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EASY VIRTUAL REALITY
Mark 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
1
2
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 1989
VPL 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
• VRVoted 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
MobileVR:Google Cardboard
• Released 2014 (Google 20% project)
• >80 million shipped/given away
• Easy to use developer tools
+ =
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 scenes
using 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 Creator
1. Login
2. Select Project type/template
3. Add assets to asset library
4. Drop assets into VR scene
5. 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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