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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