2. LEARNROLL IMMERSE ENABLES AR AND VR BASED
STEM LEARNING & EXPERIENCES IN A CLASSROOM
AND LAB
OUR EXPERIENCE CENTER IS A FACILITY WITH HIGH
END VR & AR DEVICES , STEM CONTENT AND FIOS
WITH 150 MBPS
PRODUCTS (IN DEVELOPMENT)
CLASSIMMERSE – For Classrooms
LABIMMERSE – For Labs , Media Centers
GURU – Intelligent AI Based Configurator, Curator and
Deployer
ABOUT LEARNROLL IMMERSE
3. VIRTUAL REALITY
VIRTUAL REALITY
TECHNOLOGIES
Technology that replicates
an environment that
simulates physical presence
in places in the real world
or imagined worlds and lets
the user interact in that
world.
Image source : Creative Commons Library source
4. AUGMENTED REALITY
AUGMENTED REALITY
An enhanced version of
reality created by the use of
technology to overlay
digital information on an
image of something being
viewed through a device (as
a smartphone camera)
Image source : Creative Commons Library source
6. THE FIRSTVIRTUAL REALITY
SYSTEMS
CAVE
A cave automatic virtual
environment (better known
by the acronym CAVE) is an
immersive virtual reality
environment where
projectors are directed to
between three and six of
the walls of a room-sized
cube. three and six of the
walls of a room-sized cube.Image source : Creative Commons Library source
8. BEST PRACTICES IS
ESSENTIALWHEN
DEVELOPING AR AND
VR
VR BEST PRACTICES
(CONTD)
-MOTION SICKNESS
-3D DEPTH
-USER INTERFACE
-CONTENT
-AVATAR CONTROL
-SAFETY AND HEALTH
AR BEST PRACTICES (MOBILE &
GLASSES)
-UI CONTENT
-FOV – Field of View
-OVERLAYING 3D AND 2D
-QUALITY
-SCALING
-CONTENT PLACEMENT
-INTERACTIVITY
-TRACKING
-USER TO CENTER
-SAFETY AND SECURITY
VR BEST PRACTICES (OCULUS
MANUAL)
-RENDERING
-REDUCE LATENCY
-OPTIMIZATION
-HEAD TRACKING
-POSITIONAL TRACKING
-MOVEMENT SPEED
-CAMERAS
9. DEVELOPMENT PLATFORMS
UNITY
CROSS PLATFORM
VR AND AR DEVELOPMENT
https://unity3d.com/
C#
JAVASCRIPT (UNITYSCRIPT)
BOO
FREE LICENSE FOR INDIVIDUAL
DEVELOPERS
3D , VR , AR AND MR
MORE THAN 20 PLUGINS SUPPORT WITH
OCULUS , HTC , WEB VR , VUFORIA AND
MANY MORE
CREATE PREFABS AND MODELS –
AUTODESK , 3DS , BLENDER
10. DEVELOPMENT PLATFORMS
UNREAL
CROSS PLATFORM
VR AND AR DEVELOPMENT
UNREALENGINE.COM
C++
UNREALSCRIPT
UNREAL ENGINE
3DS
FREE LICENSE FOR INDIVIDUAL DEVELOPERS
NATIVE SCRIPTING OBJECT ORIENTED
WITHOUT MULTIPLE INHERITANCE
C++ AS SCRIPTING TOOL
OCULUS , HTC , WEB VR , VUFORIA AND
MANY MORE .
USE FOR 2D , 3D , GAMING , AR AND VR
11. STANDARDS-W3C WEBVR
WEBGL
CROSS PLATFORM
VR AND AR DEVELOPMENT
WEBVR.INFO
WEBVR - MOZILLA
WEBGL,
THREE.JS , BABYLON.JS
(HTML5, WEBGL, WEBVR)
WEBVR IS AN OPEN SPECIFICATION FOR
BUILDING VR FOR WEB WITHOUT MULTIPLE
SDKS
IT SUPPORTS MULTIPLE PLATFORMS LIKE
OCULUS , HTC VIVE , WINDOWS MIXED
REALITY
WEBVR 1.1 IS BEING MOVED TO WEBXR W3C
SPECIFICATION - MOZILLA
12. FRAMEWORKS/TOOLS
A-FRAME
CROSS PLATFORM
VR AND AR DEVELOPMENT
FRAMEWORK
USES WEBVR
AFRAME.IO
SIMILAR FRAMEWORKS
REACTVR (FACEBOOK)
VR USING WEBVR AND 3D BOILERPLATES
Support for multiple platforms
OCULUS , HTC VIVE , WINDOWS MIXED
REALITY
A-Frame is a powerful framework on top of
three.js, providing a declarative, composable,
reusable entity-component structure for
three.js. While A-Frame can be used from
HTML, developers have unlimited access to
JavaScript, DOM APIs, three.js, WebVR, and
WebGL.
14. SDK/TOOLS
VUFORIA
CROSS PLATFORM
AR/MR DEVELOPMENT
MOBILE AND EYEWEAR
Vuforia.com
C++ , Java , Unity
ALTERNATE PLATFORM
EASY AR
The Vuforia Engine is the client side library
that is statically linked to your app. This is
available through the client SDK and
supports Android, iOS, and UWP. You may
use Android Studio, XCode, Visual Studio,
or Unity – the cross platform game engine
– to build apps.
Video see-through devices:
Vuzix M300
Optical see-through devices: ODG R-
7+, HoloLens, and Epson BT-200
MIXED REALITY API – AR/VR HEAD
TRACKING
15. FRAMEWORKS/TOOLS ARKIT
IOS 11.x
ARKIT 1.5
AR DEVELOPMENT
https://developer.apple.com
/arkit/
XCODE
CORE ML
VISION
NLP
Add 2D and 3D Elements
ARKIT is developed by APPLE and uses
Camera and Coordinates Systems (X-Y-
Z)to overlay 3D/2D on real world .
ARKIT uses VIO(Visual Inertial Odometry)
to assess position and motion.
ARKIT relies on camera and hence
tracking requires good lighting, non
excessive motion & plane detection
16. FRAMEWORKS/TOOLS ARCORE
ANDROID
AR DEVELOPMENT
developers.google.com/ar
Unity for IOS/Android
Android
Unreal
ARCore by Google tracks the position of the
mobile device as it moves and identifies
important points called features. The visual
information is combined with inertial
measurements from the device's IMU to
estimate the pose (position and orientation) of
the camera relative to the world over time.
ARCore looks for clusters of feature points that
appear to lie on common horizontal or vertical
surfaces as planes, Planes and points are a
special type of object called a trackable
17. LIBRARIES
ARTOOLKIT
OPEN SOURCE
(Non Commercial Use Only)
MAC OSX , IOS , UNITY ON
WINDOWS/IOS , ANDROID
C
JAVA
MATLAB
ARToolKit is a software library for
building Augmented Reality (AR)
applications. One of the initial AR
libraries.
ARToolKIT uses COMPUTER VISION
algorithms.ARToolKit was originally
developed by Dr. Hirokazu Kato, and its
ongoing development is being
supported by the Human Interface
Technology Laboratory at the University
of Washington
18. FRAMEWORKS/SDK KUDAN
CROSS PLATFORM
AR DEVELOPMENT
ANDROID SDK , iOS SDK,
Unity
Objective C
Java
Professional Grade AR
Kudan AR SDK supports both marker and
markerless AR
Multiple Marker Recognitions
Simultaneous Localization and Mapping
(SLAM) is a computer problem of finding the
position and orientation (localization) of a
device with respect to its surroundings. It uses
camera and depth sensor.
19. FRAMEWORKS/TOOLS
8i
VOLUMETRICS
VR AND AR DEVELOPMENT
8i.com
UNITY , ANDROID , IOS ,
UNREAL
Volumetric transforms video from an array
of cameras into a 3D hologram of a
human that has true volume, and can be
viewed from any angle.
Example -Buzz Aldrin Cycling to Mars
20. SUMMARY
Early adoption and testing helps in choosing the technology & platform fit
for our own use cases including refining GotoMarket strategies.
VR and AR has a huge potential in training and learning.
Currently focus on AR and VR education or training is nascent and
immature. Even mass scale headsets built are functional mostly for gamers.
Professional grade AR and VR solutions will help in mass adoption for
industries and schools/institutions.
Training & Learning Solutions that is supported using Machine or Deep
Learning will be next generation solutions.