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Easy Virtual Reality

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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.

Publicado en: Tecnología
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Easy Virtual Reality

  1. 1. EASY VIRTUAL REALITY Mark Billinghurst mark.billinghurst@unisa.edu.au March 18th 2017
  2. 2. Introduction to Virtual Reality
  3. 3. Ivan Sutherland (1963) • Sketchpad – first interactive graphics program
  4. 4. 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
  5. 5. An Invisible Interface
  6. 6. Holodeck • Star Trek: The Next Generation (1987) • Realization of Sutherland’s Ultimate Display
  7. 7. Virtual Reality Computer generated multi-sensory simulation of an artificial environment that is interactive and immersive.
  8. 8. 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
  9. 9. First VR Experience • “This is so real..” • https://www.youtube.com/watch?v=pAC5SeNH8jw
  10. 10. Key Technologies • Autonomy • Head tracking, body input • Intelligent systems • Interaction • User input devices, HCI • Presence • Graphics/audio/multisensory output • Multisensory displays • Visual, audio, haptic, olfactory, etc
  11. 11. Types of VR 1 2
  12. 12. VR History
  13. 13. https://immersivelifeblog.files.wordpress.com/2015/04/vr_history.jpg
  14. 14. When anything new comes along, everyone, like a child discovering the world thinks that they’ve invented it, but you scratch a little and you find a caveman scratching on a wall is creating virtual reality in a sense. Morton Helig (Hammit 1993)
  15. 15. Early History (30,000 BC - ) The history of VR is rooted in human’s first attempts to reproduce the world around them
  16. 16. 1800’s – Capturing Reality • Panoramas (1790s) • Immersive paintings • Photography (1820-30s) • Oldest surviving photo (Niépce, 1826) • Stereo imagery (1830s) • Wheatstone (1832) • Brewster (1851) • Movies (1870s) • Muybridge (1878) • Roundhay Garden Scene (1888)
  17. 17. Stereo Viewers Wheatstone (1832) Brewster (1860)
  18. 18. Viewmaster (1939)
  19. 19. 3D Cinema Golden Era (1950-60s) • Polarized 3D projection or anaglyph (red/blue)
  20. 20. 1900s – Interactive Experiences • Early Simulators (<1960s) • Flight simulation • Sensorama (1955) • Early HMDs (1960s) • Philco, Ivan Sutherland • Military + University Research (1970-80s) • US Airforce, NASA, MIT, UNC • First Commercial Wave (1980-90s) • VPL, Virtual i-O, Division, Virtuality • VR Arcades, Virtual Boy
  21. 21. Link Trainer (1929 – 1950s) • Flight Simulator Training • Full six degree of freedom rotation • Force feedback and motion control • Simulated instruments • Modeling common flight conditions • Over 500,000 pilots trained
  22. 22. Link Trainer Video (1961) https://www.youtube.com/watch?v=0yHszBWQIsc
  23. 23. Early VR Experimenters (1950’s – 80’s) Helig 1956 Sutherland 1965 Furness 1970’s
  24. 24. Sensorama Video https://www.youtube.com/watch?v=vSINEBZNCks
  25. 25. Sutherland VR Display Prototype https://www.youtube.com/watch?v=NtwZXGprxag
  26. 26. The First Wave (1980’s – 90’s) NASA 1989 VPL 1990’s Virtuality 1990’s
  27. 27. Desktop VR - 1995 • Expensive - $150,000+ • 2 million polys/sec • VGA HMD – 30 Hz • Magnetic tracking
  28. 28. Rise of Commercial VR Companies • W Industries/Virtuality (1985 - 97) • Location based entertainment • Virtuality VR Arcades • Division (1989 – 1998) • Turn key VR systems • Visual programming tools • Virtual i-O (1993 -1997) • Inexpensive gamer HMDs • Sense8 (1990 - 1998) • WorldToolKit, WorldUp • VR authoring tools
  29. 29. Demo – Dactyl Nightmare (1991) https://www.youtube.com/watch?v=L60wgPuuDpE
  30. 30. • April 2007 Computer World • VRVoted 7th on of 21 biggest flops • MS Bob #1
  31. 31. Second Wave (2010 - ) • Palmer Luckey • HMD hacker • Mixed Reality Lab (MxR) • Oculus Rift (2011 - ) • 2012 - $2.4 million kickstarter • 2014 - $2B acquisition FaceBook • $350 USD, 110o FOV
  32. 32. Desktop VR 2016 • Graphics Desktop • $1,500 USD • >4 Billion poly/sec • $600 HMD • 1080x1200, 90Hz • Optical tracking • Room scale
  33. 33. Market Size
  34. 34. Computer Based vs. Mobile VR
  35. 35. Oculus Rift Sony Morpheus HTC/Valve Vive 2016 - Rise of Consumer HMDs
  36. 36. HTC Vive • Room scale tracking • Gesture input devices
  37. 37. Example HTC Vive App – Tilt Brush https://www.youtube.com/watch?v=ijukZmYFX-0
  38. 38. MobileVR:Google Cardboard • Released 2014 (Google 20% project) • >80 million shipped/given away • Easy to use developer tools + =
  39. 39. Google Cardboard (V1 and V2) • Two versions of Google Cardboard • Version 2 suitable for any type of smart phone
  40. 40. Many Mobile VR Viewers Available
  41. 41. • In 2016 – 46m possible desktop VR users vs. 400 m mobile VR users • https://thoughts.ishuman.co/vr-will-be-mobile-11529fabf87c#.vfcjzy1vf
  42. 42. • zxcvz
  43. 43. Potential for Disruption (BDMI) • asD
  44. 44. 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
  45. 45. 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?
  46. 46. Mobile VR Applications
  47. 47. Types of VR Experiences • Immersive Spaces • 360 Panorama’s/Movies • High visual quality • Limited interactivity • Changing viewpoint orientation • Immersive Experiences • 3D graphics • Lower visual quality • High interactivity • Movement in space • Interact with objects
  48. 48. Immersive Panorama • High quality 360 image or video surrounding user • User can turn head to see different views • Fixed position
  49. 49. Example Applications • Within – Storytelling for VR • https://with.in/ • High quality 360 VR content • New York Times VR Experience • NYTVR application • Documentary experiences • Vimeo360 • https://join.vimeo.com/360/ • Immersive 360 movies
  50. 50. Applications: Virtual Tours •Visualise architectural diagrams •Tools such as Autodesk, Revit supporting VR •Metricon, 3D tours
  51. 51. Applications: Sports and Entertainment •www.Nexvr.com •Live streaming events •NBA Basketball VR •(1 game per week) •US Open Tennis VR •Live Nation concerts
  52. 52. Capturing Panoramas • Stitching photos together • Image Composite Editor (Microsoft) • AutoPano (Kolor) • Using 360 camera • Ricoh Theta-S • Fly360
  53. 53. Capturing 360 images Kodak 360 Fly 360 Gear 360 Theta S Nikon LG 360 Pointgrey Ladybug Panono 360 Bublcam
  54. 54. Example: Cardboard Camera • Capture 360 panoramas • Stitch together images on phone • View in VR on Cardboard
  55. 55. Demo: Cardboard Camera https://www.youtube.com/watch?v=d5lUXZhWaZY
  56. 56. Google Cardboard App • 7 default experiences • Earth: Fly on Google Earth • Tour Guide: Visit sites with guides • YouTube: Watch popular videos • Exhibit: Examine cultural artifacts • Photo Sphere: Immersive photos • Street View: Drive along a street • Windy Day: Interactive short story
  57. 57. 100’s of Google Play Cardboard apps
  58. 58. Sample Applications
  59. 59. Building VR Experiences
  60. 60. What You Need • Cardboard Viewer/VR Viewer • https://www.google.com/get/cardboard/ • Smart phone • Android/iOS • Authoring Tools/SDK • Google VR SDK • Unity/Unreal game engine • Non programming tools • Content • 3D models, video, images, sounds
  61. 61. Software Tools • Low level SDKs • Need programming ability • Java, C#, C++, etc • Example: Google VR SDK (iOS, Android) • https://developers.google.com/vr/ • Game Engines • Powerful, need scripting ability • Unity - https://unity3d.com/ • Unreal - https://www.unrealengine.com/vr • Combine with VR plugins (HMDs, input devices) • Google VR Unity plugin
  62. 62. Unity Interface
  63. 63. 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/
  64. 64. Panorama VR: InstaVR
  65. 65. InstaVR •http://www.instavr.co/ •Free, fast panorama VR, deploy to multi platforms
  66. 66. Demo - Using InstaVR https://www.youtube.com/watch?v=M2C8vDL0YeA
  67. 67. Results https://www.youtube.com/watch?v=JTW86aA1QiM
  68. 68. Development Flow •Collect assets •360 panoramas, video, images •Upload to web repository •InstaVR account •Add content flow •links, hotspots, text content •Test in browser •Publish to platform: •Android, IOS, Gear VR, Web, Daydream, Oculus Rift, HTC Vive, Playstation VR
  69. 69. Getting Started • Collect assets • Images, video, panoramas • Create account
  70. 70. Process • 1. Authoring • Upload content and create links • 2. Branding • Create icon, splash image, etc • 3. Create Screens • Home screen, launch experience • 4. Package into application • Create Android .apk file, iOS, etc • 5. Download to device
  71. 71. 1. Authoring • Process • Upload content • Load panorama images • Create links between images • Add information hotspots
  72. 72. InstaVR Interface • Web based interface
  73. 73. Upload Content • Select “Click to Add VR Contents” button • Upload desired content • File chooser • Panorama images • Select files you want in app
  74. 74. Create Links • Select “+Link” button • Position, size link, add icon • Add link destination image • Image jumped to when link selected
  75. 75. Create Information Hotspot • Select “+Hotspot” • Position and Size • Add pop-up image
  76. 76. 2. Branding • Create app icon and splash screens
  77. 77. 3. Screens • Create home screen and start process
  78. 78. 4. Package • Creates executable application • Select platform you want to deploy to • Currently Android, iOS, GearVR • Click package button and wait • Note – takes a long time in free version
  79. 79. 5. Download to Device • Select download tab • Select QR code • Scan code on phone, follow instructions
  80. 80. 3D VR scenes using ENTiTi
  81. 81. Entiti • https://www.wakingapp.com/ • Stand alone application for VR/AR authoring • Download for Windows/Mac • Works with Entiti mobile application • Android, iOS versions • Delivers multiple VR experiences • 360 panorama, 3D environments • Template based VR • Visual programming for behaviours
  82. 82. Entiti Overview https://www.youtube.com/watch?v=SRuYQoT45Tg
  83. 83. ENTiTi /Waking App: VR
  84. 84. Mobile VR Experience
  85. 85. Entiti Creator • Visual design tool for VR • Create project • Pick VR template • Add assets to project • Assemble scene • Add interactivity • Publish to mobile
  86. 86. Demo Video: Entiti Creator https://www.youtube.com/watch?v=-tLRlmcLLPA
  87. 87. Using Entiti Creator 1. Login 2. Select Project type/template 3. Add assets to asset library 4. Drop assets into VR scene 5. Add behaviours (optional) 6. Publish and view on mobile
  88. 88. 1. Login/Create Account
  89. 89. 2. Select Project Type Virtual Reality Project name Choose “VR Images Presentation”
  90. 90. Image Presentation Type
  91. 91. 3. Adding Assets to Library In library, import all T-shirt images (any square images)
  92. 92. Asset Library Library is now updated with new assets
  93. 93. 4. Drop Assets in Scene Double click on items to insert T-shirt images
  94. 94. Drop Assets into Scene insert T-shirt images
  95. 95. Final Scene Save, Publish
  96. 96. 5. Select Logic to Add Behaviours
  97. 97. Demo: Using Entiti Logic https://www.youtube.com/watch?v=3OeBkdhzMXs
  98. 98. 6. Mobile App Preview: ENTiTi Search in ENTiTi: name of your project Select “Virtual Reality”
  99. 99. Mobile App Preview Experience • Hands-free navigation • Insert in google cardboard
  100. 100. Demo: Virtual Shoe Store https://www.youtube.com/watch?v=LxfdG3AO3o4
  101. 101. Vizor: Web based VR
  102. 102. Vizor • http://www.vizor.io/ • Web based full featured VR development • 360 panorama, 3D environment, interaction • Visual programming • Deploy to WebGL - just share URL to run, no app needed
  103. 103. Vizor Interface
  104. 104. Demo: Getting Started with Vizor https://www.youtube.com/watch?v=_FvWtFyeNss
  105. 105. Visual Programming • Select Program Tab • Connect visual elements together
  106. 106. Demo: Visual Programming with Vizor https://www.youtube.com/watch?v=yuSy9CSl4i8
  107. 107. Publish • Select publish tab • Public/private scene • Generate url • E.g. http://vizor.io/billinghurst/desert • View in browser • Desktop, mobile, etc
  108. 108. VR Research
  109. 109. Many 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
  110. 110. 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
  111. 111. Example: Leap Motion https://www.youtube.com/watch?v=QD4qQBL0X80
  112. 112. 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
  113. 113. Example: FOVE VR Headset • Eye tracker integrated into VR HMD • Gaze driven user interface, foveated rendering • https://www.youtube.com/watch?v=8dwdzPaqsDY
  114. 114. Pedestrian Devices • Pedestrian input in VR • Walking/running in VR • Virtuix Omni • Special shoes • http://www.virtuix.com • Cyberith Virtualizer • Socks + slippery surface • http://cyberith.com
  115. 115. Cyberith Virtualizer Demo https://www.youtube.com/watch?v=R8lmf3OFrms
  116. 116. Social VR • Facebook Social Virtual Reality, AltspaceVR • Bringing Avatars into VR space • Natural social interaction
  117. 117. Demo: Facebook Social VR https://www.youtube.com/watch?v=yxHwWHHg4Vs
  118. 118. Conclusion
  119. 119. Conclusion • VR has a long history • Early prototypes from 1960’s onwards • VR is having second phase of commercial success • Projected to grow to over $120B market by 2020 • Mostly mobile VR in near term • It is easier than ever before to develop VR apps • Multiple easy to use tools for non-programmers • Powerful developer tools for programmers • There are many opportunities for VR research • Collaboration, interaction, navigation, etc
  120. 120. Thank you
  121. 121. www.empathiccomputing.org @marknb00 mark.billinghurst@unisa.edu.au

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