Easy Virtual Reality

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EASY VIRTUAL REALITYMark Billinghurst

mark.billinghurst@unisa.edu.au

March 18th 2017

Introduction to Virtual Reality

Ivan Sutherland (1963)

• Sketchpad – first interactive graphics program

The Ultimate Display“The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal”.

Ivan Sutherland, 1965

An Invisible Interface

Holodeck

• Star Trek: The Next Generation (1987)• Realization of Sutherland’s Ultimate Display

Virtual Reality

Computer generated multi-sensory simulation of an artificial environment that is interactive and immersive.

What is Virtual Reality?Virtual reality is..

a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. (Wikipedia)

• Defining Characteristics• Environment simulation• Presence• Interaction

First VR Experience

• “This is so real..”• https://www.youtube.com/watch?v=pAC5SeNH8jw

Key Technologies• Autonomy

• Head tracking, body input• Intelligent systems

• Interaction• User input devices, HCI

• Presence• Graphics/audio/multisensory output• Multisensory displays

• Visual, audio, haptic, olfactory, etc

Types of VR

12

VR History

https://immersivelifeblog.files.wordpress.com/2015/04/vr_history.jpg

When anything new comes along, everyone, like a child discovering the world thinks that they’ve invented it, but you scratch a little and you find a caveman scratching on a wall is creating virtual reality in a sense.

Morton Helig (Hammit 1993)

Early History (30,000 BC - )

The history of VR is rooted in human’s first attempts to reproduce the world around them

1800’s – Capturing Reality• Panoramas (1790s)

• Immersive paintings• Photography (1820-30s)

• Oldest surviving photo (Niépce, 1826)• Stereo imagery (1830s)

• Wheatstone (1832)• Brewster (1851)

• Movies (1870s)• Muybridge (1878)• Roundhay Garden Scene (1888)

Stereo Viewers

Wheatstone (1832)Brewster (1860)

Viewmaster (1939)

3D Cinema Golden Era (1950-60s)

• Polarized 3D projection or anaglyph (red/blue)

1900s – Interactive Experiences• Early Simulators (<1960s)

• Flight simulation• Sensorama (1955)

• Early HMDs (1960s)• Philco, Ivan Sutherland

• Military + University Research (1970-80s)• US Airforce, NASA, MIT, UNC

• First Commercial Wave (1980-90s)• VPL, Virtual i-O, Division, Virtuality• VR Arcades, Virtual Boy

Link Trainer (1929 – 1950s)

• Flight Simulator Training• Full six degree of freedom rotation• Force feedback and motion control• Simulated instruments• Modeling common flight conditions

• Over 500,000 pilots trained

Link Trainer Video (1961)

https://www.youtube.com/watch?v=0yHszBWQIsc

Early VR Experimenters (1950’s – 80’s)

Helig 1956

Sutherland 1965

Furness 1970’s

Sensorama Video

https://www.youtube.com/watch?v=vSINEBZNCks

Sutherland VR Display Prototype

https://www.youtube.com/watch?v=NtwZXGprxag

The First Wave (1980’s – 90’s)

NASA 1989VPL 1990’s

Virtuality 1990’s

Desktop VR - 1995• Expensive - $150,000+• 2 million polys/sec• VGA HMD – 30 Hz• Magnetic tracking

Rise of Commercial VR Companies• W Industries/Virtuality (1985 - 97)

• Location based entertainment• Virtuality VR Arcades

• Division (1989 – 1998)• Turn key VR systems• Visual programming tools

• Virtual i-O (1993 -1997)• Inexpensive gamer HMDs

• Sense8 (1990 - 1998)• WorldToolKit, WorldUp• VR authoring tools

Demo – Dactyl Nightmare (1991)

https://www.youtube.com/watch?v=L60wgPuuDpE

• April 2007 Computer World• VR Voted 7th on of 21 biggest flops

• MS Bob #1

Second Wave (2010 - )• Palmer Luckey

• HMD hacker• Mixed Reality Lab (MxR)

• Oculus Rift (2011 - )• 2012 - $2.4 million kickstarter• 2014 - $2B acquisition FaceBook• $350 USD, 110o FOV

Desktop VR 2016• Graphics Desktop

• $1,500 USD• >4 Billion poly/sec

• $600 HMD • 1080x1200, 90Hz

• Optical tracking• Room scale

Market Size

Computer Based vs. Mobile VR

Oculus Rift

Sony Morpheus

HTC/Valve Vive

2016 - Rise of Consumer HMDs

HTC Vive

• Room scale tracking• Gesture input devices

Example HTC Vive App – Tilt Brush

https://www.youtube.com/watch?v=ijukZmYFX-0

Mobile VR: Google Cardboard

• Released 2014 (Google 20% project)• >80 million shipped/given away• Easy to use developer tools

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Google Cardboard (V1 and V2)

• Two versions of Google Cardboard• Version 2 suitable for any type of smart phone

Many Mobile VR Viewers Available

• In 2016 – 46m possible desktop VR users vs. 400 m mobile VR users• https://thoughts.ishuman.co/vr-will-be-mobile-11529fabf87c#.vfcjzy1vf

• zxcvz

Potential for Disruption (BDMI)

• asD

Why 2016 won’t be like 1996• It’s not just VR anymore• Huge amount of investment• Inexpensive hardware platforms• Easy to use content creation tools• New devices for input and output• Proven use cases – no more Hype!

• Most important: Focus on User Experience

Conclusion• Virtual Reality has a long history

• > 50 years of HMDs, simulators

• Key elements for VR were in place by early 1990’s• Displays, tracking, input, graphics• Strong support from military, government, universities

• First commercial wave failed in late 1990’s• Too expensive, bad user experience, poor technology, etc

• We are now in second commercial wave• Better experience, Affordable hardware• Large commercial investment, Significant installed user base

• Will Virtual Reality be a commercial success this time?

Mobile VR Applications

Types of VR Experiences• Immersive Spaces

• 360 Panorama’s/Movies• High visual quality• Limited interactivity

• Changing viewpoint orientation

• Immersive Experiences• 3D graphics

• Lower visual quality• High interactivity

• Movement in space• Interact with objects

Immersive Panorama

• High quality 360 image or video surrounding user• User can turn head to see different views• Fixed position

Example Applications• Within – Storytelling for VR

• https://with.in/ • High quality 360 VR content

• New York Times VR Experience• NYTVR application• Documentary experiences

• Vimeo360• https://join.vimeo.com/360/• Immersive 360 movies

Applications: Virtual Tours•Visualise architectural diagrams

•Tools such as Autodesk, Revit supporting VR

•Metricon, 3D tours

Applications: Sports and Entertainment•www.Nexvr.com

•Live streaming events

•NBA Basketball VR

•(1 game per week)

•US Open Tennis VR

•Live Nation concerts

Capturing Panoramas• Stitching photos together

• Image Composite Editor (Microsoft)• AutoPano (Kolor)

• Using 360 camera• Ricoh Theta-S• Fly360

Capturing 360 images

Kodak 360 Fly 360 Gear 360 Theta S Nikon

LG 360 Pointgrey Ladybug Panono 360 Bublcam

Example: Cardboard Camera

• Capture 360 panoramas• Stitch together images on phone• View in VR on Cardboard

Demo: Cardboard Camera

https://www.youtube.com/watch?v=d5lUXZhWaZY

Google Cardboard App• 7 default experiences

• Earth: Fly on Google Earth• Tour Guide: Visit sites with guides• YouTube: Watch popular videos• Exhibit: Examine cultural artifacts• Photo Sphere: Immersive photos• Street View: Drive along a street• Windy Day: Interactive short story

100’s of Google Play Cardboard apps

Sample Applications

Building VR Experiences

What You Need• Cardboard Viewer/VR Viewer

• https://www.google.com/get/cardboard/• Smart phone

• Android/iOS• Authoring Tools/SDK

• Google VR SDK• Unity/Unreal game engine• Non programming tools

• Content• 3D models, video, images, sounds

Software Tools• Low level SDKs

• Need programming ability• Java, C#, C++, etc

• Example: Google VR SDK (iOS, Android)• https://developers.google.com/vr/

• Game Engines• Powerful, need scripting ability• Unity - https://unity3d.com/• Unreal - https://www.unrealengine.com/vr• Combine with VR plugins (HMDs, input devices)

• Google VR Unity plugin

Unity Interface

Tools for Non-Programmers• Focus on Design, ease of use

• Visual Programming, content arrangement• Examples

• Insta-VR – 360 panoramas• http://www.instavr.co/

• Vizor – VR on the Web• http://vizor.io/

• A-frame – HTML based• https://aframe.io/

• ENTiTi – Both AR and VR authoring• http://www.wakingapp.com/

• Eon Creator – Drag and drop tool for AR/VR• http://www.eonreality.com/eon-creator/

Panorama VR: InstaVR

InstaVR

•http://www.instavr.co/•Free, fast panorama VR, deploy to multi platforms

Demo - Using InstaVR

https://www.youtube.com/watch?v=M2C8vDL0YeA

Results

https://www.youtube.com/watch?v=JTW86aA1QiM

Development Flow•Collect assets

•360 panoramas, video, images

•Upload to web repository•InstaVR account

•Add content flow•links, hotspots, text content

•Test in browser•Publish to platform:

•Android, IOS, Gear VR, Web, Daydream, Oculus Rift, HTC Vive, Playstation VR

Getting Started• Collect assets

• Images, video, panoramas• Create account

Process• 1. Authoring

• Upload content and create links• 2. Branding

• Create icon, splash image, etc• 3. Create Screens

• Home screen, launch experience• 4. Package into application

• Create Android .apk file, iOS, etc• 5. Download to device

1. Authoring

• Process• Upload content• Load panorama images• Create links between images• Add information hotspots

InstaVR Interface

• Web based interface

Upload Content• Select “Click to Add VR Contents” button• Upload desired content

• File chooser• Panorama images

• Select files you want in app

Create Links

• Select “+Link” button• Position, size link, add icon• Add link destination image

• Image jumped to when link selected

Create Information Hotspot

• Select “+Hotspot”• Position and Size• Add pop-up image

2. Branding

• Create app icon and splash screens

3. Screens

• Create home screen and start process

4. Package

• Creates executable application• Select platform you want to deploy to

• Currently Android, iOS, GearVR• Click package button and wait

• Note – takes a long time in free version

5. Download to Device

• Select download tab• Select QR code• Scan code on phone, follow instructions

3D VR scenesusing ENTiTi

Entiti

• https://www.wakingapp.com/• Stand alone application for VR/AR authoring

• Download for Windows/Mac• Works with Entiti mobile application

• Android, iOS versions• Delivers multiple VR experiences

• 360 panorama, 3D environments• Template based VR• Visual programming for behaviours

Entiti Overview

https://www.youtube.com/watch?v=SRuYQoT45Tg

ENTiTi /Waking App: VR

Mobile VR Experience

Entiti Creator• Visual design tool for VR• Create project• Pick VR template• Add assets to project• Assemble scene• Add interactivity• Publish to mobile

Demo Video: Entiti Creator

https://www.youtube.com/watch?v=-tLRlmcLLPA

Using Entiti Creator1. Login2. Select Project type/template3. Add assets to asset library4. Drop assets into VR scene5. Add behaviours (optional)6. Publish and view on mobile

1. Login/Create Account

2. Select Project Type

Virtual Reality

Project name

Choose “VR Images Presentation”

Image Presentation Type

3. Adding Assets to Library

In library, import all T-shirt images(any square images)

Asset Library

Library is now updated with new assets

4. Drop Assets in Scene

Double click on items to insert T-shirt images

Drop Assets into Scene

insert T-shirt images

Final Scene

Save, Publish

5. Select Logic to Add Behaviours

Demo: Using Entiti Logic

https://www.youtube.com/watch?v=3OeBkdhzMXs

6. Mobile App Preview: ENTiTi

Search in ENTiTi: name of your project

Select “Virtual Reality”

Mobile App Preview

Experience• Hands-free navigation• Insert in google cardboard

Demo: Virtual Shoe Store

https://www.youtube.com/watch?v=LxfdG3AO3o4

Vizor: Web based VR

Vizor

• http://www.vizor.io/• Web based full featured VR development• 360 panorama, 3D environment, interaction• Visual programming• Deploy to WebGL - just share URL to run, no app needed

Vizor Interface

Demo: Getting Started with Vizor

https://www.youtube.com/watch?v=_FvWtFyeNss

Visual Programming

• Select Program Tab • Connect visual elements together

Demo: Visual Programming with Vizor

https://www.youtube.com/watch?v=yuSy9CSl4i8

Publish• Select publish tab

• Public/private scene• Generate url

• E.g. http://vizor.io/billinghurst/desert• View in browser

• Desktop, mobile, etc

VR Research

Many Areas for VR Research• Display

• Wide field of view, new display technologies• Tracking

• Precise tracking, wide area• Interaction

• Natural gesture interaction, human factors• Authoring Tools

• Content capture, authoring in VR• Applications

• Collaboration, large scale VR

Bare Hands

• Using computer vision to track bare hand input• Creates compelling sense of Presence, natural interaction• Challenges need to be solved

• Not having sense of touch• Line of sight required to sensor• Fatigue from holding hands in front of sensor

Example: Leap Motion

https://www.youtube.com/watch?v=QD4qQBL0X80

Eye Tracking

• Technology• Shine IR light into eye and look for reflections

• Advantages• Provides natural hands-free input• Gaze provides cues as to user attention• Can be combined with other input technologies

Example: FOVE VR Headset

• Eye tracker integrated into VR HMD• Gaze driven user interface, foveated rendering• https://www.youtube.com/watch?v=8dwdzPaqsDY

Pedestrian Devices• Pedestrian input in VR

• Walking/running in VR• Virtuix Omni

• Special shoes• http://www.virtuix.com

• Cyberith Virtualizer• Socks + slippery surface• http://cyberith.com

Cyberith Virtualizer Demo

https://www.youtube.com/watch?v=R8lmf3OFrms

Social VR

• Facebook Social Virtual Reality, AltspaceVR• Bringing Avatars into VR space• Natural social interaction

Demo: Facebook Social VR

https://www.youtube.com/watch?v=yxHwWHHg4Vs

Conclusion

Conclusion• VR has a long history

• Early prototypes from 1960’s onwards• VR is having second phase of commercial success

• Projected to grow to over $120B market by 2020• Mostly mobile VR in near term

• It is easier than ever before to develop VR apps• Multiple easy to use tools for non-programmers• Powerful developer tools for programmers

• There are many opportunities for VR research• Collaboration, interaction, navigation, etc

Thank you

www.empathiccomputing.org

@marknb00

mark.billinghurst@unisa.edu.au

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