This research seminar presents and discusses recent advances in augmented reality (AR) and virtual reality (VR). Recent developments have been implied that AR and VR innovation is more broadly accessible for different expert areas, these include the information technology sectors, education operations, build environment and the creative industries. During the session, participants will be able to experience AR and VR using mobile and head mount devices (HMD). This research talk will provide an overview of AR and VR interface development, industrial use cases and research direction.
Breaking the Kubernetes Kill Chain: Host Path Mount
Augmented Reality and Virtual Reality: Research Advances in Creative Industry
1. Researcher: Zi Siang See
Augmented Reality and Virtual Reality:
Research Advances in Creative Industries
Zi Siang See
Research: zisiangsee@sunway.edu.my
Industrial collaboration: zisiang@reina.com.my
Research Workshop Seminar
Faculty of Arts, Sunway University
Research Workshop Seminar: Zi Siang See
Centre for Research Creation in Digital Media
22 June 2016 – University of Reading
Research &
collaboration
2. Researcher: Zi Siang See
Workshop
1) Introduction
2) Demonstration
3) Work-in-progress
4) Discussion
Research &
collaboration
3. Researcher: Zi Siang See
Professional Background:
Industrial involvements since 2003/04
4. Researcher: Zi Siang SeeVirtual Reality 360 (VR360) | Presenter: Zi Siang See
Research Interest
• Virtual Reality 360 (VR360)
• Augmented Reality
• Interactive Multimedia
• Human Computer Interaction
• Computational Photography
• Imography Research
Research and Specialization
16. Researcher: Zi Siang See
“Creativity is not an option, it’s an absolute necessity”
Sir Ken Robinson 2014
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VISION
The Centre seeks to be a cornerstone for transformative digital media
research, scholarship and innovation to advance Sunway University onto the
global new media-scape.
MISSION
To facilitate synergy between the arts and sciences, cultivating an innovative
media research-creation environment.
To create significant collaborations with key local and international centres
and labs to catalyze new partnerships.
To motivate a new generation of students and researchers in the domain of
creative digital media (CDM) merging core attributes of
the arts, sciences, humanities, media, and technology.
Vision & Mission
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Major changes in computing platforms
Desk /Table Pocket Palm /Hand Head /Eye Ubiquitous
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Figure: augmented reality, key examples from search engine
Mixed, Augmented & Virtual Reality
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Virtual Reality
Figure: NASA, 1988 Virtual Environment System
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Development
Figure: Super cockpit project, Tom Furness.
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Near-eye-display and fully augmented interactive display experience
How far can we go?
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Augmented Reality
Figure: augmented reality experience via google glass project
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Augmented Reality
• Simulation of interface at www.glasssim.com
• Exploration in modern wearable interface (fashionable, UX practical)
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Google Glass
• Google Glass, developer version, 2013
• Can be configured on user’s customized or personal spectacles.
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Recon Jet
• Available 2014?
• Sporty design
• Cost “friendly”
• Android compatible
• Smartphone connectivity
39. Researcher: Zi Siang See
Augmented Reality
• Augmented reality (AR) permits computer aided visualization that works with
human interaction (Billinghurst, 2012).
• Billinghurst, M. (2011). The Future of Augmented Reality in Our Everyday Life.
• Damian, I., Kistler, F., Obaid, M., Bueling, R., Billinghurst, M. and Andre, E.
(2013) Motion Capturing Empowered Interaction with a Virtual Agent in an
Augmented Reality Environment.
Figure: Human Interface Technology Laboratory (HITLab), University of Canterbury, NZ.
40. Researcher: Zi Siang See
Mixed Reality
• Human Pacman: a mobile wide-area entertainment system based on physical,
social, and ubiquitous computing. (Cheok et al., 2004)
• Digital Taste Interface project, Electronic taste stimulation (Ranasinghe et al.,
2011)
• Mediating intimacy in long-distance relationships using kiss messaging
(Saadatian et al., 2013)
Figure: Mixed Reality Lab, the future of internet.
41. Researcher: Zi Siang See
Introduction: Mixed & Augmented Reality
• Displays, tracers, and AR systems in general need to become more accurate,
lighter, cheaper, and less power consuming (Azuma, 2001).
• Augmented reality (AR) is related to the concept of virtual reality (VR); VR
attempts to create an artificial world that a person can experience and explore
interactively, predominantly through his or her sense of vision, but also via
audio, tactile, and other forms of feedback (Höllerer and Feiner, 2004)
Figure: wearable computing, Steve Mann.
42. Researcher: Zi Siang See
Possibilities
• Human Pacman: a mobbile wide-area entertainment system based on physical,
social, and ubquitos computing. (Cheok et al., 2004)
• Digital Taste Interface project, Digital taste and smell communication
(Ranasinghe et al., 2011)
• Digital Smell and Taste Communication, City University London.
43. Researcher: Zi Siang See
Experiment
Augmented reality medical laboratory
(example)
http://code.wikitude.com/medicalmurmurs
Hearable AR
44. Researcher: Zi Siang See
Augmented Reality: Various Approaches
• Various marker-based or markerless AR tracking approaches has
been discussed (Billinghurst, 2012; Cheok et al., 2004; Lieberknecht
et al., 2009)
• Image-based AR tracking (Lieberknecht et al., 2009)
• CAD /3D object feature tracking (Metaio, 2014)
• Face tracking (Metaio, 2014)
45. Researcher: Zi Siang See
Augmented Reality using High Fidelity Spherical Panorama with HDRI
(Authoring process for AR environment recognition)
Spherical Panorama facilitated with HDRI
(Cubic projection)
Cropped /selective cubic facade
working with image-based AR
Zi Siang See, Mark Billinghurst, Adrian David Cheok (2015) Augmented Reality using High Fidelity Spherical Panorama with HDRI. SIGGRAPH Asia 2015 Symposium On Mobile Graphics And Interactive Applications.
http://dx.doi.org/10.1145/2818427.2818445
http://www.zisiangsee.com/research/zisiangsee_research_p009.pdf
46. Researcher: Zi Siang See
AR for Mobile and Wearable
Figure: handheld experience of markerless AR.
47. Researcher: Zi Siang See
AR for Mobile and Wearable
Figure: handheld experience of markerless AR (video).
48. Researcher: Zi Siang See
AR for Mobile and Wearable
Figure: stereo image of AR – adaptable for HMD such as Oculus or Google Cardboard.
49. Researcher: Zi Siang See
Google Cardboard
• Carl Zeiss just announced VR One, a virtual reality headset for use with a
smartphone. It is a viewer designed to work with phones between 4.7 and 5.2
inches (Zeiss, 2014).
50. Researcher: Zi Siang See
Google Cardboard (v1)
• Carl Zeiss just announced VR One, a virtual reality headset for use with a
smartphone. It is a viewer designed to work with phones between 4.7 and 5.2
inches (Zeiss, 2014).
Programmable
NFC Tag
Low cost resin
/plastic lens
Mobile device as
computing module
Endless configurable size
and shapes (and materials)
Magnetometer
51. Researcher: Zi Siang See
Google Cardboard (v2)
more reading at http://www.gizmag.com/google-cardboard-2-review-initial/37777/
Presses the
screen
Figure: google cardboard v2 supports larger phone.
53. Researcher: Zi Siang See
Samsung Gear VR
• Samsung has launched Gear VR in October 2014, co-developed with Oculus.
Gear VR can house specific mobile device (Note 4) for providing virtual reality
and augmented user experience (Samsung, 2014)
• Control interface included
54. Researcher: Zi Siang See
Figure: stereo image of AR – adaptable for HMD such as Oculus or Google Cardboard.
Samsung Gear VR
• VR /AR for social media
• UX prototyping
55. Researcher: Zi Siang See
Figure: able to produce 360 images or videos, for HMD and other interface usage.
Gear 360
57. Researcher: Zi Siang See
Android VR
Figure: Android VR collaborating with other developers
Google has announced eight hardware partners that will make Daydream-ready phones,
including Samsung, HTC, LG, Xiaomi, Huawei, ZTE, Asus, and Alcatel.
58. Researcher: Zi Siang See
Metaio
Figure: Metaio, acquired by Apple
Metaio was one of the most technologically-ambitious AR organization, acquired by Apple in 2015
59. Researcher: Zi Siang See
Media Companies’ Interest
Corporate media investment into AR/VR statup - infographic.
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User Experience (Concept)
• Concept video produced by Infinity AR, 2014.
• Interface design, UX, daily applications.
Hyper-reality by Keiichi Matsuda
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Mixed, Virtual, Augmented Reality
• Octagon 4D (Animal series)
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Mixed, Virtual, Augmented Reality
• Octagon 4D (Octaland series)
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Mixed, Virtual, Augmented Reality
• Concept video produced by Infinity AR, 2014.
• Interface design, UX, daily applications.
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Archiving our world in 3D
• LIDAR 3D Scanning
• Characteristics: trained users, costly, precision CAD content.
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Mixed, Virtual, Augmented Reality
• Quiver
• Physical involvement during creation process
• Visual prototyping /conceptualizing
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Definitions
Virtual Reality
• Virtual Reality (VR) which can be referred to as immersive
multimedia or computer-simulated life, replicates an environment
that simulates physical presence in places in the real world or
imagined worlds and lets the user interact in that world. Virtual
reality artificially creates sensory experiences, which can even
include sight, hearing, touch, and smell.
Augmented Reality
• Augmented Reality (AR) mixes a live real-world view with virtual
interactive content on a mobile or wearable device. One of the key
enablers for this is tracking technology, such as computer vision
techniques for tracking off pre-defined markers or markerless
images.
78. Researcher: Zi Siang See
Definitions
Virtual Reality
• Virtual Reality (VR) which can be referred to as immersive
multimedia or computer-simulated life, replicates an environment
that simulates physical presence in places in the real world or
imagined worlds and lets the user interact in that world. Virtual
reality artificially creates sensory experiences, which can even
include sight, hearing, touch, and smell.
Augmented Reality
• Augmented Reality (AR) mixes a live real-world view with virtual
interactive content on a mobile or wearable device. One of the key
enablers for this is tracking technology, such as computer vision
techniques for tracking off pre-defined markers or markerless
images.
79. Researcher: Zi Siang See
VR AR
Source and reinterpreted from
http://www.augment.com/blog/which-headset-is-right-for-you/
80. Researcher: Zi Siang See
Research Possibility
Explore into
• Method and apparatus for augmented reality
• Method and apparatus for virtual reality
• Method and apparatus for mixed reality
• Ubiquitous computing
• Obstacles and issues
• Technology management
• Education technology
• Engineering and concept design
• Collaboration /Multi-disciplinary
• User interface (UI) design
• User experience (UX)
82. Researcher: Zi Siang See
Research Collaboration & Publications
• Lee Xia Sheng, Chung Pui Yan and Zi Siang See (2016) Irregular Shaped Building Design Optimization with Building Information Modeling.
Proceeding in 4th International Building Control Conference 2016, Universiti Malaya. [indexed in SCOPUS]
• Zi Siang See, Mark Billinghurst, Adrian David Cheok (2015) Augmented Reality Using High Fidelity Spherical Panorama with HDRI. SIGGRAPH Asia
2015 Symposium On Mobile Graphics And Interactive Applications, Kobe, Japan.
• Zi Siang See, Mark Billinghurst, Adrian David Cheok (2015) Augmented Reality Using High Fidelity Spherical Panorama with HDRI – Demonstration.
SIGGRAPH Asia 2015 Symposium On Mobile Graphics And Interactive Applications, Kobe, Japan.
• Zi Siang See, Adrian David Cheok. (2015) Virtual Reality 360 Interactive Panorama Reproduction Obstacle and Issue. Virtual Reality, Volume 19, Issue
2, pp 71-81, Springer. [indexed by ISI, SCOPUS]
• Lee Xia Sheng, Lee Ching Hua, Cheah Shyn Yi and Zi Siang See (2014) Architectural Transformation of a Night Market Stall. International Conference
on Innovation and Technology for Sustainable Built Environment 2 2014, Universiti Teknologi MARA (UiTM) Perak.
• Zi Siang See, Khairul Hazrin Hashim, Harold Thwaites, Lee Xia Sheng, Ooi Wooi Har. (2012). Retrieving Extended High Dynamic Range From Digital
Negative Image - An Experiment On Architectural Photo Imaging. World Academy of Science, Engineering and Technology, Vol 6(8) August 2012,
pp. 1833-1841. [indexed by EBSCO]
• Zi Siang See, Lee Xia Sheng. (2011). Non-bias Architectural Image Archive using High Dynamic Range Approach. 2nd International Conference on
Research and Innovation in Information Systems 2011 (ICRIIS’11) [CD Proceedings], Kuala Lumpur, Malaysia, 23-24 November. [indexed by SCOPUS,
IEEE Xplorer]
• Zi Siang See. (2011). Non-bias Scientific Imaging Archive for Urban Morphology Research. Exchanging Views on How to Sustain Urban and Rural
Environments in Aspects of Technology, Social and Ecology in Green Innovation Research Group (GIRG) [CD-ROM], Universiti Teknologi Malaysia
(UTM), Malaysia.
83. Researcher: Zi Siang See
Thank you
Research Discussion
research collaboration
www.zisiangsee.com
84. Researcher: Zi Siang See
Facebook: Zi Siang See
research collaboration
www.zisiangsee.com