CONTENTS. ENGINEERS GUIDE TO VIRTUAL REALITY & AUGMENTED REALITY Special Features IN IN THIS ISSUE

Size: px
Start display at page:

Download "CONTENTS. ENGINEERS GUIDE TO VIRTUAL REALITY & AUGMENTED REALITY Special Features IN IN THIS ISSUE"

Transcription

1

2 IN IN THIS ISSUE CONTENTS ENGINEERS GUIDE TO VIRTUAL REALITY & AUGMENTED REALITY Vice President & Publisher Clair Bright Special Features Time for Visionary VR Tech to Focus on Vision By Lynnette Reese, Editor-in-Chief, Embedded Systems Engineering 4 VR/AR (XAR) Makes its Way through a Fragmented Landscape By Lynnette Reese, Editor-in-Chief, Embedded System Engineering 9 Editorial Editor-in-Chief Lynnette Reese lreese@extensionmedia.com Managing Editor Anne Fisher afisher@extensionmedia.com Senior Editors Caroline Hayes chayes@extensionmedia.com Dave Bursky dbursky@extensionmedia.com Pete Singer psinger@extensionmedia.com John Blyler jblyler@extensionmedia.com Creative / Production Production Traffic Coordinator Darla Rovetti Production Manager Nicky Jacobson Graphic Designer Simone Bradley Senior Web Developer Slava Dotsenko Advertising / Reprint Sales Vice President, Sales Embedded Electronics Media Group Clair Bright cbright@extensionmedia.com (415) ext. 15 Marketing/Circulation Jenna Johnson jjohnson@extensionmedia.com To Subscribe Extension Media, LLC Corporate Office President and Publisher Vince Ridley vridley@extensionmedia.com (415) ext. 18 Vice President & Publisher Clair Bright cbright@extensionmedia.com Human Resources / Administration Darla Rovetti Special Thanks to Our Sponsors Embedded Systems Engineering is published by Extension Media LLC, th Street, San Francisco, CA Copyright 2018 by Extension Media LLC. All rights reserved. Printed in the U.S. 2 December 2018

3

4 Time for Visionary VR Tech to Focus on Vision Virtual Reality has immersed us in captivating alternate worlds and intense gaming experiences. However, VR has much to look into, including VR-induced cybersickness, why children should not use VR headsets, and the contradictions VR displays present to our eyes. By Lynnette Reese, Editor-in-Chief, Embedded Systems Engineering The global market for Virtual Reality (VR) and Augmented Reality (AR) is expected to reach $94.4 billion by 2023, according to ReportLinker, a technology company that provides industry data on the topic. Of the two areas (VR and AR), VR held 60% of the market share in VR can create an immersive experience that can fascinate users who are transported to another world. Time spent in a VR headset is an issue for youngsters, however. VR is a new technology, so the effect of the long-term use on eyesight is unknown. VR is not recommended for kids age 12 and younger, as VR headsets are made to fit the pupillary distance of an adult, not a child. Excessive use of VR may also affect the way the eyes grow and lead to myopia or near-sightedness. Another side effect that VR is working to overcome is cybersickness, where nausea akin to motion sickness can be induced when using VR headsets, although not all VR headsets and not all people using them experience the same intensity of cybersickness. What challenges does VR face, and how can the VR industry overcome them? THE EFFECT OF VR HEADSETS ON EYESIGHT The Canadian Association of Optometrists states Most VR headset manufacturers have put in place warnings for children. This is impor- Figure 1: Commuters on a Chiltern Railways train to London experience a taste of Western Australia in fully immersive virtual reality (VR) headsets. The 360-degree interactive format gives passengers the chance to meet the wildlife of Western Australia. (Image: Joe Pepler/PinPep) 4 December 2018

5

6 a couple of hours without stopping is the norm, not the exception. But VR induces an eyesight-focusing situation that does not often occur in the real world, mainly because a VR headset fixes the display close to the eyes. No one knows if this is an actual health problem yet, but it s important to be at least aware of what s happening. Figure 2: Samsung VR demonstration. (Image: Maurizio Pesce, CC2.0) tant because a child s visual system continues to develop throughout childhood, and VR systems are set to the pupillary distance of the average adult, not child. Extended exposure to the awkward visual posture created by VR headsets can alter the development of focusing, tracking, and depth perception. 2 An increase in the incidence of myopia in the general population has been linked to the advent of the extensive use of smartphones, but no studies have definitively shown that using VR increases the propensity to develop myopia or any other permanent damage. Nevertheless, makers of VR headsets include warnings of risk to eyesight. Myopia has long been associated with near-work tasks that prevent one s eyes from naturally focusing at different distances in natural light. Microscopes are a lot like VR headsets, in that they involve close-up viewing through binocular lenses. A study associated the occupational use of microscopes with myopia in adults. 3 VR headsets are not often used in an occupational setting, however, which implies near constant use for 40 hours a week or more. AR headsets do allow natural vision but provide an overlay of virtual objects or information, much like a heads-up display in a cockpit. Presently, known optical issues specific to VR headsets include eye strain and dry eyes, since people caught up in an active or tense situation in a game do not blink as often as they should. Dry eyes can lead to extreme pain. Over a prolonged period of VR immersion, many users forget to take a break to rest their eyes to avoid eye strain. VR is fun, engaging, and immersive. It s understandable that playing for For thousands of years, our eyes have naturally converged to focus on objects located at different distances. However, the visual presentation in a VR headset forces an unnatural action for the eyes. In a VR headset, a separate image for each eye is projected on fixed, bright displays physically located close to the eyes. VR displays induce a sense of depth and a 3D quality by introducing a lateral relative offset of the objects in each image, which is like creating a slight double vision effect if you were to overlap the two images on one display. The higher the lateral disparity between the images, the nearer the object seems. In the real world, our eyes both converge and focus on the same point. In VR, objects that appear to be moving around at a distance are just a few centimeters from the eyes, which messes up the natural convergence action. VERGENCE AND ACCOMMODATION COUPLING Eyesight is complicated. To perceive an object, you first point your eyes in the direction of that object (convergence) and then your eyes lenses focus on it (accommodation). In industry lingo, vergence and accommodation coupling work together to create a meaningful image for you. In a VR headset, the eyes remain focused at a fixed distance even though they converge on objects that are seemingly located further away. In a VR headset, your eyes adjust to changes in convergence as objects move around, but unlike natural vision, your eyes never change focus, or accommodation. As a result, VR headsets force users to make exaggerated convergent eye movements when they look at virtual near objects. The eyes are forced to accommodate a situation that is not the normal mode of operation in the real world and can result in discomfort for minutes or hours. The long-term effects of VR headset use, especially on children, are not known. In a paper presented in a scientific report from the U.S. National Institutes of Health, Ocular effects of virtual reality headset wear in young adults, Turnbull and Phillips describe how the focal distance in VR is different than in natural environments, which affects vergence eye movements. To prevent double vision as gaze shifts 1. Global Industry Analysts. Market Research. Reportlinker Insight, Global Industry Analysts, June 2018, Augmented-Reality-and-Virtual-Reality-Market-by-Devices-by-Component-by-Application-by-Geography-Global-Market-Size-Share- Development-Growth-and-Demand-Forecast.html. 2. Are Virtual Reality Headsets Dangerous for Our Eyes? The Canadian Association of Optometrists, 23 May 2017, opto.ca/health-library/arevirtual-reality-headsets-dangerous-for-our-eyes. 3. McBrien, N A, and D W Adams. A Longitudinal Investigation of Adult-Onset and Adult-Progression of Myopia in an Occupational Group. Refractive and Biometric Findings. Current Neurology and Neuroscience Reports., U.S. National Library of Medicine, Feb. 1997, nlm.nih.gov/pubmed/ /. 6 December 2018

7

8 between objects, users make both version and vergence eye movements, which minimise retinal disparity of the object between eyes, and permit the object of interest to be perceived binocularly. In realworld viewing of objects, vergence eye movements are associated with changes in accommodation to focus the eyes at the depth of the object. However, in VR, the focal distance of all objects on the screen is constant, and the eyes must converge without changing accommodation to maintain a clear retinal image. Thus, wearing a VR HMD creates a dissociation between convergence and accommodative demands, which may contribute to visual discomfort. 4 Twirling around in a swivel chair also induces dizziness and an offkilter center of balance that can be uncomfortable if you spin too fast or for too long. There aren t any studies that tell us whether spinning around in a swivel chair for hours at a time is detrimental to one s health in the long term, but it is certain that such sustained activity is unnatural in the evolution of the human race. CYBERSICKNESS Users who experience discomfort while using VR headsets have also experienced cybersickness, which is a feeling of nausea much like motion sickness. Cybersickness occurs when visual information doesn t match the user s body position, sending false signals to the senses, such as when the VR headset immerses the user in a moving landscape when in reality the user is sitting still. A VR experience full of sharp turns, rapid acceleration, and falling would be sufficient for most to induce cybersickness. A time-lag between physical movement and perceived movement can also create sickness. Cybersickness results in a short-term (a few minutes) to long-term (a few hours) illness characterized by dizziness, vertigo, disorientation, headache, and nausea. Cybersickness that lasts for hours can potentially be a real-life problem, for instance, leading to hours of impaired balance or driving. Game developers have found that adding a virtual stationary object in the game can help reduce cybersickness. Stationary objects in the frame can be as simple as adding a front-seat bar in a roller coaster or a virtual nose. 5 VR games that do not require a lot of head movement contribute less to cybersickness, as well. Displays with images that move with you as they do in the natural world are an improvement. VR headset displays that move the entire visual field when the wearer moves their head can induce sickness, because the experience is little more than strapping a television to your face. Light-field technology can reduce cybersickness since it creates images where people can look around as the image stays fixed while the wearer moves through the virtual world. Light-field technology imparts imagery that is more true-to-life in terms of what influences depth perception, shadows, and motion parallax (i.e., objects closer to you move faster than those farther away from you). CONCLUSION VR is still in its technological infancy. Any technology that makes people feel sick needs improvement. VR makers are well aware of the problem, although no one knows the exact mechanics of the cause as to why some are more prone to cybersickness than others. We can mitigate cybersickness with high-performance hardware and with VR games that avoid sending false or conflicting sensory signals about physical movement to the brain. Eliminating the headset in VR is not a possibility yet, although a real-life holodeck as imagined by Star Trek Next Generation creators would solve the vergence and accommodation coupling issue discussed above. Displays that are less exhausting for the eyes as backlit LCDs might also improve the VR experience. Without information on the effects of long-term use of VR headsets, the best action for VR use today is to limit the use of VR to 30 minutes per session, take regular breaks, and avoid any VR use for children under the age of twelve unless the VR is specifically designed and intended for children. Lynnette Reese is Editor-in-Chief, Embedded Intel Solutions and Embedded Systems Engineering, and has been working in various roles as an electrical engineer for over two decades. She is interested in open source software and hardware, the maker movement, and in increasing the number of women working in STEM so she has a greater chance of talking about something other than football at the water cooler. 4. Turnbull, Philip R. K., and John R. Phillips. Ocular Effects of Virtual Reality Headset Wear in Young Adults. Current Neurology and Neuroscience Reports., U.S. National Library of Medicine, Nov , 5. Kanarbik, Kevin, and Al William Tammsaar. Best Ways of Producing Cybersickness in VR. Introduction to Computational Neuroscience, University of Tartu, Estonia, 2015, interview with Madis Vasser. 8 December 2018

9 VR/AR (XAR) Makes its Way through a Fragmented Landscape VR/AR developers continue to strive for a fully immersive experience and additional and innovative content. But why is consumer VR/AR (XAR) adoption so slow? By Lynnette Reese, Editor-in-Chief, Embedded Systems Engineering Figure 1: Ultrahaptics creates the sensation of touch in midair. Combined with VR, one can pick and place virtual objects in VR. (Image: ultrahaptics.com) XAR is a term that industry experts use to refer to some mixture of Augmented Reality (AR) and Virtual Reality (VR). VR is at one end of the spectrum and AR is at the other extreme. In between you have some virtual and some augmented reality, but it is a mixture, which is XAR. VR is a stepping stone to something even better; eventually there will be more complex devices than what we have today. XAR devices are made up of three main areas: visual, audio, and interaction with the virtual environment. First, developers want to create an immersive 360 experience equivalent to reality. To do that, the visuals must be of very high density with a lot of pixels to make sure that whatever the user sees in a virtual world is equivalent to what they would see in real life. However, the VR industry is not there yet. Second, the user needs immersive, realistic sound such that the experience is intuitive and natural, exactly emulating a situational environment in every sense. Again, the industry is not there yet. The third area for any XAR business is interaction that is intuitive, or like a natural interruption. Many children experiencing VR for the first time want to touch or push what they are seeing. A natural response to a virtual entity is confirmation that the virtual environment is doing something right. Ideally, the most immersive experience would have all three areas: visual, spatial audio, and interaction through touch. The industry is seeing products like UltraHaptics for interaction, but touching virtual objects in mid-air using ultrasonic vibration is nascent technology. XAR can bridge gaps and connect people to experiences where they can access places that are otherwise inaccessible. With XAR, people can immerse themselves in a new environment that they couldn t otherwise experience. The future of XAR is an immersive medium where people can experience something directly through their senses, as opposed to having that experience interrupted by a headset that blocks the view. How will XAR technology evolve? Visually, the industry is making progress towards the desired pixel density. The goal is a very high resolution that equals the resolution of the human eye while also delivering a seamless sensation with a high number of frames per second (fps), although many would say that a 1K by 1K pixel quality per eye is good enough. Processors that can deliver a high rate of fps, a high resolution in the density of pixels, and very low latency are the holy grail for VR. Frame rates less than 90 fps tend to cause simulation sickness in most people. Eliminating the headset requires the same performance delivered to wall-sized displays. Rendering data that meet such demanding requirements provides a quality immersive experience but implies the need for potent processors. OVERCOMING PLATFORM FRAGMENTATION VR gaming, unlike traditional gaming platforms, is taking a long time to make its way into the mainstream. One difficulty in attracting interest is that it s difficult to portray the richness of VR in a two-dimensional video when advertising to the uninitiated. Another challenge facing VR is that technology is changing fast in a very fragmented VR platform market. For example, in VR gaming there are no standards for a User Interface (UI). Each platform creates a different way for users to navigate. Without standards, a fragmented realm of VR gaming platforms means that VR games and other content must be ported to several different platforms. 9

10 Yet much of what drives the gaming industry is the content, not the platform. Developers want to maximize the content experience on every form factor, yet they have a lower performance margin to work with when altering games and user experiences in VR because they cannot risk dropping framerate. It s difficult for VR game developers to ensure maximum saturation, the maximum amount of immersive or detailed content, while also accounting for all of the user devices that games or applications inhabit. Augmented Reality (AR) on mobile devices like smartphones and tablets is experiencing uptake, ever since Pokémon Go was released in mid For example, with an AR app on a smartphone, a customer can hold their phone up to a shelf and see a product information overlay. However, people do not want to hold their phone at arm s length for a long time. Figure 3: Farmers Insurance uses Oculus Rift to train employees for real-world scenarios before they go out into the field, cutting travel costs to send new hires to training facilities. (Image: Oculusforbusiness.com) captured memory of an event, such as sharing the kids opening Christmas presents with a parent stationed in the military overseas. As a solitary experience, VR for the moment is still, for the most part, socially isolating. Currently, the price for a decent VR system is as high as a laptop. A genuinely good system for a top-of-the-line VR experience costs in the range of a thousand dollars or more, which is out of reach of the mainstream consumer. Three areas need to improve before VR enters the mainstream consumer market: an affordable price for quality VR, the ability for people to share or socialize with the VR experience, and additional and innovative content. Figure 2: Walmart partnered with STRIVR to deploy an immersive training program for Oculus Rift in 200 Walmart academies across the U.S. (Image: Oculusforbusiness.com) WHY IS VR SO SLOW TO BE TAKEN UP? VR has not hit the tipping point yet. One analogy to consumer VR adoption is the PC market of the 80s and 90s, when at first PCs were too expensive while also having too little memory, storage, and processor speed to be good enough for the market that we have in gaming today. Simple gaming platforms like Atari were the limit of the gaming experience. Today we expect fast-moving, immersive gaming experiences that can also carry multi-player communities with a social aspect. XAR does open up new experiences. One can watch video on a personal screen and avoid disturbing others because the headset is immersive and confines the screen to the user s eyes only. For training purposes, XAR cannot be beat, since trainees are not as easily distracted as they would be watching a typical 2D training video. The headset forces the wearer to be in the training environment. Surreptitiously looking at one s phone is not possible without removing the headset. Future consumer-oriented devices using VR would include cameras that will allow families to take stereoscopic videos of children or pets that can be shared with family members on another continent. The family VR video would be an immersive The social aspect of VR is improving. Often, parents will buy a gaming platform with the excuse of kids or families playing it together. But unlike bowling with a Wii console at a party, VR has been slow to create socially engaging experiences. Presently, VR is only experienced by the individual who is wearing a headset. When PCs first enabled chat facilities on the internet, the social aspect of engaging with real people made services like AOL take off. VR has a capability similar to chat in that an immersive conversation, albeit using an avatar (one s physical representation to others in VR), seems more real than text flowing across a screen. Supported on Oculus Rift and HTC Vive, Facebook Spaces (still in beta) offers a VR Figure 4: Bigscreen offers a VR space where remote teams can collaborate together in virtual offices. Other use cases of Bigscreen include a virtual living room to watch movies, play video games, browse the web, and hang out with friends. Bigscreen beta launch was in March December 2018

11 experience much like a chat room but with the physical experience of seeing other VR users in the room, also gesturing and talking. Facebook recently updated the capability for user s avatars to look more like the user, although they still resemble cartoon characters. Bigscreen is a VR room (or lounge ) for sharing experiences with others around the world. According to the Bigscreen site, Use cases of Bigscreen include both entertainment and productivity. It s used as a virtual living room to watch movies, play video games, browse the web, and hang out with friends. It s also used for productivity as a tool for remote teams to collaborate together in virtual offices. This use case for XAR enables collaborating with physical movements possible, such as arranging dance choreography or rehearsing a theater act. Bigscreen requires a quality VR headset as well as a PC with a minimum of 16 GB RAM, a powerful graphics card, and an Intel Core i5/i7 processor or AMD Ryzen (or higher) core for a comfortable performance. Another such VR lounge is the Oculus Rec Room, where users can play games together with virtual others. Many users claim that in a VR meeting space, they immediately feel like the person they re talking to is right next to them. The audio experience correlates to the visual experience. Users on a quality system like the Oculus can hear a colleague on the left and another on the right in these virtual meeting rooms, which makes all the difference versus a flat-screen video conference in terms of meeting others. XAR is a growing yet challenging industry. However, rapidly improving technology is enabling XAR to incrementally improve quality for a more immersive experience. Lynnette Reese is Editor-in-Chief, Embedded Intel Solutions and Embedded Systems Engineering, and has been working in various roles as an electrical engineer for over two decades. She is interested in open source software and hardware, the maker movement, and in increasing the number of women working in STEM so she has a greater chance of talking about something other than football at the water cooler. Virtual Reality & Augmented Reality ONLINE eecatalog.com/virtual-augmented-reality Explore... Top Stories and News White Papers Expert Opinions (Blogs) Exclusive Videos Valuable Articles Virtual Reality & Augmented Reality Quarterly Report newsletter

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events 2017 Freeman. All Rights Reserved. 2 The explosive development of virtual reality (VR) technology in recent

More information

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst The Reality of AR and VR: Highlights from a New Survey Bob O Donnell, President and Chief Analyst Methodology Online survey in March 2018 of 1,000 US consumers that identify themselves as gamers and who

More information

Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications

Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications Potential Uses of Virtual and Augmented Reality Devices in Commercial Training Applications Dennis Hartley Principal Systems Engineer, Visual Systems Rockwell Collins April 17, 2018 WATS 2018 Virtual Reality

More information

TOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017

TOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017 TOUCH & FEEL VIRTUAL REALITY DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 www.neurodigital.es Minimum System Specs Operating System Windows 8.1 or newer Processor AMD Phenom II or Intel Core i3 processor

More information

Best Practices for VR Applications

Best Practices for VR Applications Best Practices for VR Applications July 25 th, 2017 Wookho Son SW Content Research Laboratory Electronics&Telecommunications Research Institute Compliance with IEEE Standards Policies and Procedures Subclause

More information

About Us and Our Expertise :

About Us and Our Expertise : About Us and Our Expertise : Must Play Games is a leading game and application studio based in Hyderabad, India established in 2012 with a notion to develop fun to play unique games and world class applications

More information

1 Topic Creating & Navigating Change Make it Happen Breaking the mould of traditional approaches of brand ownership and the challenges of immersive storytelling. Qantas Australia in 360 ICC Sydney & Tourism

More information

FINAL PROJECT BEST WAYS OF PRODUCING CYBERSICKNESS IN VR

FINAL PROJECT BEST WAYS OF PRODUCING CYBERSICKNESS IN VR INTRODUCTION TO COMPUTATIONAL NEUROSCIENCE (MTAT.03.291) FINAL PROJECT BEST WAYS OF PRODUCING CYBERSICKNESS IN VR KEVIN KANARBIK AL WILLIAM TAMMSAAR 1 Table of Contents Introduction... 3 Cybersickness...

More information

Using VR and simulation to enable agile processes for safety-critical environments

Using VR and simulation to enable agile processes for safety-critical environments Using VR and simulation to enable agile processes for safety-critical environments Michael N. Louka Department Head, VR & AR IFE Digital Systems Virtual Reality Virtual Reality: A computer system used

More information

Sky Italia & Immersive Media Experience Age. Geneve - Jan18th, 2017

Sky Italia & Immersive Media Experience Age. Geneve - Jan18th, 2017 Sky Italia & Immersive Media Experience Age Geneve - Jan18th, 2017 Sky Italia Sky Italia, established on July 31st, 2003, has a 4.76-million-subscriber base. It is part of Sky plc, Europe s leading entertainment

More information

What Will Make Consumers Love VR?

What Will Make Consumers Love VR? MAGAZINE What Will Make Consumers Love VR? ARTIFICIAL INTELLIGENCE BY MATTHEW DAY, STRATEGY DIRECTOR, MEDIACOM UK 28 NOV 2015 8 min read Virtual reality could be m ainstream in just five years if it overcomes

More information

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series Virtual Reality Industry Survey Conducted by VR Intelligence in conjunction with the VRX event series VR Intelligence is the world s leading global network of senior-level decision makers in the virtual

More information

The Essential Eight technologies Augmented and virtual reality

The Essential Eight technologies Augmented and virtual reality The Essential Eight technologies Augmented and virtual reality Augmented and virtual reality are no longer figments of the futuristic mind. They re transforming how some companies do business. What should

More information

More than Meets the Eye

More than Meets the Eye Originally published March 22, 2017 More than Meets the Eye Hold on tight, because an NSF-funded contact lens and eyewear combo is about to plunge us all into the Metaverse. Augmented reality (AR) has

More information

Motion sickness issues in VR content

Motion sickness issues in VR content Motion sickness issues in VR content Beom-Ryeol LEE, Wookho SON CG/Vision Technology Research Group Electronics Telecommunications Research Institutes Compliance with IEEE Standards Policies and Procedures

More information

What Does Virtual Reality Do to Your Body and Mind?

What Does Virtual Reality Do to Your Body and Mind? This copy is for your personal, non-commercial use only. To order presentation-ready copies for distribution to your colleagues, clients or customers visit http://www.djreprints.com. http://www.wsj.com/articles/what-does-virtual-reality-do-to-your-body-and-mind-1451858778

More information

VR/AR Innovation Report August 2016

VR/AR Innovation Report August 2016 VR/AR Innovation Report August 2016 Presented by @GDC Welcome to the VRDC VR/AR Innovation Report, presented by the Virtual Reality Developers Conference! The data in this report was gathered from surveying

More information

Virtual Reality in Neuro- Rehabilitation and Beyond

Virtual Reality in Neuro- Rehabilitation and Beyond Virtual Reality in Neuro- Rehabilitation and Beyond Amanda Carr, OTRL, CBIS Origami Brain Injury Rehabilitation Center Director of Rehabilitation Amanda.Carr@origamirehab.org Objectives Define virtual

More information

immersive visualization workflow

immersive visualization workflow 5 essential benefits of a BIM to immersive visualization workflow EBOOK 1 Building Information Modeling (BIM) has transformed the way architects design buildings. Information-rich 3D models allow architects

More information

Introduction and Agenda

Introduction and Agenda Using Immersive Technologies to Enhance Safety Training Outcomes Colin McLeod WSC Conference April 17, 2018 Introduction and Agenda Why are we here? 2 Colin McLeod, P.E. - Project Manager, Business Technology

More information

/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? #

/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? # / Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? # Dr. Jérôme Royan Definitions / 2 Virtual Reality definition «The Virtual reality is a scientific and technical domain

More information

Ethics Emerging: the Story of Privacy and Security Perceptions in Virtual Reality

Ethics Emerging: the Story of Privacy and Security Perceptions in Virtual Reality Ethics Emerging: the Story of Privacy and Security Perceptions in Virtual Reality Devon Adams, Alseny Bah, Catherine Barwulor, Nureli Musabay, Kadeem Pitkin and Elissa M. Redmiles 1 Interactivity Immersion

More information

Health & Safety

Health & Safety Health & Safety http://www.etc.cmu.edu/projects/gotan/wp-content/uploads/warnings.pdf HEALTH & SAFETY WARNINGS: Please ensure that all users of the headset read the warnings below carefully before using

More information

A Guide to Virtual Reality for Social Good in the Classroom

A Guide to Virtual Reality for Social Good in the Classroom A Guide to Virtual Reality for Social Good in the Classroom Welcome to the future, or the beginning of a future where many things are possible. Virtual Reality (VR) is a new tool that is being researched

More information

Virtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015

Virtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015 Virtual Reality Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015 Virtual Reality What is Virtual Reality? Virtual Reality A term used to describe a computer generated environment which can simulate

More information

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21 Virtual Reality I Visual Imaging in the Electronic Age Donald P. Greenberg November 9, 2017 Lecture #21 1968: Ivan Sutherland 1990s: HMDs, Henry Fuchs 2013: Google Glass History of Virtual Reality 2016:

More information

Virtual Reality. A Unique Selling Strategy for International Markets

Virtual Reality. A Unique Selling Strategy for International Markets Virtual Reality A Unique Selling Strategy for International Markets V.R. vs. A.R. Virtual Reality: Origins Computer generated or visually captured physical environments experienced remotely, without being

More information

Executive Summary. Questions and requests for deeper analysis can be submitted at

Executive Summary. Questions and requests for deeper analysis can be submitted at ARTILLRY INTELLIGENCE BRIEFING VR USAGE & CONSUMER ATTITUDES AUGUST 2017 Executive Summary Who s using virtual reality (VR) today? What are their motivations? What are the VR use cases and content categories

More information

Virtual Reality and Natural Interactions

Virtual Reality and Natural Interactions Virtual Reality and Natural Interactions Jackson Rushing Game Development and Entrepreneurship Faculty of Business and Information Technology j@jacksonrushing.com 2/23/2018 Introduction Virtual Reality

More information

II. PROJECT INFORMATION

II. PROJECT INFORMATION II. PROJECT INFORMATION A. Project or Program Title: The Virtual Future Total # of Students Impacted by the Project: 24 High School, 30+ Middle School Grade Level(s) and Subject(s) involved: 7-12 B. Austin

More information

cardboard you immerse yourself into one of the world. And there's a lot of different headsets that have come along. Right below the Oculus is the

cardboard you immerse yourself into one of the world. And there's a lot of different headsets that have come along. Right below the Oculus is the RH: Hello everyone. I want to start our course intro to immersive journalism by first taking a moment to reflect on how we got here. I want to arm you with information that will allow you to understand

More information

Intro to Virtual Reality (Cont)

Intro to Virtual Reality (Cont) Lecture 37: Intro to Virtual Reality (Cont) Computer Graphics and Imaging UC Berkeley CS184/284A Overview of VR Topics Areas we will discuss over next few lectures VR Displays VR Rendering VR Imaging CS184/284A

More information

Geo-Located Content in Virtual and Augmented Reality

Geo-Located Content in Virtual and Augmented Reality Technical Disclosure Commons Defensive Publications Series October 02, 2017 Geo-Located Content in Virtual and Augmented Reality Thomas Anglaret Follow this and additional works at: http://www.tdcommons.org/dpubs_series

More information

Virtual Reality in E-Learning Redefining the Learning Experience

Virtual Reality in E-Learning Redefining the Learning Experience Virtual Reality in E-Learning Redefining the Learning Experience A Whitepaper by RapidValue Solutions Contents Executive Summary... Use Cases and Benefits of Virtual Reality in elearning... Use Cases...

More information

Executive Summary https://artillry.co/contact/. Copyright ARtillry 2017

Executive Summary https://artillry.co/contact/. Copyright ARtillry 2017 ARTILLRY INTELLIGENCE BRIEFING THE STATE OF VIRTUAL REALITY JUNE 2017 Executive Summary ARtillry Insights are monthly installments of VR/AR data and analysis. They bring together original and third party

More information

Mixed / Augmented Reality in Action

Mixed / Augmented Reality in Action Mixed / Augmented Reality in Action AR: Augmented Reality Augmented reality (AR) takes your existing reality and changes aspects of it through the lens of a smartphone, a set of glasses, or even a headset.

More information

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real... v preface Motivation Augmented reality (AR) research aims to develop technologies that allow the real-time fusion of computer-generated digital content with the real world. Unlike virtual reality (VR)

More information

Determining Optimal Player Position, Distance, and Scale from a Point of Interest on a Terrain

Determining Optimal Player Position, Distance, and Scale from a Point of Interest on a Terrain Technical Disclosure Commons Defensive Publications Series October 02, 2017 Determining Optimal Player Position, Distance, and Scale from a Point of Interest on a Terrain Adam Glazier Nadav Ashkenazi Matthew

More information

Virtual Reality Development ADD ANOTHER DIMENSION TO YOUR BUSINESS

Virtual Reality Development ADD ANOTHER DIMENSION TO YOUR BUSINESS Virtual Reality Development ADD ANOTHER DIMENSION TO YOUR BUSINESS Technology Solutions 01 VR-Ready 3D Content Full-Cycle VR Development We augment businesses with interactive, low-poly 3D content without

More information

Head Tracking for Google Cardboard by Simond Lee

Head Tracking for Google Cardboard by Simond Lee Head Tracking for Google Cardboard by Simond Lee (slee74@student.monash.edu) Virtual Reality Through Head-mounted Displays A head-mounted display (HMD) is a device which is worn on the head with screen

More information

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented A Parks Associates Snapshot Virtual Snapshot Companies in connected CE and the entertainment IoT space are watching the emergence

More information

Virtual Reality Calendar Tour Guide

Virtual Reality Calendar Tour Guide Technical Disclosure Commons Defensive Publications Series October 02, 2017 Virtual Reality Calendar Tour Guide Walter Ianneo Follow this and additional works at: http://www.tdcommons.org/dpubs_series

More information

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism REPORT ON THE CURRENT STATE OF FOR DESIGN XL: Experiments in Landscape and Urbanism This report was produced by XL: Experiments in Landscape and Urbanism, SWA Group s innovation lab. It began as an internal

More information

Virtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9

Virtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9 Virtual Reality NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. Note that

More information

DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1

DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1 DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 Product information PAGE 1 Minimum System Specs Operating System Windows 8.1 or newer Processor AMD Phenom II or Intel Core i3 processor or greater Memory

More information

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We

More information

MIXED REALITY BENEFITS IN BUSINESS

MIXED REALITY BENEFITS IN BUSINESS MIXED REALITY BENEFITS IN BUSINESS Denise E. White Founder, Digital Nomadic Living Slide 1: Introduction Hi, Good Morning! [pause] I m Denise White. I live a Mixed Reality life, today or as I like to say,

More information

Should all future kids contents be interactive? What are the best games and TV coproduction models?

Should all future kids contents be interactive? What are the best games and TV coproduction models? Should all future kids contents be interactive? What are the best games and TV coproduction models? Global Kids Media Congress March 10, 2016 Joëlle CAROLINE UBISOFT MOTION PICTURES PARTIE 2 UBISOFT AT

More information

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa VIRTUAL REALITY Introduction Emil M. Petriu SITE, University of Ottawa Natural and Virtual Reality Virtual Reality Interactive Virtual Reality Virtualized Reality Augmented Reality HUMAN PERCEPTION OF

More information

A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY

A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY Volume 117 No. 22 2017, 209-213 ISSN: 1311-8080 (printed version); ISSN: 1314-3395 (on-line version) url: http://www.ijpam.eu ijpam.eu A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY Mrs.S.Hemamalini

More information

Immersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019

Immersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019 Immersive Visualization On the Cheap Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries atrost1@umd.edu December 6, 2019 About Me About this Session Some of us have been lucky

More information

Software Requirements Specification

Software Requirements Specification ÇANKAYA UNIVERSITY Software Requirements Specification Simulacrum: Simulated Virtual Reality for Emergency Medical Intervention in Battle Field Conditions Sedanur DOĞAN-201211020, Nesil MEŞURHAN-201211037,

More information

Augmented and Virtual Reality

Augmented and Virtual Reality CS-3120 Human-Computer Interaction Augmented and Virtual Reality Mikko Kytö 7.11.2017 From Real to Virtual [1] Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS

More information

PRODUCTS DOSSIER. / DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1

PRODUCTS DOSSIER.  / DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1 PRODUCTS DOSSIER DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 www.neurodigital.es / hello@neurodigital.es Product information PAGE 1 Minimum System Specs Operating System Windows 8.1 or newer Processor

More information

Making Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit.

Making Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit. Making Virtual Reality a Reality Surviving the hype cycle to achieve real societal benefit. Game Changer? Fad? A Timeline of VR A Timeline of VR 1939 1939 - View-Master 3D Stereoscopic viewer A Timeline

More information

Virtual Reality Technology and Convergence. NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7

Virtual Reality Technology and Convergence. NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7 Virtual Reality Technology and Convergence NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception

More information

* These health & safety warnings are periodically updated for accuracy and completeness. Check oculus.com/warnings for the latest version.

* These health & safety warnings are periodically updated for accuracy and completeness. Check oculus.com/warnings for the latest version. * These health & safety warnings are periodically updated for accuracy and completeness. Check oculus.com/warnings for the latest version. HEALTH & SAFETY WARNINGS: Please ensure that all users of the

More information

Oculus Rift Getting Started Guide

Oculus Rift Getting Started Guide Oculus Rift Getting Started Guide Version 1.23 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.

More information

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group Augmented Reality ARC Industry Forum Orlando February 2017 Will Hastings Analyst ARC Advisory Group whastings@arcweb.com Agenda Digital Enterprise: Set the stage Augmented Reality vs. Virtual Reality Industry

More information

Chapter 1 Virtual World Fundamentals

Chapter 1 Virtual World Fundamentals Chapter 1 Virtual World Fundamentals 1.0 What Is A Virtual World? {Definition} Virtual: to exist in effect, though not in actual fact. You are probably familiar with arcade games such as pinball and target

More information

Virtual Reality in aviation training

Virtual Reality in aviation training in aviation training Aaron Snoswell, Boeing Research & Technology Australia Valve, - SteamVR featuring the HTC Vive 2 Paradigm Shift Step Change A step-change in digital content from abstractions to immersion

More information

The Impact of Dynamic Convergence on the Human Visual System in Head Mounted Displays

The Impact of Dynamic Convergence on the Human Visual System in Head Mounted Displays The Impact of Dynamic Convergence on the Human Visual System in Head Mounted Displays by Ryan Sumner A thesis submitted to the Victoria University of Wellington in partial fulfilment of the requirements

More information

RH King Academy OCULUS RIFT Virtual Reality in the High School Setting

RH King Academy OCULUS RIFT Virtual Reality in the High School Setting RH King Academy OCULUS RIFT Virtual Reality in the High School Setting Introduction In September 2017, RH King Academy in the TDSB brought Virtual Reality (VR) in form of the Oculus Rift as a next-generation

More information

Oculus Rift Getting Started Guide

Oculus Rift Getting Started Guide Oculus Rift Getting Started Guide Version 1.7.0 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.

More information

Virtual Reality: The next big transformational learning technology. Kallidus VR in L&D Study. kallidus.com/vr

Virtual Reality: The next big transformational learning technology. Kallidus VR in L&D Study. kallidus.com/vr Virtual Reality: The next big transformational technology Kallidus VR in L&D Study kallidus.com/vr Executive Summary (41%) are the subject areas that virtually every industry sector. VR: The game-changer

More information

CSC Stereography Course I. What is Stereoscopic Photography?... 3 A. Binocular Vision Depth perception due to stereopsis

CSC Stereography Course I. What is Stereoscopic Photography?... 3 A. Binocular Vision Depth perception due to stereopsis CSC Stereography Course 101... 3 I. What is Stereoscopic Photography?... 3 A. Binocular Vision... 3 1. Depth perception due to stereopsis... 3 2. Concept was understood hundreds of years ago... 3 3. Stereo

More information

YOUR PRODUCT IN 3D. Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM

YOUR PRODUCT IN 3D. Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM YOUR PRODUCT IN 3D Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM Foreword Dear customers, for two decades I have been pursuing the vision of bringing the third dimension to the

More information

Omni-Directional Catadioptric Acquisition System

Omni-Directional Catadioptric Acquisition System Technical Disclosure Commons Defensive Publications Series December 18, 2017 Omni-Directional Catadioptric Acquisition System Andreas Nowatzyk Andrew I. Russell Follow this and additional works at: http://www.tdcommons.org/dpubs_series

More information

Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game

Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game Daniel Clarke 9dwc@queensu.ca Graham McGregor graham.mcgregor@queensu.ca Brianna Rubin 11br21@queensu.ca

More information

virtual reality SANJAY SINGH B.TECH (EC)

virtual reality SANJAY SINGH B.TECH (EC) virtual reality SINGH (EC) SANJAY B.TECH What is virtual reality? A satisfactory definition may be formulated like this: "Virtual Reality is a way for humans to visualize, manipulate and interact with

More information

YULIO VR FOR BUSINESS. Industry and Implementation Overview

YULIO VR FOR BUSINESS. Industry and Implementation Overview YULIO VR FOR BUSINESS Industry and Implementation Overview THE PROMISE The promise of virtual reality has always been enormous. Put on these goggles, go nowhere, and be transported anywhere. Born of technology,

More information

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017 TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017 MEDIA & TECH TRENDS FOR 2017 There were several noticeable tech and video trends in 2016 that impacted consumers and marketers; they may become even more prominent

More information

LEARNING TECHNOLOGIES THE. Immersive. Reality. Revolution

LEARNING TECHNOLOGIES THE. Immersive. Reality. Revolution LEARNING TECHNOLOGIES Immersive THE Reality Revolution 32 TD February 2018 PODCAST Virtual and augmented reality are transforming how healthcare workers learn and practice. BY ANDERS GRONSTEDT Imagine

More information

Virtual Reality enters the office! By Dominique Nora - September

Virtual Reality enters the office! By Dominique Nora - September Virtual Reality enters the office! By Dominique Nora - September 25 2016 Screenshot from Manzalab s shared Virtual Reality module. (Manzalab) Virtual reality programmes aren t just for video game fans.

More information

Unpredictable movement performance of Virtual Reality headsets

Unpredictable movement performance of Virtual Reality headsets Unpredictable movement performance of Virtual Reality headsets 2 1. Introduction Virtual Reality headsets use a combination of sensors to track the orientation of the headset, in order to move the displayed

More information

The development of a virtual laboratory based on Unreal Engine 4

The development of a virtual laboratory based on Unreal Engine 4 The development of a virtual laboratory based on Unreal Engine 4 D A Sheverev 1 and I N Kozlova 1 1 Samara National Research University, Moskovskoye shosse 34А, Samara, Russia, 443086 Abstract. In our

More information

Virtual reality has some problems to fix

Virtual reality has some problems to fix Virtual reality has some problems to fix By San Jose Mercury News, adapted by Newsela staff on 06.29.15 Word Count 738 Jack McCauley, one of the founders of Oculus VR, tries on one of his firm's virtual

More information

SPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko

SPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko SPIDERMAN VR Adam Elgressy and Dmitry Vlasenko Supervisors: Boaz Sternfeld and Yaron Honen Submission Date: 09/01/2019 Contents Who We Are:... 2 Abstract:... 2 Previous Work:... 3 Tangent Systems & Development

More information

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry USTGlobal VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry UST Global Inc, August 2017 Table of Contents Introduction 3 Focus on Shopping Experience 3 What we can do at UST Global 4

More information

COMPANY PROFILE MOBILE TECH AND MARKETING

COMPANY PROFILE MOBILE TECH AND MARKETING COMPANY PROFILE 2017 MOBILE TECH AND MARKETING HELLO, WE ARE PL4D WE ARE A MULTIMEDIA AND ADVERTISING AGENCY, DIGING AND INVENTING CREATIVE SOLUTIONS WITH LATEST TECHNOLOGIES. WE SEEK OUT AND CREATE CREATIVE

More information

State Of The Union.. Past, Present, And Future Of Wearable Glasses. Salvatore Vilardi V.P. of Product Development Immy Inc.

State Of The Union.. Past, Present, And Future Of Wearable Glasses. Salvatore Vilardi V.P. of Product Development Immy Inc. State Of The Union.. Past, Present, And Future Of Wearable Glasses Salvatore Vilardi V.P. of Product Development Immy Inc. Salvatore Vilardi Mobile Monday October 2016 1 Outline 1. The Past 2. The Present

More information

CONTENTS. ENGINEERS GUIDE TO GAMING & ENTERTAINMENT Special Features. Product Showcases. Boards/Modules IN THIS ISSUE

CONTENTS. ENGINEERS GUIDE TO GAMING & ENTERTAINMENT Special Features. Product Showcases. Boards/Modules IN THIS ISSUE IN THIS ISSUE CONTENTS Special Features When It Comes to Gaming, Embedded GPUs are No Gamble By Mitch Furman, AMD 6 Great Specs But Can It Run Crysis? By Rudy Ramos, Mouser Electronics 9 Picture a World

More information

THE DAWN OF A VIRTUAL ERA

THE DAWN OF A VIRTUAL ERA Mahboobin 4:00 R05 Disclaimer This paper partially fulfills a writing requirement for first year (freshman) engineering students at the University of Pittsburgh Swanson School of Engineering. This paper

More information

Virtual Reality in Plant Design and Operations

Virtual Reality in Plant Design and Operations Virtual Reality in Plant Design and Operations Peter Richmond Schneider Electric Software EYESIM Product Manager Peter.richmond@schneider-electric.com Is 2016 the year of VR? If the buzz and excitement

More information

Using the Rift. Rift Navigation. Take a tour of the features of the Rift. Here are the basics of getting around in Rift.

Using the Rift. Rift Navigation. Take a tour of the features of the Rift. Here are the basics of getting around in Rift. Using the Rift Take a tour of the features of the Rift. Rift Navigation Here are the basics of getting around in Rift. Whenever you put on your Rift headset, you're entering VR (virtual reality). How to

More information

THE FUTURE OF EXPERIENCE WITH VIRTUAL AND AUGMENTED REALITY

THE FUTURE OF EXPERIENCE WITH VIRTUAL AND AUGMENTED REALITY THE FUTURE OF EXPERIENCE WITH VIRTUAL AND AUGMENTED REALITY INTRODUCTION As the world, business and consumers are moving everyday closer to the digital era, relationships are also transforming into a digital

More information

pcon.planner PRO Plugin VR-Viewer

pcon.planner PRO Plugin VR-Viewer pcon.planner PRO Plugin VR-Viewer Manual Dokument Version 1.2 Author DRT Date 04/2018 2018 EasternGraphics GmbH 1/10 pcon.planner PRO Plugin VR-Viewer Manual Content 1 Things to Know... 3 2 Technical Tips...

More information

Admin. Today: Designing for Virtual Reality VR and 3D interfaces Interaction design for VR Prototyping for VR

Admin. Today: Designing for Virtual Reality VR and 3D interfaces Interaction design for VR Prototyping for VR HCI and Design Admin Reminder: Assignment 4 Due Thursday before class Questions? Today: Designing for Virtual Reality VR and 3D interfaces Interaction design for VR Prototyping for VR 3D Interfaces We

More information

Realizing Augmented Reality

Realizing Augmented Reality Realizing Augmented Reality By Amit Kore, Rahul Lanje and Raghu Burra Atos Syntel 1 Introduction Virtual Reality (VR) and Augmented Reality (AR) have been around for some time but there is renewed excitement,

More information

ISSUE #6 / FALL 2017

ISSUE #6 / FALL 2017 REVIT PURE PRESENTS PAMPHLETS ISSUE #6 / FALL 2017 VIRTUAL REALITY revitpure.com Copyright 2017 - BIM Pure productions WHAT IS THIS PAMPHLET? Revit Pure Pamphlets are published 4 times a year by email.

More information

More Efficient and Intuitive PLM by Integrated AR/VR. Round Table Session Georg Fiechtner

More Efficient and Intuitive PLM by Integrated AR/VR. Round Table Session Georg Fiechtner More Efficient and Intuitive PLM by Integrated AR/VR Round Table Session Georg Fiechtner Service Portfolio PLM Consulting PLM Software Development Human- System Interaction AMS Processes Systems Technologies

More information

Google SEO Optimization

Google SEO Optimization Google SEO Optimization Think about how you find information when you need it. Do you break out the yellow pages? Ask a friend? Wait for a news broadcast when you want to know the latest details of a breaking

More information

Oculus, the company that sparked the VR craze to begin with, is finally releasing its first commercial product. This is history.

Oculus, the company that sparked the VR craze to begin with, is finally releasing its first commercial product. This is history. 04.27.2015 INTRO Ever since the mid '80s, with cyberpunk classics like Neuromancer, films such as the original Tron -- and let's not forget the Holodeck-- we ve been fascinated, intrigued, and in the end

More information

OCTOBER Driving the New Era of Immersive Experiences

OCTOBER Driving the New Era of Immersive Experiences OCTOBER 2015 Driving the New Era of Immersive Experiences 1 Disclaimer Qualcomm, Snapdragon, Adreno, Hexagon, and DragonBoard are trademarks of Qualcomm Incorporated, registered in the United States and

More information

AMD Ryzen VR Ready Premium and AMD VR Ready Processor Badge Guidelines for Marketing Materials. September 2017 PID# A

AMD Ryzen VR Ready Premium and AMD VR Ready Processor Badge Guidelines for Marketing Materials. September 2017 PID# A AMD Ryzen VR Ready Premium and AMD VR Ready Processor Badge Guidelines for Marketing Materials September 2017 PID# 1748295-A The Purpose of this Document These guidelines will help streamline the development

More information

Eric Chae Phong Lai Eric Pantaleon Ajay Reddy CPE 322 Engineering Design 6 Assignment 5

Eric Chae Phong Lai Eric Pantaleon Ajay Reddy CPE 322 Engineering Design 6 Assignment 5 Eric Chae Phong Lai Eric Pantaleon Ajay Reddy CPE 322 Engineering Design 6 Assignment 5 Section 1 Research on this project was divided into four distinct areas: 3D audio recording, audio processing and

More information

What is Augmented Reality?

What is Augmented Reality? What is Augmented Reality? Well, this is clearly a good place to start. I ll explain what Augmented Reality (AR) is, and then what the typical applications are. We re going to concentrate on only one area

More information

Virtual Reality Technology and Convergence. NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7

Virtual Reality Technology and Convergence. NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7 Virtual Reality Technology and Convergence NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception

More information

Microsoft Services. Mixed Reality: Helping manufacturers develop transformative customer solutions

Microsoft Services. Mixed Reality: Helping manufacturers develop transformative customer solutions Microsoft Services Mixed Reality: Helping manufacturers develop transformative customer solutions Technology is rapidly changing how manufacturers innovate Big data, automation, Internet of Things, 3D

More information

Creating original VR content from creation up to distribution. Grégoire PARAIN NOVELAB

Creating original VR content from creation up to distribution. Grégoire PARAIN NOVELAB Creating original VR content from creation up to distribution Grégoire PARAIN NOVELAB French think-tank dedicated to VR Why VR? Experience? VR is really about experience. In cinema you feel empathy for

More information