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RESEARCH DIRECTIONS
COMP 4010 Lecture Twelve
Mark Billinghurst
October 26th 2021
mark.billinghurst@unisa.edu.au
LECTURE 11 REVIEW
Virtual Reality Applications
• Ideal applications for VR should:
• Be strongly visual, have 3D spatial elements
• Benefit from first person immersion
• Benefit from 3D manipulation/navigation
• Support Autonomy, Interaction and Presence (AIP Cube)
• Etc..
Google Expeditions
• Goal: Provide low-cost educational VR experience
• Based on Google Cardboard VR platform
• Different roles:
• Guide— person leading an expedition on a tablet
• Explorer— person following an expedition on a phone.
• Usage
• Used by millions of students
• Over 1000 educational experiences developed
• Royal Collection Trust, American Museum of Natural History, etc.
Key Findings
• Low-cost VR/mobile VR can provide a valuable
educational experience
• Visit different locations, different times, etc.
• Teach interaction key
• Acting as guide, providing educational context
• VR requires more work
• Address simulator sickness, ergonomic issues, etc.
• Immersion/Presence creates learning
• Immersion creates memorable educational experience
Virtual Patients
• Problem
• Many doctors have poor doctor/patient skills
• Have limited opportunity during training to learn skills
• Solution
• Virtual patients that doctors can communicate with naturally
• Artificial agents with speech understanding
Key Findings
• Virtual Humans can replace actors in training
• interaction skills used with a virtual human translate to
the interaction skills used with a real human
• Students feel a strong sense of co-presence
• Having character respond to speech and gesture
increases immersion
• VR is capable of creating realistic characters
• Life size, intelligent backend, speech recognition
• Skills learnt transfer to real world
• Wide Area Tracking
• Computer vision, lights/reflective balls
• > 120 cameras for 300 m2
space
• Backpack VR system
• Haptic feedback, wireless HMD
• Real Props
• Tracked objects, walls
Tracking cameras
Backpack system
Large Scale VR Gaming
Key Findings
• Wide area tracking possible
• vision based systems can create large scale wide areas
tracking, fast enough for game play
• Shared gameplay improves experience
• Focus on collaborative experiences, using avatar
representations and roll division
• Haptic feedback significantly increases presence
• Use of physical props (objects, walls)
• Content is king
• Systems need compelling content/game place
• Goal: Extremely natural 3D painting/sculpting
• User Interface
• Two handed interface designed for two controllers (Vive, Rift)
• Brush in dominant hand, tool palette in non-dominant
• Typical drawing functionality – color, brush width, undo/redo, etc..
• Content sharing
• Created content can be exported/shared in 2D/3D formats
Tilt Brush
Key Findings
• Use familiar tools
• Tilt brush interface has familiar sculpting/painting tools –
e.g. brush size, colour pallet, etc
• Use intuitive interface
• Two handed tools with natural metaphor – one hand for
pallet/menu, one hand for painting/sculpting
• Provide Magical experience
• Provide experience not possible in real world, e.g.
changing body scale, painting in 3D, etc.
• Create a community
• Provide ways for people to share content
Facebook Spaces
• Collaborative VR environment
• VR meeting and interaction space (up to 4 people)
• Focus on communication
• Speech and gesture based
• https://www.facebook.com/spaces
Facebook Workrooms
• Designed to support meetings
• Meeting seating
• Shared blackboard
• Limited movement
• Support for real devices
• Keyboard/mouse input
• Calibrated computer screen
• Private space/public space
• Rich communication cues
• Lip sync
• Natural gestures
Key Findings
• Minimal social cues okay
• Even simple avatars can provide rich social experience
• Create shared social context
• Important to place users in same shared Virtual Reality
environment/shared social context
• Audio is key
• Provide low latency audio, spatial audio cues
• Create a reason for communicating
• Why should people want to connect? Create shared
activity/reason for people to conference
RESEARCH DIRECTIONS
My First VR Experience - 1990
• Silicon Graphics Reality Engine
• 500,000 polygons/second
• VPL Eyephone HMD
• 320 x 240 resolution
• Magnetic tracking
• Glove input
• Expensive - $250,000+
1999 – Shared Space Demo
• Face to face collaborative AR like Star Wars concept
CPU: 300 Mhz
HDD; 9GB
RAM: 512 mb
Camera: VGA 30fps
Graphics: 500K poly/sec
1998: SGI O2 2008: Nokia N95
CPU: 332 Mhz
HDD; 8GB
RAM: 128 mb
Camera: VGA 30 fps
Graphics: 2m poly/sec
By 2008 phones had the same hardware as used in Shared Space demo
2005: Mobile AR version of Shared Space
• AR Tennis
• Shared AR content
• Two user game
• Audio + haptic feedback
• Bluetooth networking
VR and AR Today
• Large growing market
• > $25 Billion USD in 2020
• Hundreds of millions of users
• Many available devices
• HMD, phones, tablets, HUDs
• Robust developer tools
• Vuforia, MRTK, Unity, etc
• Large number of applications
• > 150K developers, > 100K apps
• Strong research/business communities
• ISMAR, IEEE VR, AWE conferences, AugmentedReality.org, etc
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
“.. the technologies that will significantly
affect our lives over the next 10 years
have been around for a decade. The
future is with us ... The trick is learning
how to spot it”
October 2004
Bill Buxton
Key Technologies for AR/VR Systems
• Display
• Stimulate visual, hearing/touch sense
• Tracking
• Changing viewpoint, registered content
• Interaction
• Supporting user input
Grand Challenges in AR
Billinghurst, M. (2021). Grand
Challenges for Augmented
Reality. Frontiers in Virtual Reality, 2, 12.
DISPLAY RESEARCH
• Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Evolution in AR/VR Displays
Current Smart Glasses: North Focals (2020)
• https://www.bynorth.com/ (acquired by Google in 2020)
• Socially acceptable smart glasses
• $599 USD, small field of view
• Ring input device
Wide FOV See-Through Displays
• Waveguide techniques
• Wider FOV
• Thin see through
• Socially acceptable
• Pinlight Displays
• LCD panel + point light sources
• 110 degree FOV
• UNC/Nvidia
Lumus DK40
Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide field of view
augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014 Emerging Technologies (p. 20). ACM.
https://www.youtube.com/watch?v=P407DFm0PFQ
Pinlight Display Demo
Kura Gallium Glasses (2020)
• https://www.kura.tech/
• Pinpoint wide field of view effect - 150° FOV;
• Resolution in the range 4K-8K;
• Very transparent screen
LightField Displays
• Addressing the vergence accommodation conflict
• Generates simulated views from many directions
LightField Display
• Multiple views and lenses
• 3D viewing without glasses
Multi-user support
LightField Displays in HMDs
• Use microlens array to generate many images
Display Results
Nvidia Prototype
• 1 cm thick lightfield display
• 146x78 pixel resolution, 29x16 degree field of view
Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ACM Transactions on Graphics (TOG), 32(6), 1-10.
Nvidia Demo
https://www.youtube.com/watch?v=J28AvVBZWbg
Virtual Retinal Display (1993 - )
• Use scanner to scan images into the eye
System Diagram
High speed horizontal and vertical scanners key element
From Prototype to Reality
Tom Furness (1993) Microvision Nomad (2002)
Current Microvision Scanning Technology
https://www.youtube.com/watch?v=OvHN_bypoNE
Pros and Cons
• Advantages
• Very bright - outdoor use
• Low power
• Infinite focus
• True 3D display
• High spatial/temporal resolution
• Overcome cornea damage
• Challenges
• Stereo rendering
• Small exit pupil (need eye tracking)
• Wearability
Small exit pupil
Typical HUD Retinal Display
Continuing the Dream..
• Other companies have tried to bring retinal displays to market
• MagicLeap, Avegant, EyeWay, etc..
MagicLeap EyeWay
EyeWay Eyetracking
https://www.youtube.com/watch?v=Rt6zWDYI_dk
Current EyeWay Prototype
https://www.youtube.com/watch?v=Rt6zWDYI_dk
Contact Lens Displays
• Contact Lens only
• Unobtrusive
• Significant technical challenges
• Power, data, resolution
• Babak Parviz (2008)
• MojoVision
• Mojo Lens
• Prototype smart contact lens
• https://www.mojo.vision/
http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
https://www.youtube.com/watch?v=TzVAMRe3kmA
Optical See-Through Occlusive Displays
Prototype Implementation
Kiyokawa, Kiyoshi, Yoshinori Kurata, and Hiroyuki Ohno. "An optical see-through display for mutual
occlusion with a real-time stereovision system." Computers & Graphics 25.5 (2001): 765-779.
Results
More Recent – Occlusion Leak Compensation
• Change occlusion mask to larger than AR object
• Compensate with additional graphics
Itoh, Yuta, Takumi Hamasaki, and Maki Sugimoto. "Occlusion leak compensation for optical see-through displays using a single-
layer transmissive spatial light modulator." IEEE transactions on visualization and computer graphics 23.11 (2017): 2463-2473.
Details
• asdf
Results
https://www.youtube.com/watch?v=iqSjFHu9wsI
Literature Survey
Macedo, M. C. D. F., & Apolinario, A. L. (2021).
Occlusion Handling in Augmented Reality: Past,
Present and Future. IEEE Transactions on
Visualization and Computer Graphics.
Number of papers Example systems
Peripheral Displays
• Use second display in HMD to add peripheral view
Nakano, Kizashi, et al. "Head-Mounted Display with Increased Downward Field of View Improves Presence and
Sense of Self-Location." IEEE Transactions on Visualization and Computer Graphics (2021).
Demo
https://www.youtube.com/watch?v=T1hjYtyncRQ
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.ac.nz

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Comp4010 Lecture12 Research Directions

  • 1. RESEARCH DIRECTIONS COMP 4010 Lecture Twelve Mark Billinghurst October 26th 2021 mark.billinghurst@unisa.edu.au
  • 3. Virtual Reality Applications • Ideal applications for VR should: • Be strongly visual, have 3D spatial elements • Benefit from first person immersion • Benefit from 3D manipulation/navigation • Support Autonomy, Interaction and Presence (AIP Cube) • Etc..
  • 4. Google Expeditions • Goal: Provide low-cost educational VR experience • Based on Google Cardboard VR platform • Different roles: • Guide— person leading an expedition on a tablet • Explorer— person following an expedition on a phone. • Usage • Used by millions of students • Over 1000 educational experiences developed • Royal Collection Trust, American Museum of Natural History, etc.
  • 5. Key Findings • Low-cost VR/mobile VR can provide a valuable educational experience • Visit different locations, different times, etc. • Teach interaction key • Acting as guide, providing educational context • VR requires more work • Address simulator sickness, ergonomic issues, etc. • Immersion/Presence creates learning • Immersion creates memorable educational experience
  • 6. Virtual Patients • Problem • Many doctors have poor doctor/patient skills • Have limited opportunity during training to learn skills • Solution • Virtual patients that doctors can communicate with naturally • Artificial agents with speech understanding
  • 7. Key Findings • Virtual Humans can replace actors in training • interaction skills used with a virtual human translate to the interaction skills used with a real human • Students feel a strong sense of co-presence • Having character respond to speech and gesture increases immersion • VR is capable of creating realistic characters • Life size, intelligent backend, speech recognition • Skills learnt transfer to real world
  • 8. • Wide Area Tracking • Computer vision, lights/reflective balls • > 120 cameras for 300 m2 space • Backpack VR system • Haptic feedback, wireless HMD • Real Props • Tracked objects, walls Tracking cameras Backpack system Large Scale VR Gaming
  • 9. Key Findings • Wide area tracking possible • vision based systems can create large scale wide areas tracking, fast enough for game play • Shared gameplay improves experience • Focus on collaborative experiences, using avatar representations and roll division • Haptic feedback significantly increases presence • Use of physical props (objects, walls) • Content is king • Systems need compelling content/game place
  • 10. • Goal: Extremely natural 3D painting/sculpting • User Interface • Two handed interface designed for two controllers (Vive, Rift) • Brush in dominant hand, tool palette in non-dominant • Typical drawing functionality – color, brush width, undo/redo, etc.. • Content sharing • Created content can be exported/shared in 2D/3D formats Tilt Brush
  • 11. Key Findings • Use familiar tools • Tilt brush interface has familiar sculpting/painting tools – e.g. brush size, colour pallet, etc • Use intuitive interface • Two handed tools with natural metaphor – one hand for pallet/menu, one hand for painting/sculpting • Provide Magical experience • Provide experience not possible in real world, e.g. changing body scale, painting in 3D, etc. • Create a community • Provide ways for people to share content
  • 12. Facebook Spaces • Collaborative VR environment • VR meeting and interaction space (up to 4 people) • Focus on communication • Speech and gesture based • https://www.facebook.com/spaces
  • 13. Facebook Workrooms • Designed to support meetings • Meeting seating • Shared blackboard • Limited movement • Support for real devices • Keyboard/mouse input • Calibrated computer screen • Private space/public space • Rich communication cues • Lip sync • Natural gestures
  • 14. Key Findings • Minimal social cues okay • Even simple avatars can provide rich social experience • Create shared social context • Important to place users in same shared Virtual Reality environment/shared social context • Audio is key • Provide low latency audio, spatial audio cues • Create a reason for communicating • Why should people want to connect? Create shared activity/reason for people to conference
  • 16. My First VR Experience - 1990 • Silicon Graphics Reality Engine • 500,000 polygons/second • VPL Eyephone HMD • 320 x 240 resolution • Magnetic tracking • Glove input • Expensive - $250,000+
  • 17. 1999 – Shared Space Demo • Face to face collaborative AR like Star Wars concept
  • 18. CPU: 300 Mhz HDD; 9GB RAM: 512 mb Camera: VGA 30fps Graphics: 500K poly/sec 1998: SGI O2 2008: Nokia N95 CPU: 332 Mhz HDD; 8GB RAM: 128 mb Camera: VGA 30 fps Graphics: 2m poly/sec By 2008 phones had the same hardware as used in Shared Space demo
  • 19. 2005: Mobile AR version of Shared Space • AR Tennis • Shared AR content • Two user game • Audio + haptic feedback • Bluetooth networking
  • 20. VR and AR Today • Large growing market • > $25 Billion USD in 2020 • Hundreds of millions of users • Many available devices • HMD, phones, tablets, HUDs • Robust developer tools • Vuforia, MRTK, Unity, etc • Large number of applications • > 150K developers, > 100K apps • Strong research/business communities • ISMAR, IEEE VR, AWE conferences, AugmentedReality.org, etc
  • 23. “.. the technologies that will significantly affect our lives over the next 10 years have been around for a decade. The future is with us ... The trick is learning how to spot it” October 2004 Bill Buxton
  • 24. Key Technologies for AR/VR Systems • Display • Stimulate visual, hearing/touch sense • Tracking • Changing viewpoint, registered content • Interaction • Supporting user input
  • 25. Grand Challenges in AR Billinghurst, M. (2021). Grand Challenges for Augmented Reality. Frontiers in Virtual Reality, 2, 12.
  • 27. • Past • Bulky Head mounted displays • Current • Handheld, lightweight head mounted • Future • Projected AR • Wide FOV see through • Retinal displays • Contact lens Evolution in AR/VR Displays
  • 28. Current Smart Glasses: North Focals (2020) • https://www.bynorth.com/ (acquired by Google in 2020) • Socially acceptable smart glasses • $599 USD, small field of view • Ring input device
  • 29. Wide FOV See-Through Displays • Waveguide techniques • Wider FOV • Thin see through • Socially acceptable • Pinlight Displays • LCD panel + point light sources • 110 degree FOV • UNC/Nvidia Lumus DK40 Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014 Emerging Technologies (p. 20). ACM.
  • 31. Kura Gallium Glasses (2020) • https://www.kura.tech/ • Pinpoint wide field of view effect - 150° FOV; • Resolution in the range 4K-8K; • Very transparent screen
  • 32. LightField Displays • Addressing the vergence accommodation conflict • Generates simulated views from many directions
  • 33. LightField Display • Multiple views and lenses • 3D viewing without glasses Multi-user support
  • 34. LightField Displays in HMDs • Use microlens array to generate many images
  • 36. Nvidia Prototype • 1 cm thick lightfield display • 146x78 pixel resolution, 29x16 degree field of view Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ACM Transactions on Graphics (TOG), 32(6), 1-10.
  • 38. Virtual Retinal Display (1993 - ) • Use scanner to scan images into the eye
  • 39. System Diagram High speed horizontal and vertical scanners key element
  • 40. From Prototype to Reality Tom Furness (1993) Microvision Nomad (2002)
  • 41. Current Microvision Scanning Technology https://www.youtube.com/watch?v=OvHN_bypoNE
  • 42. Pros and Cons • Advantages • Very bright - outdoor use • Low power • Infinite focus • True 3D display • High spatial/temporal resolution • Overcome cornea damage • Challenges • Stereo rendering • Small exit pupil (need eye tracking) • Wearability Small exit pupil Typical HUD Retinal Display
  • 43. Continuing the Dream.. • Other companies have tried to bring retinal displays to market • MagicLeap, Avegant, EyeWay, etc.. MagicLeap EyeWay
  • 46. Contact Lens Displays • Contact Lens only • Unobtrusive • Significant technical challenges • Power, data, resolution • Babak Parviz (2008) • MojoVision • Mojo Lens • Prototype smart contact lens • https://www.mojo.vision/ http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
  • 51. Prototype Implementation Kiyokawa, Kiyoshi, Yoshinori Kurata, and Hiroyuki Ohno. "An optical see-through display for mutual occlusion with a real-time stereovision system." Computers & Graphics 25.5 (2001): 765-779.
  • 53. More Recent – Occlusion Leak Compensation • Change occlusion mask to larger than AR object • Compensate with additional graphics Itoh, Yuta, Takumi Hamasaki, and Maki Sugimoto. "Occlusion leak compensation for optical see-through displays using a single- layer transmissive spatial light modulator." IEEE transactions on visualization and computer graphics 23.11 (2017): 2463-2473.
  • 56. Literature Survey Macedo, M. C. D. F., & Apolinario, A. L. (2021). Occlusion Handling in Augmented Reality: Past, Present and Future. IEEE Transactions on Visualization and Computer Graphics. Number of papers Example systems
  • 57. Peripheral Displays • Use second display in HMD to add peripheral view Nakano, Kizashi, et al. "Head-Mounted Display with Increased Downward Field of View Improves Presence and Sense of Self-Location." IEEE Transactions on Visualization and Computer Graphics (2021).