” Z*TV special attributes are described and how the patent claims explain the invention.
Blogs are included from November 2011 to June 2012. Discussed is the fact that Zuddites (modern Luddites) have hindered the introduction of Z*Tron Vision and what is the remedy. A quote to keep in mind when reading the Metatroy blog ---An industry dedicated to financing inventors and monetizing their creations could transform the world.
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
Information on patent infringement charts; discussion of patent claims and how they are being infringed; summary of disruptive nature of the claims; white papers and descriptions of demonstrations and who attended, etc.
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.
Head Mounted Displays: How to realize ultimate AR experiences? YutaItoh
Slides from a talk I gave at:
Wissens-Austausch-Workshop: The 3rd Workshop on Visualisierung großer Datenmengen in der Wissenschaft (VisDa3? WAW), DLR@Oberpfaffenhofen, Germany, Jun. 9 - 10, 2015.
For more detail of my work, see:
http://campar.in.tum.de/Main/YutaItoh
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRAugmentedWorldExpo
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
As the industry strives toward immersive augmented and virtual reality experiences, we are guided by the extreme requirements associated with intuitive interactions, visual, and sound quality, in order to achieve the ultimate untethered user experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom in VR/AR experiences, reduces latency and cuts the cord. In this session, developers will learn about the evolution of motion tracking and dive into six-degrees of freedom and its impact on VR/AR content development and user experiences.
http://AugmentedWorldExpo.com
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual Reality is a powerful new medium, allowing us to tell our stories and connect with consumers in exciting new ways. In this presentation I want to show how Virtual Reality can expand our marketing toolbox and boost our content marketing.
Also check out my "Virtual Reality Playbook for Marketing and PR" at http://de.slideshare.net/stefanspinnler5/virtual-reality-playbook-for-marketing-and-pr
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.
Мобильный Virtual Reality - что это такое и как работает / Алексей Рыбаков (D...Ontico
РИТ++ 2017, AppsConf
Зал Касабланка, 6 июня, 18:00
Тезисы:
http://appsconf.ru/2017/abstracts/2635.html
Поговорим о Virtual/Augment/Mixed/Merged Reality - что это такое и как работает.
Более подробно рассмотрим Mobile VR:
- Samsung Gear VR Powered by Oculus Rift;
- Google DayDream и Cardboard;
и обсудим, как и с помощью какого инструментария можно разрабатывать приложения.
10 Virtual Reality Marketing Strategies You Can Implement Now!Digital Strategist
Virtual Reality (‘VR’) gives digital marketers the opportunity to give their audience the closest experience they can get from a product, service, event or place without actually physically being there. As the lines between the physical and virtual worlds increasingly blur, VR presents marketers with an ideal way to engage their customers. In this talk, Giovanni Gallucci will show you 10 ways digital marketers can start using VR right now in campaigns.
What you will learn:
An understanding of what hardware and software is required to shoot a professional VR video; what is necessary when distributing a VR video to YouTube and Facebook. Whether you can produce a VR campaign in-house or if you need to hire an outside firm to assist them. What current VR campaigns look like, and what a successful VR campaign looks like.
Stereoscopic 3D: Generation Methods and Display Technologies for Industry and...Ray Phan
This was a talk I gave to a 4th year (senior-level) undergraduate class in Human Computer Interaction at Ryerson University. The talk focused on the different methods of displaying Stereoscopic 3D content, as well as the methods on generating such content. Technologies such as DLP 3DTVs, 3D theatres, and autostereoscopic displays are discussed. For the methods, 3D cameras, 2D to 3D conversion and other popular methods are discussed.
Inspired by Wheatstone’s original stereoscope and augmenting it with modern factored light field synthesis, we present a new near-eye display technology that supports focus cues. These cues are critical for mitigating visual discomfort experienced in commercially-available head mounted displays and providing comfortable, long-term immersive experiences.
After spending a couple weeks researching and testing out the Oculus Rift, I put together a "Quick Facts" printable for an executive presentation. It seemed to be a hit, so I've turned it into a digital infoposter! Included is a timeline, campaign and acquisition numbers, simulation sickness information, supported platforms, and general terminology. Sources can be found at the bottom as well.
See more thoughts on my experience on LinkedIn: https://www.linkedin.com/pulse/article/20141016170359-210458611-oculus-vr
DigiTalk
A monthly showcase of innovative executions to educate, inform and inspire, covering topics including: digital/social campaigns, apps/software, current trends, best practices...
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
2. What is Virtual Reality?
• Virtual reality can be defined as an artificial
environment generated by a computer and
presented to the user in such a way that the
user suspends belief and accepts it as a real
environment.
• It is most effectively achieved with the use of
a head-mounted display.
3. HEAD-MOUNTED DISPLAY
• A head-mounted display or helmet mounted
display, both abbreviated HMD, is a display
device, worn on the head or as part of a helmet,
that has a small display optic in front of one
(monocular HMD) or each eye (binocular HMD).
A pair of lenses is used in order to help the eyes
focus on the screen and cover a wide field of
view.
4. VIRTUAL REALITY
AND
AUGMENTED REALITY
• It is important to differentiate augmented reality (AR) from virtual reality (VR).
• Virtual reality cancels and replaces our normal vision with computer generated
images.
• Augmented reality is a live direct or indirect view of a real-world environment
whose elements are augmented (or supplemented) by computer-generated data.
This means, for instance, that we can add an imaginary dartboard to the ground in
the street while still seeing the real world normally.
5. PRESENCE
• Michael Abrash (game programmer and Oculus Chief Scientist)
defines presence as the sense of being someplace else while in
virtual reality; many people feel as if they’ve been teleported.
• It shouldn’t be confused with immersion, which merely means that
you are surrounded by the image of the virtual world. Presence
means that you feel like you are in the virtual world. It is an
incredibly powerful sensation and unique to virtual reality.
• The whole point of VR that enables presence is that it engages the
perceptual system well enough to deliver what it feels like a real
experience. It happens at a level below consciousness, and requires
suspension of belief, in order to remind yourself that the simulation
isn’t real.
• It can only be understood by experiencing it
6.
7.
8.
9. • Palmer Luckey (born 19 September 1992) founded OculusVR in
2012 along with Brendan Iribe and Nate Mitchell, amongst
others, in order to develop a head-mounted display (HMD) after
he realised that nothing in the market at the time was
compelling enough for him to be totally immersed in virtual
worlds. He developed a prototype he called the “Rift”, based on
the rift that the HMD creates between the real and virtual
worlds.
• John Carmack, a game programmer known for titles like
Wolfenstein 3D or Doom, which started the 3D First Person
Shooter genre, asked Palmer if he could buy one of his
prototypes when he found out about his activities in an internet
forum. As Palmer admires Carmack, he just sent it to him for
free.
• At E3 (the biggest trade fair for computer games) 2012, John
Carmack showcased Palmer’s prototype getting the attention of
thousands of people after he mentioned a Kickstarter campaign
would be launched to get the product he was showing, to the
consumer market.
Palmer Luckey, founder of OculusVR
John Carmack, CTO at OculusVR
BIRTH OF OCULUS VR
10. • Kickstarter is an American crowdfunding platform, which
consists on the collection of finance from backers all
around the world to fund an initiative via the Internet.
• Oculus announced that the "development kit" version of
the Oculus Rift would be given as a reward to backers who
pledged $300 or more on Kickstarter, with an expected
shipping date set of December 2012 (though they did not
actually ship until March 2013).
• Oculus secured its intended amount of US $250,000,and in
less than 36 hours, the campaign had surpassed $1 million
in funding, eventually ending with $2,437,429 coming from
9,522 backers.
OCULUS RIFT KICKSTARTER
11. OCULUS RIFT DK1
• The Oculus Rift Development Kit 1 (DK1) is the first
version that was available for anyone to purchase for
$300
• It was targeted at developers, in order to create
content that can be used in the future consumer
version (CV1) of the Rift
• It had 2 major problems: motion blur and screen-
door effect.
• Specifications
Resolution 640 x 800 per eye (LCD)
Refresh Rate 60 Hz
Persistence full
Viewing Optics 90° Field of View
Sensors Gyroscope, Accelerometer, Magnetometer
Update Rate 1000 Hz
Weight 0.379 Kg
12. MOTION BLUR
• Motion blur is the apparent streaking of rapidly moving objects in a still
image or a sequence of images such as a movie or animation. It results
when the image being recorded changes during the recording of a single
frame, either due to rapid movement or long exposure
• Obviously this doesn’t happen with our normal vision, so replacing our
normal perception with a virtual one that suffers from motion blur, is likely
to induce nausea
13. SCREEN-DOOR EFFECT
• The screen-door effect or fixed-pattern noise (FPN) is a visual artifact of
the projection technology used in digital projectors, where the
fine lines separating the projector's pixels become visible in the
projected image.
• Because the screen is so close to your eyes, you can see the spaces
between individual pixels, so it almost looks like you're viewing the world
through a grid or a screen door. This effect should be negated with the
improved screen that Oculus VR plans for the consumer version.
14. OCULUS RIFT DK2
• The second version of the Rift Development Kit was
first shown as a prototype at CES 2014 with code
name “Crystal Cove”.
• Its new features include 6 degrees of freedom
positional tracking, and a low persistence display
• On March 19, 2014 Oculus VR announced the Oculus
Rift DK2 was available for pre-order at a price of $350,
and again it was intended for developers. The
expected ship date was July 2014.
Resolution 960 x 1080 per eye (OLED)
Refresh Rate 75 Hz, 72 Hz, 60 Hz
Persistence 2 ms, 3 ms, full
Viewing Optics 100° Field of View
Sensors Gyroscope, Accelerometer, Magnetometer
Update Rate 1000 Hz
Near Infrared CMOS Sensor (60Hz)
Weight 0.440 Kg
Crystal Cove Prototype
Oculus Rift DK2
15. LOW PERSISTENCE
• Low persistence is a new technology that was included in the second Development Kit (DK2)
as a fix for DK1’s motion blur that was inducing nausea in a large amount of users. It is
possible thanks to an ultra-fast Samsung’s OLED display, which shows the image for 0.002
seconds (2ms) and then switches to black until the next image is shown.
• The following example shows how a full persistence display works over nearly 100ms (0.1s)
when running at 75Hz. Colors represent different images in a sequence.
The following example shows how a low persistence display works over 100ms (0.1s) when
running at 75Hz. The black sections indicate that the screen is off, waiting to receive the next
image. This way we just show the image when it’s right, and then turn the display off until the
next image to avoid perceiving wrong data.
17. POSITIONAL TRACKING
• With the second version of the development kit, OculusVR
implemented positional tracking.
• This adds 3 more degrees of freedom equivalent to translation
movements, in addition to the already existing 3 rotational
movements in DK1, making a total of 6 degrees of freedom.
3 DOF, Oculus Rift DK1 6 DOF, Oculus Rift DK2
18. FACEBOOK ACQUISITION
• On March 25, 2014, Facebook announced that it had agreed to buy
Oculus VR for $2.000.000.000
• This included $400 million in cash, $1.6 billion in Facebook stock, and
an additional $300 million subject to Oculus VR's meeting certain
financial targets in a transaction expected to close in the second
quarter of 2014
• Mark Zuckerberg, CEO of Facebook, stated after the purchase that
"Oculus has the chance to create the most social platform ever, and
change the way we work, play and communicate.
• Brendan Iribe, CEO at OculusVR, was also very excited about this
agreement: “Facebook shares our vision for connecting a billion
people through virtual reality with the power of shared presence.”
• This move created a lot of controversy on internet forums, specially
amongst people that had been following the project from the
beginning.
Mark Zuckerberg, Facebook’s CEO
Brendan Iribe, OculusVR’s CEO
19. OCULUS RIFT CV1
• The Oculus Rift CV1 (Consumer Version 1), is the code name for the first
commercial version of the Rift dedicated to the general public, expected to ship
sometime in 2015
• OculusVR has refused to give any estimates on when it will be launched, but CEO
Brendan Iribe stated that they would be dissapointed if they haven’t shipped
before the end of next year.
• Not much is known about the final specifications of the device, but the confirmed
ones include: higher resolution, lower latency, higher framerate, lower weight,
eliminated screen-door effect, higher FOV and improved ergonomics.
• This is, according to Iribe, the first Oculus HMD that will be able to deliver
presence in a constant basis, as opposed to DK2 that is only able to showglimpses
of it.
• Rumors say, that Mark Zuckerberg decided to purchase OculusVR for $2 Billion
after trying their internal CV1 prototype.
20. PROJECT MORPHEUS
• Project Morpheus is the codename for an upcoming
virtual reality headset produced by Sony Computer
Entertainment.
• It was announced on March 18, 2014 at GDC 2014, a
day before Oculus announced their second
development kit. It is designed to fully function
with Sony Playstation 4.
• It is currently a prototype and there is no release date
for the final version.
• It is expected that the quality of the virtual reality
experiences given by Morpheus will be lower than
Oculus Rift’s due to PS4 hardware limitations when
compared to desktop computers.
21. THE DAWN OF VIRTUAL REALITY
• Virtual reality opens up an unlimited amount of possibilities for
entertainment and education. Some of this applications are, but not
limited to:
-Virtual tourism: Visit places like if you were actually on them
-Virtual tickets for concerts/sports: You will be able to buy tickets to see your
favourite band, or watch your football team like if you were standing in between
the crowd
-Virtual home cinemas: You can simulate you are sitting inside a virtual cinema,
with a 400’ screen in front of you to watch any media just by putting on goggles in
your home.
- Educational experiences: Imagine studying the Solar System while travelling
around it in a spaceship, being able to sense the scale of the planets in front of
you, or seeing how the human body works from the inside.
22. THE FUTURE OF VIRTUAL REALITY
• Virtual reality isn’t even really born yet, but still it has a very bright future
ahead. The technology is still on its infancy, and it is predictable that
HMD’s will be reduced to the size of sunglasses at some point.
• When virtual reality and augmented reality merge into an all-in-one device
with high enough resolution, TV’s and flat screens as we know them today
will tend to disappear.
• We are able to reproduce two senses so far, sight and hearing. More
research is being done to implement something as important as touch, as
well as motion capture devices to enable the ability to move through the
virtual environment in a natural way without the use of a classic controller.
• It is expected that a lot more resources will be thrown into these systems
once virtual reality reaches a wide audience.
23. THE FUTURE OF VIRTUAL REALITY
Virtuix Omni Sixense STEM
ControlVR Gloves
Cyberith Virtualizer PrioVR Motion Tracking Suit