Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
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Spatial computing - extending reality
1. Spatial computing - extending reality
introduction to the technologies and what we’re doing with them
IT Innovations Unit
Mika Saastamoinen
Twitter: @mobiilimika
LinkedIn: by name
2. What is ”spatial computing”?
• A wide variety of hardware and software technologies
• ”Spatial computing” or ”eXtended Reality” (XR) are used as umbrella terms for the whole spectrum of
systems and solutions
”Actual Reality” (”AR”) Augmented Reality (AR) Mobile AR Mixed Reality (MR) Virtual Reality (VR)
• Computing systems that augment, extend or even replace our real world
experiences, providing information and functionalities that surround the
user in 3D space (*
(* simpler AR devices may only provide 2D information, like notifications or textual/pictural information, not integrated with the surrounding 3D environment
3. What is ”spatial computing”?
• Virtual Reality (VR) aims to replace your real
world experience entirely with artificial computer
generated experiences
• ”you are in the fantasy world”
• Augmented or Mixed Reality (AR/MR) brings the
artificial computer generated experience in to
the real world.
• ”the fantasy world comes to your real world”
4. How does ”spatial computing” work?
• Spatial computing systems are not just a display technology, but complex and
computationally demanding ”sensor fusion systems”
Input Processing Output
• A lot of options for both input sources and output devices, from headsets and
handcontrollers to full coverage haptic suits and force feedback systems.
5. Why look into AR/VR now?
- to prepare for the inevitable
• Technologies, devices and services are maturing fast
• AR/VR devices are growing smaller, lighter, cheaper, yet become more powerful,
thanks to smartphone technologies
• Large development investments by ”everyone”, like Facebook, Google, Apple,
Samsung and a large number of startup companies. Investments in billions of $/€.
• Usage of these solutions are growing in the enterprise sector
• Both VR and AR devices and horizontal and vertical solutions in various industries
• Collaboration, training and on-the-job support are common use cases with benefits
• Consumer mass market adoption is ”imminent”
• With the launch of consumer AR/VR devices, e.g. Oculus Quest VR headset and
North smart glasses in 2019, more expected in 2020
• Next generation devices within 2-3 years will be significantly smaller, lighter, more
comfortable and more powerful than today.
Next generation AR/VR-headset prototypes
Now is a good time to start learning and experimenting with these
technologies, how they can be utilized for improving customer and employee
experiences, as well as improving internal operational efficiencies
6. Typical use cases for AR/VR
- in general use
• Games and entertainment, e.g. VR games, AR games, face filters
• Product marketing and sales, e.g. virtual try-ons
• Education and training, at schools and universities as well as enterprises
• Travel, tourism services, e.g. on-location tourist guide apps
• Architectural and engineering design of complex buildings, facilities,
factories, machines, ships, trains etc
• Product design, e.g. cars and smaller products
• Scientific research, medicine, healthcare, rehabilitation
• Supporting tools for work tasks, e.g. remote expert support, task guide
apps, remote collaboration etc
7. What Kela is doing in spatial computing space
- happened so far (as of Dec 2019)
• We have acquired 10 x Oculus Quest VR headset for use in our experiments
• Standalone VR device that does not require additional PC or other hardware to use perfect for enterprise use cases!
• We are trialling VR collaboration services to enable remote locations and team members to better participate and
engage in meetings and workshops.
• Team members are located in three different cities, Helsinki, Turku and Jyväskylä.
• We are also evaluating a number of other VR collaboration services
• Glue, MeetinVR, MeetingRoom, Engage, Rumii, Mozilla Hubs, LearnBrite ...
• There are dozens of these kinds of services. Features and maturity varies, but are promising.
• During November we conducted two customer service training sessions using one of these VR collaborations
services
• In collaboration with the Customer services and HR Training units, with actual customer service representatives as trainees
• Many internal VR demo and presentation events, a dozen so far during the Autumn.
• Lot’s of interest and curiosity about VR. For many these events have been their first VR experience ever.
• #futureofwork could be virtual…?
8. What Kela is doing in spatial computing space
- lessons learned so far
• Benefits of virtual reality collaboration, compared to ”traditional” Skype or
similar online conferencing services
• Better sense of presence, feeling of being there, face-to-face, with others. Immersion.
• Better focus on the matter at hand, simply cannot do anything else while in a headset
• Full suite of collaboration tools like whiteboards with pencils, sticky notes, document
sharing and others, in full immersive 3D, like actually sticky notes you hold in your hand
• A change of scenery from your everyday office environment, quite literally, if you have a
meeting in a room floating in space in Earth orbit…
• Location independence, yet shared meeting/co-working spaces, as equal participants
• Cost, time and environmental savings from reduced travel
• Fun!
9. What Kela is doing in spatial computing space
- lessons learned so far
• Challenges and considerations for wider deployment of VR solutions
• Headset device management, a centralized/remote management tool needed
• Headset device hygiene management for multi-user devices
• VR usage requires dedicated safe play spaces (i.e. no furniture, no foot traffic) in the
offices, sets requirements to office space design.
• Current generation devices are still fairly bulky and heavy, may cause ergonomics issues
for users (e.g. neck strain). Next generation devices (in 2+ years) will be much lighter
and smaller.
• But the exploration continues, to boldly go where ...
10. Example of a VR collaboration service
– Weekly meeting in Glue collaboration service
11. Example of a VR collaboration service
– Customer service training in Mozilla Hubs
collaboration service
12. Example of a VR collaboration service
– MeetinVR meeting and workshop spaces and tools
Virtuaalitodellisuus pyrkii selkeästi korvaamaan reaalimaailman kokemuksen täysin keinotekoisilla elämyksillä.
Käyttäjä ei enää näe tai välttämättä edes kuule ympäröivän todellisen maailman tapahtumia, vaan ne on korvattu tietokoneen tuottamilla tapahtumilla
Lisätyn ja sekoitetun todellisuuden (AR/MR) sovelluksien välinen rajanveto on hyvin häilyvä,
Esittävät oikean todellisuuden päälle jotain tietokoneen tuottamaa sisältöä; tekstiä, 2D grafiikkaa, 3D grafiikkaa, interaktiivisia tai ei. Käyttäjä siis näkee todellisen maailman näyttölaitteen tai –lasien läpi, laite lisää sen päälle tietokonesisältöä
AR:ssä sisältö on enemmän ”päälleliimattua” (heads-up display), MR:ssä tietokonesisältö uppoutuu todelliseen maailmaan, esim. pöydän päällä oleva sisältö pysyy pöydän päälle vaikka käyttäjä liikkuisi, nurkan taakse jäävä sisältö katoaa näkyvistä jne.
Todellisuusjärjestelmät eivät ole pelkästään näyttöteknologiaa, vaan myös erittäin monimutkainen ”sensorifuusio”-kokonaisuus. Järjestelmän käsiteltäväksi tulee syötteitä monesta eri lähteestä ja myös prosessoinnin tulokset voidaan esittää moninaisin tavoin.