Opportunities Augmented Reality
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Innovation in Shared Virtual Spaces for Mental Health Therapy
Innovation in Shared Virtual Spaces for Mental Health Therapy Jake Backer Advisor: Professor Soussan Djamasbi Worcester Polytechnic Institute May 23, 2021 This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on the web without editorial or peer review. 1 Contents 1 Abstract 3 2 Introduction 4 3 Background 5 3.1 Mental Health . .5 3.2 Telehealth . .5 3.3 Augmented Reality (AR) . .6 3.4 AR Therapy . .7 3.5 Avatars . .7 4 Designing the Application 8 4.1 Infrastructure . .8 4.1.1 Networking . .9 4.1.2 Movement . 11 4.1.3 Audio Communication . 12 4.1.4 Immersive Experience . 14 4.1.5 Telemetry . 15 5 User Studies 17 5.1 Results . 17 5.2 Discussion and Future User Studies . 19 6 Contribution and Future Work 21 References 24 2 1 Abstract Rates of mental health disorders among adolescents and younger adults are on the rise with the lack of widespread access remaining a critical issue. It has been shown that teletherapy, defined as therapy delivered remotely with the use of a phone or computer system, may be a viable option to replace in-person therapy in situations where in-person therapy is not possible. Sponsored by the User Experience and Decision Making (UXDM) lab at WPI, this IQP is part of a larger project to address the need for mental health therapy in situations where patients do not have access to traditional in-person care. -
E Dge the Outer
November 2011 The Outer Edge Page 1 | The Outer E November 2011 Vol. 25, No. 4 d Whole No. 295 ISSN 1055-4399 g e The Friendly Computer Club Helping Make Computers Friendly. On the Web at www.cipcug.org COMMAND.COM Attendance at the By Jim Brown, President October general meeting: 65 members and guests. ello. everybody. To Contact CIPCUG As I write this, I am still out of the local area and will be so The Outer Edge......................805-485-7121 until the end of November. I did not have these plans when I General Information………...805-289-3960 agreed to take this administrative position, but it is what it is. H Fortunately, our computer club is blessed to have a strong board of direc- Mailing Address...P.O. Box 51354, Oxnard, CA 93031-1354 tors, the members of which are very dedicated to the success On the Web: cipcug.org of this organization. I will be rejoining them in December. On Facebook: Facebook.com/groups/cipcug Meanwhile, I again thank you, the membership, for your ef- forts in inviting guests to our monthly meetings. This expo- sure to the timely computer information offered has beneficial ‘Secret Guide’ should results to everyone concerned. Art Lewis has ordered “The Secret Guide To Computers,” be at next meeting Brown along with some extra copies, so several will be available to Copies of “Secret Guide to Computers & those who did not sign up for them. This is a very useful Tricky Living” were scheduled to be shipped book. In fact, “EVERYTHING YOU WANT TO KNOW ABOUT COM- Oct. -
Augmented Reality and Its Aspects: a Case Study for Heating Systems
Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 ii Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 iv Dedication I dedicate this work to my friends and my family, especially to my parents Tadeu José Viveiros and Vera Neide Cavalcanti, who have always supported me to continue my stud- ies, despite the physical distance has been a demand factor from the beginning of the studies by the change of state and country. v Acknowledgment First of all, I thank God for the opportunity. All the teachers who helped me throughout my journey. Especially, the mentors Paulo Matos and Jorge Aikes Junior, who not only provided the necessary support but also the opportunity to explore a recent area that is still under development. Moreover, the professors Paulo Leitão and Leonel Deusdado from CeDRI’s laboratory for allowing me to make use of the HoloLens device from Microsoft. vi Abstract Thanks to the advances of technology in various domains, and the mixing between real and virtual worlds. -
Building the Metaverse One Open Standard at a Time
Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. -
Openxr 1.0 Reference Guide Page 1
OpenXR 1.0 Reference Guide Page 1 OpenXR™ is a cross-platform API that enables a continuum of real-and-virtual combined environments generated by computers through human-machine interaction and is inclusive of the technologies associated with virtual reality, augmented reality, and mixed reality. It is the interface between an application and an in-process or out-of-process XR runtime that may handle frame composition, peripheral management, and more. Color-coded names as follows: function names and structure names. [n.n.n] Indicates sections and text in the OpenXR 1.0 specification. Specification and additional resources at khronos.org/openxr £ Indicates content that pertains to an extension. OpenXR API Overview A high level overview of a typical OpenXR application including the order of function calls, creation of objects, session state changes, and the rendering loop. OpenXR Action System Concepts [11.1] Create action and action spaces Set up interaction profile bindings Sync and get action states xrCreateActionSet xrSetInteractionProfileSuggestedBindings xrSyncActions name = "gameplay" /interaction_profiles/oculus/touch_controller session activeActionSets = { "gameplay", ...} xrCreateAction "teleport": /user/hand/right/input/a/click actionSet="gameplay" "teleport_ray": /user/hand/right/input/aim/pose xrGetActionStateBoolean ("teleport_ray") name = “teleport” if (state.currentState) // button is pressed /interaction_profiles/htc/vive_controller type = XR_INPUT_ACTION_TYPE_BOOLEAN { actionSet="gameplay" "teleport": /user/hand/right/input/trackpad/click -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Introducing Microsoft Mesh () “You Can Actually Feel Like You're in the Same
The Future of Communication in the Metaverse () Meet Grace, a humanoid robot designed for healthcare () The Metaverse is a Dystopian Nightmare. Let’s Build a Better Reality. () Introducing Microsoft Mesh () “You can actually feel like you’re in the same place”: Microsoft Mesh powers shared experiences in mixed reality () Elon Musk says his start-up Neuralink has wired up a monkey to play video games using its mind () Mojo Vision - Mojo Lens 2021 () Awakening Health Presentation () WeRobot2020: Involving Seniors in Developing Privacy Best Practices () Robot friends: Why people talk to chatbots in times of trouble () U.S. company offers at-home hologram machines () What Is a Smart City? How AI Is Going Uptown Around the Globe () MOFLIN | An AI Pet Robot with Emotional Capabilities () Design, Use, and Effects of Sex Dolls and Sex Robots: Scoping Review () PORTL hologram promotional video () Together mode in Microsoft Teams () Facebook teases a vision of remote work using augmented and virtual reality () Google Meet for Companies and Organizations () Elon Musk: Neuralink Will Do Human Brain Implant in “Less Than a Year” () Joe Rogan Experience #1470 - Elon Musk disccussing Neuralink (clip) () Connected Living Announces Global Partnership With Temi, a Companion Device and Telehealth Delivery Robot, in Response to COVID-19 () Page 1 of 20 Soul Machines () Elon Musk's Plan To Merge Humans With A.I. () Smartphone-Assisted, Privacy-Preserving COVID-19 Contact Tracing () Microsoft thinks Coronavirus will forever change the way we work and live () Sprayable user interfaces () Social Distancing for Seniors: Tech to Help the Elderly Through Isolation () The Coronavirus Is Making Us See That It's Hard to Make Remote Work Actually Work () Sora App Brings Learning To Mobile Platforms () Cyborgs: Melding Man and Machine () How A True Crime Podcast Is Building Community For Those With Mental Illness () Meet AI XPRIZE Semifinalist Element Inc. -
Portable VR with Khronos Openxr
Portable VR with Khronos OpenXR Kaye Mason, Nick Whiting, Rémi Arnaud, Brad Grantham July 2017 © Copyright Khronos Group 2016 - Page 1 Outline for the Session • Problem, Solution • Panelist Introductions • Technical Issues • Audience Questions • Lightning Round • How to Join • Party! © Copyright Khronos Group 2016 - Page 2 Problem Without a cross-platform standard, VR applications, games and engines must port to each vendors’ APIs. In turn, this means that each VR device can only run the apps that have been ported to its SDK. The result is high development costs and confused customers – limiting market growth. © Copyright Khronos Group 2016 - Page 3 Solution The cross-platform VR standard eliminates industry fragmentation by enabling applications to be written once to run on any VR system, and to access VR devices integrated into those VR systems to be used by applications. © Copyright Khronos Group 2016 - Page 4 Architecture OpenXR defines two levels of API interfaces that a VR platform’s runtime can use to access the OpenXR ecosystem. Apps and engines use standardized interfaces to interrogate and drive devices. Devices can self- integrate to a standardized driver interface. Standardized hardware/software interfaces reduce fragmentation while leaving implementation details open to encourage industry innovation. © Copyright Khronos Group 2016 - Page 5 OpenXR Participant Companies © Copyright Khronos Group 2016 - Page 6 Panelist Introduction • Kaye Mason Dr. Kaye Mason is a senior software engineer at Google and the API Lead for Google Daydream, as well as working on graphics and distortion. She is also the Specification Editor for the Khronos OpenXR standard. Kaye has a PhD in Computer Science from research focused on using AIs to do non- photorealistic rendering. -
A Research Agenda for Augmented and Virtual Reality in Architecture
Advanced Engineering Informatics 45 (2020) 101122 Contents lists available at ScienceDirect Advanced Engineering Informatics journal homepage: www.elsevier.com/locate/aei A research agenda for augmented and virtual reality in architecture, T engineering and construction ⁎ ⁎ Juan Manuel Davila Delgadoa, , Lukumon Oyedelea, , Peter Demianc, Thomas Beachb a Big Data Enterprise and Artificial Intelligence Laboratory, University of West of England Bristol, UK b School of Engineering, Cardiff University, UK c School of Architecture, Building and Civil Engineering, Loughborough University, UK ARTICLE INFO ABSTRACT Keywords: This paper presents a study on the usage landscape of augmented reality (AR) and virtual reality (VR) in the Augmented reality architecture, engineering and construction sectors, and proposes a research agenda to address the existing gaps Virtual reality in required capabilities. A series of exploratory workshops and questionnaires were conducted with the parti- Construction cipation of 54 experts from 36 organisations from industry and academia. Based on the data collected from the Immersive technologies workshops, six AR and VR use-cases were defined: stakeholder engagement, design support, design review, Mixed reality construction support, operations and management support, and training. Three main research categories for a Visualisation future research agenda have been proposed, i.e.: (i) engineering-grade devices, which encompasses research that enables robust devices that can be used in practice, e.g. the rough and complex conditions of construction sites; (ii) workflow and data management; to effectively manage data and processes required by ARandVRtech- nologies; and (iii) new capabilities; which includes new research required that will add new features that are necessary for the specific construction industry demands. -
The Openxr Specification
The OpenXR Specification Copyright (c) 2017-2021, The Khronos Group Inc. Version 1.0.19, Tue, 24 Aug 2021 16:39:15 +0000: from git ref release-1.0.19 commit: 808fdcd5fbf02c9f4b801126489b73d902495ad9 Table of Contents 1. Introduction . 2 1.1. What is OpenXR?. 2 1.2. The Programmer’s View of OpenXR. 2 1.3. The Implementor’s View of OpenXR . 2 1.4. Our View of OpenXR. 3 1.5. Filing Bug Reports. 3 1.6. Document Conventions . 3 2. Fundamentals . 5 2.1. API Version Numbers and Semantics. 5 2.2. String Encoding . 7 2.3. Threading Behavior . 7 2.4. Multiprocessing Behavior . 8 2.5. Runtime . 8 2.6. Extensions. 9 2.7. API Layers. 9 2.8. Return Codes . 16 2.9. Handles . 23 2.10. Object Handle Types . 24 2.11. Buffer Size Parameters . 25 2.12. Time . 27 2.13. Duration . 28 2.14. Prediction Time Limits . 29 2.15. Colors. 29 2.16. Coordinate System . 30 2.17. Common Object Types. 33 2.18. Angles . 36 2.19. Boolean Values . 37 2.20. Events . 37 2.21. System resource lifetime. 42 3. API Initialization. 43 3.1. Exported Functions . 43 3.2. Function Pointers . 43 4. Instance. 47 4.1. API Layers and Extensions . 47 4.2. Instance Lifecycle . 53 4.3. Instance Information . 58 4.4. Platform-Specific Instance Creation. 60 4.5. Instance Enumerated Type String Functions. 61 5. System . 64 5.1. Form Factors . 64 5.2. Getting the XrSystemId . 65 5.3. System Properties . 68 6. Path Tree and Semantic Paths. -
Developing a High Level Preservation Strategy for Virtual Reality Artworks Tom Ensom & Jack Mcconchie
Developing a High Level Preservation Strategy for Virtual Reality Artworks Tom Ensom & Jack McConchie No Time To Wait 3, BFI, London 23 October 2018 Supported by Carla Rapoport, Lumen Art Projects Ltd. Introduction ● Moving from exploratory research to strategy for acquisition and preservation ● First stages of project have explored: ○ The core components of VR systems (software and hardware) and their relationships ○ Production and playback of 360 video VR works ○ Production and playback of real-time 3D VR works ○ Initial exploration of preservation strategies for both the above PASSIVE INTERACTIVE EXPERIENCE EXPERIENCE 360 Video Real-Time 3D VR System Overview: Hardware Controller Headset Computer System Head Tracking System Graphics User Processing Unit (GPU) Displays & Lenses Positional Tracking System VR System Computer System Overview: Operating System Software VR Application VR Runtime Graphics Processing Unit (GPU) Headset / Positional Controller HMD Tracking System VR Platform Fragmentation VR Application VR Runtime VR Headsets Image credit: Khronos Group & Tracking https://www.khronos.org/openxr/ Systems 360 Video: Production Capture: Monoscopic 360 with dual fisheye lenses Image credit: http://theta360.guide/plugin-guide/fisheye/ 360 Video: Production Capture: Stereoscopic 360 with multiple lenses Image credit: https://www.mysterybox.us/blog/2017/1/31/shooting-360-vr-with-gopro-odyssey-and-google-jump-vr 360 Video: Production Capture: Stereoscopic 360 with multiple lenses 360 Video: Production Common file characteristics Containers -
Real-Time Geographical Pose Visualization System for the Augmented Reality Cloud
Odd Martin Rognerud Real-time geographical pose visualization system for the Augmented Reality Cloud Masteroppgave i Januar Masteroppgave NTNU Fakultet for ingeniørvitenskap for Fakultet Institutt for bygg- og miljøteknikk for Institutt Norges teknisk-naturvitenskapelige universitet teknisk-naturvitenskapelige Norges Real-time geographical pose visualization system for the Augmented Reality Cloud Odd Martin Rognerud supervised by Terje Midtbø Jan-Erik Vinje January 30, 2019 Summary This thesis explores the technologies that power the tracking and mapping under the hood of modern Augmented Reality systems, as well as previous iterations of Mobile Aug- mented Reality. Special attention is given to the so-called Augmented Reality Cloud and the eco-system around it, a crucial infrastructure piece for enabling persistent, interopera- ble and multi-user Augmented Reality experiences. Furthermore, by using principals from Computer Vision, GIS and Information Technology, a real-time system is developed that visualizes mobile device geopose on a virtual globe running in a WebGL enabled browser. Technologies applied include OpenCV, WebSockets, Cesium.js and Node.js on in three different environments; web, server and Android. i ii Table of Contents Summaryi Table of Contentsv List of Tables vii List of Figuresx Abbreviations xi 1 Introduction1 1.1 Background and motivation.........................1 1.1.1 The Open Augmented Reality Cloud................2 1.2 Research goals...............................2 1.3 Structure...................................3 2 Foundations5 2.1 Augmented Reality.............................5 2.1.1 Displays..............................6 2.1.2 Input devices............................6 2.1.3 Computers.............................6 2.2 Computer Vision..............................7 2.2.1 Fiducial markers..........................7 2.2.2 Camera calibration.........................9 2.2.3 Feature detection and description.................9 2.2.4 Feature Matching.........................