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The promise…
https://www.disneyresearch.com/publication/magic-bench/
The reality
https://www.disneyresearch.com/publication/magic-bench/
A bit about us
What we’ll
be doing
today
WHAT IS MR/XR/AR/VR
o History – know what’s come before
o Making sense of the language & labels
o Different technologies & approaches
THE UX LAYER
THE EXPERIENCE BUILD IT
AND WHAT WE
WON’T…
o The first use experience & roadblocks
o Making sense of a spatial environment
o Guiding principles
o Planning a mixed reality experience
o Content
o ACTIVITY - Capturing & creating content
o ACTIVITY – build a prototype MR
experience using data from the
State Library NSW
STRANGE BEASTS
https://vimeo.com/209070629
HYPER-REALITY
https://vimeo.com/166807261
UNCANNY VALLEY
https://www.youtube.com/watch?v=UXX0TRtg5Vk
Pick a future…
What are VR & AR?
“It takes 20 years
to become an
overnight success”
EDDIE CANTOR
A short
history…
1962
1960 1966
TELESPHERE MASK SWORD OF DAMOCLES
1982
Tron
1990’s
Jaron Lanier
20031995
SECOND LIFENINTENDO VIRTUAL BOY
2010
Kinect
AND FROM THERE WE KNOW WHAT HAPPENS FOR VR…
So where did AR come from?
1990
Tom Caudell
1994Milgram’s Mixed
Reality Continuum
Image source: https://cdn2.hubspot.net/hubfs/479277/blog-files/Reality_Continuum.png
Milgram’s Mixed
Reality Continuum
Demo running entirely in a web browser
https://www.youtube.com/watch?v=fhJSfqBYjKE
Definition of AR
Augmented Reality allows the user to see the real world,
with virtual objects superimposed upon or composited with
the real world. Augmented Reality:
RON AZUMA (1997)
1. Combines real and virtual
2. Interactive in real time
3. Registered in 3-D
360º
WHAT DO WE MEAN BY 360º OR PANOSPHERE?
TYPE OF “360º” – PANORAMA, ECQUIRECTANGULAR, SPHERICAL
STATIC VS INTERACTIVE
USE CASES – TELEPORTING, VIRTUAL TOUR-GUIDING
EVEREST IN 360
TOURISM - SKI RESORT
EDUCATION
CAN BE LINKED TO PHYSICAL LOCATIONS
VR
HOW IS VR DIFFERENT TO 360º?
DISCOVERY VS. LED THROUGH
CHALLENGES
MORE COMPLEX STORYTELLING, CREATION
MORE EXPENSIVE THAN 360º CONTENT
The multi-flavoured
landscape of AR
LOCATION
o Relative
o Geo or “Fixed”
o Sensor
COMPUTER VISION
o Recognition / Visual Search
o Tracking
o SLAM
Content is relative to the viewer rather than a physical location
Location-based AR
RELATIVE
HOW DOES IT WORK?
HOW ACCURATE IS IT?
USE CASES
Location-based AR
FIXED or GEO
WHAT IS IT?
WHY WOULD YOU USE IT?
USE CASES
Location-based AR
SENSOR-BASED
Image
Object
Facial
HOW DOES IT WORK?
USE CASES
Computer vision
VISUAL SEARCH
2D planes
Spaces – SLAM (e.g. ARKit & ARCore)
DEPTH SENSING
Computer vision
TRACKING
Touch
Controllers
Sensors – motion / gesture / depth
Physical
input
Image credit: https://gest.co/
Haptics
Audio
Physical
output
Image credit: https://twitter.com/MixedReality11/status/881846276328968192
SLIDE:Modes of mixed reality
PUBLIC PERSONAL PRIVATE INTIMATE
Credit: awe.media
PUBLIC
WHOLE BODY IN FOV MORE SPECTATORS
MR
MODES
LIMITED DISTRIBUTION
INTIMATE
MR MODES
WHOLE BODY / UPPER TORSO
IN FOV
FEWER SPECTATORS
WIDER DISTRIBUTION
PERSONAL
MR MODES
ONLY EXTREMETIES OR HEAD
IN FOV
1-2 PARTICIPANTS
WIDE DISTRIBUTION & LOCATIONS
INTIMATE
MR MODES
ONLY EXTREMETIES IN FOV MOSTLY 1 PARTICIPANT *
STILL LIMITED DISTRIBUTION ALTHOUGH GROWING
* Except for shared VR and AR experiences
HOW VALUABLE IS THE MARKET GOING TO BE?
ELLA
PRESENTATION
0
10
20
30
40
50
60
70
80
90
2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
Revenue(US$bns)
Hardware Software
The Goldman Sachs Group, Inc. 2016, Profiles in Innovation: Virtual & Augmented Reality
Goldman Sachs Global Investment Research
$35B
$45B
expects Virtual &
Augmented Reality
to become an
US$80+ billion
dollar market by
2025, roughly the
size of the desktop
market today.
Goldman Sachs
Research
Samsung
21%
Sony
19%
HTC
8%
Oculus
4%
Others
47%
HMDs shipped Jan-Mar this year
Source: IDC Worldwide Quarterly Augmented and Virtual Reality Headset Tracker report
Note: “Others” is predominantly Daydream and
cardboard devices.
Samsung
21%
Sony
19%
HTC
8%
Oculus
4%
Others
47%
Source: IDC Worldwide Quarterly Augmented and Virtual Reality Headset Tracker report
37
iOS is slipping markedly
The smartphone market – UNITS SHIPPED
How many people can
use AR & VR right now?
Installed web browsers
26 MILLION (END 2017)
Includes both the mobile and
HMD users above
2 BILLION
3 BILLION
Mobile devices
HMD only
How do you view VR & AR?
Have a suitable HMD
v
1
2Have a valid account
with the HMD vendor's
app store
3
Complete the HMD
vendor's first use
4
v
Search for & find the app
in their app store
5 Download/install
the app through
their app store
6Often requires system
or app updates also
v
7 Select/play the
downloaded app
!
MOBILE ONLY APP
Have a valid account
with the Mobile OS
vendor's app store
v
1
2
Find the app in
their app store3
Download/install the
app through their
app store
4
v
Often requires
system or app
updates also
5
Download/install
the app through
their app store
6
Select/play the
downloaded app
v
7 !
View promo for app on
their website
AWE APP
1 Click on a web link to
open it in your
browser on any
device
HMD ONLY APP
How do you create VR & AR?
MOBILE ONLY APPs AWE APPSHMD ONLY APPS
Hire or be a developer
v
1
2
Download & get to know (&
deal with the various
issues/quirks) the developer
SDK for the target platform
3 Develop your app/s
4
v
Test it on the target HMD
vendor platform/s
5
Convert media and
3D assets to the
app/s format
6
Sign & submit your
app/s to the app store/s
& wait for approval/s
v
7
Publish & distribute
links to one or more
app stores
!
Download & get to know (&
deal with the various
issues/quirks) the developer
SDK for the target mobile OS
v
1
2
Develop your app/s
3
Test it on the target HMD
vendor platform/s 4
v
Convert media and
3D assets to the
app/s format
5
Sign & submit your app/s
to the app store/s & wait
for approval/s
6
Publish & distribute
links to one or more
app stores
v
7
Hire or be a developer
8
Create promotional web
content to drive people
to the app/s ! 8
Create promotional web
content to drive people
to the app/s
Get an account with
awe.media
*blatant plug J
v
1
2
Upload any types of
common media you
need (photos, videos,
3D & more)
3
Manipulate these objects
and add rich interactions
to create your VR & AR
experiences
4
Open your browser on
any type of device
v
5 Share a single link that
points directly to your web-
based VR/AR experience
CREATING MR
EXPERIENCES IN AWE
https://awe.media
360° LOCATION IMAGE
THE MR CREATION TOOLKIT
Smartphones, tablets, PCs
Head-mounted displays (cardboard & dedicated)
360 Cameras
Guiding principles
Planning – discovery, storyboarding, prototyping, user testing, etc.
You’re introducing a spatial environment that relates to the real world around people, or if not completely
then introduces real world elements and interactions.
Make interaction patterns consistent and strive to make it feel familiar and non-threatening (unless that is
your intent!)
Inclusiveness
If you’re developing for a single platform, don’t aim for fragmented silos. Think about how your audience on
other platforms or unsupported devices can also take part or be involved in the experience.
Smartphones & tablets will be the dominant form factor for at least the next 5+ years. HMDs are expensive.
Example from education
Are you solving a real problem, or just using the technology because you can?
You need to make the complex simple.
Constraints in MR environments
On-site experience
Have you actually been to the locations?
Physical obstacles
Factors impacting location accuracy
Line of sight
Interior of buildings
Gathering location data
Location source not allowed by the user
Have you considered what the experience will be like for people accessing off-site?
Friction when moving between modes (motion switcher demo)
LOCATION SPECIFIC
Constraints in MR environments
Image / object quality
Image print quality
Light source
Overlaid file sizes / object complexity
RECOGNITION & TRACKING SPECIFIC
Quick tips for 360°
Capturing
o Physically walk around the environment and plan shots
o What height are you shooting at e.g. person eye level, helicopter view?
o Take in the whole scene – foreground, mid-ground, background.
o If outdoor, where is the the sun & what other environmental factors may impact the scene. Beware
shadows!
o What obstacles are there that may obscure the meaning of the scene?
o If indoors, how large is the space, will the detail be lost?
o If using a tripod, make sure it’s stable and level.
Camera quality
o Every 360° camera / camera + app controller has it’s quirks
o Unless you need Hollywood quality, go for a <$800 camera e.g.:
Theta is great for prototyping / blocking out quick shots and sequences
Kodak PixPro works well with drones but is fragile
Nikon KeyMission best resolution, portable and robust
Quick tips
Default view direction
o Which part of your scene do you want to display in a user’s field of view first?
o Or, do you want a part of the background to always load to a specific compass direction?
Adding interactive objects to your view (360° or AR)
o What points of interest do you want to draw people’s attention to?
o How do you want to do this?
o Block it out with simple placeholder objects and test it in the real world.
o Refine the look and feel once the mechanics are right.
Video or image background?
o Static images can be evocative if you stage it for the context. Great for teleporting.
o Short video and audio loops capture the atmosphere of a scene.
o How do you camouflage the tripod arms?
o Long-form video should be used sparingly, unless the narrative is compelling.

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Hack Reality - awe

  • 1.
  • 5. What we’ll be doing today WHAT IS MR/XR/AR/VR o History – know what’s come before o Making sense of the language & labels o Different technologies & approaches THE UX LAYER THE EXPERIENCE BUILD IT AND WHAT WE WON’T… o The first use experience & roadblocks o Making sense of a spatial environment o Guiding principles o Planning a mixed reality experience o Content o ACTIVITY - Capturing & creating content o ACTIVITY – build a prototype MR experience using data from the State Library NSW
  • 7. What are VR & AR? “It takes 20 years to become an overnight success” EDDIE CANTOR
  • 9. 1960 1966 TELESPHERE MASK SWORD OF DAMOCLES
  • 13. 2010 Kinect AND FROM THERE WE KNOW WHAT HAPPENS FOR VR…
  • 14. So where did AR come from? 1990 Tom Caudell
  • 15. 1994Milgram’s Mixed Reality Continuum Image source: https://cdn2.hubspot.net/hubfs/479277/blog-files/Reality_Continuum.png
  • 16. Milgram’s Mixed Reality Continuum Demo running entirely in a web browser https://www.youtube.com/watch?v=fhJSfqBYjKE
  • 17. Definition of AR Augmented Reality allows the user to see the real world, with virtual objects superimposed upon or composited with the real world. Augmented Reality: RON AZUMA (1997) 1. Combines real and virtual 2. Interactive in real time 3. Registered in 3-D
  • 18. 360º WHAT DO WE MEAN BY 360º OR PANOSPHERE? TYPE OF “360º” – PANORAMA, ECQUIRECTANGULAR, SPHERICAL STATIC VS INTERACTIVE USE CASES – TELEPORTING, VIRTUAL TOUR-GUIDING EVEREST IN 360 TOURISM - SKI RESORT EDUCATION CAN BE LINKED TO PHYSICAL LOCATIONS
  • 19. VR HOW IS VR DIFFERENT TO 360º? DISCOVERY VS. LED THROUGH CHALLENGES MORE COMPLEX STORYTELLING, CREATION MORE EXPENSIVE THAN 360º CONTENT
  • 20. The multi-flavoured landscape of AR LOCATION o Relative o Geo or “Fixed” o Sensor COMPUTER VISION o Recognition / Visual Search o Tracking o SLAM
  • 21. Content is relative to the viewer rather than a physical location Location-based AR RELATIVE
  • 22. HOW DOES IT WORK? HOW ACCURATE IS IT? USE CASES Location-based AR FIXED or GEO
  • 23. WHAT IS IT? WHY WOULD YOU USE IT? USE CASES Location-based AR SENSOR-BASED
  • 24. Image Object Facial HOW DOES IT WORK? USE CASES Computer vision VISUAL SEARCH
  • 25. 2D planes Spaces – SLAM (e.g. ARKit & ARCore) DEPTH SENSING Computer vision TRACKING
  • 26. Touch Controllers Sensors – motion / gesture / depth Physical input Image credit: https://gest.co/
  • 28. SLIDE:Modes of mixed reality PUBLIC PERSONAL PRIVATE INTIMATE Credit: awe.media
  • 29. PUBLIC WHOLE BODY IN FOV MORE SPECTATORS MR MODES LIMITED DISTRIBUTION
  • 30. INTIMATE MR MODES WHOLE BODY / UPPER TORSO IN FOV FEWER SPECTATORS WIDER DISTRIBUTION
  • 31. PERSONAL MR MODES ONLY EXTREMETIES OR HEAD IN FOV 1-2 PARTICIPANTS WIDE DISTRIBUTION & LOCATIONS
  • 32. INTIMATE MR MODES ONLY EXTREMETIES IN FOV MOSTLY 1 PARTICIPANT * STILL LIMITED DISTRIBUTION ALTHOUGH GROWING * Except for shared VR and AR experiences
  • 33. HOW VALUABLE IS THE MARKET GOING TO BE? ELLA PRESENTATION 0 10 20 30 40 50 60 70 80 90 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 Revenue(US$bns) Hardware Software The Goldman Sachs Group, Inc. 2016, Profiles in Innovation: Virtual & Augmented Reality Goldman Sachs Global Investment Research $35B $45B expects Virtual & Augmented Reality to become an US$80+ billion dollar market by 2025, roughly the size of the desktop market today. Goldman Sachs Research
  • 34. Samsung 21% Sony 19% HTC 8% Oculus 4% Others 47% HMDs shipped Jan-Mar this year Source: IDC Worldwide Quarterly Augmented and Virtual Reality Headset Tracker report Note: “Others” is predominantly Daydream and cardboard devices.
  • 35. Samsung 21% Sony 19% HTC 8% Oculus 4% Others 47% Source: IDC Worldwide Quarterly Augmented and Virtual Reality Headset Tracker report
  • 36. 37 iOS is slipping markedly The smartphone market – UNITS SHIPPED
  • 37. How many people can use AR & VR right now? Installed web browsers 26 MILLION (END 2017) Includes both the mobile and HMD users above 2 BILLION 3 BILLION Mobile devices HMD only
  • 38. How do you view VR & AR? Have a suitable HMD v 1 2Have a valid account with the HMD vendor's app store 3 Complete the HMD vendor's first use 4 v Search for & find the app in their app store 5 Download/install the app through their app store 6Often requires system or app updates also v 7 Select/play the downloaded app ! MOBILE ONLY APP Have a valid account with the Mobile OS vendor's app store v 1 2 Find the app in their app store3 Download/install the app through their app store 4 v Often requires system or app updates also 5 Download/install the app through their app store 6 Select/play the downloaded app v 7 ! View promo for app on their website AWE APP 1 Click on a web link to open it in your browser on any device HMD ONLY APP
  • 39. How do you create VR & AR? MOBILE ONLY APPs AWE APPSHMD ONLY APPS Hire or be a developer v 1 2 Download & get to know (& deal with the various issues/quirks) the developer SDK for the target platform 3 Develop your app/s 4 v Test it on the target HMD vendor platform/s 5 Convert media and 3D assets to the app/s format 6 Sign & submit your app/s to the app store/s & wait for approval/s v 7 Publish & distribute links to one or more app stores ! Download & get to know (& deal with the various issues/quirks) the developer SDK for the target mobile OS v 1 2 Develop your app/s 3 Test it on the target HMD vendor platform/s 4 v Convert media and 3D assets to the app/s format 5 Sign & submit your app/s to the app store/s & wait for approval/s 6 Publish & distribute links to one or more app stores v 7 Hire or be a developer 8 Create promotional web content to drive people to the app/s ! 8 Create promotional web content to drive people to the app/s Get an account with awe.media *blatant plug J v 1 2 Upload any types of common media you need (photos, videos, 3D & more) 3 Manipulate these objects and add rich interactions to create your VR & AR experiences 4 Open your browser on any type of device v 5 Share a single link that points directly to your web- based VR/AR experience
  • 40. CREATING MR EXPERIENCES IN AWE https://awe.media 360° LOCATION IMAGE
  • 41. THE MR CREATION TOOLKIT Smartphones, tablets, PCs Head-mounted displays (cardboard & dedicated) 360 Cameras
  • 42. Guiding principles Planning – discovery, storyboarding, prototyping, user testing, etc. You’re introducing a spatial environment that relates to the real world around people, or if not completely then introduces real world elements and interactions. Make interaction patterns consistent and strive to make it feel familiar and non-threatening (unless that is your intent!) Inclusiveness If you’re developing for a single platform, don’t aim for fragmented silos. Think about how your audience on other platforms or unsupported devices can also take part or be involved in the experience. Smartphones & tablets will be the dominant form factor for at least the next 5+ years. HMDs are expensive. Example from education Are you solving a real problem, or just using the technology because you can? You need to make the complex simple.
  • 43. Constraints in MR environments On-site experience Have you actually been to the locations? Physical obstacles Factors impacting location accuracy Line of sight Interior of buildings Gathering location data Location source not allowed by the user Have you considered what the experience will be like for people accessing off-site? Friction when moving between modes (motion switcher demo) LOCATION SPECIFIC
  • 44. Constraints in MR environments Image / object quality Image print quality Light source Overlaid file sizes / object complexity RECOGNITION & TRACKING SPECIFIC
  • 45. Quick tips for 360° Capturing o Physically walk around the environment and plan shots o What height are you shooting at e.g. person eye level, helicopter view? o Take in the whole scene – foreground, mid-ground, background. o If outdoor, where is the the sun & what other environmental factors may impact the scene. Beware shadows! o What obstacles are there that may obscure the meaning of the scene? o If indoors, how large is the space, will the detail be lost? o If using a tripod, make sure it’s stable and level. Camera quality o Every 360° camera / camera + app controller has it’s quirks o Unless you need Hollywood quality, go for a <$800 camera e.g.: Theta is great for prototyping / blocking out quick shots and sequences Kodak PixPro works well with drones but is fragile Nikon KeyMission best resolution, portable and robust
  • 46. Quick tips Default view direction o Which part of your scene do you want to display in a user’s field of view first? o Or, do you want a part of the background to always load to a specific compass direction? Adding interactive objects to your view (360° or AR) o What points of interest do you want to draw people’s attention to? o How do you want to do this? o Block it out with simple placeholder objects and test it in the real world. o Refine the look and feel once the mechanics are right. Video or image background? o Static images can be evocative if you stage it for the context. Great for teleporting. o Short video and audio loops capture the atmosphere of a scene. o How do you camouflage the tripod arms? o Long-form video should be used sparingly, unless the narrative is compelling.