This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies along the immersive experience continuum. It begins with a brief definition of VR and AR and discusses moving from basic VR environments towards more advanced immersive AR applications. Examples are given of educational uses of VR and emerging AR applications. Key challenges of AR development are outlined, including technical challenges of recognition and tracking and social challenges of adoption. Methods of accessing and creating basic AR content are described, from 360 cameras to target-based applications using tools like Vuforia and Unity. The document stresses the evolving nature of these technologies and considering appropriate educational applications.
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.
Touching More than 3 Dimensions Research Into Novel Interfaces – three dimen...Joaquim Jorge
Work on interactive tabletops and surfaces has focused mostly on two-dimensional issues, such as multi-finger gestures and tangible interaction. Interesting as it is, however this picture is missing several dimensions. I will describe work on 2D and 3D semi-immersive environments and present novel on-and-above-the-surface techniques based on bi-manual models to take advantage of the continuous interaction space for creating and editing 3D models in stereoscopic environments. I will also discuss means to allow for more expressive interactions, including novel uses of sound and combining hand and finger tracking in the space above the table with multitouch gestures on its surface continuously. These combinations can provide alternative design environments and allow novel interaction modalities.
In science fiction and action films, gestural interfaces are everywhere, and new gestural input technologies generate a lot of anticipation with their kickstarter videos. And yet in the real world, gestural input (with the exception of multitouch) has gained little traction. Why is that?
We've been working with a variety of gestural technologies, trying to incorporate them into professional products, and we have learned where the problems are, and what we need to do to cross the divide between hype and practice.
This presentation looks at the current state of gestural input technologies, analyses the strengths and failings of each, and charts a course to using them successfully. We present a case study showing how and why gestures need to be curated across different form-factors, and give some tips on how to test.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
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.
Touching More than 3 Dimensions Research Into Novel Interfaces – three dimen...Joaquim Jorge
Work on interactive tabletops and surfaces has focused mostly on two-dimensional issues, such as multi-finger gestures and tangible interaction. Interesting as it is, however this picture is missing several dimensions. I will describe work on 2D and 3D semi-immersive environments and present novel on-and-above-the-surface techniques based on bi-manual models to take advantage of the continuous interaction space for creating and editing 3D models in stereoscopic environments. I will also discuss means to allow for more expressive interactions, including novel uses of sound and combining hand and finger tracking in the space above the table with multitouch gestures on its surface continuously. These combinations can provide alternative design environments and allow novel interaction modalities.
In science fiction and action films, gestural interfaces are everywhere, and new gestural input technologies generate a lot of anticipation with their kickstarter videos. And yet in the real world, gestural input (with the exception of multitouch) has gained little traction. Why is that?
We've been working with a variety of gestural technologies, trying to incorporate them into professional products, and we have learned where the problems are, and what we need to do to cross the divide between hype and practice.
This presentation looks at the current state of gestural input technologies, analyses the strengths and failings of each, and charts a course to using them successfully. We present a case study showing how and why gestures need to be curated across different form-factors, and give some tips on how to test.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Oscar alert for wearables - Moto 360 & Apple WatchCarolyn Jao
Project Manager / Research Lead / Prototype (Apple Watch): Carolyn Jao
Researcher / Prototype Lead (Moto 360): Samira Rahimi
We developed a concept for an extension of the Oscar Health App to provide location based reminders as well as collision detection. We conducted in dept studies of the hardware capabilities and API, interviewed subjects with and without wearable experience, developed personas and created 2 prototypes.
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.
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.
Careers resource and map about the UK VFX industry. Information about different new entrant job roles, how to get into the industry, subjects to study and skills required. All relevant and user friendly for teachers, students, career advisors, parents and industry.
EzetriX-Gaming and Animation Institute,PuneEzetriX
EzetriX , Gaming and Animation Institute offers intensive one year diploma program’s in Game Design and Programming, Animation, Android and iPhone Development, Online Games,Comics Design,Character Design & Kiddie Designer.
EzetriX has re engineered the methodology of teaching and the very content of the curriculum to respond to the exploding cross industry demand for employees in the Game Industry.
Join EzetriX and discover the game industry from the inside, while we take you in depth on subjects like Game Art and Design, Game Programming, Mobile Game Programming and much more…The interactive design and Game Development Program at EzetriX fuses artistic and technical training to prepare students for professional, creative careers in the rapidly growing interactive and games industry.
The primary goal of this program is to provide students with the specific programming skills necessary to find and retain a job as a computer game developer.
EzetriX offers a complete game production education designed to get you started in a career doing what you love!
Here you will learn what it takes to create a video game from start to finish…
The gaming industry is COMPETITIVE.
So why not prepare to compete?
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
Gamification Case Studies: Technology Enhanced Fieldworktelshef
This session looks at case studies from colleagues using gamification in their work, among other innovative technologies. Stephen Davie and Greg Stewart (Careers) will demonstrate a suite of interactive material to engage students in the career planning process. Jessica Keen and Amy Mollekin (301: Student Skills and Development Centre) show how innovative technology has is being used to engage students with skills development opportunities, including a skills audit tool, and the pilot of the ‘Join Up Your Skills’ scavenger hunt-style app that will be launched in 2017/18. Olaf Scroth, Paul Buck and Thom White (Landscape) will demonstrate the use of 360 degree cameras and drones to create walk-throughs of landscape sites, and the online “treasure hunt” app Actionbound, to further enhance understanding.
Oculus Connect 2014 - The value of VR for professional applicationsSebastien Kuntz
VR has been used by professionals for the last 20 years because it saves lives, time and money. Long before the Oculus Rift, engineers have used VR to design and prototype cars, planes, boats, and more. Virtual supermarkets are created to study the impact of a store layout and product packaging. Training simulations are used by a wide variety of professionals like firefighters and surgeons. Therapists use VR to treat phobias in a controlled environment. We will go through all these applications (and many more) and see why VR is an invaluable tool for life.
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.
Lecture 8 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 describes how to develop AR panoramas for mobile devices. Look for the other 9 lectures in the course.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs HologramsAugmentedWorldExpo
A talk from the Intro Classes Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs Holograms
The goal of the ideal 3D display is to create virtual scenes that are indistinguishable from natural scenes in the real world. Most current AR or VR platforms tend to display information at one depth or focus and does not provide any real 3D information for the viewer. In this talk, we will look at the latest display technologies and how new approaches to lightfield, holographic, or other techniques can create a better experience for users.
http://AugmentedWorldExpo.com
Slides from a 4 week STEAM class teaching the next generation of creators about the next generation of media consumption. Students learned about Augmented Reality’s history, future, current applications, career opportunities and tools then used Apple’s Reality Composer tool to create AR experiences about the life of Pope Francis (it’s a Catholic school).
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Oscar alert for wearables - Moto 360 & Apple WatchCarolyn Jao
Project Manager / Research Lead / Prototype (Apple Watch): Carolyn Jao
Researcher / Prototype Lead (Moto 360): Samira Rahimi
We developed a concept for an extension of the Oscar Health App to provide location based reminders as well as collision detection. We conducted in dept studies of the hardware capabilities and API, interviewed subjects with and without wearable experience, developed personas and created 2 prototypes.
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.
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.
Careers resource and map about the UK VFX industry. Information about different new entrant job roles, how to get into the industry, subjects to study and skills required. All relevant and user friendly for teachers, students, career advisors, parents and industry.
EzetriX-Gaming and Animation Institute,PuneEzetriX
EzetriX , Gaming and Animation Institute offers intensive one year diploma program’s in Game Design and Programming, Animation, Android and iPhone Development, Online Games,Comics Design,Character Design & Kiddie Designer.
EzetriX has re engineered the methodology of teaching and the very content of the curriculum to respond to the exploding cross industry demand for employees in the Game Industry.
Join EzetriX and discover the game industry from the inside, while we take you in depth on subjects like Game Art and Design, Game Programming, Mobile Game Programming and much more…The interactive design and Game Development Program at EzetriX fuses artistic and technical training to prepare students for professional, creative careers in the rapidly growing interactive and games industry.
The primary goal of this program is to provide students with the specific programming skills necessary to find and retain a job as a computer game developer.
EzetriX offers a complete game production education designed to get you started in a career doing what you love!
Here you will learn what it takes to create a video game from start to finish…
The gaming industry is COMPETITIVE.
So why not prepare to compete?
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
Gamification Case Studies: Technology Enhanced Fieldworktelshef
This session looks at case studies from colleagues using gamification in their work, among other innovative technologies. Stephen Davie and Greg Stewart (Careers) will demonstrate a suite of interactive material to engage students in the career planning process. Jessica Keen and Amy Mollekin (301: Student Skills and Development Centre) show how innovative technology has is being used to engage students with skills development opportunities, including a skills audit tool, and the pilot of the ‘Join Up Your Skills’ scavenger hunt-style app that will be launched in 2017/18. Olaf Scroth, Paul Buck and Thom White (Landscape) will demonstrate the use of 360 degree cameras and drones to create walk-throughs of landscape sites, and the online “treasure hunt” app Actionbound, to further enhance understanding.
Oculus Connect 2014 - The value of VR for professional applicationsSebastien Kuntz
VR has been used by professionals for the last 20 years because it saves lives, time and money. Long before the Oculus Rift, engineers have used VR to design and prototype cars, planes, boats, and more. Virtual supermarkets are created to study the impact of a store layout and product packaging. Training simulations are used by a wide variety of professionals like firefighters and surgeons. Therapists use VR to treat phobias in a controlled environment. We will go through all these applications (and many more) and see why VR is an invaluable tool for life.
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.
Lecture 8 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 describes how to develop AR panoramas for mobile devices. Look for the other 9 lectures in the course.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs HologramsAugmentedWorldExpo
A talk from the Intro Classes Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs Holograms
The goal of the ideal 3D display is to create virtual scenes that are indistinguishable from natural scenes in the real world. Most current AR or VR platforms tend to display information at one depth or focus and does not provide any real 3D information for the viewer. In this talk, we will look at the latest display technologies and how new approaches to lightfield, holographic, or other techniques can create a better experience for users.
http://AugmentedWorldExpo.com
Slides from a 4 week STEAM class teaching the next generation of creators about the next generation of media consumption. Students learned about Augmented Reality’s history, future, current applications, career opportunities and tools then used Apple’s Reality Composer tool to create AR experiences about the life of Pope Francis (it’s a Catholic school).
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
The second lecture in the 426 graduate class on Augmented Reality taught thy Mark Billinghurst at the HIT Lab NZ, University of Canterbury. The class was taught on July 19th 2013
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
Interactive Tak: The importance of Augmented Reality is growing. Augmented Reality is a proven cost efficient tool for education at different levels and different budgets. In this talk you will understand what is AR and differents types of AR (great learning experience!) and how to start using AR solutions in your classroom straight away. Interactive talk involves AR experiences during the talk.
Simulating Presence: BIM to Virtual RealityJason Halaby
Virtual Reality is becoming a powerful tool for architects to validate and communicate their designs. Jason Halaby presents recent experimentation and implementation of VR at WRNS Studio. This presentation was given in San Francisco on February 13, 2015 at an AIA event on "Emerging Technology in Architecture" sponsored by the Bay Area Young Architects (BAYA) group.
www.wrnsstudio.com
Introducing K12 Teachers to Technology in an Online Grad Program within a Vir...Eileen O'Connor
These slides accompanied a conference presentation of a paper on this topic presented at e-Learn in Las Vegas sponsored by AACE - paper written by Eileen O'Connor and Terri Worman; presentation given by Terri Worman
Master's Graduate Program's Use of Virtual RealityEileen O'Connor
These slides accompanied a presentation to MOOC (massive online open course) about my work in the graduate program at SUNY Empire State college integrating virtual reality into my courses and into this emerging-technology master's program
These slides accompanied a presentation that was conducted face-to-face during an education workshop at the conference in Learning with Innovative Technologies conducted by SUNY Empire State College and Saratoga High School
STEM / STEAM - integrating into a master's program Eileen O'Connor
Science, technology, engineering and mathematics (STEM), often enhanced with the arts (STEAM) has become an important interdisciplinary perspective that can be brought to education, business and community based projects. This presentations highlights the theoretical / academic underpinnings of this approach and provides examples from work done within the SUNY Empire State College's masters program in these areas.
Institute for New Paradigms - poster materials (higher ed) Eileen O'Connor
These poster session slides overview the development and evaluation of an institute that was launched from within a higher education master's program at SUNY Empire State College (the Masters of Arts in Learning and Emerging Technology (MALET)). The intent of the institute is to provide an ongoing forum for graduate students to develop their understanding of innovative and creative uses of technology for education and communication. Alumni, other educators / innovators have joined the group. There are monthly meetings to address conceptual / education / communication topics and to share new technologies that can serve education and communication. Topics and technologies have included: 360 camera, augment reality, virtual reality, healthcare and technologies, visual learning, experiential learning,
These slides accompanied a workshop that reviewed the basics of the way that open source virtual reality environments can be used in education - there are hands on applications and links that can be tried by all
Lessons Learned When Using Virtual Reality with Middle School StudentsEileen O'Connor
This study from 2010 / 2011 explains how a higher education instructor learned how to create a complex project within an immersive virtual reality setting for middle school students
Faculty at Empire State College / SUNY share ways they use innovative technologies to build community and they share how they have worked to support each other's efforts.
Overall perspective on things that can be done in virtual reality environments. Uses Second Life as the platform but can be adapted to other virtual reality environments.
Ways to consider using social networks available today for education purposes and with assessment approaches that can help you understand if your network is achieving your desired objectives.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
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TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
Vr ar-overview-explanations
1. Augmented Reality (AR)
And Related Virtual Reality (VR) Technologies
along the Immersive Experience Continuum
Moving towards new definitions . . . and understandings
2. Agenda for VR/AR portion
•Launch: A visual exploration along the
continuum of immersion and augmented
environments – emerging definitions
•Highlights: VR AR;360 cameras, mapping,
location based AR, target based AR
•Examples – from basic to advanced; possible ways
for entry considered
•The challenge going into new dimensions
3. Definition, as per Wikipedia – but we will look
at the continuum from VR to mapping to AR
4. But where is reality? Is it
Pokémon Go?
Overlaying / augmenting
the world
5. Ready Player One? Integrating real and virtual; past &
present – within a story line
9. Starting from VR - immersive 2d/3d - VR brings you into an
alternative “universe”
● Open source -
affordable for
educators
● Pre-developed
environments
(islands) - use or
repurpose
● Many free and
Creative Commons
resources
https://www.frontiersin.org/articles/10.3389/frobt.2016.00074/full#h10 an EXCELLENT open-access
articles on the growing activities in and importance of VR environments
10. VR - immersive 2d/3d
Open source -
affordable for
educators
- Such as this
Japanese historical
setting for cultural
immersion within a
high school classroom
https://www.frontiersin.org/articles/10.3389/frobt.2016.00074/full#h10 an EXCELLENT open-access
articles on the growing activities in and importance of VR environments
11. VR - immersive 2d/3d
Open source -
affordable for
educators
Used for social
worker training –
this setting mirror
the home-base of
leaders in this field
https://www.frontiersin.org/articles/10.3389/frobt.2016.00074/full#h10 an EXCELLENT open-access
articles on the growing activities in and importance of VR environments
12. Low barrier
entry 2d/3d
• http://youtu.be/nz5
bf9x5BYs?hd=1
• Low resolution /
web-based 2d/3d
interface
• Set up groups &
interactivity –
segue to more
robust (that need
viewer download)
13. VR - advanced immersive; on the other end of the spectrum
● High resolution graphics
● For-fee games
● 3d headsets - there already or are
coming
● Costly & time consuming to
develop
● Unity / Unreal Engine - key
vendor; low cost developer entry
14. Specialized degrees & certificates – to really become expert
● Opening the way for
AR / VR
● Note the money spent
on gaming
● “With more than $60
billion in annual
revenue, the game
industry is bigger than
Hollywood . . . “
15. VR - advanced immersive
Better graphics; Military
preparation
Much already being done
with simulations for military
- “live,” interactive,
operations preparation –
M.O.S.E.S.
Aviation has long used
simulated training
16. VR - advanced immersive
Simulations
High quality / costly
simulations - but can reduce
the overall cost for clinical
practice training
A MALET student is developing
training materials for this app
17. 360 cameras
in medicine /
healthcare
Used in pre-clinical training for
operating room procedures – a
MALET students is creating videos
for operating room tech training
There is a need to optimize the
time on the actual hospital floor
18. Moving into Augment Reality . . .
For instance, updating
the costly manikins -
healthcare apps
App under development
- to use iPads over
manikin to show
interactive simulated
patient responses, by a
MALET student
19. Where/how can “you” gain entry
into these augmented worlds?
What are the viewer and developer requirements?
20. 360 cameras uploaded to 3d video players – an
example here from YouTube
Lets you experience
• Events
• Locations – operating
rooms; factories;
museums; churches
• Geography / topography
• Professional or amateur
• Growing databases of
user uploads
https://www.engadget.com/2016/08/25/google-offers-360-degree-tours-of-us-
national-parks/ - info on using Google Expeditions and US National Parks
https://youtu.be/Sn_g80FXA-0 - video of using Google Expeditions
21. Smartphones have the intelligence to
interpret and display the video footage
• Features in the
advanced phones
can allow for 360
camera viewing,
provide that you
then have . . .
22. A 3d viewer, such as this inexpensive Google
Cardboard viewer
• Two cameras shoot
the footage,
stereoscopic lenses &
an app integrate the
images for human
viewing
• Here Google
cardboard is holding
a smartphone that is
displaying a 360
camera view – two
lenses “trick” the eye
24. Simple entry – by creating
360 AR or panoramic view
• https://sites.google.com/view/stemste
am/tools/360-cameras
• Determine area / type of location to
tape
• Turn on camera directly or through
phone app; tripod adds stability
• Download to computer, simple editing,
upload to 3d video (YouTube)
• https://youtu.be/cmJxg29f7Cs - basic
camera review
25. Enhance a 360 or panoramic experience by:
• — Placing the camera in the center of the desired action (oft
times a challenge in action oriented scenarios); using remote
cameras start from phone app to move camera person out of the
picture
• — Determining appropriate “action” scenes — is there a process,
multifaceted environment, a nature phenomenon, a classroom
setting, or the like that you could share effectively with a 360
perspective?
• — Developing the additional contexts, supports or instructional
resources needed to embed the video within a learning or
communication scenario.
26. Advanced editing of
360 footage
Advanced editing platform
& footage from on a vessel
– a MALET student on
vessel navigation
29. Reminder: 360 cameras
in medicine /
healthcare
Many apps for 360 besides
geographic; panoramic
perspective on work and
processes
30. Headsets – VR / AR – immersion in the experience
Moving beyond
Google Cardboard
31. However, what can we
expect from AR today?
● “Augmented Reality will not replace the
older interfaces any time soon however,
ever current computing interface still in
use provide a valuable functionality and
while in some cases it may be limiting, in
others it is ideal” 2012
● Therefore, we need the integration of
technologies for their unique and for their
blended purposes Augmented Reality : An Emerging
Technologies Guide to AR
Greg Kipper and Joseph Rampolla
32. How do you access AR?
Viewing
AR
Smartphones
/ YouTube –
3d
Headsets
• Google
Cardboard
• Advanced
Good
desktop
33. How do you develop
AR, today?
Developing
AR
App - Unity / Unreal
• Vuforia (target / pattern)
• GPS – MapBox; AR
Core (Google)
• Other – fast growing
Hovering items
• Create – Blender/ Maja
• Acquire
• Advanced Unity,
Turbosquid, Sketchup
• Basic - Google Poly
GPS
34. What are key AR
challenges?
● Technical – the interface
itself
● Social
○ Bringing in the users
● The vast complexity of the
“system” where multiple
components must work
correctly Augmented Reality : An Emerging
Technologies Guide to AR
Greg Kipper and Joseph Rampolla
“In this section we’ll explore some of the challenges with
Augmented Reality and they are broken out into two categories:
technical and social. Technical challenges examine things like
the recognition problem and sensory accuracy as well as authoring
limitations that stem from different hardware and software
platforms and usage issues such as location and position. Social
challenges explore the issues that don’t tie directly to the
technology supporting AR, but rather some of the potentially
negative side effects of using AR. Technical Challenges
of Augmented Reality: As with any complex
system, one requiring multiple components to
work properly in order for the system to
function, there will always be problems. AR
systems are no different.”
35. Categorization of AR
● From -
Augmented Reality :
An Emerging
Technologies Guide
to AR
Greg Kipper and
Joseph Rampolla
E-book – Chapter 2;
available through
www.esc.edu/library
AR Functions:
-- the augmented perception of reality
-- the creation of an artificial environment
Recognition & Tracking Challenges – “part of
the reason the recognition problem is one of
AR’s biggest challenges: the imperfection of
the real world in contrast to a lab or test
environment”
36. Categorization of AR
Augmented Reality :
An Emerging
Technologies Guide
to AR
Greg Kipper and
Joseph Rampolla
E-book – Chapter 2;
available through
www.esc.edu/library
AR Methods, based on recognition types:
• pattern -- performs recognition of basic
shape or marker which it replaces with a
static or moving digital element (3d
model, audio or video, or website/info)
• outline – recognizes a body feature &
has an interactive virtual embodiment
• location – interacts with smartphone or
device within real world (GPS based)
• surface – augments surfaces in physical
spaces (Google ARCore)
37. BUT WHERE HAVE YOU SEEN THIS ALREADY?
QR (quick response) codes – a
simple form of AR pattern
recognition
● Get QR apps developer
(many free)
● Create text term that
generates the item (a website
address, perhaps; forms &
other uses are possible (for
fee))
● Generate the pattern (press a
button)
38. Testing the QR code
● Test the pattern on your own computer
– move from download on system tray
to a desktop icon and use your cell
phone
● Place QR image on websites, posters,
documents, e-sharing
○ Someone with a smartphone with a
QR reader (free app) can hover
over QR code, click, and see your
app
39. Moving to more sophisticated VR app
development, at least for today
• Need more powerful means of generating the application
• Location based – apps / software that overlays the game engine
developers
• Unity / Unreal Engine
• Add ons and plug in’s being developed
• Google entering this game through Google AR Core
• You need a crystal ball to know how this field will define itself
• True of the entire emerging / immersive tech areas
40. AR – location based: Using MapBox (open source) to
bring in 3d locations into Unity for development
Associated with AR
application, although
more strictly a mapping
application
Using AR over GPS
locations is upcoming
with Google’s large scale
entry
41. More mapping apps – integrating maps & AR
Integrating features from
Google maps into the AR
development software
Eventual education,
textbook publishing,
marketing, tourism, and
commercial
44. AR Core - Google
• https://developers
.google.com/ar/
• Watch for more to
come from Google
• GPS built –
outdoors and in
home / office
settings too
45. Reminder on ways to view: From basic Google
Cardboard to haptic (sensory) devices too
46. Pattern recognition AR: Developing apps (animations,
websites, etc.) to appear over these targets via shared apps &
targets
An example – a 3d receipe
book shown by bringing
smartphone over the ketchup
label and taking its picture
You would need an app
reader on phone; or, headset
Logistics & mechanical issues
– but the vision
https://youtu.be/GbplSdh0lGU
47. How do you make AR apps?
• Locating courses
• Not yet onto
basic education
servers like
Lynda.com
• Udemy.com –
good pricing;
leading edge;
fewer
instructional
features, though
51. Marketing / Product info
• https://youtu.b
e/6-3nEIX_VRY
• YouTube of
Heinz ketchup
bottle & phone
app
• Need a
common target
for this type
52. AR targets that can trigger 3d hovering items & more; must have
a shared app & common target
Trigger must be available to client
- good for product manufactures -
AR Core video clip
Choose a target sufficiently
complex (the number of turning
points in the image) and also
available to your view
53. Demo of hovering AR objects
https://youtu.be/KMyi-LQYXJU
An animated samurai
warrior hovering over a
9 of clubs
54. AR targets can trigger 3d hovering
when you share the app
● How to share beyond fun -
can gather some of the codes
for websites and the like (put
these on your websites too)
● Growing repository of apps –
contributions from public –
attributions
● http://poly.google.com
57. AR targets that can trigger 3d hovering with shared apps &
triggers
Creating within Unity &
Vuforia & publishing to APK
for mobile or computer
The intended audience must
share the common trigger &
have the app
Share via app store or
providing APK direct transfer
58. AR development
platform, example
Work with Unity (game
engine) & Vuforia for the
target connection
Interface showing working
space; player button;
Assets & folders; Inspector
panel
You develop “scenes” with
different objects / items
being shown – trigger item
on the bottom here
64. How can we
think, plan and
develop for
these new ways
of
communicating?
Tools
Ideas
Communities
65. So . . . what are we creating for their future?
Editor's Notes
This presentation is a pictorial overview of the changes that are coming into the communication and education environment through the immersive areas of virtual-reality and augmented reality. The ability to also communicate and interactive and apparently three-dimensional ways with videotaped reality is also moving into this domain and will be considered as well here on an introductory level.
Definitions are helpful because there are so many fast emerging areas and this general definition seems to work well for overviewing the different types of "realities" that are becoming available.
Interestingly, without needing an expensive headset many people around the world got very involved in Pokémon go. As use, and many adults, brother cell phone to outdoor spaces, you can see that the press was concerned too. Some worried about the physical safety of people who were not really paying attention to the world around them as they were walking and you can see, even on an international basis, there are others worried about what impact this might have on the minds of youth. It's extremely important for educators and communicators to be concerned about — and developing good examples of — the uses of these potentially very powerful technologies.
stereoscopic lenses; what cardboard does, as well as the more advanced and expensive headsets for 3-D rendering is takes the two camera like work from the output of the 360 camera with the two lenses, presents them on the screen where the two lenses optically trick your eye into rendering one image perceived as three dimensional. You might also have an iPad or larger device with easier computer interactivity that may allow you to actually move around the 3-D field of vision and pushbuttons slide objects or even interact through a keyboard (theoretically doable on a smart phone, but difficult to negotiate) — again, remember you are not the developer here