4. The Virtuality Continuum
Augmented reality (AR)
A live/real time direct or indirect view of a
physical, real-world environment whose
elements are augmented (or supplemented) by
computer-generated sensory input such as
sound, video, graphics or GPS data.
It is related to a more general concept
called mediated reality, in which a view of
reality is modified (possibly even diminished
rather than augmented) by a computer.
As a result, the technology functions by
enhancing one’s current perception of
reality
Virtual reality (VR)
A computer-simulated environment that can
simulate physical presence in places in the
real world or imagined worlds.
Virtual reality can recreate sensory
experiences, which include virtual taste, sight,
smell, sound, touch, etc. It is sometimes
referred to as immersive multimedia
Immersive
Augmented
Reality
• History of marketing channels
o From Print to Radio/Television to Digital online (desktop, mobile)
o AR/VR might be the next platform
• Difference between AR/VR
o Define all the terms (what is the difference?)
Virtual Reality
Augmented reality
Immersive augmented reality
• Virtual Reality
o VR as a content consumption device (like TV/Radio)
o Importance of content (with latest examples)
NextVR (concerts)
Games
Movies (The wild)
o The Big players in the field
Oculus/Facebook
Microsoft
Google
o Transition of VR from gaming to content and experiences
• Augmented Reality
o The shift to Immersive augmented reality
Hololens & magic leap
Qualcomm
o What it means for business and marketing
o Functional examples of immersive augmented reality
with latest examples (including Landrover)
MINI augmented cars
• Future of automotive and AR/VR
o Customisation
o Virtual test drives
Transition of VR from gaming to content and experiences
VR as a content consumption device (like TV/Radio)
Importance of content (with latest examples)
Discovery (TV)
Movies (The wild)
NextVR (concerts)
Games
Importance of content (with latest examples)
Discovery (TV)
Movies (The wild)
NextVR (concerts)
Games
Ivan Sutherland - 1968
Sword of Damocles
a prototype system they called KARMA (Knowledge-based Augmented Reality for Maintenance Assistance). The team from Columbia Uinversity built an HMD with Logitech-made trackers attached to it and the object they were dealing with - a printer
http://graphics.cs.columbia.edu/projects/karma/karma.html
2d
Assets – how available are they, to what quality, and do you have to create them?
Quality v lag – “Don’t push me coz I’m close to the edge”. Make the experience usable – not just the best it can be
Mobile v Desktop – weight, CPU & GPU Power, movement
Developer skill – do you actually have the right people to do this? Much more gaming focused engineers used to working with Unity/Unreal
Hardware – phone, processor & camera
Hardware – phone, processor & camera
Hardware – headsets
Assets – how available are they, to what quality, and do you have to create them?
Software – still have to build an App, all considerations, platforms, version support etc
iOS App Store – getting it in
iOS updates – breaking your App due to incompatibility with 3rd party platforms
User acceptance – it’s not all roses, often makes people sick. And old people don’t like it, and can mess up hair.
(Space & Lighting)
Battery – lifespan & heat
End user – skill level of staff and customers
The Void
physical environment matches graphics for greater emersion