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LECTURE 10: RESEARCH
DIRECTIONS IN AR AND VR
COMP 4010 – Virtual Reality
Semester 5 – 2018
Bruce Thomas, Mark Billinghurst
University of South Australia
October 30th 2018
Key Technologies for VR Systems
• Visual Display
• Stimulate visual sense
• Audio/Tactile Display
• Stimulate hearing/touch
• Tracking
• Changing viewpoint
• User input
• Input Devices
• Supporting user interaction
Many Directions for Research
• Research in each of the key technology areas for VR
• Display, input, tracking, graphics, etc.
• Research in the phenomena of VR
• Psychological experience of VR, measuring Presence, etc..
• Research in tools for VR
• VR authoring tools, automatic world creation, etc.
• Research in many application areas
• Collaborative/social, virtual characters, medical, education, etc.
Future Visions of VR: Ready Player One
• https://www.youtube.com/watch?v=LiK2fhOY0nE
Today vs. Tomorrow
VR in 2018 VR in 2045
Graphics High quality Photo-realistic
Display 110-150 degrees Total immersion
Interaction Handheld controller Full gesture/body/gaze
Navigation Limited movement Natural
Multiuser Few users Millions of users
Augmented Reality
• Defining Characteristics [Azuma 97]
• Combines Real andVirtual Images
• Both can be seen at the same time
• Interactive in real-time
• The virtual content can be interacted with
• Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
Future Vision of AR: IronMan
• https://www.youtube.com/watch?v=Y1TEK2Wf_e8
Key Enabling Technologies
1. Combines Real andVirtual Images
Display Technology
2. Registered in 3D
Tracking Technologies
3. Interactive in real-time
InteractionTechnologies
Future research can be done in each of these areas
DISPLAY
• Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Evolution in Displays
Wide FOV See-Through (3+ years)
• Waveguide techniques
• Wider FOV
• Thin see through
• Socially acceptable
• Pinlight Displays
• LCD panel + point light sources
• 110 degree FOV
• UNC/Nvidia
Lumus DK40
Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide
field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014
Emerging Technologies (p. 20). ACM.
Pinlight Display Demo
https://www.youtube.com/watch?v=tJULL1Oou9k
Light Field Displays
https://www.youtube.com/watch?v=J28AvVBZWbg
Retinal Displays (5+ years)
• Photons scanned into eye
• Infinite depth of field
• Bright outdoor performance
• Overcome visual defects
• True 3D stereo with depth modulation
• Microvision (1993-)
• Head mounted monochrome
• MagicLeap (2013-)
• Projecting light field into eye
Contact Lens (10 – 15 + years)
• Contact Lens only
• Unobtrusive
• Significant technical challenges
• Power, data, resolution
• Babak Parviz (2008)
• Contact Lens + Micro-display
• Wide FOV
• socially acceptable
• Innovega (innovega-inc.com)
http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
TRACKING
Evolution of Tracking
• Past
• Location based, marker based,
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
Model Based Tracking (1-3 yrs)
• Track from known 3D model
• Use depth + colour information
• Match input to model template
• Use CAD model of targets
• Recent innovations
• Learn models online
• Tracking from cluttered scene
• Track from deformable objects
Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013).
Model based training, detection and pose estimation of texture-less 3D objects in heavily
cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
Deformable Object Tracking
https://www.youtube.com/watch?v=KThSoK0VTDU
Environmental Tracking (3+ yrs)
• Environment capture
• Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
• Real time scene capture on mobiles, dense or sparse capture
• Dynamic memory swapping allows large environment capture
• Cross platform, open source library available
InfinitAM Demo
https://www.youtube.com/watch?v=47zTHHxJjQU
Fusion4D (2016)
• Shahram Izhadi (Microsoft + perceptiveIO)
• Real capture and dynamic reconstruction
• RGBD sensors + incremental reconstruction
Fusion4D Demo
https://www.youtube.com/watch?v=rnz0Kt36mOQ
Wide Area Outdoor Tracking (5+ yrs)
• Process
• Combine panorama’s into point cloud model (offline)
• Initialize camera tracking from point cloud
• Update pose by aligning camera image to point cloud
• Accurate to 25 cm, 0.5 degree over very wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
Wide Area Outdoor Tracking
https://www.youtube.com/watch?v=8ZNN0NeXV6s
Outdoor Localization using Maps
• Use 2D building footprints and approximate height
• Process
• Sensor input for initial position orientation
• Estimate camera orientation from straight line segments
• Estimate camera translation from façade segmentation
• Use pose estimate to initialise SLAM tracking
• Results – 90% < 4m position error, < 3
o
angular error
Arth, C., Pirchheim, C., Ventura, J., Schmalstieg, D., & Lepetit, V. (2015). Instant outdoor
localization and SLAM initialization from 2.5 D maps. IEEE transactions on visualization and
computer graphics, 21(11), 1309-1318.
Demo: Outdoor Tracking
https://www.youtube.com/watch?v=PzV8VKC5buQ
INTERACTION
Evolution of Interaction
• Past
• Limited interaction
• Viewpoint manipulation
• Present
• Screen based, simple gesture
• tangible interaction
• Future
• Natural gesture, Multimodal
• Intelligent Interfaces
• Physiological/Sensor based
Natural Gesture (2-5 years)
• Freehand gesture input
• Depth sensors for gesture capture
• Move beyond simple pointing
• Rich two handed gestures
• Eg Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Meta, MS Hololens, Occulus, Intel, etc
Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S.
(2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
Hand Tracking Demo
https://www.youtube.com/watch?v=QTz1zQAnMcU
Example: Eye Tracking Input
• Smaller/cheaper eye-tracking systems
• More HMDs with integrated eye-tracking
• Research questions
• How can eye gaze be used for interaction?
• What interaction metaphors are natural?
• What technology can be used for eye-tracking
• Etc..
Eye Gaze Interaction Methods
• Gaze for interaction
• Implicit vs. explicit input
• Exploring different gaze interaction
• Duo reticles – use eye saccade input
• Radial pursuit – use smooth pursuit motion
• Nod and roll – use the vestibular ocular reflex
• Hardware
• HTC Vive + Pupil Labs integrated eye-tracking
• User study to compare between methods for 3DUI
Piumsomboon, T., Lee, G., Lindeman, R. W., & Billinghurst, M. (2017, March).
Exploring natural eye-gaze-based interaction for immersive virtual reality. In 3D User
Interfaces (3DUI), 2017 IEEE Symposium on (pp. 36-39). IEEE.
Duo-Reticles (DR)
Inertial Reticle (IR)
Real-time Reticle (RR) or Eye-gaze Reticle (original
name)
A-1
As RR and IR are aligned,
alignment time counts
down
A-2 A-3
Selection completed
Radial Pursuit (RP)
B-1
Real-time Reticle
(RR)
B-2 B-3 B-4
𝑑"#$ = min 𝑑), 𝑑+, … , 𝑑- , 𝑑# =	∑ |𝑝(𝑖)5	 −	𝑝′5	 |$
5859:9;9<=
Nod and Roll (NR)
36
C-2
C-1
Head-gaze Reticle (HR)
Real-time Reticle
(RR)
C-3
Demo: Eye gaze interaction methods
https://www.youtube.com/watch?v=EpCGqxkmBKE
Multimodal Input (5+ years)
• Combine gesture and speech input
• Gesture good for qualitative input
• Speech good for quantitative input
• Support combined commands
• “Put that there” + pointing
• Eg HIT Lab NZ multimodal input
• 3D hand tracking, speech
• Multimodal fusion module
• Complete tasks faster with MMI, less errors
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
HIT Lab NZ Multimodal Input
https://www.youtube.com/watch?v=DSsrzMxGwcA
Intelligent Interfaces (10+ years)
• Move to Implicit Input vs. Explicit
• Recognize user behaviour
• Provide adaptive feedback
• Support scaffolded learning
• Move beyond check-lists of actions
• Eg AR + Intelligent Tutoring
• Constraint based ITS + AR
• PC Assembly (Westerfield (2015)
• 30% faster, 25% better retention
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for
Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
COLLABORATION
Collaborative VR Systems
• Directions for research
• Scalability – towards millions of users
• Graphics – support for multiple different devices
• User representation – realistic face/body input
• Support for communication cues – messaging, recording, etc
• Goal: Collaboration in VR as good/better than FtF
Altspace VR Facebook Spaces
Demo: High Fidelity
https://www.youtube.com/watch?v=-ivL1DDwUK4
ENHANCED
EXPERIENCES
Crossing Boundaries
Jun Rekimoto, Sony CSL
Invisible Interfaces
Jun Rekimoto, Sony CSL
Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
The MagicBook
Reality VirtualityAugmented
Reality (AR)
Augmented
Virtuality (AV)
The MagicBook
• Using AR to transition along Milgram’s continuum
• Moving seamlessly from Reality to AR to VR
• Support for Collaboration
• Face to Face, Shared AR/VR, Multi-scale
• Natural interaction
• Handheld AR and VR viewer
Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The MagicBook: a transitional
AR interface. Computers & Graphics, 25(5), 745-753.
Demo: MagicBook
https://www.youtube.com/watch?v=tNMljw0F-aw
Invisible Interfaces
Jun Rekimoto, Sony CSL
Example: Visualizing Sensor Networks
• Rauhala et. al. 2007 (Linkoping)
• Network of Humidity Sensors
• ZigBee wireless communication
• Use Mobile AR toVisualize Humidity
Rauhala, M., Gunnarsson, A. S., & Henrysson, A. (2006). A novel interface to sensor
networks using handheld augmented reality. In Proceedings of the 8th conference on
Human-computer interaction with mobile devices and services(pp. 145-148). ACM.
• Humidity information overlaid on real world shown in mobile AR
Invisible Interfaces
Jun Rekimoto, Sony CSL
UbiVR – CAMAR
CAMAR Companion
CAMAR Viewer
CAMAR Controller
GIST - Korea
ubiHome @ GIST
ÓubiHome
What/When/How
Where/When
Media services
Who/What/
When/How
ubiKey
Couch SensorPDA
Tag-it
Door Sensor
ubiTrack
When/HowWhen/HowWho/What/When/How
Light service MR window
SOCIAL ACCEPTANCE
Example:SocialAcceptance
• People don’t want to look silly
• Only 12% of 4,600 adults would be willing to wear AR glasses
• 20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
• Needs further study (ethnographic, field tests, longitudinal)
TATAugmented ID
TAT AugmentedID
https://www.youtube.com/watch?v=tb0pMeg1UN0
CONCLUSIONS
Research Needed in Many Areas
• Collaborative Experiences
• VR/AR teleconferencing
• Social Acceptance
• Overcome social problems with AR/VR
• Cloud Services
• Cloud based storage/processing
• Authoring Tools
• Easy content creation for non-experts for AR/VR
• Etc..
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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COMP 4010 Lecture10 AR/VR Research Directions

  • 1. LECTURE 10: RESEARCH DIRECTIONS IN AR AND VR COMP 4010 – Virtual Reality Semester 5 – 2018 Bruce Thomas, Mark Billinghurst University of South Australia October 30th 2018
  • 2. Key Technologies for VR Systems • Visual Display • Stimulate visual sense • Audio/Tactile Display • Stimulate hearing/touch • Tracking • Changing viewpoint • User input • Input Devices • Supporting user interaction
  • 3. Many Directions for Research • Research in each of the key technology areas for VR • Display, input, tracking, graphics, etc. • Research in the phenomena of VR • Psychological experience of VR, measuring Presence, etc.. • Research in tools for VR • VR authoring tools, automatic world creation, etc. • Research in many application areas • Collaborative/social, virtual characters, medical, education, etc.
  • 4. Future Visions of VR: Ready Player One • https://www.youtube.com/watch?v=LiK2fhOY0nE
  • 5. Today vs. Tomorrow VR in 2018 VR in 2045 Graphics High quality Photo-realistic Display 110-150 degrees Total immersion Interaction Handheld controller Full gesture/body/gaze Navigation Limited movement Natural Multiuser Few users Millions of users
  • 6. Augmented Reality • Defining Characteristics [Azuma 97] • Combines Real andVirtual Images • Both can be seen at the same time • Interactive in real-time • The virtual content can be interacted with • Registered in 3D • Virtual objects appear fixed in space Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 7. Future Vision of AR: IronMan • https://www.youtube.com/watch?v=Y1TEK2Wf_e8
  • 8. Key Enabling Technologies 1. Combines Real andVirtual Images Display Technology 2. Registered in 3D Tracking Technologies 3. Interactive in real-time InteractionTechnologies Future research can be done in each of these areas
  • 10. • Past • Bulky Head mounted displays • Current • Handheld, lightweight head mounted • Future • Projected AR • Wide FOV see through • Retinal displays • Contact lens Evolution in Displays
  • 11. Wide FOV See-Through (3+ years) • Waveguide techniques • Wider FOV • Thin see through • Socially acceptable • Pinlight Displays • LCD panel + point light sources • 110 degree FOV • UNC/Nvidia Lumus DK40 Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014 Emerging Technologies (p. 20). ACM.
  • 14. Retinal Displays (5+ years) • Photons scanned into eye • Infinite depth of field • Bright outdoor performance • Overcome visual defects • True 3D stereo with depth modulation • Microvision (1993-) • Head mounted monochrome • MagicLeap (2013-) • Projecting light field into eye
  • 15. Contact Lens (10 – 15 + years) • Contact Lens only • Unobtrusive • Significant technical challenges • Power, data, resolution • Babak Parviz (2008) • Contact Lens + Micro-display • Wide FOV • socially acceptable • Innovega (innovega-inc.com) http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
  • 17. Evolution of Tracking • Past • Location based, marker based, • magnetic/mechanical • Present • Image based, hybrid tracking • Future • Ubiquitous • Model based • Environmental
  • 18. Model Based Tracking (1-3 yrs) • Track from known 3D model • Use depth + colour information • Match input to model template • Use CAD model of targets • Recent innovations • Learn models online • Tracking from cluttered scene • Track from deformable objects Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013). Model based training, detection and pose estimation of texture-less 3D objects in heavily cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
  • 20. Environmental Tracking (3+ yrs) • Environment capture • Use depth sensors to capture scene & track from model • InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/) • Real time scene capture on mobiles, dense or sparse capture • Dynamic memory swapping allows large environment capture • Cross platform, open source library available
  • 22. Fusion4D (2016) • Shahram Izhadi (Microsoft + perceptiveIO) • Real capture and dynamic reconstruction • RGBD sensors + incremental reconstruction
  • 24. Wide Area Outdoor Tracking (5+ yrs) • Process • Combine panorama’s into point cloud model (offline) • Initialize camera tracking from point cloud • Update pose by aligning camera image to point cloud • Accurate to 25 cm, 0.5 degree over very wide area Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
  • 25. Wide Area Outdoor Tracking https://www.youtube.com/watch?v=8ZNN0NeXV6s
  • 26. Outdoor Localization using Maps • Use 2D building footprints and approximate height • Process • Sensor input for initial position orientation • Estimate camera orientation from straight line segments • Estimate camera translation from façade segmentation • Use pose estimate to initialise SLAM tracking • Results – 90% < 4m position error, < 3 o angular error Arth, C., Pirchheim, C., Ventura, J., Schmalstieg, D., & Lepetit, V. (2015). Instant outdoor localization and SLAM initialization from 2.5 D maps. IEEE transactions on visualization and computer graphics, 21(11), 1309-1318.
  • 29. Evolution of Interaction • Past • Limited interaction • Viewpoint manipulation • Present • Screen based, simple gesture • tangible interaction • Future • Natural gesture, Multimodal • Intelligent Interfaces • Physiological/Sensor based
  • 30. Natural Gesture (2-5 years) • Freehand gesture input • Depth sensors for gesture capture • Move beyond simple pointing • Rich two handed gestures • Eg Microsoft Research Hand Tracker • 3D hand tracking, 30 fps, single sensor • Commercial Systems • Meta, MS Hololens, Occulus, Intel, etc Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S. (2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
  • 32. Example: Eye Tracking Input • Smaller/cheaper eye-tracking systems • More HMDs with integrated eye-tracking • Research questions • How can eye gaze be used for interaction? • What interaction metaphors are natural? • What technology can be used for eye-tracking • Etc..
  • 33. Eye Gaze Interaction Methods • Gaze for interaction • Implicit vs. explicit input • Exploring different gaze interaction • Duo reticles – use eye saccade input • Radial pursuit – use smooth pursuit motion • Nod and roll – use the vestibular ocular reflex • Hardware • HTC Vive + Pupil Labs integrated eye-tracking • User study to compare between methods for 3DUI Piumsomboon, T., Lee, G., Lindeman, R. W., & Billinghurst, M. (2017, March). Exploring natural eye-gaze-based interaction for immersive virtual reality. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on (pp. 36-39). IEEE.
  • 34. Duo-Reticles (DR) Inertial Reticle (IR) Real-time Reticle (RR) or Eye-gaze Reticle (original name) A-1 As RR and IR are aligned, alignment time counts down A-2 A-3 Selection completed
  • 35. Radial Pursuit (RP) B-1 Real-time Reticle (RR) B-2 B-3 B-4 𝑑"#$ = min 𝑑), 𝑑+, … , 𝑑- , 𝑑# = ∑ |𝑝(𝑖)5 − 𝑝′5 |$ 5859:9;9<=
  • 36. Nod and Roll (NR) 36 C-2 C-1 Head-gaze Reticle (HR) Real-time Reticle (RR) C-3
  • 37. Demo: Eye gaze interaction methods https://www.youtube.com/watch?v=EpCGqxkmBKE
  • 38. Multimodal Input (5+ years) • Combine gesture and speech input • Gesture good for qualitative input • Speech good for quantitative input • Support combined commands • “Put that there” + pointing • Eg HIT Lab NZ multimodal input • 3D hand tracking, speech • Multimodal fusion module • Complete tasks faster with MMI, less errors Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
  • 39. HIT Lab NZ Multimodal Input https://www.youtube.com/watch?v=DSsrzMxGwcA
  • 40. Intelligent Interfaces (10+ years) • Move to Implicit Input vs. Explicit • Recognize user behaviour • Provide adaptive feedback • Support scaffolded learning • Move beyond check-lists of actions • Eg AR + Intelligent Tutoring • Constraint based ITS + AR • PC Assembly (Westerfield (2015) • 30% faster, 25% better retention Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
  • 42. Collaborative VR Systems • Directions for research • Scalability – towards millions of users • Graphics – support for multiple different devices • User representation – realistic face/body input • Support for communication cues – messaging, recording, etc • Goal: Collaboration in VR as good/better than FtF Altspace VR Facebook Spaces
  • 47. Milgram’s Reality-Virtuality continuum Mixed Reality Reality - Virtuality (RV) Continuum Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment
  • 48. The MagicBook Reality VirtualityAugmented Reality (AR) Augmented Virtuality (AV)
  • 49. The MagicBook • Using AR to transition along Milgram’s continuum • Moving seamlessly from Reality to AR to VR • Support for Collaboration • Face to Face, Shared AR/VR, Multi-scale • Natural interaction • Handheld AR and VR viewer Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The MagicBook: a transitional AR interface. Computers & Graphics, 25(5), 745-753.
  • 52. Example: Visualizing Sensor Networks • Rauhala et. al. 2007 (Linkoping) • Network of Humidity Sensors • ZigBee wireless communication • Use Mobile AR toVisualize Humidity Rauhala, M., Gunnarsson, A. S., & Henrysson, A. (2006). A novel interface to sensor networks using handheld augmented reality. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services(pp. 145-148). ACM.
  • 53.
  • 54. • Humidity information overlaid on real world shown in mobile AR
  • 56. UbiVR – CAMAR CAMAR Companion CAMAR Viewer CAMAR Controller GIST - Korea
  • 57. ubiHome @ GIST ÓubiHome What/When/How Where/When Media services Who/What/ When/How ubiKey Couch SensorPDA Tag-it Door Sensor ubiTrack When/HowWhen/HowWho/What/When/How Light service MR window
  • 59. Example:SocialAcceptance • People don’t want to look silly • Only 12% of 4,600 adults would be willing to wear AR glasses • 20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues • Needs further study (ethnographic, field tests, longitudinal)
  • 62.
  • 63.
  • 65. Research Needed in Many Areas • Collaborative Experiences • VR/AR teleconferencing • Social Acceptance • Overcome social problems with AR/VR • Cloud Services • Cloud based storage/processing • Authoring Tools • Easy content creation for non-experts for AR/VR • Etc..