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AR - 001.pptx

  2. XR refers to augmented, virtual, and extended reality
  3. CONTENTS  Definition and Need for Virtual Reality  History  Taxonomy  Basic Virtual Reality  Advanced Virtual Reality  Applications  Conclusion
  4. DEFINITION  Virtual Reality is the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.  Via seeing, hearing, smelling and feeling.  Common Features in todays world.  Virtual Reality will have some impact in almost every field in the near future.
  5. WHY VIRTUAL REALITY  Virtual reality is adopted by military, aviation, sports like golf etc. as training ground in highly realistic manner.  In military, soldiers can diffuse a bomb without any real world risks.  In Medicine; Earlier: Dissection and study using plastic models; Now: Virtual Patients and Virtual Histology  They have lower operating costs and are safer to use than real experiences.
  6. HISTORY  Traditional square or rectangular screens  Pin cushion Distortion  Top and Bottom center of a projected image appear to droop inward creating corners of squares form elongated points, as in a cushion.
  7. VITARAMA AND CINERAMA  VITARAMA: 11 Projectors and dome shaped screen.  CINERMA: Simplified version of Vitarama. Used as wide- screen film format in 1939. It used three projectors onto a deeply curved screen, subtending 146° of arc.
  8. SENSORAMA SENSORAMA: Built in 1962 and was aimed at 4 senses. [See, Hear, Feel & Smell] .But the machinery ended up being too complex. THE ULTIMATE DISPLAY: For the first time, Virtual reality was experienced via a Head-Mounted Display which was created by Ivan Sutherland in 1965. It was the biggest break through.
  9. Degree of Freedom: Optimal results in 5 DoFs such as update rate, latency, accuracy, resolution and range Input Devices: Trackers, Joysticks, Mice, Data Glove. Data Glove:  Outfitted with sensors on the fingers.  Enables natural interaction by hand gesture recognition. HARDWARE USED
  10. HARDWARE USED Output Devices: CRT monitor and LCD screens.  VR expanded from Basic to Immersive.  New devices like Power Wall, Head-Mounted Display (HMD), Binocular Omni Oriented Monitors (BOOM)
  11. TECHNOLOGIES USED [SOFTWARE] Virtual Reality Modeling Language(VRML):  It is a standard language to represent 3D graphics within the World Wide Web.  Allows the creator to specify images and the rules for their display.  Aspects of virtual world display, interaction and internetworking can be specified using VRML without being dependent on special gear like HMD.
  12. TECHNOLOGIES USED [SOFTWARE] Software packages:  Multiverse – Platform for Massively Multiplayer Online Games.  Virtual Reality Studio – Creates virtual world in Freespace.  Sense8 World Tool Kit (WTK)  Autodesk Cyberspace Development kit – Runs VR programming from keystroke commands to glove- helmet interaction.
  13. KEY ELEMENTS OF A VR SYSTEM Key elements of a Virtual Reality System are  Immersion: Active and Passive Immersion  Interactivity: Interact with a virtual object while navigating through the environment.  Participants: New user and Experienced user; One-to-one relationship and One-to- many relationship.  Feedback: Gives ability to observe the results. Very useful in aviation and medicine.
  14. VIRTUAL REALITY ARCHITECTURE  Input Processor, Simulation Processor, Rendering Processor and World Database.
  15. VIRTUAL REALITY ARCHITECTURE INPUT PROCESSOR:  They’re responsible for the control of the input devices. The object is to deliver the coordinate data to the rest of the system with minimal time lag. SIMULATION PROCESSOR:  Core of a VR system.  Takes the user inputs along with any tasks programmed and determines whether the actions that will take place in the virtual world.
  16. VIRTUAL REALITY ARCHITECTURE RENDERING PROCESSOR:  Accepts the results from the simulation processor and creates the sensations that act as output to the user. World Database (World Description Files):  Stores the objects that inhabit the world, scripts that describe actions of those objects.
  17. CLASSIFICATION The classification is based on two factors:  Type of technology used.  Level of mental immersion.
  18. CLASSIFICATION Type of Technology:  BASIC: Do not require special input or output  ENHANCED: Require additional input or output devices to experience virtual reality. Level of Mental Immersion:  BASIC: Lower lever of immersion  ENHANCED: Higher level of Immersion.
  19. BASIC VR SYSTEMS BASIC VR SYSTEMS:  The basic Virtual Reality systems have the least level of immersion when compared to enhanced systems.  They are screen-based and pointer-driven which are presented by three-dimensional graphics.  These systems can be divided into subcategories, such as the hand-based and the monitor-based virtual reality systems.
  20. HAND BASED VR SYSTEMS HAND BASED VR SYSTEMS:  Hand-held devices, such as cell phones, ultra mobile computers are used for VR experience.  Ex: Wikitude World Browser  Using a Digital Compass and a Camera on a smart phone, recognizes points of interests, landmarks and surroundings.
  21. HAND BASED VR SYSTEMS LEAP MOTION CONTROLLER:  No hand contact is required. A user can interact with their computer by just using hand gestures.  Senses your hands and fingers and follows their every move.  Uses 150° field of view and a Z-axis for depth, enabling a user to interact in 3D, as in real world.
  22. MONITOR BASED VR SYSTEMS  Basically, desktop based computers displaying three-dimensional graphics on monitors.  Ex: Fish Tank Display  This display provides projected stereo images from users point of view enabling the user to see in three dimension on two dimensional monitors.
  23. MONITOR BASED VR SYSTEMS HP ZVR:  Allows the user to contact with content on screen.  Uses four cameras to track the head and a stylus to play with the content on the screen.  The Z-view allows a user to broadcast what a person is looking at, on a larger screen.
  24. ENHANCED VR SYSTEMS  Enhanced VR systems are again divided into two sub categories.  Partially Immersive : Wall projectors, Immersa Desk and Monocular Head Based  Fully Immersive: (a) Room based - Vehicle Simulation, CAVE (b) Binocular head based
  26. Expectation in Movie Star Wars
  27. What is this?  Hologram: Typically, a hologram is a photographic recording of a light field, rather than of an image formed by a lens, and it is used to display a fully three-dimensional image of the holographed subject, which is seen without the aid of special glasses or other intermediate optics. (From wiki)  Easier version (my opinion): a technique that can display three dimensional images and users do not need to use any other devices to view the outputs.
  28. Why is it amazing? Users do not to need wear any devices. It looks real! Most of other virtual reality devices-- connect to computer and 3D models generated by computer. Interactive
  29. We do have nice prototypes... 2:16 Life Sized Hologram 3:41 Hologram Presentation 3:46 3D earth Presenter used a controler
  30. About the prototype  A brand new way to present.  An awesome way to tele-communicate (skype, video chat)  Possible better interactive methods-- hologram+kinect (hand pattern, Angela Chan)
  31. Is it too far?  es/events/bbma- 2014/6092040/michael-jackson- hologram-billboard-music- awards 1:20 2014 Billboard Music Awards
  32. Is it just for rich people?
  33. Future hologram Long way to go…  Multi-angle to view  inside 3D images  Merchandise  standard interfaces process/request-pricing/pages/default.aspx
  34. Virtual Fitting Room  Sometimes, we work hard to make lazy life possible. --Rui  Have you go shopping with your girlfriend or wife?  My girlfriend can keep shopping for 10 hours.
  35. Virtual Fitting Room En… Maybe this will work. But not 100% fit. Feeling of the materials.
  36. How does it work? Key: Kinect, powerful device. Skeleton Detection + 3D models
  38. Video Games - Early Examples  Sega Heavyweight Champ Had to move boxing gloves  Hang-On (Arcade Racing) Leaned on bike  Nintendo Power Pad
  39. Video Games - Early (continued) Nintendo Power Glove Hand motion detection Duck Hunt Light sensing guns Sega ActivatorFull body motion detection Sega VR and Nintendo Virtual Boy 3D headsets
  40. Video Games - Return of VR Motion Detection Nintendo Wiimote PS Move Microsoft Kinect Nintendo 3DS 3D and AR Other Wii Fit pad Rock Band and Guitar Hero
  41. Video Games - Near Future Augmented Reality 3DS, Hololens VR Headsets Oculus Rift, Project Morpheus ear/the-best-ar-and-vr-headsets Motion Detection Virtuix Omni 11
  42. Augmented Reality  Augmented Reality (AR): a real-world environment enhanced with computer-generated information such as sound, video or graphics  ‘Wearable Augmented Reality Devices” - Microsoft Hololens or Google Glass  “Wearable Augmented Reality Devices” capture and processes a user’s physical environment and augments it with virtual objects  additional information, objects or abstract elements are blended into the users’ field of vision  user is still able to notice, observe and participate with the real environment  Text, objects and elements are experienced as co-existent to the real surroundings but can be interacted with by use sensor-functionalities in real time
  43. Augmented Reality Augmented Reality (AR) adds new information on top of reality, most often through a phone screen or smart-glasses. Augmented: made greater, larger, or more complete
  44. An example of Augmented Reality
  45. Augmented Reality AR has a number of applications in the world, and you have probably used it without realizing it!
  46. Augmented Reality Pokemon Go is an example of AR! The pokemon you see in front of you is not actually there.
  47. Augmented Reality Snapchat and Instagram Filters can also be thought of as AR! They are putting digital information on top of the real world. You don’t actually have a dog tongue and ears.
  48. Augmented Reality Applications Games Design Training Visualization
  49. Augmented Reality
  50. Enabling Customization and Resolving Skills Gap • Complex Assembly • Plant and Building Maintenance • Training and Expert Support • Quality Assurance • Automation – Control Room • Construction March 20, 2023 50 Augmented Reality in Industry © Copyright, 2017, Ocean9, Inc., All Rights Reserved
  51. Revolutionizing the Buyer Journey March 20, 2023 51 Augmented Reality in Retail © Copyright, 2017, Ocean9, Inc., All Rights Reserved • Furniture • Beauty • Fashion • Home Improvement • Advertisements in traditional media • Intelligent store shelves
  52. Creating Memorable Experiences March 20, 2023 52 Augmented Reality in Tourism © Copyright, 2017, Ocean9, Inc., All Rights Reserved • Marketing • Hotel bookings • Enhanced navigation • Language Translations • Dining and entertainment planning • Turn vacation into an “Experience”
  53. Sweet spot between Accessibility and Immersion March 20, 2023 53 Augmented Reality © Copyright, 2017, Ocean9, Inc., All Rights Reserved Immersion Level Consumer Accessibility Virtual Reality Augmented Reality 360 Degree Video
  54. Adoption Status and Market Shares March 20, 2023 54 AR versus VR © Copyright, 2017, Ocean9, Inc., All Rights Reserved Source: TechProResearch Source: Digi-Capital
  55. CAVE VR Applications "This has applications for faculty in computing, game design, psychology, the arts, and a wide range of other fields.” Can study cognitive processing, assess phobias, visualize large data sets, etc, Forest fire simulation presented by Dr. Harris
  56. Military Applications military/index.html Flight Simulation Battlefield Simulation Medic Training Vehicle Simulation Virtual Boot Camp
  57. Medical Applications Surgical Fields - Training on models instead of real people Diagnostic tool, Robotic surgery PTSD and Phobia Treatment Place patients in controlled environments Cognitive Behavioral Therapy – Transform negative beliefs into positive action Patients may be more comfortable talking in virtual environment
  58. Medical Applications (continued) Addiction Treatment VR used for counseling Display images in VR to use as Hypnotherapy Meant to relax patient and encourage behavioral changes VR for the disabled Allow the disabled to explore world as regular people Test building accessibility for disabled before construction Prepare people who may have their disability cured for tasks and skills they may be able to perform
  59. Virtual Reality and Education education/index.html Able to present large amounts of potentially complex data. Especially useful for scenarios and places students cannot experience or see immediately (astronomy, surgery) Can tailor to specific learning styles
  60. Other Virtual Reality Applications Fashion Virtual Heritage Sites (Stonehenge, Archaeological digs, etc.) Sports - Performance analysis, equipment design Engineering - Design, AR-assisted Maintenance Business - Training, 360-degree product view Construction - Building construction, disaster test Art
  61. Reality-Virtuality (RV) Continuum VR Technology – Reality-Virtuality (RV) Continuum Reality-virtuality continuum. The scale shows the transition between the real and virtual worlds.[*] [*] Adapted by Gamper, H. (2019). Audio augmented reality in telecommunication. Mixed Reality: “reality spectrum” ranging between pure “reality” (without computer intervention) and pure “Virtual Reality” (a computer-generated environment). MR is any environment that incorporates aspects of both ends of this spectrum, such as overlaying virtual objects on top of a user's field of view of a real space. Milgram P., Kishino F. (1994), Taxonomy of mixed reality visual displays, IEICE Transactions on Information and Systems, pp. 1321-1329.
  64. ADDITIONAL SLIDES  There are things we may not particularly like about ourselves in normal life like not being tall, athletic or creative as we’d like to be. But according to Brad Paisley, you can be so much cooler online in the virtual world. This is how: