immersive technology€¦ · virtual reality • virtual reality: with head-mounted display(hmd),...
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IMMERSIVE TECHNOLOGYAPPLICATIONS AND RESEARCH CHALLENGES
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INTRODUCTIONS TO IMMERSIVE TECHNOLOGY
WHAT IT IS? WHY DO WE NEED THEM?
APPLICATIONS
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IMMERSIVE TECHNOLOGY
• Immersion Experience, how would an audience immerse him/herself into certain environment (HMDs, CAVE, Igloo etc.)
• The distinguishing of real world with virtual world or virtual elements
• Paul Milgram’s Reality-Virtuality Continuum
Milgram, Paul; H. Takemura; A. Utsumi; F. Kishino (1994). "Augmented Reality: A class of displays on the reality-virtuality continuum" (pdf). Proceedings of Telemanipulator and Telepresence Technologies. pp. 2351–34. Retrieved 2007-03-15.
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TOP 10 STRATEGIC TECHNOLOGY TRENDS FOR 2019
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UK INDUSTRIAL STRATEGY
• Audience of the future, up to £33m*– Immersive technologies such as virtual, augmented and mixed reality are changing how we experience the world around us – from entertainment and art to shops and classrooms. The challenge is to bring creative businesses, researchers and technologists together to create striking new experiences that are accessible to the general public. This can create the next generation of products, services and experiences that will capture the world’s attention and position the UK as the global leader in immersive technologies.
-- UK Industrial Strategy White Paper
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VR, AR AND MR
• VR: Users fully immersed into virtual/digital environment
• AR: Overlay of the virtual objects onto real world
• MR: Hybrid of both VR and AR, but users could interact with the virtual objects & scenes.
Augmented RealityVirtual Reality (HTC VIVE)
Microsoft Holopotation Technique: virtual 3D teleportation in real-time
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VIRTUAL REALITY
• Virtual Reality: With head-mounted display(HMD), everything is built in virtual environment, either 2D or 3D, could be video footages, 2D/3D computer generated imaginaries etc. The aim of the VR is to build the most immersive environment for user to interactive with. You can’t really see/feel the real world object through HMD.
• Ever since the first Oculus Rift prototype was designed in 2010 by Oculus founder Palmer Luckey, VR development is as accessible as ever [1]
• Without mobile phone: such as Oculus Rift/One, HTC VIVE, Google Daydreams etc.
• With mobile phone: such as Google Cardboard, Samsung Gear VR etc.
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VIRTUAL REALITY
• WebVR: Users could access VR through website
• Virtual environment, 360 image & video shooting and editing [3], Immersive Storytelling
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VR APPLICATIONS
• Widely used in many domains:
• VR Games, VR themed park
• Education, learning environment
• Military & pilot training etc.
• Medical purposes such as VR surgery etc.
• Virtual Tourisms and building constructions
Image From: https://www.digitaltrends.com/computing/chinas-new-sci-fi-amusement-park-is-powered-entirely-by-virtual-reality-rides/
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CHALLENGES AND LIMITATIONS
• VR Sickness
• System Setup (HTC VIVE: 3 meters *3 meters)
• Isolation and health and safety
• Concerns of over-use of VR, how much do we need it?
Image from: https://giphy.com/gifs/vr-10FPb0PNDETc8U
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AUGMENTED REALITY
• Augmented Reality: Integrate digital contents on top of the physical world the user see around them, users could interact with virtual elements via mobile phone or tablet
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AUGMENTED REALITY APPLICATIONS [2]
• Parking Assistant;
• Google Glasses
• GPS with real road views
• TV Broadcast of football and snooker Games etc.
• Mobile AR for personalized fashion design: An Australian company: Reactive Reality
• Photo-Realistic AR Through Image Based Rendering
• Data Visualisation on Mobile Augmented Reality
https://www.youtube.com/watch?v=CtQw52fiju4
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RESEARCH CHALLENGES
• Development based on hardware devices, especially hand held devices;
• Stability of tracking systems etc.
• AR ready devices (mobile sensors) and rendering requirement
• Health and Safety concerns of distractions when using mobile devices outdoor
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MIXED REALITY
• Mixed Reality: New technique which will change people’s life style, A hybrid of both AR and VR, you can build up immersive environment to interact with the real world objects, and the data could be collected from real world and stream out to the designated system.
• Microsoft Research on Holoportation technique: https://www.microsoft.com/en-us/research/project/holoportation-3/
• Live reconstructed 3D models
• Realtime interaction and face to face communications
The Matrix, 1999
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IMMERSIVE TECHNOLOGY FOR FASHION AND TEXTILE –IDEAS AND DISCUSSIONS
• Enhanced Shopping experience
• Educating consumers the sustainability of fashion and textile productions
• Serious games for introducing the values of traditional branding and skills
• Attract younger generations into traditional skills
• From the past into future
• Cultural communications and mutual understanding between two ancient countries
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REFERENCES
1. Mastering Oculus Rift Development, Explore the new frontier of VR with the Oculus Rift and bring the VR revolution to your own projects. By Jack Donovan, 2017 PacktPublishing
2. Augmented Reality, Principles and Practice. By Dieter Schmalstieg, Tobias Hollerer, Addison-Wesley Usability and HCI Series
3. The 360 Video Handbook, A step-by-step guide to creating video for Virtual Reality, by Michael Wohl
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THANK YOU! QUESTIONS?!