Immersive Experiences Through Augmented, Virtual and Mixed Reality: Uses, Challenges and Opportunities
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Jason T. Jaslow 201-679-0733 • [email protected] • Emergereality.Com • Linkedin.Com/In/Jasonjaslow • Github.Com/Jjaslow
Jason T. Jaslow 201-679-0733 • [email protected] • emergereality.com • linkedin.com/in/jasonjaslow • github.com/jjaslow Qualifications Profile Versatile professional with a wide range of expertise spanning more than 20 years including multiple startup experiences with successful exits, business management, marketing, data analytics, and software development. • Skilled in planning, constructing, and launching pioneering business application tools through a strong comprehension of assorted complex Augmented Reality (AR) and Virtual Reality (VR) technologies. • Adept in all components of product development, customer relationship management, operations analysis, and continuous process improvement. • Exceptionally analytical with a dedication to excellence at all organizational levels. • Talent for assessing and swiftly resolving complicated technical discrepancies. Core Technologies Software: Unity, Mixed Reality Toolkit, ARCore, AR Foundation, Vuforia, Photon PUN, AWS, Git, Blender, Adobe Creative Suite (PS, IL, IN), Microsoft Office (Word, Excel, PowerPoint), Google Suite Languages / C#, HTML, CSS, JavaScript, SQL, Methodologies: Search Engine Optimization (SEO), Search Engine Marketing (SEM) Experience Highlights Kairos XR, Remote Unity Developer Virtual Reality Software Engineer, 2021 – Present One of 4 developers on a remote-only team creating Virtual Reality training simulations in Unity. • A Virtual Reality training simulation for a major Middle-Eastern gas exploration company. My focus was on coding the training procedures for using -
Interaction Methods for Smart Glasses: a Survey
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/ACCESS.2018.2831081, IEEE Access Date of publication xxxx 00, 0000, date of current version xxxx 00, 0000. Digital Object Identifier 10.1109/ACCESS.2018.Doi Number Interaction Methods for Smart Glasses: A survey Lik-Hang LEE1, and Pan HUI1&2 (Fellow, IEEE). 1The Hong Kong University of Science and Technology, Department of Computer Science and Engineering 2The University of Helsinki, Department of Computer Science Corresponding author: Pan HUI (e-mail: panhui@ cse.ust.hk). ABSTRACT Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human-computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. -
Morton Heilig, Through a Combination of Ingenuity, Determination, and Sheer Stubbornness, Was the First Person to Attempt to Create What We Now Call Virtual Reality
Morton Hei Iig "The [in em a of the Future" << 2 2 >> (1955) ;!fo11o11 Hdlir;. Sens<muna. Cuuri<S_) oJS1o11 Fi1lur. "Thus, individually and collectively, by thoroughly applying the methodology of art, the cinema of the future will become the first art form to reveal the new scientific world to man in the .full sensual vividness and dynamic vitality of his consciousness." 239 240 Horton Heilig << Morton Heilig, through a combination of ingenuity, determination, and sheer stubbornness, was the first person to attempt to create what we now call virtual reality. In the 1 950s it occurred to him that all the sensory splendor of life could be simulated with "reality machines." Heilig was a Hollywood cinematographer, and it was as an extension of cinema that he thought such a machine might be achieved. With his inclination, albeit amateur, toward the ontological aspirations of science, He ilig proposed that an artist's expressive powers would be enhanced by a scientific understanding of the senses and perception. His premise was sim ple but striking for its time: if an artist controlled the multisensory stimulation of the audience, he could provide them with the illusion and sensation of first person experience, of actually " being there." Inspired by short-Jived curiosities such as Cinerama and 3-D movies, it oc curred to Heilig that a logical extension of cinema would be to immerse the au dience in a fabricated world that engaged all the senses. He believed that by expanding cinema to involve not only sight and sound but also taste, touch, and smell, the traditional fourth wal l of film and theater would dissolve, transport ing the audience into an inhabitable, virtual world; a kind of "experience theater." Unable to find support in Hollywood for his extraordinary ideas, Heilig moved to Mexico City In 1954, finding himself in a fertile mix of artists, filmmakers, writers, and musicians. -
An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and Caregiver Report of Safety and Lack of Negative Effects
bioRxiv preprint doi: https://doi.org/10.1101/164335; this version posted July 19, 2017. The copyright holder for this preprint (which was not certified by peer review) is the author/funder. All rights reserved. No reuse allowed without permission. An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and caregiver report of safety and lack of negative effects. An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and caregiver report of safety and lack of negative effects. Ned T. Sahin1,2*, Neha U. Keshav1, Joseph P. Salisbury1, Arshya Vahabzadeh1,3 1Brain Power, 1 Broadway 14th Fl, Cambridge MA 02142, United States 2Department of Psychology, Harvard University, United States 3Department of Psychiatry, Massachusetts General Hospital, Boston * Corresponding Author. Ned T. Sahin, PhD, Brain Power, 1 Broadway 14th Fl, Cambridge, MA 02142, USA. Email: [email protected]. Abstract Background: Interest has been growing in the use of augmented reality (AR) based social communication interventions in autism spectrum disorders (ASD), yet little is known about their safety or negative effects, particularly in head-worn digital smartglasses. Research to understand the safety of smartglasses in people with ASD is crucial given that these individuals may have altered sensory sensitivity, impaired verbal and non-verbal communication, and may experience extreme distress in response to changes in routine or environment. Objective: The objective of this report was to assess the safety and negative effects of the Brain Power Autism System (BPAS), a novel AR smartglasses-based social communication aid for children and adults with ASD. BPAS uses emotion-based artificial intelligence and a smartglasses hardware platform that keeps users engaged in the social world by encouraging “heads-up” interaction, unlike tablet- or phone-based apps. -
The Use of Smartglasses in Everyday Life
University of Erfurt Faculty of Philosophy The Use of Smartglasses in Everyday Life A Grounded Theory Study Dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Dr. phil.) at the Faculty of Philosophy of the University of Erfurt submitted by Timothy Christoph Kessler from Munich November 2015 URN: urn:nbn:de:gbv:547-201600175 First Assessment: Prof. Dr. Joachim R. Höflich Second Assessment: Prof. Dr. Dr. Castulus Kolo Date of publication: 18th of April 2016 Abstract We live in a mobile world. Laptops, tablets and smartphones have never been as ubiquitous as they have been today. New technologies are invented on a daily basis, lead- ing to the altering of society on a macro level, and to the change of the everyday life on a micro level. Through the introduction of a new category of devices, wearable computers, we might experience a shift away from the traditional smartphone. This dissertation aims to examine the topic of smartglasses, especially Google Glass, and how these wearable devices are embedded into the everyday life and, consequently, into a society at large. The current research models which are concerned with mobile communication are only partly applicable due to the distinctive character of smartglasses. Furthermore, new legal and privacy challenges for smartglasses arise, which are not taken into account by ex- isting theories. Since the literature on smartglasses is close to non-existent, it is argued that new models need to be developed in order to fully understand the impact of smart- glasses on everyday life and society as a whole. -
Audio Challenges in Virtual and Augmented Reality Devices
Audio challenges in virtual and augmented reality devices Dr. Ivan Tashev Partner Software Architect Audio and Acoustics Research Group Microsoft Research Labs - Redmond In memoriam: Steven L. Grant Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 2 In this talk • Devices for virtual and augmented reality • Binaural recording and playback • Head Related Functions and their personalization • Object-based rendering of spatial audio • Modal-based rendering of spatial audio • Conclusions Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 3 Colleagues and contributors: Hannes Gamper David Johnston Ivan Tashev Mark R. P. Thomas Jens Ahrens Microsoft Research Microsoft Research Microsoft Research Dolby Laboratories Chalmers University, Sweden Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 4 Devices for Augmented and Virtual Reality They both need good spatial audio Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 5 Augmented vs. Virtual Reality • Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics • Virtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence in a way that allows the user to interact with it. It artificially creates sensory experience, which can include sight, touch, hearing, etc. Sep -
Virtual and Augmented Reality
Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ........................................................... -
Computer Organization and Design
THIRD EDITION Computer Organization Design THE HARDWARE/SOFTWARE INTERFACE ACKNOWLEDGEMENTS Figures 1.9, 1.15 Courtesy of Intel. Computers in the Real World: Figure 1.11 Courtesy of Storage Technology Corp. Photo of “A Laotian villager,” courtesy of David Sanger. Figures 1.7.1, 1.7.2, 6.13.2 Courtesy of the Charles Babbage Institute, Photo of an “Indian villager,” property of Encore Software, Ltd., India. University of Minnesota Libraries, Minneapolis. Photos of “Block and students” and “a pop-up archival satellite tag,” Figures 1.7.3, 6.13.1, 6.13.3, 7.9.3, 8.11.2 Courtesy of IBM. courtesy of Professor Barbara Block. Photos by Scott Taylor. Figure 1.7.4 Courtesy of Cray Inc. Photos of “Professor Dawson and student” and “the Mica micromote,” courtesy of AP/World Wide Photos. Figure 1.7.5 Courtesy of Apple Computer, Inc. Photos of “images of pottery fragments” and “a computer reconstruc- Figure 1.7.6 Courtesy of the Computer History Museum. tion,” courtesy of Andrew Willis and David B. Cooper, Brown University, Figure 7.33 Courtesy of AMD. Division of Engineering. Figures 7.9.1, 7.9.2 Courtesy of Museum of Science, Boston. Photo of “the Eurostar TGV train,” by Jos van der Kolk. Figure 7.9.4 Courtesy of MIPS Technologies, Inc. Photo of “the interior of a Eurostar TGV cab,” by Andy Veitch. Figure 8.3 ©Peg Skorpinski. Photo of “firefighter Ken Whitten,” courtesy of World Economic Forum. Figure 8.11.1 Courtesy of the Computer Museum of America. Graphic of an “artificial retina,” © The San Francisco Chronicle. -
Virtual Reality: Principles and Applications Frédéric Mérienne
Virtual Reality: Principles and Applications Frédéric Mérienne To cite this version: Frédéric Mérienne. Virtual Reality: Principles and Applications. Encyclopedia of Computer Science and Technology, Taylor and Francis, pp.1-11, 2017, 10.1081/E-ECST2-140000194. hal-01728062 HAL Id: hal-01728062 https://hal.archives-ouvertes.fr/hal-01728062 Submitted on 9 Mar 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Virtual Reality: Principles and Applications Fre´de´ric Merienne Le2i, Arts et Metiers, France Abstract Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory interaction and navigation facilities. Virtual prototyping is also used in the industry to improve design process. INTRODUCTION digital representation in the design process of the object. The principle and main issues of virtual prototyping are Virtual reality is widely used in different application exposed. -
Factors Influencing Consumer Attitudes Towards M-Commerce AR Apps
“I see myself, therefore I purchase”: factors influencing consumer attitudes towards m-commerce AR apps Mafalda Teles Roxo and Pedro Quelhas Brito Faculdade de Economia da Universidade do Porto and LIAAD-INESC TEC, Portugal [email protected]; [email protected] Abstract Mobile commerce (m-commerce) is starting to represent a significant share of e-commerce. The use of Augmented Reality (AR) by brands to convey information about their products - within the store and mainly as mobile apps – makes it possible for researchers and managers to understand consumer reactions. Although attitudes towards AR have been studied, the overall effect of distinct aspects such as the influence of others, the imagery, projection and perceived presence, has not been tackled as far as we know. Therefore, we conducted a study on 218 undergraduate students, using a pre-test post-test experimental design to address the following questions: (1) Do AR media characteristics affect consumer attitudes towards the medium in a mobile shopping context? Also, (2) Do the opinion and physical presence of people influence the attitude towards an m-commerce AR app? It found that AR characteristics such as projection and imagery positively influence attitudes towards m-commerce AR apps, whereas social variables did not have any influence. Keywords: MAR; m-commerce; consumer psychology; AR-consumer relationship. 1 Introduction Simultaneously with the increasing percentage of e-commerce sales resulting from mobile retail commerce (m-commerce), it is estimated that in the U.S., by 2020, 49.2% of online sales will be made using mobile apps (Statista, 2019b). Also, in 2018, approximately 57% of internet users purchased fashion-related products online (Statista, 2019a). -
History of Virtual Reality
History of Virtual Reality Reading: 3D User Interfaces: Theory and Practice (2nd Edition), Ch. 2 Evan Suma Rosenberg | CSCI 5619 | Fall 2020 This course content is offered under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. 1838 – Wheatstone Stereoscope The Wheatstone stereoscope used angled mirrors (A) to reflect stereoscopic drawings (E) towards the viewer’s eyes. 1849 – Brewster Stereoscope P. Hoberman, D. Krum, E. Suma, and M. Bolas. Immersive training games for smartphone-based head mounted displays. IEEE Virtual Reality, 2012. 1903 – Parallax Barrier 1929 – Link Flight Simulator Edward Link developed a mechanical flight simulator for training. Simulator was instrument-only (flying blind with no visuals). 1956 – Sensorama Morton Heilig’s Sensorama was an immersive multisensory experience that combined 3D film, stereo sound, vibration, wind, and even smell. 1960 – Telesphere Mask The first head-mounted display (HMD) was patented by Heilig in 1960. 1965 – The Ultimate Display • 3D Display: “A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical wonderland.” • Motion Tracking: “The computer can easily sense the positions of almost any of our body muscles.” • Haptics: “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.” 1968 - Sword of Damocles First virtual reality head-mounted display system, created by Ivan Sutherland and Bob Sproull. -
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - a Comparative Study
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study Johanna Pirker1, Isabel Lesjak1, Mathias Parger1, and Christian G¨utl1;2 1 Graz University of Technology, Austria [email protected], [email protected], [email protected], [email protected] 2 Curtin University, Western Australia [email protected] Abstract. Despite year-long efforts in education, studying and under- standing physical phenomena still proves to be a challenge to both learn- ers and educators. However, with the current rise of Virtual Reality expe- riences, interactive immersive simulations in 3D are becoming a promis- ing tool with great potential to enhance and support traditional class- room setups and experiences in an engaging and immersive way. The paper describes the evaluation of the physics laboratory Maroon pre- sented on two distinct VR setups: first, a mobile and cost-efficient but simpler VR experience with the Samsung GEAR and second, a more interactive room scale experience with the HTC VIVE. First results of both preliminary empirical studies indicate that the VIVE environment increases user interactivity and engagement whereas the GEAR setup benefits from portability and better flexibility. In this paper we discuss device-specific design aspects and provide a comparison focusing on as- pects such as immersion, engagement, presence and motivation. Keywords: virtual reality, immersion, physics education 1 Introduction The improvement of science education is still a topic under frequent discussion in the world today. In physics education in particular in, the situation is two- fold: many teachers are challenged in teaching concepts to an increasing number of students, who in turn often face issues themselves in trying to understand the concepts taught while linking theoretical formulas to natural phenomena.