Professional Documents
Culture Documents
Comp4010 Lecture1-Introduction To XR
Comp4010 Lecture1-Introduction To XR
Mark Billinghurst
July 27th 2021
mark.billinghurst@unisa.edu.au
Who am I ..
• Mark Billinghurst
• Director of the Empathic Computing Lab
• Univ. South Australia, Univ. of Auckland
• Conducting research in:
• Collaborative AR, AR/VR Interface Design, HCI
• Empathic Computing
• Previous worked at:
• Google, Amazon, Nokia, British Telecom
• MIT, Univ. of Washington, NAIST, Univ. of Canterbury
• PhD from University of Washington (2002)
UniSA IVE - https://unisa.edu.au/research/IVE/
Class Logistics
• Weekly lecture (2 hrs)
• Thursday 9 am – 11am [Adelaide time]
• Room: Online
https://www.youtube.com/watch?v=pAC5SeNH8jw
Virtual Reality Definition
• Defining Characteristics
• Sense of Immersion
• User feels immersed in computer generated space
• Interactive in real-time
• The virtual content can be interacted with
• Independence
• User can have independent view and reaction to environment
David Zeltzer’s AIP Cube
VR
Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence: Teleoperators & Virtual Environments, 1(1),127-132.
VR Demo
Types of VR
2
3
Augmented Reality (AR)
• Strong AR
• Very accurate tracking
• Seamless integration into real world
• Natural interaction
• Head mounted AR
Augmented Reality Applications
AR vs VR
From Reality to Virtual Reality
Mixed Reality
Mixed Reality
• Weiser Continuum
Milgram – Weiser
Continuum
The Metaverse
• Neal Stephenson’s “SnowCrash”
• The Metaverse is the convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
• Metaverse Roadmap
• http://metaverseroadmap.org/
Metaverse Dimensions
• Augmentation technologies that layer information onto our
perception of the physical environment.
• Simulation refers to technologies that model reality
• Intimate technologies are focused inwardly, on the identity
and actions of the individual or object;
• External technologies are focused outwardly, towards the
world at large;
Metaverse Components
• Four Key Components
• Virtual Worlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
Mirror Worlds
• Mirror worlds are informationally-enhanced virtual
models of the physical world.
• Google Earth, MS Street View, Google Maps
LifeLogging
• Technologies record and report the intimate states and
life histories of objects and users
• Nike+, FitBit, Apple watch
HISTORY OF AR/VR
History Timeline
https://immersivelifeblog.files.wordpress.com/2015/04/vr_history.jpg
When anything new comes along, everyone, like a child
discovering the world thinks that they’ve invented it, but you
scratch a little and you find a caveman scratching on a wall
is creating virtual reality in a sense.
• Movies (1870s)
• Muybridge (1878)
• Roundhay Garden Scene (1888)
Stereo Viewers
Wheatstone (1832)
Brewster (1860)
Viewmaster (1939)
3D Cinema Golden Era (1950-60s)
• https://www.youtube.com/watch?v=MEKkVg9NqGM
Early HMD Patents
Early HUD (1958)
Showing flight
information over the
real world
Sensorama (1955)
• Created by Morton Heilig
• Experience Theater
• Multi-sensory
• Visuals
• Sound
• Wind
• Vibration
• Smell
• No financial support
• Commercial failure
First HMD? (1961)
• Research only
• big system, not safe for ejecting
LEEP Optics (1979)
• https://www.youtube.com/watch?v=fs3AhNr5o6o
NASA VIEW/VIVED (1981-86)
• Early HMD (McGreevy Humphries)
• LCD “Watchman” displays
• VIEW (Scott Fisher)
• Polhemus tracker
• LEEP-based HMD
• 3D audio (Convolvotron)
• DataGlove gesture input
• Simple graphics
VPL Research (1985 – 1999)
Head-Mounted Displays
Tracking, Haptics, Applications 7
1
University of Washington (1989 - )
• Projection VR system
• 3-6 wall stereo projection, viewpoint tracking
• Developed at EVL, University of Illinois Chicago
C. Cruz-Neira, D. J. Sandin, T. A. DeFanti, R. V. Kenyon and J. C. Hart. "The CAVE: Audio Visual
Experience Automatic Virtual Environment", Communications of the ACM, vol. 35(6), 1992, pp. 64–72.
CAVE Demo Video
• https://www.youtube.com/watch?v=aKL0urEdtPU
Desktop VR - 1995
• Expensive - $150,000+
• 2 million polys/sec
• VGA HMD – 30 Hz
• Magnetic tracking
Mobile/Wearable Systems (1995)
• https://www.youtube.com/watch?v=L60wgPuuDpE
Overview of VR in the 1990’s
Development of AR Tools
ARToolKit
Cybercode
https://www.youtube.com/watch?v=TqGAqAFlGg0
• April 2007 Computer World
• VR Voted 7th on list of 21 biggest technology flops
• MS Bob #1
Lessons Learned
• Mobile Phones
• camera
• processor
• display
• AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
AR Advertising (HIT Lab NZ 2007)
https://www.youtube.com/watch?v=edTjuXcce_c
Eye of judgement (2007)
• Ease of development
• Lots of developers, mature tools
• https://www.youtube.com/watch?v=vJO_AZkCL9U
2008: Location Aware Phones
• Applications
• Travel guide, Advertising, etc.
• Wikitude, Metaio, Layar, etc..
• iOS/Android, Public API released
Layar Demo (2008)
• https://www.youtube.com/watch?v=b64_16K2e08
AR in Magazines (2009- )
• Esquire Magazine
• Dec 2009 issue
• 12 pages AR content
• Many Others
• Wired
• Colors
• Red Bull
• etc.
Esquire Demo
Google Glass (2011 - )
Google Glass Demo
VR Second Wave (2010 - )
• Palmer Luckey
• HMD hacker
• Mixed Reality Lab (MxR) intern
• https://www.youtube.com/watch?v=aNSYscbxFAw
Desktop VR in 2016
• Graphics Desktop
• $1,500 USD
• >4 Billion poly/sec
• $600 HMD
• 1080x1200, 90Hz
• Optical tracking
• Room scale
2016 - Rise of Consumer HMDs
Oculus Rift
HTC/Valve Vive
Sony Morpheus
HTC Vive
• https://www.youtube.com/watch?v=ijukZmYFX-0
VR2GO (2013)
• MxR Lab
• 3D print VR viewer for mobiles
• Open source hardware + software
• http://projects.ict.usc.edu/mxr/diy/vr2go/
+ =
• Features
• Plane detection, lighting detection, hardware optimisation
• Links
• https://developer.apple.com/arkit/
• https://developers.google.com/ar/
ARKIT3 Demo
• https://www.youtube.com/watch?v=SgAnnwl2VB8
MagicLeap ML-1 (2018)
mark.billinghurst@auckland.ac.nz
@marknb00