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VIRTUAL REALITY 2.0 Mark Billinghurst [email protected] September 23 rd 2015

Virtual Reality 2.0

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VIRTUAL REALITY 2.0 Mark Billinghurst [email protected]

September 23rd 2015

Virtual Reality is HOT!

Virtual Reality was HOT! .. In 1995..

Joining the HIT Lab in Seattle (1994)

•  Leading VR research center • Only $250K for 1500 polygons/sec! •  320 x 240 pixel HMDs

My VR Predictions (1996)

• I knew everyone would use VR when: • HMDs were cheap (<$500) • Computers generate millions of polys/sec • Tracking was inexpensive • Good 3D input devices

Here Come the Cheap HMDs

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

• MS Bob #1

Lessons Learned

• Don’t believe the hype • Many factors determine technology acceptance

• Human Centered Design/Design for users

• Need to move from Demo to Production • Profitable niche markets first

• Follow the money

VIRTUAL REALITY 2.0

Virtual Reality is HOT! (Again..)

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

It’s Not Just VR – Invisible Interfaces

Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.

From Reality to Virtual Reality

Reality Augmented Reality Virtual Reality

Mixed Reality

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.

Ubiquitous Computing/Internet of Things

Smart Home Sensor Networks

Augmented Reality

Virtual Reality

Gartner Hype Cycle

Gartner Hype Cycle

AR/VR Investments

•  > $1 Billion USD from VCs, > 120 deals in US alone

Virtual Reality Landscape

AR Market

Inexpensive Hardware • A Smart Phone gives you an VR/AR experience

•  > 1.4 Billion new iOS/Android devices shipped in 2016

• Mobile VR • Google Cardboard

•  > 1 million devices distributed •  < $5 USD from China

• Handheld AR • Qualcomm Vuforia platform

•  > 100,000 developers •  > 20,000 apps available on iOS/Android

Easy to Use Tools • Content Creation

•  Immersive video – 360Heros •  3D models from photos - 123D Catch

• Drag and Drop • BuildAR (www.buildar.org) • CraftAR (Catchoom)

• Game Engine Support • Unity3D/Unreal plug-in support

New Devices for Input and Output • New Display Technology

• Waveguide Displays (Lumus) • Retinal Displays (MagicLeap) • Contact Lens (Innovega) • Projected AR (CastAR)

• New Input Technology • Depth Sensing (Tango) • Gesture Capture (SoftKinetic)

Lumus DK40

Google Tango

Proven Use Cases • Need to validate the technology

• Example: QuiverVision • AR colouring book application • Proven to improve writing skills •  ~ 2 million downloads on iOS/Play stores

• Example: Pain Relief • VR pain relief for burn/trauma • Significantly reduce pain perception •  Firsthand Technologies

Focus on User Experience • Understand user needs

• Consider whole user needs •  Physical, emotional, cognitive, social, cultural

• Perceptual issues

• Design for those needs • Rapid prototyping • Virtual, physical elements, interaction metaphor

• Test your design •  Formal, informal testing

TAT Augmented ID

What Makes a Good MR Experience?

• Compelling • Engaging, ‘Magic’ moment

• Intuitive, ease of use • Uses existing skills

• Anchored in physical world • Seamless combination of real and digital

Demo: colAR

• Turn colouring books pages into AR scenes • Markerless tracking, use your own colours..

• Try it yourself: http://www.colARapp.com/

BUILDING THE BUSINESS

AR Business Today

• Around $600 Million USD in 2014 (>$2B 2015) • > 80% Games and Marketing applications

Market Projections

cf. 2014 computer game market = $84 Billion USD

Gartner Hype Cycle

Getting from Here to There • New markets

• Medical • Education •  Industry • Etc

• New applications •  Training • Collaboration •  Information Presentation • Etc

Example: Commercial Systems

• Ngrain • http://www.ngrain.com/ • Training authoring tool • Model based AR tracking

• ScopeAR • http://www.scopear.com/ • Remote assistance •  Image based tracking

Example: Social Panoramas

• Google Glass • Capture live image panorama (compass + camera)

• Remote device (tablet) •  Immersive viewing, live annotation

Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.

Example: AR remote collaboration

• Local user uses AR display • Move real objects using AR cues

• Remote expert on desktop interface •  Place 3D objects with independent view

Tait, M., & Billinghurst, M. The Effect of View Independence in a Collaborative AR System. Computer Supported Cooperative Work (CSCW), 1-27.

Research Needed in Many Areas

• Social Acceptance • Overcome social problems

• Cloud Services • Cloud based storage/processing

• Ubiquitous AR/VR • Using AR/VR with Ubicomp/IoT technologies

• Collaborative Experiences • AR/VR teleconferencing

• Etc..

Exmple: Social Acceptance

• People don’t want to look silly • Only 12% of 4,600 adults would be willing to wear AR glasses •  20% of mobile AR browser users experience social issues

• Acceptance more due to Social than Technical issues • Needs further study (ethnographic, field tests, longitudinal)

Crossing Boundaries

Jun Rekimoto, Sony CSL

Invisible Interfaces

Jun Rekimoto, Sony CSL

Example: Visualizing Wifi Networks

• Mobile app to view Wifi networks •  Real time visualization of surrounding network • Audio/visual feedback based on signal strength •  http://www.architectureofradio.com/

CONCLUSION

Summary

• AR/VR in 2016 will not be like 1996 • Focus on more than VR • Low barrier to Entry • Emphasis on User Experience

• To build the Business • Move into new markets, develop proven case studies • Research core areas

•  Social acceptance, collaborative tools, etc

www.empathiccomputing.org

@marknb00

[email protected]