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Introducing
Immersive
Technologies
for Libraries
Agenda:
• Understand Immersive Technologies and see how they will impact everything
ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to
introduce spatial computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning
and teaching.
• See what libraries can do to make use of immersive technologies to create
new user experiences.
Immersive Technologies imitate or extend our physical world via digital simulations
to give us the sense of immersion (i.e., to be completely absorbed into something.)
About: https://bit.ly/2M3MlHM
Committed to supporting the production,
availability, and preservation of
knowledge in its many manifestations. In
order to do this successfully for emerging
intellectual digital assets, it is essential that
library staff directly engage in the
knowledge-creation life cycle to ensure the
distribution of and ongoing access to
knowledge for generations to come.
Do immersive digital environments impact how
we create meaning or interpret phenomena? If
so, how? Can this impact be transformational?
“PLAY” by David Kaplan and Eric Zimmerman
Watch: https://youtu.be/8nWlR_LmCGc
What is XR?
Source: https://goo.gl/rnAijE
XR is Extended Reality
• The X is a variable that can stand for anything.
• Right now, it includes 360°/360°virtual reality (VR), true VR, augmented reality (AR), mixed reality
(MR), spatial computing, holograms, etc. It’s the full spectrum of Immersive Technology.
• With spatial computing, programming also follows rules of gravity, space etc. so we will start to
see new immersive learning environments.
• Devices supporting these forms of immersive applications can be referred to as XR devices.
• XR technologies are being seen in many industries (e.g., art, education, real estate, medicine,
engineering, entertainment, interior design, music, libraries, etc.).
• Hyper Reality is a term used sometimes, too.
Source: https://goo.gl/bgyBC1
Source: https://bit.ly/2HjsFyX
When XR is expected to become mainstream
1% - never
6% - already is
8% - 10+ years
29% - 1-3 years
34% - 4-5 years
22% - 6-10 years
Source: http://goo.gl/51gGTb
Virtual reality completely isolates one from
the physical world and is surrounded by digital content while
able to interact with a synthetic world.
A head-mounted display (HMD) displays the image which is
modified when one moves their head and/or interacts with the
content via other input modalities (e.g., hand controllers, voice
commands, MRTouch etc.)
Essentially, VR is a computer that is trying to trick your brain into
believing that you are in a completely different environment.
Multi-Sensory Mask
For VR Headsets
https://feelreal.com
Random thought: EEG monitor on HMDs for more efficient eye tracking etc.?
VRinar (a webinar inside VR)
is coming soon! Stay tuned …
Powered by
Rosie Summers, Tilt Brush immersive artist.
Facebook video
Image: http://goo.gl/HkQHlE
Augmented Reality
superimposes digital
elements over physical reality.
These digital objects do not
“see” the physical world.
Mainstream AR Apps
AR stickers (Android)
IKEA
AmazonPokémon Go (check out Harry Potter’s Wizards Unite, too)
Some images
searched on
Google can now
be viewed in 3D
in the real world!
Adding AR features to browsers will hopefully start a research paper
revolution. Immersive journalism undoubtedly will run with this!
Source: https://goo.gl/vopDg6
Try the AR section in the New York Times app.
Remember Google Glasses?
Fit: Adjustable nosepads and durable frame fits any face. Extra
nosepads in two sizes.
Display : High resolution display is the equivalent of a 25-inch-high
definition screen from eight feet away.
Camera: Photos - 5 MP; Videos - 720p
Audio: Bone Conduction Transducer
Connectivity: Wi-Fi - 802.11b/g; Bluetooth
Storage: 12 GB of usable memory, synced with Google cloud storage.
16 GB Flash total.
Battery: One day of typical use. Some features, like video recording,
are more battery intensive.
Charger: Included Micro USB cable and charger.
Google Glass (Enterprise Edition 2)
Source: https://cnet.co/2w9SetR
https://www.bynorth.com/
Focals.
Smart glasses
that put fashion
first.
Scan with
Google Lens
More info: https://engt.co/32m3iTy
Stranger Things AR ad
from the July 11, 2019
print edition of the
New York Times.
Computer Vision
Source: https://bit.ly/2JWxc8M
Mixed Reality (MR) real and virtual worlds to produce new environments and
visualizations where physical and digital objects co-exist and interact in real time.
The Weather Channel’s “immersive mixed reality” (IMR) videos are intense!
Video: https://youtu.be/69nUZmQ2w8A
.occipital.com
Overlaid Instructions Using a HoloLens2
Source: https://goo.gl/SMYu7i
Spatial Computing combines computer vision and artificial intelligence to
seamlessly integrate visual content into the real-world around us.
Use physical space as a medium to interact with technology.
EIC_PartnershipdiscussionwithRCL_vFinal-02.pptx
Magic Leap Studios
Video: https://youtu.be/K5246156rcQ
EIC_PartnershipdiscussionwithRCL_vFinal-02.pptx
Magic Leap One is a uniquely differentiated spatial computing device
Lightwear Lightpack Control
• Industry leading operating range
• Physiologically safe clipping planes
• Highest volume viewing frustum
• Real-time eye tracking
• Spatialized audio
• 6 DoF controller
• Gesture tracking
• Voice recognition
• Multi-modal input
• Dedicated computer
vision processor
• Persistent objects
• High powered chipset
• Biometric ID
Slide courtesy of Alex Haber, Magic Leap
Multiple people interact with one
shared landscape.
Slide courtesy of Alex Haber, Magic Leap
Everyone in the group can see and interact
with the content in the room.
Slide courtesy of Alex Haber, Magic Leap
One person opens her personal drive to
access a file and shares with the rest of
the group.
Slide courtesy of Alex Haber, Magic Leap
CONFIDENTIAL
34
For more info, contact Alex Haber
ahaber@magicleap.com
Source: https://bit.ly/2b4fpcc
“A Taxonomy of Mixed Reality Visual Displays”
by Paul Milgram and Fumio Kishino. 1994!
Imagine! VR to AR,
seamlessly
AR Mode
Spatial: collaborate from anywhere in AR!
https://spatial.is
Holographic Communication and collaboration with MIMESYS.
Watch: https://youtu.be/LlOtpeQUQXA
Imagine what Distant Learning will become …
Magic Leap’s Mica (digital avatar)
Watch: https://youtu.be/-PzeWxtOGzQ
Source: https://goo.gl/hqdVvi
https://www.magicleap.com/stories/blog/magicverse
What can go wrong?
Ethical issues?
Can XR be accessible?
Accessibility Guidelines
Spatial or Positional Sound Effects: creating sounds
that mimic the location of augmented objects allow users
with mobility impairments to locate objects without
requiring movement.
Adjustable Location of Augmented Reality
Objects: allowing users to move the augmented object
that they are required to interact prevents users from
requiring movement such as reaching, bending, or
accessing areas that are restricted to wheelchair users.
Avoid Space Conflicts: allowing augmented objects to
be unfixed forms increase options in the type of
movement, the angle of movement and the direction of
movement needed for interaction.
Source: https://bit.ly/32KT2Vd
Age concerns?
Can immersive technologies improve learning?
Read: https://bit.ly/2GQZv86
“The library represents a window
to a larger world.”
Barack Obama
VR Apps: https://goo.gl/U1xaqU
CoSpaces Edu and Merge
Cube VR/AR Workshops
CoSpaces AR
Video: https://goo.gl/wdkfPR
Imagine kids creating their own AR environments to view
inside a blank cardboard box room?!
• Structure Sensor w/ Skanect
• Merge Cubes
• Merge VR Goggles
• 3D scanning projects for AR/VR
Source: https://goo.gl/Ee1W2j
Video: https://goo.gl/ZhxqzW
New workshops!
Video: https://goo.gl/A3EHAE
https://structure.io
Partnering with Museums!
360° and 3D scanning project, Seminole Historical Society
3D scanned object in VR, prototype for Imagine Museum
Showing artist/philanthropist, Trish Duggan,
what is possible using Magic Leap.
A meeting about VR inside VR.
Holograms via MERGE Cube
Album covers come to life!
Potential Library Partnerships and Vendor Discounts with Magic Leap.
https://tblc.org https://neflin.org https://www.seflin.org
Supplemental Resources
Best tools for building an augmented reality experience
For Programmers:
Vuforia - Deliver AR innovation with the market-leading Vuforia platform
Kudan AR - Artificial Perception technologies
Wikitude - location-based, marker or markerless AR experiences
For Non-programmers:
Blippbuilder - Transform packaging, ads, magazines, posters and more.
HP Reveal - Adding value to printed content through visual interactivity
Source: https://goo.gl/1yLalY
ARCore (formerly Project Tango)
Source: https://goo.gl/7LkoxQ
ARKit (iOS)https://developer.apple.com/arkit/
Follow: https://twitter.com/madewithARKit
Get the SDK and learn more at https://www.vuforia.com
KinectVR – room scale full-body tracking
Godot Engine Now Has OpenVR and AR Support!
Source: https://goo.gl/eFqLw6
Download at https://godotengine.org
WebGL (Web Graphics Library) is a JavaScript API for
rendering interactive 3D and 2D graphics within any
compatible web browser without the use of plug-ins.
Source: https://goo.gl/UdqnLV
https://get.webgl.org
WebVR
Image source: https://goo.gl/mZ14xU
https://webvr.info
A-FrameA web framework for building virtual reality experiences
https://aframe.io
360° Photo using Mozilla's A-Frame VR framework to
render it in the browser using WebGL
Try it!
RoundMe 360° iLab tour: https://goo.gl/QY8cJw
Dr. Sylvia Earle's childhood home, Seminole Historical Society, Low Season live
.com
https://gurivr.com/stories/create
GuriVR is actually the A-Frame library. Let’s try an
“intuitive, straightforward way to set up VR
experiences through an editor interface.”
Contact me!

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Introducing Immersive Technologies for Libraries

  • 2. Agenda: • Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment. • Learn the differences between virtual, augmented, and mixed realities to introduce spatial computing. • Hear about the tools, devices, and platforms creating these new experiences. • Discuss potential issues these technologies may have when used in learning and teaching. • See what libraries can do to make use of immersive technologies to create new user experiences.
  • 3. Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of immersion (i.e., to be completely absorbed into something.)
  • 4. About: https://bit.ly/2M3MlHM Committed to supporting the production, availability, and preservation of knowledge in its many manifestations. In order to do this successfully for emerging intellectual digital assets, it is essential that library staff directly engage in the knowledge-creation life cycle to ensure the distribution of and ongoing access to knowledge for generations to come. Do immersive digital environments impact how we create meaning or interpret phenomena? If so, how? Can this impact be transformational?
  • 5. “PLAY” by David Kaplan and Eric Zimmerman Watch: https://youtu.be/8nWlR_LmCGc
  • 6. What is XR? Source: https://goo.gl/rnAijE
  • 7. XR is Extended Reality • The X is a variable that can stand for anything. • Right now, it includes 360°/360°virtual reality (VR), true VR, augmented reality (AR), mixed reality (MR), spatial computing, holograms, etc. It’s the full spectrum of Immersive Technology. • With spatial computing, programming also follows rules of gravity, space etc. so we will start to see new immersive learning environments. • Devices supporting these forms of immersive applications can be referred to as XR devices. • XR technologies are being seen in many industries (e.g., art, education, real estate, medicine, engineering, entertainment, interior design, music, libraries, etc.). • Hyper Reality is a term used sometimes, too. Source: https://goo.gl/bgyBC1
  • 8. Source: https://bit.ly/2HjsFyX When XR is expected to become mainstream 1% - never 6% - already is 8% - 10+ years 29% - 1-3 years 34% - 4-5 years 22% - 6-10 years
  • 9. Source: http://goo.gl/51gGTb Virtual reality completely isolates one from the physical world and is surrounded by digital content while able to interact with a synthetic world. A head-mounted display (HMD) displays the image which is modified when one moves their head and/or interacts with the content via other input modalities (e.g., hand controllers, voice commands, MRTouch etc.) Essentially, VR is a computer that is trying to trick your brain into believing that you are in a completely different environment.
  • 10.
  • 11. Multi-Sensory Mask For VR Headsets https://feelreal.com
  • 12. Random thought: EEG monitor on HMDs for more efficient eye tracking etc.?
  • 13. VRinar (a webinar inside VR) is coming soon! Stay tuned … Powered by
  • 14. Rosie Summers, Tilt Brush immersive artist. Facebook video
  • 15. Image: http://goo.gl/HkQHlE Augmented Reality superimposes digital elements over physical reality. These digital objects do not “see” the physical world.
  • 16. Mainstream AR Apps AR stickers (Android) IKEA AmazonPokémon Go (check out Harry Potter’s Wizards Unite, too)
  • 17. Some images searched on Google can now be viewed in 3D in the real world!
  • 18. Adding AR features to browsers will hopefully start a research paper revolution. Immersive journalism undoubtedly will run with this! Source: https://goo.gl/vopDg6 Try the AR section in the New York Times app.
  • 19. Remember Google Glasses? Fit: Adjustable nosepads and durable frame fits any face. Extra nosepads in two sizes. Display : High resolution display is the equivalent of a 25-inch-high definition screen from eight feet away. Camera: Photos - 5 MP; Videos - 720p Audio: Bone Conduction Transducer Connectivity: Wi-Fi - 802.11b/g; Bluetooth Storage: 12 GB of usable memory, synced with Google cloud storage. 16 GB Flash total. Battery: One day of typical use. Some features, like video recording, are more battery intensive. Charger: Included Micro USB cable and charger.
  • 20. Google Glass (Enterprise Edition 2) Source: https://cnet.co/2w9SetR
  • 22. Scan with Google Lens More info: https://engt.co/32m3iTy Stranger Things AR ad from the July 11, 2019 print edition of the New York Times.
  • 24. Mixed Reality (MR) real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
  • 25. The Weather Channel’s “immersive mixed reality” (IMR) videos are intense! Video: https://youtu.be/69nUZmQ2w8A
  • 27. Overlaid Instructions Using a HoloLens2 Source: https://goo.gl/SMYu7i
  • 28. Spatial Computing combines computer vision and artificial intelligence to seamlessly integrate visual content into the real-world around us. Use physical space as a medium to interact with technology.
  • 30. EIC_PartnershipdiscussionwithRCL_vFinal-02.pptx Magic Leap One is a uniquely differentiated spatial computing device Lightwear Lightpack Control • Industry leading operating range • Physiologically safe clipping planes • Highest volume viewing frustum • Real-time eye tracking • Spatialized audio • 6 DoF controller • Gesture tracking • Voice recognition • Multi-modal input • Dedicated computer vision processor • Persistent objects • High powered chipset • Biometric ID Slide courtesy of Alex Haber, Magic Leap
  • 31. Multiple people interact with one shared landscape. Slide courtesy of Alex Haber, Magic Leap
  • 32. Everyone in the group can see and interact with the content in the room. Slide courtesy of Alex Haber, Magic Leap
  • 33. One person opens her personal drive to access a file and shares with the rest of the group. Slide courtesy of Alex Haber, Magic Leap
  • 34. CONFIDENTIAL 34 For more info, contact Alex Haber ahaber@magicleap.com
  • 35. Source: https://bit.ly/2b4fpcc “A Taxonomy of Mixed Reality Visual Displays” by Paul Milgram and Fumio Kishino. 1994!
  • 36. Imagine! VR to AR, seamlessly AR Mode
  • 37. Spatial: collaborate from anywhere in AR! https://spatial.is
  • 38. Holographic Communication and collaboration with MIMESYS. Watch: https://youtu.be/LlOtpeQUQXA Imagine what Distant Learning will become …
  • 39. Magic Leap’s Mica (digital avatar) Watch: https://youtu.be/-PzeWxtOGzQ
  • 42. What can go wrong? Ethical issues?
  • 43. Can XR be accessible?
  • 44. Accessibility Guidelines Spatial or Positional Sound Effects: creating sounds that mimic the location of augmented objects allow users with mobility impairments to locate objects without requiring movement. Adjustable Location of Augmented Reality Objects: allowing users to move the augmented object that they are required to interact prevents users from requiring movement such as reaching, bending, or accessing areas that are restricted to wheelchair users. Avoid Space Conflicts: allowing augmented objects to be unfixed forms increase options in the type of movement, the angle of movement and the direction of movement needed for interaction. Source: https://bit.ly/32KT2Vd Age concerns?
  • 45. Can immersive technologies improve learning?
  • 47. “The library represents a window to a larger world.” Barack Obama
  • 48.
  • 50.
  • 51. CoSpaces Edu and Merge Cube VR/AR Workshops
  • 52. CoSpaces AR Video: https://goo.gl/wdkfPR Imagine kids creating their own AR environments to view inside a blank cardboard box room?!
  • 53. • Structure Sensor w/ Skanect • Merge Cubes • Merge VR Goggles • 3D scanning projects for AR/VR Source: https://goo.gl/Ee1W2j Video: https://goo.gl/ZhxqzW New workshops! Video: https://goo.gl/A3EHAE https://structure.io
  • 54. Partnering with Museums! 360° and 3D scanning project, Seminole Historical Society 3D scanned object in VR, prototype for Imagine Museum Showing artist/philanthropist, Trish Duggan, what is possible using Magic Leap. A meeting about VR inside VR. Holograms via MERGE Cube
  • 55. Album covers come to life!
  • 56. Potential Library Partnerships and Vendor Discounts with Magic Leap. https://tblc.org https://neflin.org https://www.seflin.org
  • 58. Best tools for building an augmented reality experience For Programmers: Vuforia - Deliver AR innovation with the market-leading Vuforia platform Kudan AR - Artificial Perception technologies Wikitude - location-based, marker or markerless AR experiences For Non-programmers: Blippbuilder - Transform packaging, ads, magazines, posters and more. HP Reveal - Adding value to printed content through visual interactivity Source: https://goo.gl/1yLalY
  • 59. ARCore (formerly Project Tango) Source: https://goo.gl/7LkoxQ
  • 61. Get the SDK and learn more at https://www.vuforia.com
  • 62. KinectVR – room scale full-body tracking
  • 63. Godot Engine Now Has OpenVR and AR Support! Source: https://goo.gl/eFqLw6 Download at https://godotengine.org
  • 64. WebGL (Web Graphics Library) is a JavaScript API for rendering interactive 3D and 2D graphics within any compatible web browser without the use of plug-ins. Source: https://goo.gl/UdqnLV https://get.webgl.org
  • 66. A-FrameA web framework for building virtual reality experiences https://aframe.io
  • 67. 360° Photo using Mozilla's A-Frame VR framework to render it in the browser using WebGL Try it! RoundMe 360° iLab tour: https://goo.gl/QY8cJw Dr. Sylvia Earle's childhood home, Seminole Historical Society, Low Season live
  • 68. .com https://gurivr.com/stories/create GuriVR is actually the A-Frame library. Let’s try an “intuitive, straightforward way to set up VR experiences through an editor interface.”