Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
The document provides an introduction to statistical decision theory. It discusses what decisions are, why they must be made, and different classifications of decisions. It then covers the phases and steps involved in decision making. Different types of decision making environments are described, including decision making under certainty, risk, and uncertainty. Several decision making criteria are then explained, including Laplace criterion, maximin criterion, Hurwicz criterion, Savage criterion, and expected monetary value. Examples are provided to illustrate how to apply the Hurwicz, Savage, and expected monetary value criteria to make optimal decisions.
This document discusses digital logic design and binary numbers. It covers topics such as digital vs analog signals, binary number systems, addition and subtraction in binary, and number base conversions between decimal, binary, octal, and hexadecimal. It also discusses complements, specifically 1's complement and radix complement. The purpose is to provide background information on fundamental concepts for digital logic design.
The document provides an introduction to the Orange data mining and visualization tool. It discusses what data mining is and its major tasks, including classification, clustering, deviation detection, forecasting, and description. It also lists major industries that use data mining, such as retail, finance, education, and healthcare. The document then introduces Orange, describing it as an open-source, component-based, visual programming software that allows data mining through visual programming and Python scripting without requiring any programming. It provides a link to download Orange and walks through loading a heart disease dataset and exploring it using various algorithms like KNN, Naive Bayes, decision trees, random forests, logistic regression, and neural networks. Performance results are compared for different algorithms
Haptics is a technology that adds the sense of touch to interactions with virtual objects by connecting user movements and actions to corresponding computer-generated feedback such as forces, vibrations, and motions. This allows virtual objects to seem real and tangible to the user. Haptics links the brain's sensing of body position and movement through sensory nerves to provide an immersive experience when interacting with virtual environments and simulated objects.
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
Polygon is a figure having many slides. It may be represented as a number of line segments end to end to form a closed figure.
The line segments which form the boundary of the polygon are called edges or slides of the polygon.
The end of the side is called the polygon vertices.
Triangle is the most simple form of polygon having three side and three vertices.
The polygon may be of any shape.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 3 in the COMP 4010 course on Augmented and Virtual Reality taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 13th 2019
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
The document discusses the Internet of Things (IoT). It describes the key elements of an IoT architecture as including connected devices that generate data, an aggregator device that acts as an internet gateway, a cloud service that logically aggregates devices for users, communication protocols, an access system for users, and security. It also lists several application areas for IoT, such as agriculture, automotive, construction, health, and more. Example use cases are automated tractors, self-driving cars, smart buildings, wearables, and predictive maintenance.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Lecture 4 from the COMP 4010 course on AR/VR. This lecture reviews optical tracking for AR and starts discussion about interaction techniques. This was taught by Mark Billinghurst at the University of South Australia on August 17th 2021.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
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Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
This document provides an overview of virtual reality (VR) technology. It discusses the key components of a VR system, including input devices like 3D positional trackers and gesture interfaces that allow user interaction, and output devices like head-mounted displays and haptic feedback interfaces that provide visual and tactile feedback. It also describes computer architectures for VR and the modeling techniques used to create virtual environments. The document is divided into sections covering input devices, output devices, computer architectures, modeling, and VR programming.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
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1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences
https://www.qualcomm.com/invention/extended-reality
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Seminar report on augmented and virtual realityDheeraj Chauhan
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A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 3 in the COMP 4010 course on Augmented and Virtual Reality taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 13th 2019
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
The document discusses the Internet of Things (IoT). It describes the key elements of an IoT architecture as including connected devices that generate data, an aggregator device that acts as an internet gateway, a cloud service that logically aggregates devices for users, communication protocols, an access system for users, and security. It also lists several application areas for IoT, such as agriculture, automotive, construction, health, and more. Example use cases are automated tractors, self-driving cars, smart buildings, wearables, and predictive maintenance.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Lecture 4 from the COMP 4010 course on AR/VR. This lecture reviews optical tracking for AR and starts discussion about interaction techniques. This was taught by Mark Billinghurst at the University of South Australia on August 17th 2021.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
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Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
This document provides an overview of virtual reality (VR) technology. It discusses the key components of a VR system, including input devices like 3D positional trackers and gesture interfaces that allow user interaction, and output devices like head-mounted displays and haptic feedback interfaces that provide visual and tactile feedback. It also describes computer architectures for VR and the modeling techniques used to create virtual environments. The document is divided into sections covering input devices, output devices, computer architectures, modeling, and VR programming.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
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1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences
https://www.qualcomm.com/invention/extended-reality
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Seminar report on augmented and virtual realityDheeraj Chauhan
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A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
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Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Lecture 3 in the COMP 4010 course on AR and VR. This lecture was taught by Professor Bruce Thomas on August 9th 2016. It focused on Human Perception and senses in relation to Virtual Reality.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Lecture prepared by Mark Billinghurst on Augmented Reality tracking. Taught on October 18th 2016 by Dr. Gun Lee as part of the COMP 4010 VR class at the University of South Australia.
This document provides an overview of a presentation on designing compelling augmented reality (AR) and virtual reality (VR) experiences. The presentation will cover definitions of AR and VR, example applications, hands-on experience with authoring tools ENTiTi Creator and Wikitude World, and research directions. It will also discuss challenges in designing experiences for AR and VR head-mounted displays using mobile devices as computing modules.
This lecture discusses presence in virtual reality. It defines presence as the subjective experience of being in a virtual environment rather than the physical one. Presence is influenced by how immersive a VR system is at stimulating the senses through sights, sounds etc. to generate realistic sensations. High presence leads to greater engagement from users and more natural reactions. The lecture compares presence to immersion and outlines different dimensions and methods of measuring presence, highlighting the importance of multi-sensory stimulation for creating strong feelings of presence.
Lecture about Augmented Reality displays given by Mark Billinghurst on October 11th 2016 as part of the COMP 4010 class on Virtual Reality at the University of South Australia
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
Presentation given by Mark Billinghurst at the ISMAR 2016 conference on September 20th 2016. This talk describes work being done on using gaze tracking to enhance remote collaboration.
The document discusses augmented reality (AR) and its potential applications in education. It provides an overview of AR, including definitions and examples. The history of AR is explored, from early prototypes in the 1960s-70s to recent consumer adoption on mobile devices. Educational uses of AR are examined, such as visualizing concepts spatially and improving understanding of real environments. The document demonstrates an AR authoring tool called Envisage that allows users to create AR scenes. Future research directions are also outlined, such as improved displays, interaction methods, and educational experiences using AR.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
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Lecture 4 from the 2016 COMP 4026 course on Advanced Human Computer Interaction taught at the University of South Australia. Taught by Mark Billinghurst, and containing material about Processing and various advanced Human Computer Interfaces.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
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Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Virtual reality (VR) can simulate physical presence in non-physical worlds through computer simulation. The document discusses the history of VR from early prototypes in the 1950s-1960s to current applications. It outlines different types of VR including immersive, telepresence, and mixed reality systems. The technology used in VR includes head-mounted displays, data gloves, omnidirectional monitors, and CAVE rooms. Developing VR involves 3D modeling, sound editing, and simulation software. Applications of VR include military training, healthcare, education, and entertainment. Benefits are more engaging learning while costs and technical issues remain challenges.
Introduction to DaydreamVR from DevFestDC 2017Jared Sheehan
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The document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It defines VR and augmented reality, discusses VR hardware components like displays and tracking, and covers Daydream-compatible devices, controllers, and development. The document aims to explain VR concepts and the Daydream ecosystem to help developers get started with VR development.
- The document provides an introduction to immersive reality, including virtual reality, augmented reality, and mixed reality. It discusses the history and types of these technologies.
- Examples of applications are given for each type of immersive reality, including gaming, medical, military, and more. Components of technologies like VR headsets and how they work are outlined.
- Challenges and benefits of these realities are compared. The Microsoft HoloLens mixed reality headset is discussed as a specific example.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 10 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
Project Soli is a new technology developed by Google that uses radar sensors to detect hand gestures without the need for touch. The tiny radar chip, developed by Ivan Poupyrev in 2015, can detect submillimeter finger motions at 10,000 frames per second. By using "virtual tools" like an invisible button, Project Soli allows for touchless control of devices through accurate 3D gesture recognition.
Virtual reality is a simulated experience that can be similar to or different from the real world. It is created using software to appear real. The Apollo Guidance Computer from 1963 was one of the first embedded systems and was used for real-time flight control of the Apollo spacecraft. Virtual reality uses input devices like wands and gloves and output displays like headsets to immerse users in simulated environments. It has advantages like enabling exploration and experimentation but also disadvantages like high costs and limitations on movement compared to the real world. Applications include uses in healthcare, education, the military, and scientific visualization.
Gesture Recognition PowerPoint PresentationHajra Sultan
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Gesture Recognition refers to the ability of a device to understand and interpret human gestures movements, and postures. This presentation provides an overview of Gesture Recognition, defining its purpose and underlying mechanisms. The advantages and disadvantages of this innovative technology are also highlighted in the presentation.
Introduction to daydream for AnDevCon DC - 2017Jared Sheehan
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This document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It begins with an explanation of the differences between augmented reality and VR. It then discusses VR use cases and hardware requirements, including displays, tracking, and controllers. The document outlines Google's Daydream VR platform, including new features like WorldSense inside-out tracking. It also covers developing for Daydream using tools like Unity and publishing apps to meet quality standards. In closing, it discusses challenges and the future of Daydream VR.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
Project soli is a gesture based technology.developed by google ATAP Team.Projct soli is working on the basis of RADAR.Human hand is one of the interactive mechanism to deals with any machine...
This slides must help you to get a great idea about "Project soli"
By,
BHAVIN.B
[email protected]
This document discusses different types of immersive technology including virtual reality (VR), augmented reality (AR), and mixed reality (MR). VR creates a simulated 3D environment that users can interact with using special equipment. AR superimposes digital images on the real world to provide a composite view. MR blends the physical and digital worlds for natural 3D interactions. Examples of immersive technologies provided include 360-degree videos, VR headsets like Oculus Quest, AR on smartphones, and mixed reality devices like HoloLens 2 and Jio Glass. Augmented guidance systems are also discussed which use AR to visually guide users through tasks.
Keynote speech given by Mark Billinghurst at the workshop on Heads Up Computing at the UbiComp 2024 conference. Given on October 5th 2024. The talk discusses some research directions in Heads-Up Computing.
IVE 2024 Short Course - Lecture18- Hacking Emotions in VR Collaboration.Mark Billinghurst
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IVE 2024 short course on the Psychology of XR, Lecture18 on Hacking Emotions in VR Collaboration.
This lecture was given by Theo Teo on July 19th 2024 at the University of South Australia.
IVE 2024 Short Course - Lecture13 - Neurotechnology for Enhanced Interaction ...Mark Billinghurst
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IVE 2024 short course on the Psychology of XR, Lecture13 on Neurotechnology for Enhanced Interaction in Immersive Environments.
This lecture was given by Hakim Si-Mohammed on July 17th 2024 at the University of South Australia.
IVE 2024 Short Course Lecture15 - Measuring CybersicknessMark Billinghurst
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IVE 2024 short course oh the Psychology of XR, lecture15 on Measuring Cybersickness.
This lecture was taught by Eunhee Chang on July 18th 2024 at the University of South Australia.
IVE 2024 short course on the Psychology of XR, lecture 14 on Evaluation.
This lecture was delivered by Gun Lee on July 18th 2024 at the University of South Australia.
IVE 2024 Short Course - Lecture12 - OpenVibe TutorialMark Billinghurst
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IVE 2024 Short Course on the Psychology of XR - Lecture12 - OpenVibe Tutorial.
This lecture was given by Tamil Gunasekaran on July 17th 2024 at the University of South Australia.
IVE 2024 Short Course Lecture10 - Multimodal Emotion Recognition in Conversat...Mark Billinghurst
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IVE 2024 short course Lecture10 on Multimodal Emotion Recognition in Conversational Settings.
Lecture taught by Nastaran Saffaryazdi on July 17th 2024 at the University of South Australia.
IVE 2024 Short Course Lecture 9 - Empathic Computing in VRMark Billinghurst
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IVE 2024 Short Course Lecture 9 on Empathic Computing in VR.
This lecture was given by Kunal Gupta on July 17th 2024 at the University of South Australia.
Lecture 8 of the IVE 2024 short course on the Pscyhology of XR.
This lecture introduced the basics of Electroencephalography (EEG).
It was taught by Ina and Matthias Schlesewsky on July 16th 2024 at the University of South Australia.
IVE 2024 Short Course - Lecture16- Cognixion Axon-RMark Billinghurst
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IVE 2024 Short Course Lecture16 on the Cognixion Axon-R head mounted display.
This lecture was given as part of the IVE 2024 Short Course on the Psychology of XR held at the University of South Australia.
It ws given on Friday July 19th 2024 by Chris Ullrich from Cognixion.
IVE 2024 Short Course - Lecture 2 - Fundamentals of PerceptionMark Billinghurst
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Lecture 2 from the IVE 2024 Short Course on the Psychology of XR. This lecture covers some of the Fundamentals of Percetion and Psychology that relate to XR.
The lecture was given by Mark Billinghurst on July 15th 2024 at the University of South Australia.
An invited talk given by Mark Billinghurst on Research Directions for Cross Reality Interfaces. This was given on July 2nd 2024 as part of the 2024 Summer School on Cross Reality in Hagenberg, Austria (July 1st - 7th)
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
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Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
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This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
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The document discusses using virtual avatars to improve remote collaboration. It provides background on communication cues used in face-to-face interactions versus remote communication. It then discusses early experiments using augmented reality for remote conferencing dating back to the 1990s. The document outlines key questions around designing effective virtual bodies for collaboration and discusses various technologies that have been developed for remote collaboration using augmented reality, virtual reality, and mixed reality. It summarizes several studies that have evaluated factors like avatar representation, sharing of different communication cues, and effects of spatial audio and visual cues on collaboration tasks.
HCL Nomad Web – Best Practices und Verwaltung von Multiuser-Umgebungenpanagenda
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Webinar Recording: https://www.panagenda.com/webinars/hcl-nomad-web-best-practices-und-verwaltung-von-multiuser-umgebungen/
HCL Nomad Web wird als die nächste Generation des HCL Notes-Clients gefeiert und bietet zahlreiche Vorteile, wie die Beseitigung des Bedarfs an Paketierung, Verteilung und Installation. Nomad Web-Client-Updates werden “automatisch” im Hintergrund installiert, was den administrativen Aufwand im Vergleich zu traditionellen HCL Notes-Clients erheblich reduziert. Allerdings stellt die Fehlerbehebung in Nomad Web im Vergleich zum Notes-Client einzigartige Herausforderungen dar.
Begleiten Sie Christoph und Marc, während sie demonstrieren, wie der Fehlerbehebungsprozess in HCL Nomad Web vereinfacht werden kann, um eine reibungslose und effiziente Benutzererfahrung zu gewährleisten.
In diesem Webinar werden wir effektive Strategien zur Diagnose und Lösung häufiger Probleme in HCL Nomad Web untersuchen, einschließlich
- Zugriff auf die Konsole
- Auffinden und Interpretieren von Protokolldateien
- Zugriff auf den Datenordner im Cache des Browsers (unter Verwendung von OPFS)
- Verständnis der Unterschiede zwischen Einzel- und Mehrbenutzerszenarien
- Nutzung der Client Clocking-Funktion
TrustArc Webinar: Consumer Expectations vs Corporate Realities on Data Broker...TrustArc
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Most consumers believe they’re making informed decisions about their personal data—adjusting privacy settings, blocking trackers, and opting out where they can. However, our new research reveals that while awareness is high, taking meaningful action is still lacking. On the corporate side, many organizations report strong policies for managing third-party data and consumer consent yet fall short when it comes to consistency, accountability and transparency.
This session will explore the research findings from TrustArc’s Privacy Pulse Survey, examining consumer attitudes toward personal data collection and practical suggestions for corporate practices around purchasing third-party data.
Attendees will learn:
- Consumer awareness around data brokers and what consumers are doing to limit data collection
- How businesses assess third-party vendors and their consent management operations
- Where business preparedness needs improvement
- What these trends mean for the future of privacy governance and public trust
This discussion is essential for privacy, risk, and compliance professionals who want to ground their strategies in current data and prepare for what’s next in the privacy landscape.
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, presentation slides, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
HCL Nomad Web – Best Practices and Managing Multiuser Environmentspanagenda
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Webinar Recording: https://www.panagenda.com/webinars/hcl-nomad-web-best-practices-and-managing-multiuser-environments/
HCL Nomad Web is heralded as the next generation of the HCL Notes client, offering numerous advantages such as eliminating the need for packaging, distribution, and installation. Nomad Web client upgrades will be installed “automatically” in the background. This significantly reduces the administrative footprint compared to traditional HCL Notes clients. However, troubleshooting issues in Nomad Web present unique challenges compared to the Notes client.
Join Christoph and Marc as they demonstrate how to simplify the troubleshooting process in HCL Nomad Web, ensuring a smoother and more efficient user experience.
In this webinar, we will explore effective strategies for diagnosing and resolving common problems in HCL Nomad Web, including
- Accessing the console
- Locating and interpreting log files
- Accessing the data folder within the browser’s cache (using OPFS)
- Understand the difference between single- and multi-user scenarios
- Utilizing Client Clocking
Social Media App Development Company-EmizenTechSteve Jonas
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EmizenTech is a trusted Social Media App Development Company with 11+ years of experience in building engaging and feature-rich social platforms. Our team of skilled developers delivers custom social media apps tailored to your business goals and user expectations. We integrate real-time chat, video sharing, content feeds, notifications, and robust security features to ensure seamless user experiences. Whether you're creating a new platform or enhancing an existing one, we offer scalable solutions that support high performance and future growth. EmizenTech empowers businesses to connect users globally, boost engagement, and stay competitive in the digital social landscape.
UiPath Community Berlin: Orchestrator API, Swagger, and Test Manager APIUiPathCommunity
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Join this UiPath Community Berlin meetup to explore the Orchestrator API, Swagger interface, and the Test Manager API. Learn how to leverage these tools to streamline automation, enhance testing, and integrate more efficiently with UiPath. Perfect for developers, testers, and automation enthusiasts!
đź“• Agenda
Welcome & Introductions
Orchestrator API Overview
Exploring the Swagger Interface
Test Manager API Highlights
Streamlining Automation & Testing with APIs (Demo)
Q&A and Open Discussion
Perfect for developers, testers, and automation enthusiasts!
👉 Join our UiPath Community Berlin chapter: https://community.uipath.com/berlin/
This session streamed live on April 29, 2025, 18:00 CET.
Check out all our upcoming UiPath Community sessions at https://community.uipath.com/events/.
Noah Loul Shares 5 Steps to Implement AI Agents for Maximum Business Efficien...Noah Loul
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Artificial intelligence is changing how businesses operate. Companies are using AI agents to automate tasks, reduce time spent on repetitive work, and focus more on high-value activities. Noah Loul, an AI strategist and entrepreneur, has helped dozens of companies streamline their operations using smart automation. He believes AI agents aren't just tools—they're workers that take on repeatable tasks so your human team can focus on what matters. If you want to reduce time waste and increase output, AI agents are the next move.
Mastering Advance Window Functions in SQL.pdfSpiral Mantra
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How well do you really know SQL?📊
.
.
If PARTITION BY and ROW_NUMBER() sound familiar but still confuse you, it’s time to upgrade your knowledge
And you can schedule a 1:1 call with our industry experts: https://spiralmantra.com/contact-us/ or drop us a mail at [email protected]
AI Changes Everything – Talk at Cardiff Metropolitan University, 29th April 2...Alan Dix
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Talk at the final event of Data Fusion Dynamics: A Collaborative UK-Saudi Initiative in Cybersecurity and Artificial Intelligence funded by the British Council UK-Saudi Challenge Fund 2024, Cardiff Metropolitan University, 29th April 2025
https://alandix.com/academic/talks/CMet2025-AI-Changes-Everything/
Is AI just another technology, or does it fundamentally change the way we live and think?
Every technology has a direct impact with micro-ethical consequences, some good, some bad. However more profound are the ways in which some technologies reshape the very fabric of society with macro-ethical impacts. The invention of the stirrup revolutionised mounted combat, but as a side effect gave rise to the feudal system, which still shapes politics today. The internal combustion engine offers personal freedom and creates pollution, but has also transformed the nature of urban planning and international trade. When we look at AI the micro-ethical issues, such as bias, are most obvious, but the macro-ethical challenges may be greater.
At a micro-ethical level AI has the potential to deepen social, ethnic and gender bias, issues I have warned about since the early 1990s! It is also being used increasingly on the battlefield. However, it also offers amazing opportunities in health and educations, as the recent Nobel prizes for the developers of AlphaFold illustrate. More radically, the need to encode ethics acts as a mirror to surface essential ethical problems and conflicts.
At the macro-ethical level, by the early 2000s digital technology had already begun to undermine sovereignty (e.g. gambling), market economics (through network effects and emergent monopolies), and the very meaning of money. Modern AI is the child of big data, big computation and ultimately big business, intensifying the inherent tendency of digital technology to concentrate power. AI is already unravelling the fundamentals of the social, political and economic world around us, but this is a world that needs radical reimagining to overcome the global environmental and human challenges that confront us. Our challenge is whether to let the threads fall as they may, or to use them to weave a better future.
#StandardsGoals for 2025: Standards & certification roundup - Tech Forum 2025BookNet Canada
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Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, transcript, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
IT help desk outsourcing Services can assist with that by offering availability for customers and address their IT issue promptly without breaking the bank.
Quantum Computing Quick Research Guide by Arthur MorganArthur Morgan
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This is a Quick Research Guide (QRG).
QRGs include the following:
- A brief, high-level overview of the QRG topic.
- A milestone timeline for the QRG topic.
- Links to various free online resource materials to provide a deeper dive into the QRG topic.
- Conclusion and a recommendation for at least two books available in the SJPL system on the QRG topic.
QRGs planned for the series:
- Artificial Intelligence QRG
- Quantum Computing QRG
- Big Data Analytics QRG
- Spacecraft Guidance, Navigation & Control QRG (coming 2026)
- UK Home Computing & The Birth of ARM QRG (coming 2027)
Any questions or comments?
- Please contact Arthur Morgan at [email protected].
100% human made.
Vaibhav Gupta BAML: AI work flows without Hallucinationsjohn409870
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Shipping Agents
Vaibhav Gupta
Cofounder @ Boundary
in/vaigup
boundaryml/baml
Imagine if every API call you made
failed only 5% of the time
boundaryml/baml
Imagine if every LLM call you made
failed only 5% of the time
boundaryml/baml
Imagine if every LLM call you made
failed only 5% of the time
boundaryml/baml
Fault tolerant systems are hard
but now everything must be
fault tolerant
boundaryml/baml
We need to change how we
think about these systems
Aaron Villalpando
Cofounder @ Boundary
Boundary
Combinator
boundaryml/baml
We used to write websites like this:
boundaryml/baml
But now we do this:
boundaryml/baml
Problems web dev had:
boundaryml/baml
Problems web dev had:
Strings. Strings everywhere.
boundaryml/baml
Problems web dev had:
Strings. Strings everywhere.
State management was impossible.
boundaryml/baml
Problems web dev had:
Strings. Strings everywhere.
State management was impossible.
Dynamic components? forget about it.
boundaryml/baml
Problems web dev had:
Strings. Strings everywhere.
State management was impossible.
Dynamic components? forget about it.
Reuse components? Good luck.
boundaryml/baml
Problems web dev had:
Strings. Strings everywhere.
State management was impossible.
Dynamic components? forget about it.
Reuse components? Good luck.
Iteration loops took minutes.
boundaryml/baml
Problems web dev had:
Strings. Strings everywhere.
State management was impossible.
Dynamic components? forget about it.
Reuse components? Good luck.
Iteration loops took minutes.
Low engineering rigor
boundaryml/baml
React added engineering rigor
boundaryml/baml
The syntax we use changes how we
think about problems
boundaryml/baml
We used to write agents like this:
boundaryml/baml
Problems agents have:
boundaryml/baml
Problems agents have:
Strings. Strings everywhere.
Context management is impossible.
Changing one thing breaks another.
New models come out all the time.
Iteration loops take minutes.
boundaryml/baml
Problems agents have:
Strings. Strings everywhere.
Context management is impossible.
Changing one thing breaks another.
New models come out all the time.
Iteration loops take minutes.
Low engineering rigor
boundaryml/baml
Agents need
the expressiveness of English,
but the structure of code
F*** You, Show Me The Prompt.
boundaryml/baml
<show don’t tell>
Less prompting +
More engineering
=
Reliability +
Maintainability
BAML
Sam
Greg Antonio
Chris
turned down
openai to join
ex-founder, one
of the earliest
BAML users
MIT PhD
20+ years in
compilers
made his own
database, 400k+
youtube views
Vaibhav Gupta
in/vaigup
[email protected]
boundaryml/baml
Thank you!
Train Smarter, Not Harder – Let 3D Animation Lead the Way!
Discover how 3D animation makes inductions more engaging, effective, and cost-efficient.
Check out the slides to see how you can transform your safety training process!
Slide 1: Why 3D animation changes the game
Slide 2: Site-specific induction isn’t optional—it’s essential
Slide 3: Visitors are most at risk. Keep them safe
Slide 4: Videos beat text—especially when safety is on the line
Slide 5: TechEHS makes safety engaging and consistent
Slide 6: Better retention, lower costs, safer sites
Slide 7: Ready to elevate your induction process?
Can an animated video make a difference to your site's safety? Let's talk.
Technology Trends in 2025: AI and Big Data AnalyticsInData Labs
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At InData Labs, we have been keeping an ear to the ground, looking out for AI-enabled digital transformation trends coming our way in 2025. Our report will provide a look into the technology landscape of the future, including:
-Artificial Intelligence Market Overview
-Strategies for AI Adoption in 2025
-Anticipated drivers of AI adoption and transformative technologies
-Benefits of AI and Big data for your business
-Tips on how to prepare your business for innovation
-AI and data privacy: Strategies for securing data privacy in AI models, etc.
Download your free copy nowand implement the key findings to improve your business.
1. LECTURE 6: VIRTUAL
REALITY INPUT DEVICES
COMP 4026 – Advanced HCI
Semester 5 – 2016
Bruce Thomas, Mark Billinghurst
University of South Australia
August 23rd 2016
6. Motivation
•  Mouse and keyboard are good for desktop UI tasks
•  Text entry, selection, drag and drop, scrolling, rubber banding, …
•  2D mouse for 2D windows
•  What devices are best for 3D input in VR?
•  Use multiple 2D input devices?
•  Use new types of devices?
vs.
7. Input Device Characteristics
•  Size and shape, encumbrance
•  Degrees of Freedom
•  Integrated (mouse) vs. separable (Etch-a-sketch)
•  Direct vs. indirect manipulation
•  Relative vs. Absolute input
•  Relative: measure difference between current and last input (mouse)
•  Absolute: measure input relative to a constant point of reference (tablet)
•  Rate control vs. position control
•  Isometric vs. Isotonic
•  Isometric: measure pressure or force with no actual movement
•  Isotonic: measure deflection from a center point (e.g. mouse)
8. Hand Input Devices
•  Devices that integrate hand input into VR
•  World-Grounded input devices
•  Devices fixed in real world (e.g. joystick)
•  Non-Tracked handheld controllers
•  Devices held in hand, but not tracked in 3D (e.g. xbox controller)
•  Tracked handheld controllers
•  Physical device with 6 DOF tracking inside (e.g. Vive controllers)
•  Hand-Worn Devices
•  Gloves, EMG bands, rings, or devices worn on hand/arm
•  Bare Hand Input
•  Using technology to recognize natural hand input
9. World Grounded Devices
•  Devices constrained or fixed in real world
•  Not ideal for VR
•  Constrains user motion
•  Good for VR vehicle metaphor
•  Used in location based entertainment (e.g. Disney Aladdin ride)
Disney Aladdin Magic Carpet VR Ride
11. Tracked Handheld Controllers
•  Handheld controller with 6 DOF tracking
•  Combines button/joystick input plus tracking
•  One of the best options for VR applications
•  Physical prop enhancing VR presence
•  Providing proprioceptive, passive haptic touch cues
•  Direct mapping to real hand motion
HTC Vive Controllers Oculus Touch Controllers
14. Cubic Mouse
•  Plastic box
•  Polhemus Fastrack inside (magnetic 6 DOF tracking)
•  3 translating rods, 6 buttons
•  Two handed interface
•  Supports object rotation, zooming, cutting plane, etc.
Fröhlich, B., & Plate, J. (2000). The cubic mouse: a new device for three-dimensional input.
In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp.
526-531). ACM.
16. Hand Worn Devices
•  Devices worn on hands/arms
•  Glove, EMG sensors, rings, etc.
•  Advantages
•  Natural input with potentially rich gesture interaction
•  Hands can be held in comfortable positions – no line of sight issues
•  Hands and fingers can fully interact with real objects
17. Data Gloves
•  Bend sensing gloves
•  Passive input device
•  Detecting hand posture and gestures
•  Continuous raw data from bend sensors
•  Fibre optic, resistive ink, strain-gauge
•  Large DOF output, natural hand output
•  Pinch gloves
•  Conductive material at fingertips
•  Determine if fingertips touching
•  Used for discrete input
•  Object selection, mode switching, etc.
18. How Pinch Gloves Work
•  Contact between conductive
fabric completes circuit
•  Each finger receives voltage
in turn (T3 – T7)
•  Look for output voltage at
different times
19. Example: Cyberglove
•  Invented to support sign language
•  Technology
•  Thin electrical strain gauges over fingers
•  Bending sensors changes resistence
•  18-22 sensors per glove, 120 Hz samples
•  Sensor resolution 0.5
o
•  Very expensive
•  >$10,000/glove
•  http://www.cyberglovesystems.com
24. Comparison of Glove Performance
From Burdea, Virtual Reality Technology, 2003
25. Bare Hands
•  Using computer vision to track bare hand input
•  Creates compelling sense of Presence, natural interaction
•  Challenges need to be solved
•  Not having sense of touch
•  Line of sight required to sensor
•  Fatigue from holding hands in front of sensor
26. Leap Motion
•  IR based sensor for hand tracking ($50 USD)
•  HMD + Leap Motion = Hand input in VR
•  Technology
•  3 IR LEDS and 2 wide angle cameras
•  The LEDS generate patternless IR light
•  IR reflections picked up by cameras
•  Software performs hand tracking
•  Performance
•  1m range, 0.7 mm accuracy, 200Hz
•  https://www.leapmotion.com/
28. Non-Hand Input Devices
• Capturing input from other parts of the body
• Head Tracking
•  Use head motion for input
• Eye Tracking
•  Largely unexplored for VR
• Microphones
•  Audio input, speech
• Full-Body tracking
•  Motion capture, body movement
29. Eye Tracking
•  Technology
•  Shine IR light into eye and look for reflections
•  Advantages
•  Provides natural hands-free input
•  Gaze provides cues as to user attention
•  Can be combined with other input technologies
31. Pupil Labs VIVE/Oculus Add-ons
•  Adds eye-tracking to HTC Vive/Oculus Rift HMDs
•  Mono or stereo eye-tracking
•  120 Hz eye tracking, gaze accuracy of 0.6° with precision of 0.08°
•  Open source software for eye-tracking
•  https://pupil-labs.com/pupil/
32. Full Body Tracking
•  Adding full-body input into VR
•  Creates illusion of self-embodiment
•  Significantly enhances sense of Presence
•  Technologies
•  Motion capture suit, camera based systems
•  Can track large number of significant feature points
33. Camera Based Motion Capture
•  Use multiple cameras
•  Reflective markers on body
•  Eg – Opitrack (www.optitrack.com)
•  120 – 360 fps, < 10ms latency, < 1mm accuracy
44. Input Device Taxonomies
•  Helps to determine:
•  Which devices can be used for each other
•  What devices to use for particular tasks
•  Many different approaches
•  Separate the input device from interaction technique (Foley 1974)
•  Mapping basic interactive tasks to devices (Foley 1984)
•  Basic tasks – select, position, orient, etc.
•  Devices – mouse, joystick, touch panel, etc.
•  Consider Degrees of Freedom and properties sensed (Buxton 1983)
•  motion, position, pressure
•  Distinguish bet. absolute/relative input, individual axes (Mackinlay 1990)
•  separate translation, rotation axes instead of using DOF
45. Foley and Wallace Taxonomy (1974)
Separate device from
interaction technique
46. Buxton Input Device Taxonomy (Buxton 1983)
•  Classified according to degrees of freedom and property sensed
•  M = devise uses an intermediary between hand and sensing system
•  T = touch sensitive
47. Mackinlay, Card, Robertson Taxonomy (1990)
P = position
dP = movement
F = force
dF = delta force
R = angle
dR = delta angle
T = torque
dT = delta torque