virtual reality smackdown
TRANSCRIPT
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#vr_smackdownVirtual Reality (VR)Ronald IsherwoodTechnology Evangelist @[email protected]
1In this talk the objective is to introduce Virtual Reality in a fun and informative way. The talk is short, exciting and should get the brain going. The main focus is ensuring the audience is blown away by how big Virtual Reality is about to become and that they can be a part of it now. Whos backing it to make it happen? The Smackdown is the reality showdown, why didnt it pick up the last time, the big folks were there then.
Who?
Technical evangelist, presenter, author & editor
Director
#vr_smackdown
2Who am I? Experience:
33 years, hardcore gamer22 working in IT
Ronnie Isherwood (RI) - I need to add only the logo's and info that sells the purpose of being here. I founded the techfair!AgendaWhat is Virtual Reality (VR)?A brief historyVirtual Reality today / tomorrow#vr_smackdown part 1Augmented RealityBusinessDive in, be part of the next big thing#vr_smackdown part 2ConclusionHand over to the professionals
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3Intro Virtual Reality isHistory, first seen, first used for, evolved by XYZ
Ronnie Isherwood (RI) - This could be Intorduction toRonnie Isherwood (RI) - Do I need this bullet? Yes I think so and can explain with contentWhat is Virtual Reality (VR)?
What is Virtual Reality (VR)?
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4Virtual Reality allows you to view to experience an environment that simulates physical presence in the real world or a created worlds. It is usually viewed through a stereoscopic headset, the headset which is binocular like creates the illusion of depth.
Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch.Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and emphasise real sound through speakers or headphones targeted towards VR users. Some advanced, haptic, systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills.
Stereoscopy (also called stereoscopics or 3D imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision
vrAse: The Smartphone Virtual Reality Case https://www.kickstarter.com/projects/2041280918/vrase-the-smartphone-virtual-reality-case
Virtual Reality History - 1968#vr_smackdown5The Sword of Damocles - Ivan Sutherland
The Sword of Damocles[1] is widely considered to be the first virtual reality (VR) and augmented reality (AR) head-mounted display (HMD) system. It was created in 1968 by hall of fame computer scientist Ivan Sutherland with the help of his student Bob Sproull. Before he began working toward what he termed "the ultimate display",[2] Ivan Sutherland was already well respected for his accomplishments in computer graphics (see Sketchpad). At MITs Lincoln Laboratory beginning in 1966, Sutherland and his colleagues performed what is widely believed to be the first experiments with head-mounted displays of different kinds.
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Virtual Reality History - 19956
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Virtual Reality History - 1995
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Virtual Reality today
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Oculus Rift, Oculus Touch8
Augmented RealityJersey Heritage Pocket Museum App
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Consumer-focused AR is primarily used in the advertising and entertainment sectors today, but there is an increased interest from educational establishments seeking new ways to share stories or deliver training, as well as service providers looking to improve access to their data.Example use cases include:Interactive product packaging viewing a product using your smartphone launches additional layers of content such as recipes, product feature videos or celebrity endorsements.Augmented advertising bringing traditional print advertising to life by connecting advertising images to hidden content such as movie trailers or rich product videos.Local search Using location-based content together with AR offers an interesting alternative to the usual map or list views when presenting localised search results. This is already in active use by property agents and directory services companies.Games Although many of the early AR-based games failed to create any meaningful connection between the digital gameplay and the real world view, this is an area of constant innovation, with newer efforts at mixed reality location-based gaming gaining consumer interest.Well explore different aspects of AR in more detail in future articles, in the meantime leave a comment to let us know if there are any particular areas that youre interested in and well focus on these first.
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Augmented Reality (Round the corner!)
#vr_smackdown
Consumer-focused AR is primarily used in the advertising and entertainment sectors today, but there is an increased interest from educational establishments seeking new ways to share stories or deliver training, as well as service providers looking to improve access to their data.Example use cases include:Interactive product packaging viewing a product using your smartphone launches additional layers of content such as recipes, product feature videos or celebrity endorsements.Augmented advertising bringing traditional print advertising to life by connecting advertising images to hidden content such as movie trailers or rich product videos.Local search Using location-based content together with AR offers an interesting alternative to the usual map or list views when presenting localised search results. This is already in active use by property agents and directory services companies.Games Although many of the early AR-based games failed to create any meaningful connection between the digital gameplay and the real world view, this is an area of constant innovation, with newer efforts at mixed reality location-based gaming gaining consumer interest.Well explore different aspects of AR in more detail in future articles, in the meantime leave a comment to let us know if there are any particular areas that youre interested in and well focus on these first.
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#vr_smackdown part 1Have we been here before?Did it work?Why?Are we going there again? Just a fad?Is it different?Can we prove it will work?
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VR in businessHealthVisualize and manipulate complex data in 3D - real-timeWork with phobiasWork with vision conditions such as amblyopia and strabismus12#vr_smackdown
12Discuss some of the key offerings
VR in business
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VR in businessEducationLearning, schools, colleges, research teamsIndustry trainingLearning complex tasks without real equipment or the need to be there.
14#vr_smackdown
14Discuss some of the key offerings
VR in business
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15Discuss some of the key offerings
VR in businessDesignArchitectureEngineeringSimulation of whatever
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16Architects, engineers, and designers spend time illustrating their ideas with software tools but mostly to show them on a screen or printed drawing. In this format they are 2D and dont have the illusion of depth that creates that immersive feeling of being and walking through a design.
VR in business
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17Architects, engineers, and designers spend time illustrating their ideas with software tools but mostly to show them on a screen or printed drawing. In this format they are 2D and dont have the illusion of depth that creates that immersive feeling of being and walking through a design.
VR in businessGamingGaming is the backbone driving the evolution of the hardware, pushing the boundaries of software development.From my Gaming talk66% of all mobile and tablet based apps ever downloaded / purchase are computer games.
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18Discuss some of the key offerings
VR in business
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19Discuss some of the key offerings
VR in businessGamingGaming is the backbone driving the evolution of the hardware, pushing the boundaries of software development.From my Gaming talk66% of all mobile and tablet based apps ever downloaded / purchase are computer games.
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20Discuss some of the key offerings
ConclusionAll backed up by? - Loadsamoney!
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21Thats just hardware but amazon will get money from it all!
#vr_smackdown part 2Are we going there again? Just a fad?If its a fad it will be one of the most economy boosting and profitable fads ever.100 million pieces of hardware + several years of software for just Oculus no doubtXbox One Controller with every Oculus, works with Windows 10 or XboxIs it different?Ground breaking visualization, it doesnt look like Minecraft now!Can we prove it will work? It does work, but check back with Gartner next year, hype cycles and fancy graphs will tell you a possible future!
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ResourcesLinksInteractive, immersive, 3D games designed for people with amblyopia and strabismushttp://www.theverge.com/a/virtual-reality/qa_fb#ooid=54aDhzbzofoDFvZItNuDF9xh6wt0vO76Welcome Trust and Epic Games Big Data Visualityhttp://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&uact=8&ved=0CCkQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DEwvuqRkU_Ak&ei=HCuNVebZK4LwUs-Ck4gB&usg=AFQjCNEHsA4vc-8u6sJyxH4aaaTtNei6qA&bvm=bv.96782255,d.d24
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23http://www.seevividly.com/
Shameless plug!!!
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#vr_smackdownQuestions?Ronald Isherwood@virtualfatThank you!
25In this talk the objective is to introduce Virtual Reality in a fun and informative way. The talk is short, exciting and should get the brain going. The main focus is ensuring the audience is blown away by how big Virtual Reality is about to become and that they can be a part of it now. Whos backing it to make it happen? The Smackdown is the reality showdown, why didnt it pick up the last time, the big folks were there then.