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Tech Guides - Augmented Reality / Virtual Reality

12 Articles
article-image-why-does-oculus-cto-prefer-2d-vr-interfaces-over-3d-virtual-reality-interfaces
Sugandha Lahoti
23 May 2019
6 min read
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Why does Oculus CTO John Carmack prefer 2D VR interfaces over 3D Virtual Reality interfaces?

Sugandha Lahoti
23 May 2019
6 min read
Creative immersive 3D experiences in Virtual reality setup is the new norm. Tech companies around the world are attempting to perfect these 3D experiences to make them as natural, immersive, and realistic as possible. However, a certain portion of Virtual Reality creators still believe that creating a new interaction paradigm in 3D is actually worse than 2D. One of them is John Carmack, CTO of Oculus VR, the popular Virtual Reality headgear. He has penned a Facebook post highlighting why he thinks 3D interfaces are usually worse than 2D interfaces. Carmack details a number of points to justify his assertion and says that the majority of browsing, configuring, and selecting interactions benefit from designing in 2D. He wrote an internal post in 2017 clarifying his views. Recently, he was reviewing a VR development job description before an interview last week, where he saw that one of the responsibilities for the open Product Management Leader position was: “Create a new interaction paradigm that is 3D instead of 2D based” which made him write this post. Splitting information across multiple depths is harmful Carmack says splitting information across multiple depths makes our eyes re-verge and re-focus. He explains this point with an analogy. “If you have a convenient poster across the room in your visual field above your monitor – switch back and forth between reading your monitor and the poster, then contrast with just switching back and forth with the icon bar at the bottom of your monitor.” Static HMD optics should have their focus point at the UI distance. If we want to be able to scan information as quickly and comfortably as possible, says Carmack, it should all be the same distance from the viewer and it should not be too close. As Carmack observes, you don't see in 3D. You see two 2D planes that your brain extracts a certain amount of depth information from. A Hacker news user points out, “As a UI goes, you can't actually freely use that third dimension, because as soon as one element obscures another, either the front element is too opaque to see through, in which case the second might as well not be there, or the opacity is not 100% in which case it just gets confusing fast. So you're not removing a dimension, you're acknowledging it doesn't exist. To truly "see in 3D" would require a fourth-dimension perspective. A 4D person could use a 3D display arbitrarily, because they can freely see the entire 3D space, including seeing things inside opaque spheres, etc, just like we can look at a 2D display and see the inside of circles and boxes freely.” However, a user critiqued also Carmack’s statement of splitting information across multiple depths being harmful. He says, “Frequently jumping between dissimilar depths is harmful. Less frequent, sliding, and similar depths, can be wonderful, allowing the much denser and easily accessible presentation of information. A general takeaway is that “most of the current commentary about "VR", is coming from a community focused on a particular niche, current VR gaming. One with particular and severe, constraints and priorities that don't characterize the entirety of a much larger design space.” Visualize 3D environment as a pair of 2D projections Camack says that unless we move significantly relative to the environment, they stay essentially the same 2D projections. He further adds, “even on designing a truly 3D UI, developers would have to consider this notion to keep the 3D elements from overlapping each other when projected onto the view.” It can also be difficult for 2D UX/product designers to transfer their thinking over to designing immersive products. https://twitter.com/SuzanneBorders/status/1130231236243337216 However, building in 3D is important for things which are naturally intuitive in 3D. This, as Carmack mentions is "true 3D" content, for which you get a 3D interface whether you like it or not. A user on Hacker News points out, “Sometimes things which we struggle to decode in 2D are just intuitive in 3D like knots or the run of wires or pipes.” Use 3D elements for efficient UI design Carmack says that 3D may have a small place for efficient UI design as a “treatment” for UI elements. He gives examples such as using slightly protruding 3D buttons sticking out of the UI surface in places where we would otherwise use color changes or faux-3D effects like bevels or drop shadows. He says, “the visual scanning and interaction is still fundamentally 2D, but it is another channel of information that your eye will naturally pick up on.” This doesn’t mean that VR interfaces should just be “floating screens”. The core advantage of VR from a UI standpoint is the ability to use the entire field of view, and allow it to be extended by “glancing” to the sides. Content selection, Carmack says, should go off the sides of the screens and have a size/count that leaves half of a tile visible at each edge when looking straight ahead. Explaining his statement he adds, “actually interacting with UI elements at the angles well away from the center is not good for the user, because if they haven’t rotated their entire body, it is a stress on their neck to focus there long, so the idea is to glance, then scroll. He also advises putting less frequently used UI elements off to the sides or back. A Twitter user agreed to Carmack’s floating screens comment. https://twitter.com/SuzanneBorders/status/1130233108073144320 Most users agreed to Carmack’s assertion, sharing their own experiences. A comment on reddit reads, “He makes a lot of good points. There are plenty examples of 'real life' instances where the existence and perception of depth isn't needed to make useful choices or to interact with something, and that in fact, as he points out, it's actually a nuisance to have to focus on multiple planes, back and forth', to get something done.” https://twitter.com/feiss/status/1130524764261552128 https://twitter.com/SculptrVR/status/1130542662681939968 https://twitter.com/jeffchangart/status/1130568914247856128 However, some users point out that this can also be because the tools for doing full 3D designs are nowhere near as mature as the tools for doing 2D designs. https://twitter.com/haltor/status/1130600718287683584 A Twitter user aptly observes: “3D is not inherently superior to 2D.” https://twitter.com/Clarice07825084/status/1130726318763462656 Read the full text of John’s article on Facebook. More insights on this Twitter thread. Google announces Glass Enterprise Edition 2: an enterprise-based augmented reality headset Oculus Rift S: A new VR with inside-out tracking, improved resolution and more! What’s new in VR Haptics?
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Guest Contributor
15 Jan 2019
5 min read
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How are Mobile apps transforming the healthcare industry?

Guest Contributor
15 Jan 2019
5 min read
Mobile App Development has taken over and completely re-written the healthcare industry. According to Healthcare Mobility Solutions reports, the Mobile healthcare application market is expected to be worth more than $84 million by the year 2020. These mobile applications are not just limited to use by patients but are also massively used by doctors and nurses. As technology evolves, it simultaneously opens up the possibility of being used in multiple ways. Similar has been the journey of healthcare mobile app development that has originated from the latest trends in technology and has made its way to being an industry in itself. The technological trends that have helped build mobile apps for the healthcare industry are Blockchain You probably know blockchain technology, thanks to all the cryptocurrency rage in recent years. The blockchain is basically a peer-to-peer database that keeps a verified record of all transactions, or any other information that one needs to track and have it accessible to a large community. The healthcare industry can use a technology that allows it to record the medical history of patients, and store it electronically, in an encrypted form, that cannot be altered or hacked into. Blockchain succeeds where a lot of health applications fail, in the secure retention of patient data. The Internet of Things The Internet of Things (IoT) is all about connectivity. It is a way of interconnecting electronic devices, software, applications, etc., to ensure easy access and management across platforms. The loT will assist medical professionals in gaining access to valuable patient information so that doctors can monitor the progress of their patients. This makes treatment of the patient easier, and more closely monitored, as doctors can access the patient’s current profile anywhere and suggest treatment, medicine, and dosages. Augmented Reality From the video gaming industry, Augmented Reality has made its way to the medical sector. AR refers to the creation of an interactive experience of a real-world environment through superimposition of computer-generated perceptual information. AR is increasingly used to develop mobile applications that can be used by doctors and surgeons as a training experience. It stimulates a real-world experience of diagnosis and surgery, and by doing so, enhances the knowledge and its practical application that all doctors must necessarily possess. This form of training is not limited in nature, and can, therefore, simultaneously train a large number of medical practitioners. Big Data Analytics Big Data has the potential to provide comprehensive statistical information, only accessed and processed through sophisticated software. Big Data Analytics becomes extremely useful when it comes to managing the hospital’s resources and records in an efficient manner. Aside from this, it is used in the development of mobile applications that store all patient data, thus again, eliminating the need for excessive paperwork. This allows medical professionals to focus more on attending and treating the patients, rather than managing database. These technological trends have led to the development of a diverse variety of mobile applications to be used for multiple purposes in the healthcare industry. Listed below are the benefits of the mobile apps deploying these technological trends, for the professionals and the patients alike. Telemedicine Mobile applications can potentially play a crucial role in making medical services available to the masses. An example is an on-call physician on telemedicine duty. A mobile application will allow the physician to be available for a patient consult without having to operate via  PC. This will make the doctors more accessible and will bring quality treatment to the patients quickly. Enhanced Patient Engagement There are mobile applications that place all patient data – from past medical history to performance metrics, patient feedback, changes in the treatment patterns and schedules, at the push of a button on the smartphone application for the medical professional to consider and make a decision on the go. Since all data is recorded in real-time, it makes it easy for doctors to change shifts without having to explain to the next doctor the condition of the patient in person. The mobile application has all the data the supervisors or nurses need. Easy Access to Medical Facilities There are a number of mobile applications that allow patients to search for medical professionals in their area, read their reviews and feedback by other patients, and then make an online appointment if they are satisfied with the information that they find. Apart from these, they can also download and store their medical lab reports, and order medicines online at affordable prices. Easy Payment of Bills Like in every other sector, mobile applications in healthcare have made monetary transactions extremely easy. Patients or their family members, no longer need to spend hours waiting in the line to pay the bills. They can instantly pick a payment plan and pay bills immediately or add reminders to be notified when a bill is due. Therefore, it can be safely said that the revolution that the healthcare industry is undergoing and has worked in the favor of all the parties involved – Medical Professionals, Patients, Hospital Management and the Mobile App Developers. Author's Bio Ritesh Patil is the co-founder of Mobisoft Infotech that helps startups and enterprises in mobile technology. He’s an avid blogger and writes on mobile application development. He has developed innovative mobile applications across various fields such as Finance, Insurance, Health, Entertainment, Productivity, Social Causes, Education and many more and has bagged numerous awards for the same. Social Media – Twitter, LinkedIn Healthcare Analytics: Logistic Regression to Reduce Patient Readmissions How IBM Watson is paving the road for Healthcare 3.0 7 Popular Applications of Artificial Intelligence in Healthcare
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article-image-how-to-build-a-location-based-augmented-reality-app
Guest Contributor
22 Nov 2018
7 min read
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How to build a location-based augmented reality app

Guest Contributor
22 Nov 2018
7 min read
The augmented reality market is developing rapidly. Today, it has a total market value of almost $15 billion; according to Statista,  and this figure could rise to $210 billion by 2022. Augmented reality is having a huge impact on the games industry, but it’s being used by organizations in fields as diverse as publishing and retail.. For example, Layar is an app that turns static objects into live objects, while IKEA’s Catalog app lets you imagine how different types of furniture might fit into your room. But it’s not just about commerce: some apps have a distinctly educational bent, like Field Trip. Field Trip uses augmented reality to help users learn about the history that immediately surrounds them. The best augmented reality apps are always deceptively simple. But to build a really effective augmented reality application you need a diverse range of skills, that span both the domains of software and real-world physics. Let’s take a closer look at location-based augmented reality apps, including what they’re used for and how you can begin building them. How does location-based AR app work? Location-based augmented reality apps are sometimes called geo-based AR apps. Whatever you call them, one thing is important: they collate GPS mobile data and the digital compass to detect the location and position of the device. The application works like this: The AR app arranges queries to be dispatched to the sensor. Once the data has been acquired, the app can determine where it should add virtual information (such as images) should be added to the real world. Location-based augmented reality apps can be used both inside or outside. When inside and it isn’t possible to connect to GPS, the application will use beacons for location data. The best examples of existing location-based augmented reality apps While reading about location-based augmented reality apps can give you a good idea of how they work, to be really inspired, you need to try some out for yourself. Here’s a list of some of the best location-based augmented reality apps out there. Yelp Monocle Yelp Monocle helps you navigate an unknown city. Using GPS, it provides exactly the sort of information you’d expect from Yelp, but in a format that’s fully integrated with your surroundings. So, you can see restaurant reviews, shop opening hours as you move around your environment. Ingress Ingress is an augmented reality gaming app that immerses you in a (semi) virtual world. Your main mission is to find portals that the game ‘creates’ in your immediate environment and open them. Essentially, the game is a great way to explore the world around you and places a new augmented layer on a place that might otherwise be familiar. Vortex Planetarium Vortex Planetarium is an app for aspiring astronomers or anybody else with a passing interest in astronomy. The app detects the user’s location and then provides them with celestial data to better understand the night sky. Steps to create location-based AR app So, if you like the idea of a location-based augmented reality app, you’ll probably want to get started. As we’ve seen, these apps can be incredibly complex, but if you break the development process down, it should become much easier. 1. Determine what resources you need Depending on the complexity of your app, you need to determine what resources are needed - that could be anything from data to other frameworks and services will be required. For example, if you plan to create a game with 3D objects, you’ll need to use Unity to build in that level of functionality and realism. 2. Choose the right augmented reality tool There are a huge number of available augmented reality software development kits out there. However, rather than wade through every single one, here are some of the best to get started with. R SDKs, but we will list the most popular ones that can give you the widest range of possible features. AR Kit by Apple AR kit from Apple features just about everything you’d need to develop an augmented reality application, For example, it has a technology that allows combines both computer vision and camera data to track the user’s environment. AR Kit also is able to adjust the light level in the virtual model, to respond to the level of light in the real world. ARKit 2 recently brought users a number of cool new features. For example, it allows you to build interactivity into your application, and also allows you to build ‘memory’ into your app so it can ‘remember’ the location of augmented reality objects.ARCore by Google In Google’s ARCore you’ll find a mapping tool which is particularly useful for developing of location-based AR apps. ARCore can also track motion and detect vertical and horizontal surfaces. In the latest version of ARCore users can take two gadgets and work with one AR object from different viewing angles. 3. Geolocation data should be added Not all SDKs provide mapping feature. If it doesn’t, it’s essential to make sure you add in geolocation data. Without it, the app wouldn’t work! As we’ve already seen, GPS technology is typically used. It’s convenient and it can detect a user's location anywhere. It can, however, consume a lot of energy. Location services on iOS and Android will help to activate geolocation on the device. 3 augmented reality pitfalls to avoid Developing something as complex as a location-based augmented reality app is bound to lead to some challenges. So be prepared - watch for some of these pitfalls.. Ensure you have proper functionality. When users move with their camera and look for AR objects, these objects should remain static, regardless of the user’s movements. To do this, use SLAM - Simultaneous Localization and Mapping. This is a technique that allows software systems - like robots - ‘understand’ where they are situated in relation to their surroundings. Accuracy. A crucial factor for any AR app is accuracy. When developing your app, it’s essential to consider the user’s position to ensure that the app sends queries to sensors correctly. If it doesn’t the whole experience could seem plain weird for the user. Similarly, the distance between the device and the real world must be calculated correctly - again, if it isn’t your application simply will not work. Get started - build an awesome augmented reality app! Clearly, building a location-based augmented reality app isn’t easy. It requires skill and a commitment to keep going in the face of challenges. You certainly need a team of great developers around you if you’re going to deliver something that makes an impact. But, really, that’s what makes software development exciting, right? Author Bio Vitaly Kuprenko is a technical writer at Cleveroad. It's a web and mobile app development company in Ukraine. He enjoys telling about tech innovations and digital ways to boost businesses. Magic Leap unveils Mica, a human-like AI in augmented reality. Magic Leap teams with Andy Serkis’ Imaginarium Studios to enhance Augmented Reality “As Artists we should be constantly evolving our technical skills and thought processes to push the boundaries on what’s achievable,” Marco Matic Ryan, Augmented Reality Artist
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article-image-top-7-tools-for-virtual-reality-game-developers
Natasha Mathur
31 Oct 2018
12 min read
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Top 7 tools for virtual reality game developers

Natasha Mathur
31 Oct 2018
12 min read
According to Statista, the virtual reality software market is booming. It is projected to reach a value of around 24.5 billion U.S. dollars by 2020. Also, the estimated revenue of the virtual reality market in the year 2021 is3.56 billion U.S. dollars. This would be a huge increase from a very respectable 3.06 billion U.S. dollars back in 2016 This makes virtual reality a potentially lucrative opportunity if you’re a game developer. But it’s also one that’s a lot of fun, with plenty of creative opportunities, and which doesn’t require a load of money up front. Thanks to technological advancements in the VR space, it’s not easier than ever to build a VR game from scratch. But with so many virtual reality tools out there, it can be hard to know where to start. It leaves you stranded with plenty of options but no sense of direction. To help you out, we’ve consolidated a list of what we think are the top 7 tools to help you get started. 1.Unity 3d: the leading game engine at the cutting edge of the industry Developer: Unity Technologies Release date: 2005 Why choose Unity for virtual reality game development? In a nutshell:  it is the easiest way to get started with Virtual Reality development and doesn’t compromise on the quality of the developed game. Unity offers a huge 3D asset store, which is an online marketplace by Unity. In this asset store, you can easily find the 2D, 3D models, SDKs, templates, as well as different virtual reality tools that you can download and import directly to your game. One of the most popular tools that you can find in the Unity asset store is the VR toolkit. So for times, when you don’t want to spend time on building a character model from scratch, you can simply pick one from the asset store. This helps jump-start the game development process. Some of these assets are free, and for some, you have to pay one-time. Moreover, the documentation in Unity consists of vivid examples ( eg; Introduction to VR best practices), video tutorials, as well as live training sessions (eg; VR essentials pack demo). This is not only great news for the experienced game developer but the newbies too as unity makes it easy for you to quickly learn to build games, including the AAA quality virtual reality games. It also has an ever-growing community. So, for times when you get stuck somewhere during the game development process, a solid community will be there to offer you advice on resolving a wide range of issues. Languages Supported: Unity supports three development languages namely, c#, Boo, and UnityScript. Platforms supported: Unity supports all the platforms such as mobile, PC, web and console platforms. The free version supports Mac OS X, Android, iOS, Windows and among other mobile platforms. The paid version further supports  Nintendo Wii, Xbox 360 and PlayStation. The free version, however, is more than enough to dive right into the development process. Unity also supports all the major HMDs such as Oculus Rift, Steam VR/Vive, Playstation VR, Gear VR, Microsoft HoloLens, and Google’s Daydream View. Price: Unity has three versions, namely,  personal, plus and pro version. The personal version is completely free, Unity 3D plus is $35 per seat per month, and pro is $125 per seat per month. However, the personal version is more than enough to dive right into the development process. Learning curve: Unity 3d has a flat learning curve. It can be used with ease by both beginners and professionals alike. Learning resources: Unity Virtual Reality Projects - Second Edition                                   Unity Virtual Reality - Volume 1 [Video]                                   Unity Virtual Reality - Volume 2 [Video] 2. Unreal Engine 4: a free game engine with exceptional graphics and capabilities for virtual reality Developer: Epic Games Release Date: 1998 Why choose Unreal Engine for virtual reality gaming? Unreal Engine has powered games with some of the most exceptional graphics and features, so it naturally comes with features catered towards advanced Game development. For virtual reality, Unreal Engine comes with an advanced cinematics system, advanced lighting capabilities, a rendering pipeline offering 90 Hz stereo framerate or faster at high resolutions as well as tools scaling from simple to detailed scenes, environments and characters. Similar to Unity, Unreal Engine 4  also comes with an asset store, which is an online marketplace by Unreal offering animations, blueprints, code plugins, props, environments, as well as architectural visualization. Again, just like Unity’s asset store, some of the assets are paid, and some are free. Documentation provided by Unreal Engine is not as rich as the one offered by Unity and comes with basic guides and live training streams on Virtual reality development. Unreal Engine 4 also has a strong community to guide you through your game development journey. Languages supported: Unreal Engine 4 offers only C++ development language. Platforms supported: UE4 supports all the latest HMDs such as Oculus Rift, HTC Vive, Samsung Gear VR, Google VR, and Leap Motion among others. Unreal Engine 4 lets you deploy your VR game projects to Windows PC, PlayStation 4, Xbox One, Mac OS X, iOS, Android, AR, VR, Linux, SteamOS, and HTML5. You can run the Unreal Editor on Windows, Mac OS X, and Linux. Moreover, Xbox One, PlayStation 4 and Nintendo Switch console tools and code are also available at no additional cost to registered developers for their respective platform(s). Price: The great thing about UE4 is that it is very cost-effective for all the game nerds out there, as it's free to use, with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products. Learning Curve: Unreal Engine 4 has a steep learning curve and is suited mostly for professionals. Learning resources: Exploring Unreal Engine 4 VR Editor and Essentials of VR [Video]                    Unreal Engine 4: The Complete Beginner's Course [Video]                      3. CryEngine: a game engine with a powerful range of assets for virtual reality games Developer: Crytek Release Date: 2002 Why choose CryEngine for virtual reality game development? Similar to Unity and Unreal Engine, CryEngine also offers an asset store, offering tools and assets across different domains such as 3D modeling, scripts, sounds, animations, etc. The documentation offered by CryEngine is not as rich as Unity, which makes it difficult to approach for the beginners. However, it does have an online forum which can guide the experienced developers during their virtual reality game development journey. CryEngine also includes CE# Framework, new Sandbox Editor, Improved Profiling, Reworked Low Overhead Renderer, DirectX 12 Support, Advanced Volumetric Cloud System, new particle system, FMOD Studio support, and Visual Studio 2015 Support, which all collectively can amp up the virtual reality game development process. Languages supported: It supports languages such as C++, Flash, ActionScript, and Lua. Platforms supported: CryEngine supports Windows, Linux, PlayStation 4, Xbox One, Oculus Rift, OSVR, PSVR, and HTC Vive. Mobile support is currently under development. Price: CryEngine is free but takes five percent of the revenues generated by each game built with CryEngine - after the revenues have passed $5,000. Learning curve: CryEngine has a steep learning curve as for anything other than basic games, you need to have strong command on languages such as C++, Flash, ActionScript, and Lua. Learning resources: CryENGINE Game Programming with C++, C#, and Lua                                  CryENGINE SDK Game Programming Essentials [Video] 4. Blender: an accessible tool for building exceptional graphics and animations Developer: Blender Foundation Release Date: 1998 Why choose Blender for virtual reality? Blender, a modern 3D graphics software is not only great for 3D modeling but supports the entirety of the 3D pipeline such as rigging, animation, simulation, rendering, motion tracking, video editing, and game creation. It also comes with a built-in powerful path-tracer engine called Cycles that offers stunning ultra-realistic rendering, real-time viewport preview, PBR shaders & HDR lighting support as well as VR rendering support. It also has a solid community of developers and offers tutorials, workshops, and courses on character modeling, character animation, and blender fundamentals. Blender comes with add-ons for VR such as BlenderVR that supports CAVE/VideoWall, Head-Mounted Displays (HMD) and external rendering modality engines. It helps with the cross-platform development of virtual reality applications as well as porting of scenes from one VR platform configuration to another without any requirement to edit the actual scene. Platforms supported:  Blender supports Windows, Mac OS, and Linux Price: Blender is free to use. Learning Curve: Blender has a flat learning curve and can be used with ease by both beginners and professionals alike. Learning resources: Building a Character using Blender 3D [Video]                                     Blender 3D Basics                            5. Amazon Lumberyard: an accessible and fast tool for building virtual reality games Developer: Amazon Release Date: 2015 Why choose Amazon Lumberyard for virtual reality game development? Bases on CryEngine’s architecture, Amazon Lumberyard, is a powerful cross-platform game engine comprising of tools that help you create the highest-quality games, and connect your games to the vast storage of the AWS Cloud, and engage fans on Twitch. Lumberyard's professional tools such as its virtual reality system use Lumberyard’s Gems, self-contained packages of assets and features that can be added within your game. In fact, these gems act as templates for you to build your own gems and supports all the VR devices without requiring any engine code editing. Lumberyard is also integrated with Amazon GameLift, which is an AWS service meant for deploying, operating, and scaling dedicated game servers for session-based multiplayer games. Lumberyard also speeds up virtual reality development with the new VR Preview function. This full VR preview function is in the editor, which you can click to see in VR right away. This lets the game developers make VR-specific adjustments and level the designs right in the editor, which is quite convenient and saves a lot of time. Platforms supported: Lumberyard supports HMDs such as Oculus Rift, HTC Vive and Open Source Virtual Reality (OSVR). It offers support for  PC, Xbox One, PlayStation 4, iOS (iPhone 5S+ and iOS 7.0+), and Android (Nexus 5 and equivalents with support for OpenGL 3.0+). Lumberyard also offers support for dedicated servers on Windows and Linux. Price: Amazon Lumberyard is free, with no seat licenses, royalties, or subscriptions required. You only need to pay the standard AWS fees for the AWS services that you choose to use. Learning curve: Lumberyard has a flat learning curve and is easy to use for both novices as well as professionals. Learning resources: Learning AWS Lumberyard Game Development 6. AppGameKit -VR (AGK): an easy way to build games for beginners Developer: The Game Creators Release Date: 2017 Why choose AppGameKit-VR for virtual reality game development? AppGameKit-VR lets anyone quickly code and builds apps for multiple platforms with the help of AGKs BASIC scripting system. It adds easy to use VR commands to the core AppGameKit Script Language, which delivers immersive VR experiences. It also allows full development control for SteamVR supported head-mounted displays, touch devices, and Leap Motion hand tracking. AGK does the majority of the work for you, so it makes it super easy to code, compile and export the apps to each platform. You mainly need to focus on your game/app idea.  AGK-VR offers 60 VR commands ranging from diagnostic checks on the hardware and SteamVR, Initialising the HMD, creating standing or seated VR experiences, rendering a 3D scene to the HMD, etc. AGK also offers demos on how to how to get started with using these commands in your games. It also has an online forum where you can ask questions, learn and interact with other users. The details of the AGK script is also fully documented. Platforms supported: AGK VR offers support for Windows, Mac, Linux, iOS Android (inc Google, Amazon & Ouya), HTML5, Raspberry Pi (free from TGC website). Price: AGK is available for $29.9 Learning curve: AppGameKit VR has a flat learning curve, which is ideal for beginners and makes the VR game development quick for the experienced. 7. Oculus Medium 2.0: software designed with virtual reality in mind Developer: Oculus VR Release Date: 2016 Why choose Oculus Medium for building virtual reality games? Oculus Medium is a great tool that brings sculpting, modeling, painting and creating objects for the virtual reality world all together in a single package. It's a very handy tool to have during the character designing process. It lets you sculpt and create a variety of 3D objects to include within your VR game with the help of Oculus Touch controllers alongside the Oculus Rift. It comes with features such as grid snapping, increased layer limit, multiple lights, and 300 prefabricated stamps.  It is quite simple to use, and anyone, be it a newbie or an experienced game developer can use this tool. The rendering engine in Oculus Medium uses Vulkan, which results in smoother frame rates and better memory management when building higher resolution sculpts. Other than that, Oculus Medium offers tutorials for you to quickly get hang of different features in the tool. It also has an online forum where different VR artisans and developers discuss tips, information, and videos to share with others. Price: Oculus Medium 2.0 is available for $30 which is quite affordable for novices and professionals alike. Learning curve: Oculus Medium has a flat learning curve as its pretty approachable for novices as well as professionals.                                 Each of the tools mentioned above brings something unique in terms of their abilities and features. However, keep in mind that selecting a tool solely based on its technical features is not the best idea. Rather, figure out what works best for you, depending on your experience, and requirement. So which tools/tool are you planning to use for VR game development? Is there any tool we missed out? Let us know! Game developers say Virtual Reality is here to stay What’s new in VR Haptics? Top 7 modern Virtual Reality hardware system
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Natasha Mathur
16 Jul 2018
8 min read
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What’s new in VR Haptics?

Natasha Mathur
16 Jul 2018
8 min read
Virtual Reality is evolving at a staggering rate. Some of the humankind’s most exciting tools and technologies are coming to the Virtual reality Space. One such technology which is taking over the VR world and making it more powerful is the VR haptics technology. VR Haptics technology offers an extra dimension to the VR world by letting users feel the virtual environment via the sense of touch, in addition to visual and aural perception. It makes you feel truly immersive in the artificial world. Imagine yourself in a desert seeing the sand and feeling it glide under your feet as you walk. It uses external devices like Gloves, Shoes, Joysticks, etc, via which users can receive feedback in the form of vibrations from these computer applications. This feedback provides physical sensations in the hand or other parts of the body. It also provides a realistic simulation of the movements and behaviors, similar to those realized in the real world. VR Haptics: a growing domain The VR haptics technology is growing beyond creating vibrations in game controllers. Now, in the near future, you might able to cuddle a dog and feel it licking your face in the VR world. This speaks volumes about the pace at which the haptic technology is growing. One famous example which discusses modern VR is the popular sci-fi novel “Ready Player One”. It illustrates the possibilities of haptic technology in the future. The novel explores the journey of a guy as he sets foot into a virtual reality simulator (OASIS). He uses a headset and a pair of gloves to maneuver around the virtual world. Apart from the gloves, a lot of future concept products are also covered in the novel which makes the illusion of immersion easier to picture, such as towers emitting smells in the VR world and Wind/Temperature generators that mimic real-life. Haptics came about just as head mounted displays (HMD) came to light in the 2010s. HMDs allowed people to see the virtual reality while haptic feedback gave people the opportunity to experience the virtual world and to act within it. Texture, temperature, pressure, taste, smell and other non-visual sensory inputs became real in VR. Apart from virtual reality games and apps, Haptics feedback is used widely in personal computers, mobile devices, robots, and more. But, in this article, we’ll stick to the use of haptic technology or haptic feedback in the VR space. Usually, most VR users use Touch Controllers for haptic feedback. But, recently, a lot of third-party companies are coming out with products such as gloves for systems like the Oculus Rift & HTC Vive. Here is a list of recent developments in the haptic technology for the VR world. Super affordable VR Haptic gloves by Plexus Most of the currently available options in the VR haptics field are somewhat pricey but earlier this month, Plexus announced their new product, a VR haptic and sensor glove. https://vimeo.com/276517370 Source: Plexus Key features Plexus VR haptics gloves offer a fully modular tracking solution which is capable of tracking up to 0.01 degrees of precision. These gloves are capable of individual finger tracking as well as tracking each joint on the finger, thereby, offering higher precision in the VR world. It is compatible with the HTC Vive, Oculus Rift as well as Windows Mixed Reality devices. The VR haptic gloves also come with additional adapter plates. The development kit version of the Plexus haptic gloves, priced at $249 per glove pair, can be pre-ordered on the official Plexus Website. The company will begin shipping in August 2018 but at the moment, shipping is only available to USA, Europe, Canada and Australia. Kaaya Tech’s full body tracking HoloSuit Kaaya came out with a motion capture (MoCap) suit called HoloSuit, last month, which offers motion capture as well as haptic feedback. HoloSuit is the world’s first affordable, wireless, easy to use, bi-directional, full body motion capture suit. User’s entire body movement data is captured by Holosuit and it uses haptic feedback to send information back to the user. https://www.youtube.com/watch?v=SEQsDR32gII&t=122s  Source: HoloSuit It can be used in various areas such as sports, healthcare, education, entertainment or industrial operations. Key Features The HoloSuit consists of 36 embedded sensors in the pro version and 26 embedded sensors in the less complex version. Embedded sensors carry out all the work of capturing body motion which is necessary for world-scale tracking. It also consists of 9 haptic feedback devices, and 6 embedded firing buttons ( buttons that govern specific tasks such as saving the game, pausing, etc ) which are dispersed across both arms, legs, and all the ten fingers. It delivers data wirelessly either through Wifi or Bluetooth LE to a VR setup by using Unity or a Wi-Fi SDK. The HoloSuit doesn’t come with an external camera tracking option. It supports all the major platforms such as Windows, macOS, iOS, and Android devices. A complete HoloSuit is quite expensive and starts at a regular price of $999. Jacket and Jersey are priced at $499, jersey or track pants for $399, and a pair of gloves are available for $799. HoloSuit Pro is priced at $1,599. Shipping for the full body VR haptic HoloSuit will start this November. Disney’s VR Haptic “Force Jacket” Disney came out with their VR haptic jacket, namely, “Force Jacket” back in April. It provides users with precisely directed force along with a high-frequency vibration which is felt against the user’s upper body in sync with the visual medium. The prototype is made out of a converted life jacket and is provided with 26 airbags. https://www.youtube.com/watch?v=5BOFHEow608   Source: DisneyResearchHub The Force Jacket is created by engineers at Disney Research, MIT and Carnegie Mellon University. Key Features The Haptic Jacket uses an air compressor and a vacuum pump. These air compartments in the jacket can be inflated to exert a force on the user’s body relative to force sensitive resistors. 26 air compartments are activated using microcontrollers for either pressure or vibrotactile feedback or both. Controllers are used to activating the solenoid valves which are connected to the vacuum. There are certain Jacket inflation parameters like speed, force, and duration which are specified using the haptic effects editor. The jacket makes use of the motion interface to sequentially inflate the compartments for simulating motion across the body. Each airbag within the haptic jacket can be influenced to mimic sensations such as being hit in the chest by a snowball, getting tapped on the shoulder, lime dripping on their back, getting punched in the side, and a snake coiling its body around the user. The jacket is mainly to be used in the entertainment and gaming industry and is not available for the consumer market. But, it seems to have great potential in the future for other applications as well. VR gloves by Haptx Haptx announced a pair of VR gloves back in November of last year. The gloves use micro-pneumatics technology for detailed haptics and force feedback (the ability to restrict your fingers’ movement to simulate holding objects) in the fingers. https://www.youtube.com/watch?v=2C2_kbjtjRU Source: HaptX Key Features It features technology that enables it to provide 100 points of tactile displacement feedback. It offers up to five pounds of resistance per finger. It also comes with sub-millimeter precision motion tracking The glove uses SDK of HaptX’s design, which is created by using Unreal Engine’s physics system. This tells the glove when and where it needs to apply haptic effects as well as when and how to engage the force feedback. No information on pricing or worldwide availability has been released by the company yet. But, it is rumored to launch the VR gloves for the consumer market sometime later this year. Apart from these products, there are other minor advancements that keep happening in the VR haptics space. For example, Heather Culbertson, Assistant Professor of USC's computer department, recently created a haptic armband which is capable of mimicking the sensation of a human touch. VR aims to provide you with an environment where you feel truly immersive and where you can feel the objects as in the real world. These products are bringing the VR world a step closer to achieve richer levels of immersive experiences. Gone are the days when haptic feedback was limited to just vibrating controllers and joysticks. As the technology advances, the whole new world of VR haptic devices is here to make your VR experience as seamlessly immersive as possible. In fact, some people even believe that without Haptics, VR is nothing but a picture and a sound. Game developers say Virtual Reality is here to stay CTA announces its first AR/VR Standard terminology Top 7 modern Virtual Reality hardware systems  
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Guest Contributor
10 Jul 2018
7 min read
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There’s another player in the advertising game: augmented reality

Guest Contributor
10 Jul 2018
7 min read
Customer purchase does not necessarily depend on the need for the product; instead, it often depends on how well the product has been advertised. Most advertising companies target customer emotions and experiences to sell their product. However, with the increasing online awareness, intrusive ads and an oversaturated advertising space, customers rely more on online reviews before purchasing any product. Companies have to think out-of-the-box to get the customers engaged with their product! Augmented Reality can help companies fetch their audience back by creating an interactive buying experience on their device that converts their casual browsing activity into a successful purchase. It is estimated that there are around 4 billion users in the world who are actively engaged on the internet. This shows that over half of the world’s population is active online which means having an online platform will be beneficial, but there’s a large audience that requires engaging within the right way because it’s becoming the norm. For now, AR is still fairly new in the advertising world but it’s expected that by 2020, AR revenue will outweigh VR (Virtual Reality) by about $120 billion and it’s no surprise this is the case. Ways AR can benefit businesses There are many reasons why AR could be beneficial to a business: Creates Emotional Connection AR provides the platform for advertising companies to engage with their audiences in a unique way, using an immersive advertisement to create a connection that brings the consumers emotions into play. A memorable experience encourages them to make purchases because psychologically, it was an experience that they’ve had like no other and one they’re unlikely to get elsewhere. It can also help create exposure. Because of the excitement that users had, they’ll encourage others to try it too. Saves Money It’s amazing to think that such advanced technology can be cheaper than your traditional method of advertising. Print advertising can still be an extremely expensive method in many cases given that it is a high volume game and due to the costs of applying an ad on the front page of a publication. AR ads can vary depending on the quality but even some of the simplest forms of AR advertising can be affordable. Increases Sales Not only is AR a useful tool for promoting goods and services, but it also provides the opportunity to increase conversions. One issue that many customers have is whether the goods they are purchasing are right for them. AR removes this barrier and enables them to ‘try out’ the product before they purchase, making it more likely for the customer to buy. Examples of AR advertising Early adopters have already taken up the technology for showcasing their services and products. It’s not mainstream yet but as the above figures suggest, it won’t be long before AR becomes widespread. Here are a few examples of companies using AR technology in their marketing strategy. IKEA’s virtual furnitures IKEA is the famous Swedish home retailer who adopted the technology back in 2013 for their iOS app. Their idea allowed potential purchasers to scan their catalogue with their mobile phone and then browse their products through the app. When they selected something that they think might be suitable for their home they could see the virtual furniture through their app or tablet in their living space. This way customers could judge whether it was the right product or not. Pepsi Max’s Unbelievable Campaign Pepsi didn’t necessarily use the technology to promote their product directly but instead used it to create a buzz for the brand. They installed screens into an everyday bus shelter in London and used it to layer virtual images over a real-life camera. Audiences were able to interact with the video in the bus shelter through the camera that was installed on the bus shelter. The video currently has over 8 million views on Youtube and several shares have been made through social networks. Lacoste’s virtual trial room on a marker Lacoste launched an app that used marker-based AR technology where users were able to stand on a marker in the store that allowed them to try on different LCST branded trainers. As mentioned before, this would be a great way for users to try on their apparel before deciding whether to purchase it. Challenges businesses face with integrating AR into their advertising plan Although AR is an exciting prospect for businesses and many positives can be taken from implementing it into advertising plans, it has its fair share of challenges. Let’s take a brief look into what these could be. Mobile Application is required AR requires a specific type of application in order to work. For consumers to engage themselves within an AR world they’ll need to be able to download the specific app to their mobile first. This means that customers will find themselves downloading different applications for the companies that released their app. This is potentially one of the reasons why some companies have chosen not to invest in AR, yet. Solutions like augmented reality digital placement (ARDP) are in the process of resolving this problem. ARDP uses media-rich banners to bring AR to life in a consumer’s handheld device without having to download multiple apps. ARDP would require both AR and app developers to come together to make AR more accessible to users. Poor Hardware Specifications Similar to video and console games, the quality of graphics on an AR app greatly impacts the user experience. If you think of the power that console systems output, if a user was to come across a game they played that had poor graphics knowing the console's capabilities, they will be less likely to play it. In order for it to work, the handheld device would need enough hardware power to produce the ideal graphics. Phone companies such as Apple and Samsung have done this over time when they’ve released new phones. So in the near future, we should expect modern smartphones to produce top of the range AR. Complexity in the Development Phase Creating an AR advertisement requires a high level of expertise. Unless you have AR developers already in your in-house team, the development stage of the process may prove difficult for your business. There are AR software development toolkits available that have made the process easier but it still requires a good level of coding knowledge. If the resources aren’t available in-house, you can either seek help from app development companies that have AR software engineering experience or you could outsource the work through websites such as Elance, Upwork, and Guru. In short, the development process in ad creation requires a high level of coding knowledge. The increased awareness of the benefits of implementing AR advertising will alert developers everywhere and should be seen as a rising opportunity. We can expect an increase in demand for AR developers as those who have the expertise in the technology will be high on the agenda for many advertising companies and agencies who are looking to take advantage of the market to engage with their customers differently. For projects that involve AR development, augmented reality developers should be at the forefront of business creative teams, ensuring that the ideas that are created can be implemented correctly. [author title="About Jamie Costello"] Jamie Costello is a student and an aspiring freelance writer based in Manchester. His interests are to write about a variety of topics but his biggest passion concerns technology. He says, “When I'm not writing or studying, I enjoy swimming and playing games consoles”.[/author]   Read Next Adobe glides into Augmented Reality with Adobe Aero Understanding the hype behind Magic Leap’s New Augmented Reality Headsets Apple’s new ARKit 2.0 brings persistent AR, shared augmented reality experiences and more    
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Amarabha Banerjee
09 Jul 2018
4 min read
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Why mobile VR sucks

Amarabha Banerjee
09 Jul 2018
4 min read
If you’re following the news, chances are you’ve heard about Virtual Reality or VR headsets like Oculus, Samsung Gear, HTC Vive etc. Trending terms and buzzwords are all good for a business or tech that’s novel and yet to be adopted by the majority of consumers. But the proof of the pudding is when people have started using the tech. And the first reactions to mobile VR are not at all good. This has even made the founder of Oculus Rift, John Carmack to give a statement, “We are coasting on novelty, and the initial wonder of being something people have never seen before”. The jury is out on present day Mobile VR technologies and headsets -  ‘It Sucks’ in its present form. If you want to know why and what can make it better then read ahead. Hardware are expensive Mobile headsets are costly, mostly in the $399- $799 range. The most successful VR headset till date is Google Cardboard. The reason - it’s dirt cheap and it doesn’t need too much set up and customization. Such a high price at the initial launching phase of any tech is going to make the users worried. Not many people would want to buy an expensive new toy without knowing exactly how it’s going to be. VR games don’t match up to video game quality The initial VR games for mobile were very poor. There are 13 billion mobile gamers across the world, undeniably a huge market to tap into. But we have to keep in mind that these gamers have already access to high quality games which they can play just by tapping their mobile screen. For them to strap on that headset and get immersed in VR games, the incentive needs to be too alluring to resist. The current crop of VR games lack complexity, their UI design is not intuitive enough to hold the attention of a user for longer duration of time, especially when playing a VR game means strapping up that head gear. These VR games also take too much time to load which is a huge negative for VR games. The hype vs reality gap is improving, but it’s painfully slow The current phase of VR is the initial breakthrough stage where there are lot of expectations from it. But the games and apps are not upto the mark and hence those who have used it are giving it a thumbs down. The word of mouth publicity is mostly negative and this is creating a negative impact on mobile VR as a whole. The chart below shows the gap between initial expectation and the reality of VR and how it might shape up in the near future according to Unity's CEO John Riccitiello. AR vs VR vs MR: A concoction for confusion The popularity of Augmented Reality (AR) and the emergence of Mixed Reality - an amalgamation of both AR and VR have distracted the developers as per which platform and what methodology to adapt. The UX and UI design are quite different for both AR and VR and MR and hence all of these three disciplines would need dedicated development resources. For this to happen, these disciplines would have to be formalized first and until that time, the quality of the apps will not improve drastically. No unified VR development platform Mobile VR is dependant on SDKs and primarily on the two game engines Unity and Unreal Engine that have come up with support for VR game development. While Unity is one of the biggest names in game development industry, a dedicated and unified VR development platform is still missing in action. As for Unity and Unreal Engine their priority will not be VR any time soon. Things can change if and when some tech giant like Google, Microsoft, Facebook etc. will dedicate their resources to create VR apps and Games for mobile. Although Google has cardboard, Facebook unveiled React VR and support for AR development, Microsoft has their own game going on with Hololens AR and MR development, the trend that started it all still seems to be lost among its newer cousins. I think, VR will be big, but it will have to wait till its implementation by some major business or company. Till then, we will have to wear our ghastly headsets and imagine that we are living in the future. Game developers say Virtual Reality is here to stay Microsoft introduces SharePoint Spaces, adds virtual reality support to SharePoint Build a Virtual Reality Solar System in Unity for Google Cardboard  
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Sugandha Lahoti
26 Apr 2018
7 min read
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Google ARCore is pushing immersive computing forward

Sugandha Lahoti
26 Apr 2018
7 min read
Immersive computing has been touted as a crucial innovation that is going to transform the way we interact with software in the future. But like every trend, there are a set of core technologies that lie at the center, helping to drive it forward. In the context of immersive computing Google ARCore is one of these technologies. Of course, it's no surprise to see Google somewhere at the heart of one of the most exciting developments in tech. But what is Google ARCore, exactly? And how is it going to help drive immersive computing into the mainstream? But first, let's take a look at exactly what immersive computing is. After that, we'll explore how Google ARCore is helping to drive it forward, and some examples of how to put it into practice with some motion tracking and light estimation projects. What is Immersive Computing? Immersive computing is a term used to describe applications that provide an immersive experience for the user. This may come in the form of an augmented or virtual reality experience. In order to better understand the spectrum of immersive computing, let's take a look at this diagram: The Immersive Computing Spectrum The preceding diagram illustrates how the level of immersion affects the user experience, with the left-hand side of the diagram representing more traditional applications with little or no immersion, and the right representing fully immersive virtual reality applications. For us, we will stay in the middle sweet spot and work on developing augmented reality applications. Why use Google ARCore for Augmented Reality? Augmented reality applications are unique in that they annotate or augment the reality of the user. This is typically done visually by having the AR app overlay a view of the real world with computer graphics. Google ARCore is designed primarily for providing this type of visual annotation for the user. An example of a demo ARCore application is shown here: The screenshot is even more impressive when you realize that it was rendered real time on a mobile device. It isn't the result of painstaking hours of using Photoshop or other media effects libraries. What you see in that image is the entire superposition of a virtual object, the lion, into the user's reality. More impressive still is the quality of immersion. Note the details, such as the lighting and shadows on the lion, the shadows on the ground, and the way the object maintains position in reality even though it isn't really there. Without those visual enhancements, all you would see is a floating lion superimposed on the screen. It is those visual details that provide the immersion. Google developed ARCore as a way to help developers incorporate those visual enhancements in building AR applications. Google developed ARCore for Android as a way to compete against Apple's ARKit for iOS. The fact that two of the biggest tech giants today are vying for position in AR indicates the push to build new and innovative immersive applications. Google ARCore has its origins in Tango, which is/was a more advanced AR toolkit that used special sensors built into the device. In order to make AR more accessible and mainstream, Google developed ARCore as an AR toolkit designed for Android devices not equipped with any special sensors. Where Tango depended on special sensors, ARCore uses software to try and accomplish the same core enhancements. For ARCore, Google has identified three core areas to address with this toolkit, and they are as follows: Motion tracking Environmental understanding Light estimation In the next three sections, we will go through each of those core areas in more detail and understand how they enhance the user experience. Motion tracking Tracking a user's motion and ultimately their position in 2D and 3D space is fundamental to any AR application. Google ARCore allows you to track position changes by identifying and tracking visual feature points from the device's camera image. An example of how this works is shown in this figure: In the figure, we can see how the user's position is tracked in relation to the feature points identified on the real couch. Previously, in order to successfully track motion (position), we needed to pre-register or pre-train our feature points. If you have ever used the Vuforia AR tools, you will be very familiar with having to train images or target markers. Now, ARCore does all this automatically for us, in real time, without any training. However, this tracking technology is very new and has several limitations. Environmental understanding The better an AR application understands the user's reality or the environment around them, the more successful the immersion. We already saw how Google ARCore uses feature identification in order to track a user's motion. Tracking motion is only the first part. What we need is a way to identify physical objects or surfaces in the user's reality. ARCore does this using a technique called meshing. This is what meshing looks like in action: What we see happening in the preceding image is an AR application that has identified a real-world surface through meshing. The plane is identified by the white dots. In the background, we can see how the user has already placed various virtual objects on the surface. Environmental understanding and meshing are essential for creating the illusion of blended realities. Where motion tracking uses identified features to track the user's position, environmental understanding uses meshing to track the virtual objects in the user's reality. Light estimation Magicians work to be masters of trickery and visual illusion. They understand that perspective and good lighting are everything in a great illusion, and, with developing great AR apps, this is no exception. Take a second and flip back to the scene with the virtual lion. Note the lighting and detail in the shadows on the lion and ground. Did you note that the lion is casting a shadow on the ground, even though it's not really there? That extra level of lighting detail is only made possible by combining the tracking of the user's position with the environmental understanding of the virtual object's position and a way to read light levels. Fortunately, Google ARCore provides us with a way to read or estimate the light in a scene. We can then use this lighting information in order to light and shadow virtual AR objects. Here's an image of an ARCore demo app showing subdued lighting on an AR object: The effects of lighting, or lack thereof, will become more obvious as we start developing our startup applications. To summarize, we took a very quick look at what immersive computing and AR is all about. We learned about augmented reality covering the middle ground of the immersive computing spectrum, and AR is a careful blend of illusions used to trick the user into believing that their reality has been combined with a virtual one. After all, Google developed ARCore as a way to provide a better set of tools for constructing those illusions and to keep Android competitive in the AR market. After that, we learned the core concepts ARCore was designed to address and looked at each: motion tracking, environmental understanding, and light estimation, in a little more detail. This has been taken from Learn ARCore - Fundamentals of Google ARCore. Find it here. Read More Getting started with building an ARCore application for Android Types of Augmented Reality targets  
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Sugandha Lahoti
20 Apr 2018
7 min read
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Top 7 modern Virtual Reality hardware systems

Sugandha Lahoti
20 Apr 2018
7 min read
Since its early inception, virtual reality has offered an escape. Donning a headset can transport you to a brand new world, full of wonderment and excitement. Or it can let you explore a location too dangerous for human existence.  Or it can even just present the real world to you in a new manner. And now that we have moved past the era of bulky goggles and clumsy helmets, the hardware is making the aim of unfettered escapism a reality. In this article, we present a roundup of the modern VR hardware systems. Each product is presented giving an overview of the device, and its price as of February 2018. Use this information to compare systems and find the device which best suits your personal needs. There has been an explosion of VR hardware in the last three years. They range from cheaply made housings around a pair of lens to full headsets with embedded screens creating a 110-degree field of view. Each device offers distinct advantages and use cases. Many have even dropped significantly in price over the past 12 months making them more accessible to a wider audience of users. Following is a brief overview of each device, ranked in terms of price and complexity. Google Cardboard Cardboard VR is compatible with a wide range of contemporary smartphones. Google Cardboard's biggest advantage is its low cost, broad hardware support, and portability. As a bonus, it is wireless. Using the phone's gyroscopes, the VR applications can track the user in 360 degrees of rotation. While modern phones are very powerful, they are not as powerful as desktop PCs. But the user is untethered and the systems are lightweight: Cost: $5-20 (plus an iOS or Android smartphone) [box type="shadow" align="" class="" width=""]Check out this post to Build Virtual Reality Solar System in Unity for Google Cardboard[/box] Google Daydream Rather than plastic, the Daydream is built from a fabric-like material and is bundled with a Wii-like motion controller with a trackpad and buttons. It does have superior optics compared to a Cardboard but is not as nice as the higher end VR systems. Just as with the Gear VR, it works only with a very specific list of phones: Cost: $79 (plus a Google or Android Smartphone) Gear VR Gear VR is part of the Oculus ecosystem. While it still uses a smartphone (Samsung only), the Gear VR Head-Mounted Display (HMD) includes some of the same circuitry from the Oculus Rift PC solution. This results in far more responsive and superior tracking compared to Google Cardboard, although it still only tracks rotation: Cost: $99 (plus Samsung Android Smartphone) Oculus Rift The Oculus Rift is the platform that reignited the VR renaissance through its successful Kickstarter campaign. The Rift uses a PC and external cameras that allow not only rotational tracking but also positional tracking, allowing the user a full VR experience. The Samsung relationship allows Oculus to use Samsung screens in their HMDs. While the Oculus no longer demands that the user remain seated, it does want the user to move within a smaller 3 m x 3 m area. The Rift HMD is wired to the PC. The user can interact with the VR world with the included Xbox gamepad, mouse, and keyboard, a one-button clicker, or proprietary wireless controllers: Cost: $399 plus $800 for a VR-ready PC Vive The HTC Vive from Valve uses smartphone panels from HTC. The Vive has its own proprietary wireless controllers, of a different design than Oculus (but it can also work with gamepads, joysticks, mouse/keyboards). The most distinguishing characteristic is that the Vive encourages users to explore and walk within a 4 m x 4 m, or larger, cube: Cost: $599 plus an $800 VR-ready PC Sony PSVR While there are persistent rumors of an Xbox VR HMD, Sony is currently the only video game console with a VR HMD. It is easier to install and set up than a PC-based VR system, and while the library of titles is much smaller, the quality of the titles is higher overall on average. It is also the most affordable of the positional tracking VR options. But, it is also the only one that cannot be developed on by the average hobbyist developer: Cost: $400, plus Sony Playstation 4 console Microsoft's HoloLens Microsoft's HoloLens provides a unique AR experience in several ways. The user is not blocked off from the real world; they can still see the world around them (other people, desks, chairs, and so on) through the HMD's semitransparent optics. The HoloLens scans the user's environment and creates a 3D representation of that space. This allows the Holograms from the HoloLens to interact with objects in the room. Holographic characters can sit on couches in the room, fish can avoid table legs, screens can be placed on walls in the room, and so on. The system is completely wireless. It's the only commercially available positional tracking device that is wireless. The computer is built into HMD with the processing power that sits in between a smartphone and a VR-ready PC. The user can walk, untethered, in areas as large as 30 m x 30 m. While an Xbox controller and a proprietary single-button controller can be used, the main interaction with the HoloLens is through voice commands and two gestures from the user's hand (Select and Go back). The final difference is that the holograms only appear in a relatively narrow field of view. Because the user can still see other people, either sharing the same Holographic projections or not, the users can interact with each other in a more natural manner: Cost: Development Edition: $3000; Commercial Suite: $5000 Headset costs and comparison across various features The following chart is a sampling of VR headset prices, accurate as of February 1, 2018. VR/AR hardware is rapidly advancing and prices and specs are going to change annually, sometimes quarterly. As of now, the price of the Oculus has dropped by $200: Google Cardboard Gear VR Google Daydream Oculus Rift HTC Vive Sony PS VR HoloLens Complete cost for HMD, trackers, default controllers $5 $99 $79 $399 $599 $299 $3000 Total cost with CPU: phone, PC, PS4 $200 $650 $650 $1,400 $1,500 $600 $3000 Built-in headphones NO No No Yes No No Yes Platform Apple Android Samsung Galaxy Google Pixel PC PC Sony PS4 Proprietary PC Enhanced rotational tracking No Yes No Yes Yes Yes yes Positional tracking No No No Yes Yes Yes Yes Built-in touch panel No* Yes No No No No no Motion controls No No No Yes Yes Yes Yes Tracking system No No No Optical Lighthouse Optical Laser True 360 tracking No No No Yes Yes No Yes Room scale and size No No No Yes Yes Yes Yes Remote No No Yes Yes No No Yes Gamepad support No Yes No Yes 2m x 2m Yes 4m x 4m Yes 3m x 3m Yes 10mX10m Resolution per eye Varies 1440 x1280 1440 x1280 1200 x1080 1200 x1080 1080 x960 1268 X720 Field of view Varies 100 90 110 110 100 30 Refresh rate 60 Hz 60 Hz 60 Hz 90 Hz 90 Hz 90-120 Hz 60 Hz Wireless Yes Yes Yes No No No Yes Optics adjustment No Focus No IPD IPD IPD IPD Operating system iOS Android Android Oculus Android Daydream Win 10 Oculus Win 10 Steam Sony PS4 Win 10 Built-in Camera Yes Yes Yes* No Yes* No Yes AR/VR VR* VR* VR VR VR* VR AR Natural user Interface No No No No No Yes Choosing which HMD to support comes down to a wide range of issues: cost, access to hardware, use cases, image fidelity/processing power, and more. The previous chart is provided to help the user understand the strengths and weaknesses of each platform. There are many HMDs not included in this overview. Some are not commercially available at the time of this writing (Magic Leap, the Win 10 HMD licensed from Microsoft, the Starbreeze/IMAX HMD, and others) and some are not yet widely available or differentiated enough: Razer's Open Source HMD. You enjoyed an excerpt from the book, Virtual Reality Blueprints, written by Charles Palmer and John Williamson. In this book, you will learn how to create immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive. The hype behind Magic Leap’s New Augmented Reality Headsets Create Your First Augmented Reality Experience Using the Programming Language You Already Know  
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Sugandha Lahoti
10 Apr 2018
4 min read
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Unity plugins for augmented reality application development

Sugandha Lahoti
10 Apr 2018
4 min read
Augmented Reality is the powerhouse for the next set of magic tricks headed to our mobile devices.  Augmented Reality combines real-world objects with Digital information. Heard about Pokemon Go? It was first showcased by Niantic at WWDC 2017 and was built on Apple’s augmented reality framework, ARKit. Following the widespread success of Pokemon Go, a large number of companies are eager to invest in AR technology. Unity is one of the dominant players in the industry when it comes to creating desktop, console and mobile games. Augmented Reality has been exciting game developers for quite some time now, and following this excitement Unity has released prominent tools for developers to experiment with AR Apps. Bear in mind that Unity is not designed exclusively for Augmented Reality and so developers can access additional functionality by importing extensions. These extensions also provide pre-designed game components such as characters or game props. Let us briefly look at 3 prominent tools or extensions for Augmented Reality development provided by Unity: Unity ARKit plugin The Unity ARKit plugin uses the functionality of the ARKit SDK within Unity projects. As on September 2017, this plugin is also extended for iOS apps as iOS ARKit plugin. The ARKit plugin provides Unity developers with access to features such as motion tracking, vertical and horizontal plane finding, live video rendering, hit-testing, raw point cloud data, ambient light estimation, and more for their AR projects. This plugin also provides easy integration of AR features in existing Unity projects. A new tool, the Unity ARKit Remote speeds up iteration by allowing developers to make real-time changes to the scene and debug scripts in the Unity Editor. The latest update to iOS ARKit is version 1.5 which provides developers with the more tools to power more immersive AR experiences. Google ARCore Google ARCore for Unity provides mobile AR experiences for Android, without the need for additional hardware. The latest major version ARCore 1.0 enables AR applications to track a phone’s motion in the real world, detect planes in the environment, and understand lighting in the camera scene. ARCore 1.0 introduces featured oriented points which help in the placement of anchors on textured surfaces. These feature points enhance the environmental understanding of the scene. So ARCore is not just limited to horizontal and vertical planes like ARKit, but can create AR Apps on any surface. ARCore 1.0 is supported by the Android Emulator in Android Studio 3.1 Beta and is available for use on multiple supported Android devices. Vuforia integration with Unity Vuforia allows developers to build cross-platform AR apps directly from the Unity editor. It provides Augmented Reality support for Android, iOS, and UWP devices, through a single API. It attaches digital content to different types of objects and environments using Model Targets and Ground Plane, across a broad range of devices and operating systems. Ground Plane attaches digital content to horizontal surfaces. Model Targets provides Object Recognition capabilities. Other targets include Image (to put AR content on flat objects) and Cloud (manage large collections of Image Targets from your own CMS). Vuforia also includes Device Tracking capability which provides an inside-out device tracker for rotational head and hand tracking. It also provides APIs to create immersive experiences that transition between AR and VR. You can browse through various AR projects from the Unity community to help you get started with your next big AR idea as well as to choose the toolkit best suited for you. Leap Motion open sources its $100 augmented reality headset, North Star Unity and Unreal comparison Types of Augmented Reality targets Create Your First Augmented Reality Experience: The Tools and Terms You Need to Understand
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Aarthi Kumaraswamy
08 Apr 2018
6 min read
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Types of Augmented Reality targets

Aarthi Kumaraswamy
08 Apr 2018
6 min read
The essence of Augmented Reality is that your device recognizes objects in the real world and renders the computer graphics registered to the same 3D space, providing the illusion that the virtual objects are in the same physical space with you. Since augmented reality was first invented decades ago, the types of targets the software can recognize has progressed from very simple markers for images and natural feature tracking to full spatial map meshes. There are many AR development toolkits available; some of them are more capable than others of supporting a range of targets. The following is a survey of various Augmented Reality target types. We will go into more detail in later chapters, as we use different targets in different projects. Marker The most basic target is a simple marker with a wide border. The advantage of marker targets is they're readily recognized by the software with very little processing overhead and minimize the risk of the app not working, for example, due to inconsistent ambient lighting or other environmental conditions. The following is the Hiro marker used in example projects in ARToolkit: Coded Markers Taking simple markers to the next level, areas within the border can be reserved for 2D barcode patterns. This way, a single family of markers can be reused to pop up many different virtual objects by changing the encoded pattern. For example, a children's book may have an AR pop up on each page, using the same marker shape, but the bar code directs the app to show only the objects relevant to that page in the book. The following is a set of very simple coded markers from ARToolkit: Vuforia includes a powerful marker system called VuMark that makes it very easy to create branded markers, as illustrated in the following image. As you can see, while the marker styles vary for specific marketing purposes, they share common characteristics, including a reserved area within an outer border for the 2D code: Images The ability to recognize and track arbitrary images is a tremendous boost to AR applications as it avoids the requirement of creating and distributing custom markers paired with specific apps. Image tracking falls into the category of natural feature tracking (NFT). There are characteristics that make a good target image, including having a well-defined border (preferably eight percent of the image width), irregular asymmetrical patterns, and good contrast. When an image is incorporated in your AR app, it's first analyzed and a feature map (2D node mesh) is stored and used to match real-world image captures, say, in frames of video from your phone. Multi-targets It is worth noting that apps may be set up to see not just one marker in view but multiple markers. With multitargets, you can have virtual objects pop up for each marker in the scene simultaneously. Similarly, markers can be printed and folded or pasted on geometric objects, such as product labels or toys. The following is an example cereal box target: Text recognition If a marker can include a 2D bar code, then why not just read text? Some AR SDKs allow you to configure your app (train) to read text in specified fonts. Vuforia goes further with a word list library and the ability to add your own words. Simple shapes Your AR app can be configured to recognize basic shapes such as a cuboid or cylinder with specific relative dimensions. Its not just the shape but its measurements that may distinguish one target from another: Rubik's Cube versus a shoe box, for example. A cuboid may have width, height, and length. A cylinder may have a length and different top and bottom diameters (for example, a cone). In Vuforia's implementation of basic shapes, the texture patterns on the shaped object are not considered, just anything with a similar shape will match. But when you point your app to a real-world object with that shape, it should have enough textured surface for good edge detection; a solid white cube would not be easily recognized. Object recognition The ability to recognize and track complex 3D objects is similar but goes beyond 2D image recognition. While planar images are appropriate for flat surfaces, books or simple product packaging, you may need object recognition for toys or consumer products without their packaging. Vuforia, for example, offers Vuforia Object Scanner to create object data files that can be used in your app for targets. The following is an example of a toy car being scanned by Vuforia Object Scanner: Spatial maps Earlier, we introduced spatial maps and dynamic spatial location via SLAM. SDKs that support spatial maps may implement their own solutions and/or expose access to a device's own support. For example, the HoloLens SDK Unity package supports its native spatial maps, of course. Vuforia's spatial maps (called Smart Terrain) does not use depth sensing like HoloLens; rather, it uses visible light camera to construct the environment mesh using photogrammetry. Apple ARKit and Google ARCore also map your environment using the camera video fused with other sensor data. Geolocation A bit of an outlier, but worth mentioning, AR apps can also use just the device's GPS sensor to identify its location in the environment and use that information to annotate what is in view. I use the word annotate because GPS tracking is not as accurate as any of the techniques we have mentioned, so it wouldn't work for close-up views of objects. But it can work just fine, say, standing atop a mountain and holding your phone up to see the names of other peaks within the view or walking down a street to look up Yelp! reviews of restaurants within range. You can even use it for locating and capturing Pokémon. [box type="note" align="" class="" width=""]You read an excerpt from the book, Augmented Reality for Developers, by Jonathan Linowes, and Krystian Babilinski. To learn how to use these targets and to build a variety of AR apps, check the book now![/box]
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Julian Ursell
30 Jun 2014
4 min read
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Virtual Reality and Social E-Commerce: a Rift between Worlds?

Julian Ursell
30 Jun 2014
4 min read
It’s doubtful many remember Nintendo’s failed games console, the Virtual Boy, which was one of the worst commercial nose dives for a games console in the past 20 years. Commercial failure though it was, the concept of virtual reality back then and up till the present day is still intriguing for many people considering what the sort of technology that can properly leverage VR is capable of. The most significant landmark in this quarter of technology in the past 6 months undoubtedly is Facebook’s acquisition of the Oculus Rift VR headset manufacturer, Oculus VR. Beyond using the technology purely for creating new and immersive gaming experiences (you can imagine it’s pretty effective for horror games), there are plans at Facebook and amongst other forward-thinking companies of mobilizing the tech for transforming the e-commerce experience into something far more interactive than the relatively passive browsing experience it is right now. Developers are re-imagining the shopping experience through the gateway of virtual reality, in which a storefront becomes an interactive user experience where shoppers can browse and manipulate the items they are looking to buy ( this is how the company Chaotic Moon Studios imagines it), adding another dimension to the way we can evaluate and make decisions on the items we are looking to purchase. On the surface there’s a great benefit to being able to draw the user experience even closer to the physical act of going out into the real world to shop, and one can imagine a whole other array of integrated experiences that can extend from this (say, for example, inspecting the interior of the latest Ferrari). We might even be able to shop with others, making decisions collectively and suggesting items of interest to friends across social networks, creating a unified and massively integrated user experience. Setting aside the push from the commercial bulldozer that is Facebook, is this kind of innovation something that people will get on board with? We can probably answer with some confidence that even with a finalized experience, people are not going to instantly “buy-in” to virtual reality e-commerce, especially with the requirement of purchasing an Oculus Rift (or any other VR headset that emerges, such as Sony’s Morpheus headset) for this purpose. Factor in the considerable backlash against the KickStarter-backed Oculus Rift after its buyout by Facebook and there’s an even steeper hill of users already averse to engaging with the idea. From a purely personal perspective, you might also ask if wearing a headset is going to be anything like the annoying appendage of wearing 3D glasses at the cinema, on top of the substantial expense of acquiring the Rift headset. 3D cinema actually draws a close parallel – both 3D and VR are technology initiatives attempted and failed in years previous, both are predicated on higher user costs, and both are never too far away from being harnessed to that dismissive moniker of “gimmick”. From Facebook’s point of view we can see why incorporating VR activity is a big draw for them. In terms of keeping social networking fresh, there’s only so far re-designing the interface and continually connecting applications (or the whole Internet) through Facebook will take them. Acquiring Oculus is one step towards trying to augment (reinvigorate?) the social media experience, orchestrating the user (consumer) journey for business and e-commerce in one massive virtual space. Thought about in another way, it represents a form of opt-in user subscription, but one in which the subscription is based upon a strong degree of sustained investment from users into the idea of VR, which is something that is extremely difficult to engineer. It’s still too early to say whether the tech mash-up between VR, social networking, and e-commerce is one in which people will be ready to invest (and if they will ever be ready). You can’t fault the idea on the basis of sheer innovation, but at this point one would imagine that users aren’t going to plunge head first into a virtual reality world without hesitation. For the time being, perhaps, people would be more interested in more productive uses of immersive VR technology, say for example flying like a bird.
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