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.
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
9. 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
10. First VR Experience
• “This is so real..”
• https://www.youtube.com/watch?v=pAC5SeNH8jw
11. 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
15. 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)
16. Early History (30,000 BC - )
The history of VR is rooted in human’s first
attempts to reproduce the world around them
20. 3D Cinema Golden Era (1950-60s)
• Polarized 3D projection or anaglyph (red/blue)
21. 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
22. 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
45. 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
46. 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?
48. 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
49. Immersive Panorama
• High quality 360 image or video surrounding user
• User can turn head to see different views
• Fixed position
50. 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
52. Applications: Sports and Entertainment
•www.Nexvr.com
•Live streaming events
•NBA Basketball VR
•(1 game per week)
•US Open Tennis VR
•Live Nation concerts
53. Capturing Panoramas
• Stitching photos together
• Image Composite Editor (Microsoft)
• AutoPano (Kolor)
• Using 360 camera
• Ricoh Theta-S
• Fly360
54. Capturing 360 images
Kodak 360 Fly 360 Gear 360 Theta S Nikon
LG 360 Pointgrey Ladybug Panono 360 Bublcam
55. Example: Cardboard Camera
• Capture 360 panoramas
• Stitch together images on phone
• View in VR on Cardboard
57. 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
64. 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/
79. 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
80. 5. Download to Device
• Select download tab
• Select QR code
• Scan code on phone, follow instructions
82. 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
88. 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
103. 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
110. 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
111. 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
113. 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
120. 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