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Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 1
PEPSI Video
AR Video Pepsi Max - https://www.youtube.com/watch?v=Go9rf9GmYpM
Augmented and Virtual Reality
AUGMENTED AND VIRTUAL REALITY PRESENTATION
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 2
Greg Garvey
Director, Game Design & Development
Chair, Visual & Performing Arts
Quinnipiac University
Hamden, Connecticut
Ted Dinsmore
Managing Partner
New Haven, Connecticut
Pune, India
Ted.dinsmore@Spheregen.com
Ron Burgess
Unity Developer
New Haven, Connecticut
Pune, India
Ronald.burgess@Spheregen.com
Augmented and Virtual Reality
TYPES OF LAYERED REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 3
Virtual Reality
Virtual reality (VR) replaces your whole worldview with a simulation, usually by immersing the user in computer simulated
multimedia.
Augmented Reality
Augmented reality is any sort of computer-based system that overlays data on top of your current view of the (physical)
world, while continuing to let you see the world around you. The real-world elements are augmented (or supplemented)
by computer-generated sensory input such as sound, video, graphics or GPS data.
Mixed Reality
Mixed reality is a form of augmented reality that is somewhere between VR and AR. Mixed reality augments
the physical world with virtual objects that aim to look as if they are really placed within that world. It locks their
position according to real world objects (e.g. placing a virtual cat onto a real world table and having it remain
there in augmented reality while the user walks around their house).
Augmented and Virtual Reality
RELATIONAL VIEWS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
5
PHYSICAL WORLD VIRTUAL REALITY
MIXED REALITY
Information
overlaying
physical view
AUGMENTED REALITY
Augmented and Virtual Reality
BLENDING OF PHYSICAL AND VIRTUAL WORLDS - MIXED REALITY
6Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen
Augmented and Virtual Reality
AR/MR/VR COMPARISON
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
7
Augmented
Reality
Mixed
Reality
Virtual
Reality
Augments the real world with helpful
information
Blends holograms with your real world
Can transport you to a virtual world
Replaces the real world
Augmented and Virtual Reality
CONSUMER ELECTRONICS SHOW
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
8
CES 2016
The Consumer Electronics Show (CES) held in Las Vegas each January is the
yearly showcase for consumer devices, apps and services that will make their
way into consumers' hands during the coming year.
Virtual and Augmented Reality Is the Next Big Thing!
Gartner Research, Inc.
Augmented and Virtual Reality
VIRTUAL REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,
SphereGen
9
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 10
VR Video Marriott Travel VR with added effects short video
https://www.youtube.com/watch?v=i6yMqXLnpN4
Augmented and Virtual Reality
AUGMENTED REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
11
Augmented and Virtual Reality
MIXED REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
12
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 13
MR Video Bridge video https://www.youtube.com/watch?v=Iys8yo0sjYg
Augmented and Virtual Reality
HISTORY 1800’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
14
1838 : The stereoscope (Charles Wheatstone) 1849 : The lenticular stereoscope (David Brewster)
Augmented and Virtual Reality
HISTORY 1800’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
15
1861 : The Holmes Stereoscope (Oliver Wendell Holmes Sr.)
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
16
The first references to the
concept of virtual reality came
from science fiction.
Stanley G. Weinbaum’s
1935 short story "Pygmalion's
Spectacles" describes a goggle-
based virtual reality system with
holographic recording of
fictional experiences, including
smell and touch.
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
17
View Master, a stereoscopic visual
simulator, was introduced in 1939.
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
18
Morton Helig’s Sensorama was released in the
1950s. His next invention was the Telesphere Mask
(patented 1960) and was the first example of a
head-mounted display
(HMD)
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
19
1965 – The Ultimate display by Ivan Sutherland
Simulate reality to the point where one could not tell the difference from actual reality.
•A virtual world viewed through a HMD and appeared realistic through augmented 3D sound and tactile feedback.
•Computer hardware to create the virtual word and maintain it in real time.
•The ability users to interact with objects in the virtual world in a realistic way
“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. With appropriate programming such a display could
literally be the Wonderland into which Alice walked.” – Ivan Sutherland
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
20
In 1968, Evans & Sutherland helped develop the first virtual reality head mounted display system,
which was known as the "Sword of Damocles."
Augmented and Virtual Reality
HISTORY 1900’S
21
1969 – Artificial Reality
In 1969 Myron Krueger a virtual reality
Pioneer, developed a series of experiences
which he termed “artificial reality.”
He developed VIDEOPLACE, computer
generated environments that responded
to the people in it.
1980 – 3D Video Game
Battlezone, an arcade video game from 1980,
used 3D vector graphics to immerse the player in a VR world. (Atari).
Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore, SphereGen
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
22
1987 Jaron Lanier, founder of the visual
programming lab (VPL), coined (or
according to some popularized) the
term “virtual reality”. Through his
company VPL research Jaron
developed a range of virtual reality
gear including the Dataglove (along
with Tom Zimmerman) and the
EyePhone head mounted display. They
were the first company to sell Virtual
Reality goggles (EyePhone 1 $9400;
EyePhone HRX $49,000) and gloves
($9000). A major development in the
area of virtual reality haptics.
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
23
Circa 1989, A VPL Research DataSuit, a full-body outfit with
sensors for measuring the movement of arms, legs, and trunk.
Displayed at the Nissho Iwai showroom in Tokyo
In 1992 the Lawnmower Man
movie introduced the concept of
virtual reality to a wider audience.
It was in part based on the
founder of Virtual Reality Jaron
Lanier and his early laboratory
days. Jaron was played by Pierce
Brosnan, a scientist who used
virtual reality therapy on a
mentally disabled patient.
Augmented and Virtual Reality
HISTORY 1900’S
24
In 1999 the Wachowski siblings’ film
The Matrix hits theatres. The film features
characters that are living in a fully simulated
world, with many completely unaware that
they do not live in the real world.
Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore, SphereGen
Beginning in 1980 Steve Mann is the founding father of ‘wearable
computing.’ He invented the smartwatch videophone, high dynamic
range imaging (now used in every camera), the Eye Tap Digital Eye
Glass beating Google by 30 years. He is Chief Scientist at Meta which
is bringing affordable AR glasses to the mass market.
Augmented and Virtual Reality
RECENT PRODUCT TIMELINE
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
25
2013
• Car Manufactures start to use Augmented Reality as the new age vehicle service manuals
2014
• Google announces shipment of Goggle Glasses, thus, starting the trend of wearable AR
• Magic Leap announces the largest AR investment to date, $50 million
• Facebook makes 2 Billion dollar bet on Oculus -
2015
• Augmented and Virtual Reality investment reaches $700 million
2016
• Augmented and Virtual Reality investment reaches $1.1 billion
• Mixed Reality Microsoft Hololens developer kit and Meta2 developer kit available to consumers
Augmented and Virtual Reality
VR PRODUCTS DEBUTED in 2014
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
26
Oculus Rift
Electronic Contact Lenses
Google Glass
Augmented and Virtual Reality
OTHER VR PRODUCTS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
27
Playstation
The HTC Vive headset is a
product of HTC and Valvefor
gamers who use the Steam
gaming platform.
Samsung Gear
Google Cardboard
Google DayDream
COMPARISON
28
Augmented and Virtual Reality
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
Augmented and Virtual Reality
HOW VR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
29
Travel/Hotel/Restaurants
Consumers can experience the feeling of “being there” . Hike on a mountain, walk in a hotel room, sit at a restaurant bar
• Marriott
• Georama
Medical Use
• Exposure therapy
Psychiatrists at the University of Louisville are using VR to help patients deal with fears of things like flying and claustrophobia.
• Treatment for PTSD
Clinics and hospitals are using virtual reality simulations of warfare akin to Iraq and Afghanistan to help veterans who are, in many ways,
continually reliving the traumatic events they experienced. In a safe and controlled environment, they can learn how to deal with instances
that might otherwise be triggers to behavior that could be destructive to themselves and others.
• Pain management
Distraction therapy via virtual reality could help them get a handle on that pain
• Surgical training
Stanford University, has a surgery simulator that even includes haptic feedback for those doing the training.
• Social cognition training for young adults with autism
Professors at the University of Texas, Dallas created a training program to help kids with autism work on social skills. It uses brain imaging and
brain wave monitoring, and essentially puts kids in situations like job interviews or blind dates using avatars.
Augmented and Virtual Reality
HOW VR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
30
Training/Education
• Skilled trades
Virtual reality training means money doesn't have to be spent on materials to practice on, and the trainees can repeat the task as many
times as they need to
• Space
Improving the quality of life and mental health of astronauts on longer term missions. Virtual Space Station, which would be "a set of
interactive behavioral health training and treatment programs”
• Military and law enforcement
Training of trauma medics for battle. Other military uses are simulations that can help train how to deal with IEDs — and simulations like
those can can be repeated and mistakes learned from.
Other areas:
Advertising
Education
Architecture
Entertainment
Art
Augmented and Virtual Reality
ISSUES WITH VR
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
31
1. The Technology Is Out of Reach
Less than one percent of the 1.43 billion computers in the world have the graphical capabilities
needed for VR, according to the research company Gartner
2. Getting Non-Gamers to Commit
3. Consumers remain “priced out” of the VR market, leaving it to early adopters, enthusiasts, and
hardcore gamers.
4. Potential Health Effects
•Seizures, Loss of awareness
•Eye strain, altered, blurred, or double vision
•Dizziness, Disorientation, Lightheadedness
•Impaired balance, Impaired hand-eye coordination
•Nausea, Fatigue, Other symptoms similar to motion sickness
•Asked about discomfort or motion sickness side effects experienced during VR use, Devs related that
•Even Game Developers reported Discomfort
PHYSICAL REALITY
VIRTUAL REALITY
DESKTOP
PERFORMANCE
MOBILE
PERFORMANCE
T E T H E R E D
O P A Q U E
S E E - T H R O U G H
P O R T A B L E
32Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
Augmented and Virtual Reality
VIRTUAL REALITY HEADSETS vs AUGMENTED/MIXED REALITY HEADSETS
Augmented and Virtual Reality
AUGMENTED REALITY PRODUCTS – RETINAL DISPLAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
33
Meta 2
Raised a second round of funding of $50 million
for its augmented reality headset. June 2016
Avegant Glyph
Uses the back of your eyeballs as a screen, the device uses a combination of
optical parts to project images directly onto your retina.
Augmented and Virtual Reality
AUGMENTED REALITY PRODUCTS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
34
AR firm Magic Leap raised $793.5 million from Alibaba Group and other investors. February 2016
June 2016 Magic Leap has been issued a patent for a AR headset,
which looks like a skull cap with a set of glasses attached
Augmented and Virtual Reality
MIXED REALITY PRODUCTS
35Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore SphereGen
DAQRI Smart Helmet Ambient AR (workplace AR)
Augmented and Virtual Reality
MIXED REALITY PRODUCTS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
36
Gaze VoiceGesture
Ways to Interact
Augmented and Virtual Reality
MIXED REALITY HOLOLENS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
38
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
39
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
40
CONSTRUCTION
• 3D Building and Viewing -
• Interactive blueprints come together and interact,
• allowing 3D viewing. Collaboration between designers
• and construction Managers
INTERIOR DESIGN
• Virtual furniture app
Interior applications work by digitally adding virtual furniture to the real space available in the room. Allows
customers to virtually fit furniture in their homes before ordering.
Snap Shop app - on the Iphone
Remodel your kitchen Ikea and Lowes
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 41
Lowes Kitchen Video
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
42
INDUSTRY/MANUFACTURING
• Performing Inspections
Japan Airlines teamed with the Nomura Research Institute to create apps to help perform inspections of planes.
• Designing cars and manufacturing parts
Companies able to design and view cars in 3D (Volvo). Multiple people from different locations can work on the same virtual object in real time.
Virtual showrooms, consumers able to view cars inside and out in 3D
• Interactive RepairTool Kits and Manuals
Virtual tool kits and instruction manuals to allow repair, used by BMW and Volkswagen.
virtual guidance in real time for engineer to work with field technician in fixing equipment malfunctions
• Training
Record holographic session to make a training video. Trainee can walk around the process to get 360 view. Cuts down on
classroom training expenses
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 43
Japan airlines
video
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
44
HEALTH CARE
• Training
Accuvein – imposing vein pathways on patient’s arm to determine vessels for drawing blood
• Education
Medical Schools using 3D modeling to teach anatomy,
eventually replacing the use of cadavers
Case Western Reserve – Holo Anatomy -
Stanford medical School
Carniege Mellon – Medical Simulation
• Hospitals
Using AR/MR in surgery; 3D viewers for image
screening
Duke Neuro Surgery -
Assisted Back Surgery –
Dicom 3D viewer for Breast Cancer - MIT
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
45
EDUCATION
• Aurasma app example
Textbook images become 3D/holographic to enable manipulation and better comprehension, charts and graphs
come to life
Virtual lab safety instructor and instructions
Virtual Guidance when working on homework
Coloring pictures which then come to life to be used in an interactive storyboard
Teaching Sign language – vocabulary flashcards show video of how to sign
ADVERTISING/MARKETING
• AR Business Cards Codes on the card can be scanned to enable viewing of 3D or 360 videos of relevant products
• Product Scan codes can enable consumer to view 3D image of product, instruction manuals
• Virtual Experiences can be used to sell products
• ALIVE ONESCAN app facilitates online shopping based on image scan of product, either live or from print. App supplies consumer with
available purchase options and prices
SCIENTIFIC RESEARCH
• NASA Scientists virtually placed on Mars next to Mars rover and able to have 360 view of Mars environment
TRAVEL
• Virtual Reference Guides
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 46
Nasa Video
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
47
RETAIL - Beauty and Fashion
• Makeup
Augmented Reality makeup mirror takes an image of a
shopper’s face and tries on various cosmetics, so the buyer
will see how they would look with the makeup on.
Shisedo Japan
• Virtual Dressing Room
Enables user to virtually try on clothes and accessories
before purchasing
Zugara, TrialKart, fxmirror, Kinect mirror
RETAIL – Product Placement
• Virtual app to view product placement in physical space to see how it fits before ordering display
REAL ESTATE
• Place virtual houses/buildings in physical space to view what structure will look like on site, sales assistant – puts houses in a spot and
allows change of colors
• Using open floor plan in building, virtually design offices to see how you could use the
• Virtual tours of homes and neighborhoods
Augmented and Virtual Reality
MIXED REALITY DEMO
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,
SphereGen
48
MEDICAL EDUCATION
TEACHING HEART ANATOMY
Augmented and Virtual Reality
CHALLENGES BEFORE AR IS READY FOR MASS CONSUMERS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,
SphereGen
49
• Hero device (i.e. an Apple-quality device, whether made by Apple or someone else)
• All Day Battery Life
• Mobile Connectivity
• App Ecosystem
• Telco Cross-subsidization
• Everyday use AR app still doesn’t exist
Augmented and Virtual Reality
AUGEMENTED REALITY vs VIRTUAL REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
50
IS AR BETTER than VR?
"A CONCENTRATED FOCUS ON IMPROVING HMD FUNCTIONALITY,
UNENCUMBERING THE USER,
AND PROVIDING MEANINGFUL EXPERIENCES
WILL GIVE AR/VR A REAL SHOT AT STICKING AROUND”
Apple is “high on AR in the long run…continue to invest a lot in this…AR can be huge.”
Apple’s Tim Cook response to Pokémon GO
Augmented and Virtual Reality
LOOKING AHEAD
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
51
The lion’s share of Game developers think the VR/AR industry is trending towards mobile AR/VR — and just AR
specifically.
The dominant immersive reality technology in five years, mobile vs. PC/Console VR/AR,
33 percent of respondents said mobile.
31 percent said PC/Console,
17 percent said PC/Console and mobile VR/AR tech would be equally popular in five years’ time.
8 percent said neither would be important
12 percent admitted they didn’t know.
Looking ahead even further — 20 years, to be exact — we asked respondents whether they thought VR or AR
would be the dominant immersive reality technology.
43 percent said AR
21 percent figured VR and AR tech would be equally popular
19 percent predicted VR would prove more popular
12 percent said they didn’t know
5 percent said neither VR nor AR would be important in 20 years.
Augmented and Virtual Reality
AR/MR USE CASE PROJECTION
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 53
Augmented and Virtual Reality
LOOKING AHEAD
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 54
Augmented and Virtual Reality
IMPACT OF AUGMENTED REALITY ON RETAIL
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
55
“40% would be willing to pay more for a product
if they could experience it through augmented reality”
http://www.augment.com/blog/augmented-reality-changed-online-shopping-infographic/
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 56
Augmented and Virtual Reality
CONTACT INFORMATION
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen
57
Greg Garvey
Director, Game Design & Development
Chair, Visual & Performing Arts
Quinnipiac University
Hamden, Connecticut
greg.garvey@quinnipiac.edu
203-582-8389
http://qu-gdd.squarespace.com
Ted Dinsmore and Ron Burgess
SphereGen Technologies, LLC
Managing Partner
760 Chapel St
New Haven, Connecticut
Ted.dinsmore@spheregen.com
203-507-2651
www.spheregen.com

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Augmented and Virtual Reality Presentation

  • 1. Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 1 PEPSI Video AR Video Pepsi Max - https://www.youtube.com/watch?v=Go9rf9GmYpM
  • 2. Augmented and Virtual Reality AUGMENTED AND VIRTUAL REALITY PRESENTATION Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 2 Greg Garvey Director, Game Design & Development Chair, Visual & Performing Arts Quinnipiac University Hamden, Connecticut Ted Dinsmore Managing Partner New Haven, Connecticut Pune, India Ted.dinsmore@Spheregen.com Ron Burgess Unity Developer New Haven, Connecticut Pune, India Ronald.burgess@Spheregen.com
  • 3. Augmented and Virtual Reality TYPES OF LAYERED REALITY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 3 Virtual Reality Virtual reality (VR) replaces your whole worldview with a simulation, usually by immersing the user in computer simulated multimedia. Augmented Reality Augmented reality is any sort of computer-based system that overlays data on top of your current view of the (physical) world, while continuing to let you see the world around you. The real-world elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. Mixed Reality Mixed reality is a form of augmented reality that is somewhere between VR and AR. Mixed reality augments the physical world with virtual objects that aim to look as if they are really placed within that world. It locks their position according to real world objects (e.g. placing a virtual cat onto a real world table and having it remain there in augmented reality while the user walks around their house).
  • 4. Augmented and Virtual Reality RELATIONAL VIEWS Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 5 PHYSICAL WORLD VIRTUAL REALITY MIXED REALITY Information overlaying physical view AUGMENTED REALITY
  • 5. Augmented and Virtual Reality BLENDING OF PHYSICAL AND VIRTUAL WORLDS - MIXED REALITY 6Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen
  • 6. Augmented and Virtual Reality AR/MR/VR COMPARISON Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 7 Augmented Reality Mixed Reality Virtual Reality Augments the real world with helpful information Blends holograms with your real world Can transport you to a virtual world Replaces the real world
  • 7. Augmented and Virtual Reality CONSUMER ELECTRONICS SHOW Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 8 CES 2016 The Consumer Electronics Show (CES) held in Las Vegas each January is the yearly showcase for consumer devices, apps and services that will make their way into consumers' hands during the coming year. Virtual and Augmented Reality Is the Next Big Thing! Gartner Research, Inc.
  • 8. Augmented and Virtual Reality VIRTUAL REALITY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 9
  • 9. Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 10 VR Video Marriott Travel VR with added effects short video https://www.youtube.com/watch?v=i6yMqXLnpN4
  • 10. Augmented and Virtual Reality AUGMENTED REALITY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 11
  • 11. Augmented and Virtual Reality MIXED REALITY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 12
  • 12. Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 13 MR Video Bridge video https://www.youtube.com/watch?v=Iys8yo0sjYg
  • 13. Augmented and Virtual Reality HISTORY 1800’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 14 1838 : The stereoscope (Charles Wheatstone) 1849 : The lenticular stereoscope (David Brewster)
  • 14. Augmented and Virtual Reality HISTORY 1800’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 15 1861 : The Holmes Stereoscope (Oliver Wendell Holmes Sr.)
  • 15. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 16 The first references to the concept of virtual reality came from science fiction. Stanley G. Weinbaum’s 1935 short story "Pygmalion's Spectacles" describes a goggle- based virtual reality system with holographic recording of fictional experiences, including smell and touch.
  • 16. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 17 View Master, a stereoscopic visual simulator, was introduced in 1939.
  • 17. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 18 Morton Helig’s Sensorama was released in the 1950s. His next invention was the Telesphere Mask (patented 1960) and was the first example of a head-mounted display (HMD)
  • 18. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 19 1965 – The Ultimate display by Ivan Sutherland Simulate reality to the point where one could not tell the difference from actual reality. •A virtual world viewed through a HMD and appeared realistic through augmented 3D sound and tactile feedback. •Computer hardware to create the virtual word and maintain it in real time. •The ability users to interact with objects in the virtual world in a realistic way “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. With appropriate programming such a display could literally be the Wonderland into which Alice walked.” – Ivan Sutherland
  • 19. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 20 In 1968, Evans & Sutherland helped develop the first virtual reality head mounted display system, which was known as the "Sword of Damocles."
  • 20. Augmented and Virtual Reality HISTORY 1900’S 21 1969 – Artificial Reality In 1969 Myron Krueger a virtual reality Pioneer, developed a series of experiences which he termed “artificial reality.” He developed VIDEOPLACE, computer generated environments that responded to the people in it. 1980 – 3D Video Game Battlezone, an arcade video game from 1980, used 3D vector graphics to immerse the player in a VR world. (Atari). Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore, SphereGen
  • 21. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 22 1987 Jaron Lanier, founder of the visual programming lab (VPL), coined (or according to some popularized) the term “virtual reality”. Through his company VPL research Jaron developed a range of virtual reality gear including the Dataglove (along with Tom Zimmerman) and the EyePhone head mounted display. They were the first company to sell Virtual Reality goggles (EyePhone 1 $9400; EyePhone HRX $49,000) and gloves ($9000). A major development in the area of virtual reality haptics.
  • 22. Augmented and Virtual Reality HISTORY 1900’S Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 23 Circa 1989, A VPL Research DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Displayed at the Nissho Iwai showroom in Tokyo In 1992 the Lawnmower Man movie introduced the concept of virtual reality to a wider audience. It was in part based on the founder of Virtual Reality Jaron Lanier and his early laboratory days. Jaron was played by Pierce Brosnan, a scientist who used virtual reality therapy on a mentally disabled patient.
  • 23. Augmented and Virtual Reality HISTORY 1900’S 24 In 1999 the Wachowski siblings’ film The Matrix hits theatres. The film features characters that are living in a fully simulated world, with many completely unaware that they do not live in the real world. Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore, SphereGen Beginning in 1980 Steve Mann is the founding father of ‘wearable computing.’ He invented the smartwatch videophone, high dynamic range imaging (now used in every camera), the Eye Tap Digital Eye Glass beating Google by 30 years. He is Chief Scientist at Meta which is bringing affordable AR glasses to the mass market.
  • 24. Augmented and Virtual Reality RECENT PRODUCT TIMELINE Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 25 2013 • Car Manufactures start to use Augmented Reality as the new age vehicle service manuals 2014 • Google announces shipment of Goggle Glasses, thus, starting the trend of wearable AR • Magic Leap announces the largest AR investment to date, $50 million • Facebook makes 2 Billion dollar bet on Oculus - 2015 • Augmented and Virtual Reality investment reaches $700 million 2016 • Augmented and Virtual Reality investment reaches $1.1 billion • Mixed Reality Microsoft Hololens developer kit and Meta2 developer kit available to consumers
  • 25. Augmented and Virtual Reality VR PRODUCTS DEBUTED in 2014 Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 26 Oculus Rift Electronic Contact Lenses Google Glass
  • 26. Augmented and Virtual Reality OTHER VR PRODUCTS Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 27 Playstation The HTC Vive headset is a product of HTC and Valvefor gamers who use the Steam gaming platform. Samsung Gear Google Cardboard Google DayDream
  • 27. COMPARISON 28 Augmented and Virtual Reality Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen
  • 28. Augmented and Virtual Reality HOW VR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 29 Travel/Hotel/Restaurants Consumers can experience the feeling of “being there” . Hike on a mountain, walk in a hotel room, sit at a restaurant bar • Marriott • Georama Medical Use • Exposure therapy Psychiatrists at the University of Louisville are using VR to help patients deal with fears of things like flying and claustrophobia. • Treatment for PTSD Clinics and hospitals are using virtual reality simulations of warfare akin to Iraq and Afghanistan to help veterans who are, in many ways, continually reliving the traumatic events they experienced. In a safe and controlled environment, they can learn how to deal with instances that might otherwise be triggers to behavior that could be destructive to themselves and others. • Pain management Distraction therapy via virtual reality could help them get a handle on that pain • Surgical training Stanford University, has a surgery simulator that even includes haptic feedback for those doing the training. • Social cognition training for young adults with autism Professors at the University of Texas, Dallas created a training program to help kids with autism work on social skills. It uses brain imaging and brain wave monitoring, and essentially puts kids in situations like job interviews or blind dates using avatars.
  • 29. Augmented and Virtual Reality HOW VR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 30 Training/Education • Skilled trades Virtual reality training means money doesn't have to be spent on materials to practice on, and the trainees can repeat the task as many times as they need to • Space Improving the quality of life and mental health of astronauts on longer term missions. Virtual Space Station, which would be "a set of interactive behavioral health training and treatment programs” • Military and law enforcement Training of trauma medics for battle. Other military uses are simulations that can help train how to deal with IEDs — and simulations like those can can be repeated and mistakes learned from. Other areas: Advertising Education Architecture Entertainment Art
  • 30. Augmented and Virtual Reality ISSUES WITH VR Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 31 1. The Technology Is Out of Reach Less than one percent of the 1.43 billion computers in the world have the graphical capabilities needed for VR, according to the research company Gartner 2. Getting Non-Gamers to Commit 3. Consumers remain “priced out” of the VR market, leaving it to early adopters, enthusiasts, and hardcore gamers. 4. Potential Health Effects •Seizures, Loss of awareness •Eye strain, altered, blurred, or double vision •Dizziness, Disorientation, Lightheadedness •Impaired balance, Impaired hand-eye coordination •Nausea, Fatigue, Other symptoms similar to motion sickness •Asked about discomfort or motion sickness side effects experienced during VR use, Devs related that •Even Game Developers reported Discomfort
  • 31. PHYSICAL REALITY VIRTUAL REALITY DESKTOP PERFORMANCE MOBILE PERFORMANCE T E T H E R E D O P A Q U E S E E - T H R O U G H P O R T A B L E 32Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen Augmented and Virtual Reality VIRTUAL REALITY HEADSETS vs AUGMENTED/MIXED REALITY HEADSETS
  • 32. Augmented and Virtual Reality AUGMENTED REALITY PRODUCTS – RETINAL DISPLAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 33 Meta 2 Raised a second round of funding of $50 million for its augmented reality headset. June 2016 Avegant Glyph Uses the back of your eyeballs as a screen, the device uses a combination of optical parts to project images directly onto your retina.
  • 33. Augmented and Virtual Reality AUGMENTED REALITY PRODUCTS Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 34 AR firm Magic Leap raised $793.5 million from Alibaba Group and other investors. February 2016 June 2016 Magic Leap has been issued a patent for a AR headset, which looks like a skull cap with a set of glasses attached
  • 34. Augmented and Virtual Reality MIXED REALITY PRODUCTS 35Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore SphereGen DAQRI Smart Helmet Ambient AR (workplace AR)
  • 35. Augmented and Virtual Reality MIXED REALITY PRODUCTS Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 36
  • 37. Augmented and Virtual Reality MIXED REALITY HOLOLENS Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 38
  • 38. Augmented and Virtual Reality HOW AR/MR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 39
  • 39. Augmented and Virtual Reality HOW AR/MR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 40 CONSTRUCTION • 3D Building and Viewing - • Interactive blueprints come together and interact, • allowing 3D viewing. Collaboration between designers • and construction Managers INTERIOR DESIGN • Virtual furniture app Interior applications work by digitally adding virtual furniture to the real space available in the room. Allows customers to virtually fit furniture in their homes before ordering. Snap Shop app - on the Iphone Remodel your kitchen Ikea and Lowes
  • 40. Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 41 Lowes Kitchen Video
  • 41. Augmented and Virtual Reality HOW AR/MR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 42 INDUSTRY/MANUFACTURING • Performing Inspections Japan Airlines teamed with the Nomura Research Institute to create apps to help perform inspections of planes. • Designing cars and manufacturing parts Companies able to design and view cars in 3D (Volvo). Multiple people from different locations can work on the same virtual object in real time. Virtual showrooms, consumers able to view cars inside and out in 3D • Interactive RepairTool Kits and Manuals Virtual tool kits and instruction manuals to allow repair, used by BMW and Volkswagen. virtual guidance in real time for engineer to work with field technician in fixing equipment malfunctions • Training Record holographic session to make a training video. Trainee can walk around the process to get 360 view. Cuts down on classroom training expenses
  • 42. Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 43 Japan airlines video
  • 43. Augmented and Virtual Reality HOW AR/MR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 44 HEALTH CARE • Training Accuvein – imposing vein pathways on patient’s arm to determine vessels for drawing blood • Education Medical Schools using 3D modeling to teach anatomy, eventually replacing the use of cadavers Case Western Reserve – Holo Anatomy - Stanford medical School Carniege Mellon – Medical Simulation • Hospitals Using AR/MR in surgery; 3D viewers for image screening Duke Neuro Surgery - Assisted Back Surgery – Dicom 3D viewer for Breast Cancer - MIT
  • 44. Augmented and Virtual Reality HOW AR/MR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 45 EDUCATION • Aurasma app example Textbook images become 3D/holographic to enable manipulation and better comprehension, charts and graphs come to life Virtual lab safety instructor and instructions Virtual Guidance when working on homework Coloring pictures which then come to life to be used in an interactive storyboard Teaching Sign language – vocabulary flashcards show video of how to sign ADVERTISING/MARKETING • AR Business Cards Codes on the card can be scanned to enable viewing of 3D or 360 videos of relevant products • Product Scan codes can enable consumer to view 3D image of product, instruction manuals • Virtual Experiences can be used to sell products • ALIVE ONESCAN app facilitates online shopping based on image scan of product, either live or from print. App supplies consumer with available purchase options and prices SCIENTIFIC RESEARCH • NASA Scientists virtually placed on Mars next to Mars rover and able to have 360 view of Mars environment TRAVEL • Virtual Reference Guides
  • 45. Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 46 Nasa Video
  • 46. Augmented and Virtual Reality HOW AR/MR IS USED IN BUSINESS TODAY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 47 RETAIL - Beauty and Fashion • Makeup Augmented Reality makeup mirror takes an image of a shopper’s face and tries on various cosmetics, so the buyer will see how they would look with the makeup on. Shisedo Japan • Virtual Dressing Room Enables user to virtually try on clothes and accessories before purchasing Zugara, TrialKart, fxmirror, Kinect mirror RETAIL – Product Placement • Virtual app to view product placement in physical space to see how it fits before ordering display REAL ESTATE • Place virtual houses/buildings in physical space to view what structure will look like on site, sales assistant – puts houses in a spot and allows change of colors • Using open floor plan in building, virtually design offices to see how you could use the • Virtual tours of homes and neighborhoods
  • 47. Augmented and Virtual Reality MIXED REALITY DEMO Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 48 MEDICAL EDUCATION TEACHING HEART ANATOMY
  • 48. Augmented and Virtual Reality CHALLENGES BEFORE AR IS READY FOR MASS CONSUMERS Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 49 • Hero device (i.e. an Apple-quality device, whether made by Apple or someone else) • All Day Battery Life • Mobile Connectivity • App Ecosystem • Telco Cross-subsidization • Everyday use AR app still doesn’t exist
  • 49. Augmented and Virtual Reality AUGEMENTED REALITY vs VIRTUAL REALITY Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 50 IS AR BETTER than VR? "A CONCENTRATED FOCUS ON IMPROVING HMD FUNCTIONALITY, UNENCUMBERING THE USER, AND PROVIDING MEANINGFUL EXPERIENCES WILL GIVE AR/VR A REAL SHOT AT STICKING AROUND” Apple is “high on AR in the long run…continue to invest a lot in this…AR can be huge.” Apple’s Tim Cook response to Pokémon GO
  • 50. Augmented and Virtual Reality LOOKING AHEAD Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 51 The lion’s share of Game developers think the VR/AR industry is trending towards mobile AR/VR — and just AR specifically. The dominant immersive reality technology in five years, mobile vs. PC/Console VR/AR, 33 percent of respondents said mobile. 31 percent said PC/Console, 17 percent said PC/Console and mobile VR/AR tech would be equally popular in five years’ time. 8 percent said neither would be important 12 percent admitted they didn’t know. Looking ahead even further — 20 years, to be exact — we asked respondents whether they thought VR or AR would be the dominant immersive reality technology. 43 percent said AR 21 percent figured VR and AR tech would be equally popular 19 percent predicted VR would prove more popular 12 percent said they didn’t know 5 percent said neither VR nor AR would be important in 20 years.
  • 51. Augmented and Virtual Reality AR/MR USE CASE PROJECTION Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 53
  • 52. Augmented and Virtual Reality LOOKING AHEAD Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 54
  • 53. Augmented and Virtual Reality IMPACT OF AUGMENTED REALITY ON RETAIL Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 55 “40% would be willing to pay more for a product if they could experience it through augmented reality”
  • 54. http://www.augment.com/blog/augmented-reality-changed-online-shopping-infographic/ Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 56
  • 55. Augmented and Virtual Reality CONTACT INFORMATION Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 57 Greg Garvey Director, Game Design & Development Chair, Visual & Performing Arts Quinnipiac University Hamden, Connecticut greg.garvey@quinnipiac.edu 203-582-8389 http://qu-gdd.squarespace.com Ted Dinsmore and Ron Burgess SphereGen Technologies, LLC Managing Partner 760 Chapel St New Haven, Connecticut Ted.dinsmore@spheregen.com 203-507-2651 www.spheregen.com