Exploring Extended Reality with ILLIXR
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Base game Manual V0.4 Environment Remove any objects in the playing area that you might touch or hit while playing with your body. Please also make sure that lamps or fans are not in the playing area. If you are at the edge of the playing area, do not make any big movements, otherwise you could touch the walls with your body or hands/controllers. It is best to stand. Step movements are not necessary during the game. You can move and rotate completely with the controllers. Technical requirements To play the game, you need Virtual Reality headset (VR headset). Without VR glasses, the game will not run. A (free) Steam account is also required. Also installed must be the VR software "SteamVR" (when using HTC VIVE or the Valve Index) or the additional software "Windows Mixed Reality for SteamVR" for the use of Windows Mixed Reality glasses on Steam with "SteamVR". Before the first launch, a room measuring should also have been done in SteamVR (when using the HTC VIVE or the Valve Index). When using Windows Mixed Reality glasses, there is an option to change the position of the floor from the height. The controllers of the VR headset should also be connected to the VR system and be charged. The game Container You start the game in the container and go to the selected construction site through the door. Later, you can start different locations here depending on the existing DLC. You can now set options to one of the boards by moving the switch accordingly. -
VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Hp Mixed Reality Headset System Requirements
Hp Mixed Reality Headset System Requirements Pachydermatous Meir ionizes enlargedly. Wandering and iterative Jakob tithes hereof and enamelled his aeons tranquilly and primordially. Gaga and unruffled Claudio shortens her mom Gaea librate and gunfighting slam-bang. Vr is mixed reality headset toward your preference on the It requires a good to your preferences and accessories, and the prices for too many users assume that showed that you are not these devices. Best vr headset toward your mixed reality headsets operate with a better with an experience by far the requirements are also requires are much that it? Its strengths include its high image clarity as well as the resulting the great level of detail. CPU, GPU, and memory are the most critical components. How tart the tech compares? Dive into place the company offers and reality system. Oculus Go and PSVR. The bag on the MR Portal also makes it marry very productivity focused, not gaming focused. Use voice commands to laugh stuff easier in mixed reality. Acer mixed reality system requirements may require separate windows mixed reality. Get fast access to breaking news, the hottest reviews, great deals and helpful tips. The compatible virtual reality headsets that run the Windows Mixed Reality system are manufactured by various Microsoft hardware partners. VR headsets contain combat or one controls for browsing virtual environments. Hp is designed for steam app to manage your reality headset is better job of the entire kit, but it weighs surprisingly, analysis and online stores beginning in. Some AR headsets are available on the market today, with more rumored to be coming in the future. -
Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration. -
Advanced Displays and Techniques for Telepresence COAUTHORS for Papers in This Talk
Advanced Displays and Techniques for Telepresence COAUTHORS for papers in this talk: Young-Woon Cha Rohan Chabra Nate Dierk Mingsong Dou Wil GarreM Gentaro Hirota Kur/s Keller Doug Lanman Mark Livingston David Luebke Andrei State (UNC) 1994 Andrew Maimone Surgical Consulta/on Telepresence Federico Menozzi EMa Pisano, MD Henry Fuchs Kishore Rathinavel UNC Chapel Hill Andrei State Eric Wallen, MD ARPA-E Telepresence Workshop Greg Welch Mary WhiMon April 26, 2016 Xubo Yang Support gratefully acknowledged: CISCO, Microsoft Research, NIH, NVIDIA, NSF Awards IIS-CHS-1423059, HCC-CGV-1319567, II-1405847 (“Seeing the Future: Ubiquitous Computing in EyeGlasses”), and the BeingThere Int’l Research Centre, a collaboration of ETH Zurich, NTU Singapore, UNC Chapel Hill and Singapore National Research Foundation, Media Development Authority, and Interactive Digital Media Program Office. 1 Video Teleconferencing vs Telepresence • Video Teleconferencing • Telepresence – Conven/onal 2D video capture and – Provides illusion of presence in the display remote or combined local&remote space – Single camera, single display at each – Provides proper stereo views from the site is common configura/on for precise loca/on of the user Skype, Google Hangout, etc. – Stereo views change appropriately as user moves – Provides proper eye contact and eye gaze cues among all the par/cipants Cisco TelePresence 3000 Three distant rooms combined into a single space with wall-sized 3D displays 2 Telepresence Component Technologies • Acquisi/on (cameras) • 3D reconstruc/on Cisco -
2020 IEEE Conference on Virtual Reality and 3D User Interfaces
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR 2020) Atlanta , Georgia, USA 22 – 26 March 2020 IEEE Catalog Number: CFP20VIR-POD ISBN: 978-1-7281-5609-5 Copyright © 2020 by the Institute of Electrical and Electronics Engineers, Inc. All Rights Reserved Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries are permitted to photocopy beyond the limit of U.S. copyright law for private use of patrons those articles in this volume that carry a code at the bottom of the first page, provided the per-copy fee indicated in the code is paid through Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923. For other copying, reprint or republication permission, write to IEEE Copyrights Manager, IEEE Service Center, 445 Hoes Lane, Piscataway, NJ 08854. All rights reserved. *** This is a print representation of what appears in the IEEE Digital Library. Some format issues inherent in the e-media version may also appear in this print version. IEEE Catalog Number: CFP20VIR-POD ISBN (Print-On-Demand): 978-1-7281-5609-5 ISBN (Online): 978-1-7281-5608-8 ISSN: 2642-5246 Additional Copies of This Publication Are Available From: Curran Associates, Inc 57 Morehouse Lane Red Hook, NY 12571 USA Phone: (845) 758-0400 Fax: (845) 758-2633 E-mail: [email protected] Web: www.proceedings.com 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) VR 2020 Table of Contents General Chairs Message xix Conference Paper Program Chairs Message xx IEEE Visualization and Graphics Technical -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
An Empirical Study of Virtual Reality Menu Interaction and Design
Mississippi State University Scholars Junction Theses and Dissertations Theses and Dissertations 4-30-2021 An empirical study of virtual reality menu interaction and design Emily Salmon Wall [email protected] Follow this and additional works at: https://scholarsjunction.msstate.edu/td Recommended Citation Wall, Emily Salmon, "An empirical study of virtual reality menu interaction and design" (2021). Theses and Dissertations. 5161. https://scholarsjunction.msstate.edu/td/5161 This Dissertation - Open Access is brought to you for free and open access by the Theses and Dissertations at Scholars Junction. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholars Junction. For more information, please contact [email protected]. Template C with Schemes v4.1 (beta): Created by L. 11/15/19 An empirical study of virtual reality menu interaction and design By TITLE PAGE Emily Salmon Wall Approved by: Reuben F. Burch V (Major Professor) Michael Hamilton Daniel Carruth Brian Smith Ginnie Hsu Linkan Bian (Graduate Coordinator) Jason M. Keith (Dean, Bagley College of Engineering) A Dissertation Submitted to the Faculty of Mississippi State University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Industrial and Systems Engineering in the Department of Industrial and Systems Engineering Mississippi State, Mississippi April 2021 Copyright by COPYRIGHT PAGE Emily Salmon Wall 2021 Name: Emily Salmon Wall ABSTRACT Date of Degree: April 30, 2021 Institution: Mississippi State University Major Field: Industrial and Systems Engineering Major Professor: Reuben F. Burch V Title of Study: An empirical study of virtual reality menu interaction and design Pages in Study: 181 Candidate for Degree of Doctor of Philosophy This study focused on three different menu designs each with their own unique interactions and organizational structures to determine which design features would perform the best. -
CREANDO: Tool for Creating Pervasive Games to Increase the Learning Motivation in Higher Education Students
CREANDO: Tool for creating pervasive games to increase the learning motivation in higher education students Jeferson Arango-López a,b,⁎, Carlos C. Cerón Valdivieso a, Cesar A. Collazos a, b c,d Francisco Luis Gutiérrez Vela , Fernando Moreira a University of Cauca – FIET, Street 5 N° 4-70, Popayán, Colombia b University of Granada, ETSIIT, Department of Languages and Informatics Systems, Street Periodista Daniel Saucedo Aranda, s/n, 18071 Granada, Spain c Univ Portucalense, REMIT, IJP, Rua Dr. António Bernardino Almeida 541-619, 4200-072 Porto, Portugal d IEETA, Univ Aveiro, Aveiro, Portugal A R T I C L E I N F O A B S T R A C T Keywords: The pervasive games (PG) have had a great reception in recent years. This kind of games com- bines the Pervasive game virtual world with the real world to generate extensions of reality in terms of time, space and social Narrative interaction. These extensions have involved users in experiences as varied as those exposed by Learning motivation augmented reality and the location of the player or mixed reality scenarios. In the educational context, Digital transformation games have been integrated little by little into learning processes. Speci fically, PG have shown to have a higher level of immersion in people's daily activities. Therefore, a greater impact is generated when integrating the technologies of the PG and the narrative of a story that is told through the gaming experience. In order to explore some fields, we focus the study on the narrative and geolocation applied to close spaces, it is a way of giving an enriched experience to the player through a digital transformation perspective. -
Real-Time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum
Real-time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum John Joseph McGowan Submitted in partial fulfilment of the requirements of Edinburgh Napier University for the degree of Doctor of Philosophy October 2018 Declaration I, John McGowan, declare that the work contained within this thesis has not been submitted for any other degree or professional qualification. Furthermore, the thesis is the result of the student’s own independent work. Published material associated with the thesis is detailed within the section on Associate Publications. Signed: Date: 12th October 2019 J J McGowan Abstract i Abstract This thesis looks at the requirements analysis, design, development and evaluation of an application, CymaSense, as a means of improving the communicative behaviours of autistic participants through therapeutic music sessions, via the addition of a visual modality. Autism spectrum condition (ASC) is a lifelong neurodevelopmental disorder that can affect people in a number of ways, commonly through difficulties in communication. Interactive audio-visual feedback can be an effective way to enhance music therapy for people on the autism spectrum. A multi-sensory approach encourages musical engagement within clients, increasing levels of communication and social interaction beyond the sessions. Cymatics describes a resultant visualised geometry of vibration through a variety of mediums, typically through salt on a brass plate or via water. The research reported in this thesis focuses on how an interactive audio-visual application, based on Cymatics, might improve communication for people on the autism spectrum. A requirements analysis was conducted through interviews with four therapeutic music practitioners, aimed at identifying working practices with autistic clients. -
Manipulation of 3D Objects in Immersive Virtual Environments
PhD Dissertation Proposal Manipulation of 3D Objects in Immersive Virtual Environments Daniel Filipe Martins Tavares Mendes [email protected] September 2015 Abstract Interactions within virtual environments (VE) often require manipu- lation of 3D virtual objects. For this purpose, several research have been carried out focusing on mouse, touch and gestural input. While exist- ing mid-air gestures in immersive VE (IVE) can offer natural manipula- tions, mimicking interactions with physical objects, they cannot achieve the same levels of precision attained with mouse-based applications for computer-aided design (CAD). Following prevailing trends in previous research, such as degrees-of- freedom (DOF) separation, virtual widgets and scaled user motion, we intend to explore techniques for IVEs that combine the naturalness of mid-air gestures and the precision found in traditional CAD systems. In this document we survey and discuss the state-of-the-art in 3D object manipulation. With challenges identified, we present a research proposal and corresponding work plan. 1 Contents 1 Introduction 3 2 Background and Related Work 4 2.1 Key players . .4 2.2 Relevant events and journals . .5 2.3 Virtual Environments Overview . .7 2.4 Mouse and Keyboard based 3D Interaction . .9 2.5 3D Manipulation on Interactive Surfaces . 12 2.6 Touching Stereoscopic Tabletops . 16 2.7 Mid-Air Interactions . 17 2.8 Within Immersive Virtual Environments . 20 2.9 Discussion . 25 3 Research Proposal 28 3.1 Problem . 28 3.2 Hypotheses . 28 3.3 Objectives . 29 4 Preliminary Study of Mid-Air Manipulations 31 4.1 Implemented Techniques . 31 4.2 User Evaluation .