Project Proposal Due
11/3 at 8:59pm Chicago time
Final Project and Webpages Due 12/4 at 8:59pm Chicago time
The goal of project 3 is to let you work on a VR or AR project of your own choice, subject to Andy's approval.
This could be a creating
VR project in CAVE2 or the VIVE, a new Unity app for the
HoloLens, using ARtoolkit to create an app for a smartphone
or tablet, trying out apple's ARkit or google's OpenAR, etc.
For example you could make an AR version of project 2 with
physical cards for each exoplanetary system where people
could lay them out on a table to compare them. You could try
and merge parts of your virtual office from project 1 into
the real room space. You could tie into fitbit or other body
tracking software and have that drive VR or AR objects. You
can create an AR app that runs outside next to ERF. You
could take an existing card game like Munchkin and enhance
it with AR. There is a lot of real-time data available
today, so another possibility is to map that data into some
kind of virtual or augmented world. You could create small
game like fruit ninja in VR.
At this point you should be able to use
Unity 5.6.3 (August 2017), but not 5.6.4, and be compatible
with the VIVE and CAVE2 or go up to the current version of
Unity if you want to try out ARCore.
These days its pretty trivial to lead in a bunch of models and walk around them. Its helps if the models are really pretty, but just walking around in a virtual or augmented space gets boring pretty fast. The main focus needs to be on the user's interaction with the virtual world.
Draw storyboards - the
first thing you must generate are
storyboards. Draw pictures of the user standing in
the CAVE or wearing an HMD or carrying their phone as an AR device.
Make it like a comic book. Each panel has some action
initiated by the user or the computer, and the next panel has
the response. Draw a series of these storyboards for the
common usage patterns. They should show the flow of the
experience. The storyboards do not need to be pretty, or
realistic looking. They are there to help you organize your
thoughts on the experience. You want to mentally visualize the
person interacting with your application - where will the user
Learn by doing - the flip side of drawing storyboards, which show what you want to do, is knowing what you CAN do in a given library / language. Write small programs. Try out simple versions of your ideas quickly to see if you are on the right track. A spiral development model works much better than a waterfall model in developing VR applications.
Focus on the user - see the application from the user's point of view, not the programmer's point of view. The user doesn't see the code. The user doesn't care how clever you did something. All the user sees is the end product.
Don't forget audio - ambient sounds and/or music are a good way to create mood and increase the sense of presence. Incidental sounds are a very good way of giving the user feedback (but its usually good to give visual feedback as well)
Play to your strengths -
in the case of VR remember that you have a user who is head
and hand tracked who holds one or more
wands, but has no access to a keyboard.
Create worlds where the user has natural interactions with
his/her body. Also remember that the user has stereo visuals.
Create worlds that surrounded the user; create worlds where
the user interacts with virtual
objects. in the case of AR make use of things in the real
environment, especially tables, floors, walls and other flat surfaces.
Decide on the Physical laws - decide early whether there is gravity in your world, whether the user can fly, whether the user can walk through objects, what size the user is, how fast the user can move, etc.
Choose your preferred display platform - decide if you are writing a piece for a CAVE or a tablet or an HMD or whatever and focus on the strengths of that platform.
Test on the real display - desktop simulators are nice for testing your application but there is no substitute for regularly trying things out in a tracked full-scale 3D environment like. Interaction with a tracked hand is very difficult to simulate on the desktop. Movement speeds are hard to judge in the simulator - the speed may be very different when you are interacting on the real device.
Get lots of feedback -
Once you have something working, ask others for feedback and
LISTEN to them. Its very easy to come up with an interface
which makes complete sense to you but makes no sense to anyone
else. In most cases you are not writing the interface for
yourself, so listen to your audience, especially if they 'just don't get it".
Make sure it works - your application must not crash. No matter what the user does, your application must not crash. Its better to have less functionality that you are sure will function correctly.
Get permissions - be sure to get permissions to use anything (images, models, sounds) that you don't create yourself. Don't steal.
Create reusable modules - if you are going to continue building VR worlds / interfaces then think about making things reusable - there are many things that you will be doing over and over again so its better to write them once and reuse them.
Focus on collaboration early - if the application is going to be collaborative or may be collaborative then focus on collaboration from the start. Its difficult to make an application once it has already been created.
||Belde & Arisetty & Rane
||Cricket 2017 in VR
||Kaushik & Bhoi & Joshi
||Jyothula & Pandiarajan &
||Tran & Donayre & Le
||On-Rails First Person Shooter
||HoloLens Collaborative Office
||Mantovani & Marcantoni & Monna
||Restaurant Menus in AR
||Kupiec & Kirilov
||GuARdians of Fort Joy
||Image Reconstruction Pictogram
||Zalenski & Poulos & Hopp
||Cueto & Choi & Galante
||Foglio & Milanta
||Isla Barro Colorado
||Alsaiari & Alvarez
||Augmented Smart Classroom