vr & ar research @ sintef - nhh.no€¦ · vr & ar research @ sintef ... google releases...
Post on 04-Jun-2018
226 Views
Preview:
TRANSCRIPT
Present of VR
Oculus crowdfunds 2.4M, promises a $300 VR headset
2012 OCTOBER
2014 MARCH
Facebook acquires Oculus for reported $2B
Google releases Cardboard, a Do-It-Yourself VR headset
2014 JUNE
2013 MARCH
Oculus releases Oculus Rift Development Kit 1 headset
2016 MARCH
Oculus releases consumer Oculus Rift VR headset
HTC and Valve release Vive VR headset
2016 APRIL
• VR became accessible to everyone since mid-2013• Low cost of VR hardware• Better GPUs – better graphics – high fidelity• Robust networking capabilities – multiuser
Present of AR
After a long research tradition AR becomes popular with Layarapp for smartphones
2009 JUNE
Blippar acquires Layar
2014 JUNE
2013 FEBRUARY
Google releases Google Glass AR glasses
2014 SEPTEMBER
Meta releases Meta Spaceglasses Developer Kit 1
Apple acquires AR company Metaio
2015 MAY
2016 MARCH
Microsoft releases Hololens Development Edition AR glasses
Google and Lenovo release Tango AR phablet device
2016 JUNE
• AR seems "stuck" in 2009• Lots of attempts since then• AR performs well as enabling/supporting technology
AR/VR Hardware vs. Content
AR/VR application fields
• Training / Education• simulators, training employees, experiential learning
Multi-user environments
• Significant functionality that can be applied to AR/VR systems
• 2 or more distant users being, experiencing, working together
• Creating new social digital environments, new affordances, new needs for communication
Past AR/VR projects & research
• Supporting first responder in-field communication and navigation using head-mounted displays
• Google Glass
• Enable in-field receiving of information from a command center, as well as in-field navigation and video streaming
• BRIDGE project: Bridging resources and agencies in large-scale emergency management
Past AR/VR projects & research
• Darwin project
• The project is focused on improving responses to expected and unexpected crises affecting critical societal structures during natural disasters (e.g. flooding, earthquakes) and man-made disasters (e.g cyber-attacks)
• Development of a Serious Game in VR for improving resource management and responses to expected and unexpected crises
Service Design VR project• Objective: optimize service prototyping, lead to more effective decision-making
• Method: we introduce Virtual Bodystorming, based on the Bodystorming service prototyping method
• Bodystorming: role-playing of service scenarios, can take place in low-fidelity environments or the actual service environmentLimitations: use of mock-ups & projections =
• low-fidelity & low user engagement -> low-quality feedback
• resource-demanding setup, physical presence = time & cost-demanding
Service Design VR project
→
• Virtual Bodystorming: simulate the service environment in VR & enable users role-play service scenarios
• VR in this project: use for fully-immersive, high-fidelity role-playing & experience prototyping
• Collaborative/Multi-user functionality: connect geographically distant participants, allow moderator to "shadow" users, allow users to collaborate and role-play
• Goals: create high-fidelity environments, stimulate user engagement, include distant users of various cultural backgrounds, get better feedback
• Target: services with human touchpoints, spatial elements
Service Design VR project• We developed a prototype of the system based on a mock case study about a mall
• Service designer: organizes the session
• 2 levels: Lobby and Service Level
• Conducted an expert review
• Future research: case studies to examine UX - usability
Service Design VR project• Developed with Unreal engine, next version will use a VR sandbox called ModBox:
• Creation of the service environment either from scratch or by importing a 3D scene
• Integrated multi-user capabilities, audio communication, physics, import of scenes & objects, well-documented SDK, community support
• Testing has begun, aiming for more cases…
Interaction-in-VR projects
• Since the revival of VR (mid-2013), HCI research in VR is addressing constructive research problems, putting aside conceptual and empirical
VR Locomotion
• VR locomotion (moving in VR environments) has been researched in the past, however the latest VR advances created new research needs
• We plan on examining current locomotion techniques (i.e. artificial locomotion, teleportation, room-scaled locomotion, motion-based locomotion) from a UX point of view, leading up to a framework and/or design suggestions
Interaction-in-VR projects
Text input in VR
• Examine text input & speech-to-text input (typing in VR)
• Typing in VR is still not optimized
• We will investigate current techniques in order to form empirical & conceptual knowledge
Points for discussion
• AR/VR applications in your field?
• AR/VR for businesses & decision making, altering internal processes
• 3D audio, AR audio
• AR/VR for marketing
top related