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Many homes have gesture recognition devices such as WII or Kinect.
QR=Quick Response, 2D tags is Microsofts own tag:More advanced marker based AR involves image recognition with or without a custom marker.The following applications are examples of more advanced marker based AR.
Microsofts 2D code system
Virtual, Augmented, and Hybrid Reality
Virtual, Augmented, and Hybrid
• Virtual reality is all about the creation of a virtual
world that users can interact with. This virtual
world should be designed in such a way that
users would find it difficult to tell the difference
from what is real and what is not. Furthermore,
VR is usually achieved by the wearing of a VR
helmet or goggles similar to the Oculus Rift.
The Virtual World Framework:
A Foundation for the
• The Virtual World Framework (VWF) is an HTML-5
based virtual worlds environment and virtual worlds
construction environment. The VWF kernel allows
seamless real-time collaboration and communication
between any users that have a modern web browser
on virtually any device.
• developed by David Smith et. al. Lockheed Martin and Department
• David A. Smith (computer scientist) (Lockheed Martin Chief Innovation Officer – project oversight, design, architecture), David Easter (LM Engineer -
Development/Architecture), Richard Boyd (Lockheed Martin Virtual world Labs Chief Architect - governance and ecosystem design), Allison Corey (LM Engineer –
development), Scott R. Haynes (LM Engineer - Development), Michael J. Vacirca (LM Engineer - Development), Steven D. Carr (LM Engineer - Development), Cynthia
L. Moore (contractor, OSD(P&R) TRS – design, future specs, governance), Carlton Rosengrant OSD(P&R) TRS – overall Program Manager, Frank C. DiGiovanni
(Director, OSD(P&R)TRS), Coles/RDECOM (Edge interfacing), Robert Chadwick (ADL – code efficiency and applications), and emerging partners as new functions and
libraries are proposed.
VWF: Virtual World Framework
Demo: Sandbox to build your own environment
Headset wearer is immersed
in scenarios in 3D virtual
worlds that feel lifelike
VWF Command Center App
• A virtual representation of a joint op center, a
collaborative training classroom.
An attendee tries out the Virtuix Oculus Rift setup this month at the Electronic Entertainment
Expo in Los Angeles. CNN June 17, 2014
Virtual Reality System
Announced for the PlayStation 4 in March 2014
first version 2012
“The more that virtual world
wraps around you, the more
important it will be for it to move
immediately and exactly to
reflect the motion of your head.
If it doesn’t it leads to something
called “simulator sickless”. And
the culprit is something called
• Peter Rubin, Senior Editor,
The Inside Story of Oculus Rift and
how Virtual Reality became Reality
May 20, 2014
you have a
Oculus has found a way to combine stereoscopic
3-D, 360-degree visuals, and a wide field of
view—along with a supersize dose of
engineering and software magic—it hacks your
Your brain cannot perceive a difference
between experiencing something on the Rift
and experiencing it in the real world.
“This is the first time that we’ve
succeeded in stimulating parts of the
human visual system directly, I don’t
get vertigo when I watch a video of the
Grand Canyon on TV, but I do
when I stand on a ledge in VR.”
Abrash, the Valve engineer
• “Imagine enjoying a courtside seat at a game,
studying in a classroom of students and
teachers all over the world, or
• consulting with a doctor face-to-face—just by
putting on goggles in your home.” That’s the
true promise of VR: going beyond the idea of
immersion and achieving true presence—the
feeling of actually existing in a virtual space.
• Mark Zuckerberg
Facebook buys Oculus VR for
"This is really a new communication platform,"
Zuckerberg wrote. "By feeling truly present, you
can share unbounded spaces and experiences
with the people in your life. Imagine sharing not
just moments with your friends online, but
entire experiences and adventures.”
• June 24, 2014: released a first of its kind: a 3D
fully spherical virtual reality video player for
• Vi Hart, Emily Eifler, Andrea Hawksley, CDG Labs/SAP
• blending of virtual reality and real life, as
developers can create images within
applications that blend in with contents in the
• users are able to interact with virtual contents
in the real world, and are able to distinguish
between the two.
Difference and similarities
• Both VR and AR immerse the user
• With AR, users continue to be in touch with
the real world while interacting with virtual
objects around them.
• With VR, the user is isolated from the real
world while immersed in a world that is
(Augmented Reality and Interactive Storytelling)
Open source authoring platform that enables
users to create place-based or narrative gaming
activities designed for teaching and learning.
ARIS Education Examples
• Middle school students walk the University of Wisconsin-Madison
campus using mobile phones to view footage of Vietnam war
protests that occurred in the same locations.
• Albuquerque students are using the ARIS engine to practice Spanish
language skills by talking with real people and virtual characters
while visiting a local neighborhood.
• The Smithsonian has expressed interest in building an interactive
narrative to help kids relate to artifacts in the collection.
• DOW DAY
DOW DAY VIRTUALLY PLACES YOU IN 1967, ON THE CAMPUS OF THE
UNIVERSITY OF WISCONSIN – MADISON, WHEN THE STUDENTS BEGAN A
PROTEST AGAINST THE DOW CHEMICAL CORPORATION FOR MAKING NAPALM
FOR THE WAR. YOU TAKE THE ROLE OF A NEWS REPORTER AND INVESTIGATE
THE DIFFERENT INTERESTS AND PERSPECTIVES OF STUDENTS, POLICE AND
Aurasma uses advanced image and pattern
recognition to blend the real-world and GPS
with rich interactive content such as videos and
animations called “Auras”.
A mobile browser that allows a digitally
enhanced view of the real world and
Uses a combination of the mobile
phone’s camera, compass and GPS
data to identify the user’s location and
field of view, retrieve data based on
those geographical coordinates, and
overlay that data over the
Experience history, art, how things looked
15 years ago
Google co-founder Sergey Brin models the
Google Glass project
during Google I/O in June 2012.
Virgin Atlantic will permanently implement
Google Glass at London Heathrow airport
following a successful six-week trial.
• a complete healthcare EHR and EMR platform,
with medical billing, and a patient portal.
• Includes drawing tools, referrals, labs, alerts,
photos, and videos.
enables doctors to record and save surgeries
and consultations as videos
Start-up Drchrono has launched its “wearable health record” Google Glass app
Contact lenses interact with full HD glasses.
AR Glasses Future?
If all goes as planned, people may
eventually be able to watch HD movies or
become fully immersed in a video game
entirely through a pair of lightweight
eyeglasses that make it seem like you're
watching a 240-inch TV.
• Also called Mixed reality
• Encompasses both augmented reality and
• Merges real and virtual world to produce new
environments and visualizations where
physical and digital objects co-exist and
interact in real time.
• Reality-Virtuality Continuum CC BY 3.0
• By Paul Milgram and Fumio Kishino in 1994
The area between the two extremes, where
both the real and the virtual are mixed, is the
so-called mixed reality. This consists of both
augmented reality, where the virtual augments
the real, and augmented virtuality, where the
real augments the virtual.
The Hybrid Age
•a new sociotechnical era
unfolding as technologies merge
and humans merge with
•technology is ubiquitious (trillions
of sensors coating the
•technology is intelligent(devices
communicating with each other
•technology is social (encouraging
us to have relationships with it)
Hybrid Reality: Thriving in the Emerging
Technology no longer just processes our
instruction; it has its own agency, and we
respond to it as much as it responds to us. What
this means for societies and individuals, as well
as communities and nations, is truly
How will we respond and adapt?
Augmented & Hybrid Reality
Affordances for learning?
• Gives students an up close look at objects
• Creative platforms
• Makes learning visible
• Increases engagement, motivation
Learning Affordances BEYOND AR
• Makes the physical location more relevant to the task
• Bridging of physical and digital spaces
• Fosters collaboration by making them CRUCIAL to the
tasks at hand
• Forces players to look at familiar spaces from an
• Looks at classroom content from a different viewpoint
using social, experiential and situated learning
• De Souza e Silva, A., Delacruz, G.C., “Hybrid Reality Games Reframed”, Games and Culture, Volume
1, Number 3, 2006. http://gac.sagepub.com/content/1/3/231.abstract