Perceiving information

Attention

- 50 years ago...

A wealth of information creates a poverty of attention.

- Herbert A. Simon

History

- It all started in 1950s

1956: Sensorama - 3D phones

History

 

1961: Headsight - the user's head position tracking

History

 

1968: Sword of Damocles

What is VR?

 

 

Holography != Virtual Reality

Definition

for

Virtual Reality

  • Artificial computer generated world that can be experienced and interacted.

 

  • The term has come to refer to experiences where the user or player uses special equipment to immerse themselves and completely block out the real world.

Definition

for

Virtual Reality

( < 30 secs challenge)

How to get the feel?

VR is "embodiment"

  • Feeling of agency and control that you have with your body. 

 

  • Knowledge exists in mind - body - soul 

Rubber-hand illusion

Stats

University of Maryland

-> Overall confidence on response is higher in HMD than flat screen

Stats

STRI VR

-> Recall accuracy is more than 12% in HMD

Focus Points

DELTA

D - Design
E - Expertise in Education
L - Logistics

T - Try before you buy

A - Analytics/ Anatomy

Ref: https://youtu.be/W4-aWYiXzCA

Focus Points

DELTA

D - Design
 

Focus Points

E - Expertise and Education
 

DELTA

Focus Points

L - Logistics (AR&VR)
 

DELTA

Focus Points

T - Try before you buy
(AR)

DELTA (AR&VR)

Focus Points

A - Analytics and Anatomy
 

DELTA

Use cases

DICE

D - Dangerous

I - Impossible

C - Counter productive

E - Expensive

Ref: https://youtu.be/W4-aWYiXzCA

Use cases

DICE

D - Dangerous

Use cases

DICE

I - Impossible

Use cases

DICE

C - Counter perspective

Use cases

DICE

E- Expensive

Commercialisation

  • Use 72- inch HD 4K screen for video games

  • Stick to what AR can only do

  • Don't compare with cellphone

Extending the reality - VR/AR/MR

History of AR VR

By Bhuvana Meenakshi

History of AR VR

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