Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
4. First VR Experience
• “This is so real..”
• https://www.youtube.com/watch?v=pAC5SeNH8jw
5. What is Virtual Reality?
Virtual reality is..
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
6. David Zeltzer’s AIP Cube
nAutonomy – User can to
react to events and stimuli.
nInteraction – User can
interact with objects and
environment.
nPresence – User feels
immersed through sensory
input and output channels
Interaction
Autonomy
Presence
VR
Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators
& Virtual Environments, 1(1), 127-132.
7. 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
32. 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
33. Immersive Panorama
• High quality 360 image or video surrounding user
• User can turn head to see different views
• Fixed position
34. 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
40. 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
46. 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/
53. Collecting Assets
• Sample Assets
• Under Support > Sample
• Tutorial Assets
• https://goo.gl/tqyLxU
• Create your own
• 360 Camera
• Insta 360, Ricoh Theta, Gear 360
• Google Street View Camera
• Cardboard Camera
54. 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
55. 1. Authoring
• Process
• Upload content
• Load panorama images
• Create links between images
• Add information hotspots and actions
63. 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
64. 5. Download to Device
• Select download tab
• iOS: https://console.instavr.co/distribution/list
• Android: Click the link or scan QR code to download apk
65. Summary
• InstaVR
• Authoring tool for creating 360 panorama based VR apps
• Web-based interface, easy to learn and use
• Deploy to various platforms
71. 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
75. 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
76. 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
78. 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
85. 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