A Better New Normal through AR/VR - Webinar

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A Better New Normal through AR/VR - Webinar by Mind Map: A Better New Normal through AR/VR - Webinar

1. New Normal

1.1. Social distancing

1.2. Work from home

1.3. Less travel

1.4. Fear

1.5. -benefits of AR/VR in new normal (seamless user interaction with com application, natural engagement in remote collaborative, greater productivity from remote working condition and greater opportunities for more effective kinesthetic learning

1.6. -designing of AR/VR in new normal ( user experience is the most critical to get right, fall in love with the problem, leverage other technologies and the only limit is your imaginations

2. AR Game / App

2.1. KFC Haha Hop

2.1.1. -created using XR

2.1.2. -to control character need to say haha for it eat the shrimp and hop

2.2. skin analyser

2.2.1. -created using computer vision and machine learning

2.2.2. -analyze skin via camera and recommend best skincare products for user

2.3. Maxis Re:Collection

2.3.1. -a AR app for dementia suffer

2.3.2. -for elderly user has to do is by pointing the different person photo

2.3.3. -the memory as video or photo will be play

2.4. my safe city

2.4.1. -for Malaysian user to experience augmented based city by using smartphone

2.4.2. -can explore and tap on different buildings and some activities to interact with

2.4.3. - is a tabletop scale experience

3. VR

3.1. virtual reality showroom

3.1.1. -for car brand "Subaru"

3.1.2. - for VR user to experience test drive and customize colour or other option of the car model

3.1.3. -can go into the car, pop-out to explain features, everything is in true-to-life scale

3.1.4. -can easily experiences at home

3.2. gravity sketch

3.2.1. -is an intuitive 3D design platform for cross-disciplinary teams to create, collaborate, and review in an entirely new way.

3.2.2. -user in full 6 degrees-of-freedom vr

3.2.3. -can move around and sketch out the patterns user likes in 3D

3.3. spatial io

3.3.1. -can create a 3D avatar with a single selfie

3.3.2. -avatar can talk , move and interact with other friends or people

3.3.3. -can use AR glasses/VR headset / webcam

4. VR/AR introduction

4.1. -AR uses a real-world setting while VR is completely virtual

4.2. -VR requires a headset device, but AR can be accessed with a smartphone

4.3. -the devices are VR headset, AR glasses, Smartphone, Tablet, Projection mapping, Ambient intelligence

4.4. -scale of AR experiences (tabletop scale, room scale and world scale)

4.5. -type of physical anchors for AR (flat images, patterns, videos, objects and environment

4.6. -scale for VR experiences ( 3 degrees-of-freedom and 6 degrees-of-freedom

5. Paradigm shifts in human- computer interaction

5.1. -keyboard + mouse

5.2. -touchscreen

5.3. -spatial

6. Natural interaction

6.1. -direct manipulation

6.2. -activity recognition

6.3. -natural language processing

6.4. -eye gaze tracking

6.5. -tangible user interface

6.6. -brain com-interface

7. Calm technology

7.1. -Dangling string and Maxis unforgettable

7.2. -a tangible interface making use of physical object in user's home to triggered playback for related media

8. Digital twins

8.1. -is a virtual model designed to accurately reflect a physical object.

8.2. -allows for working remotely

8.3. -operating or maintaining resources and managing processes

9. software

9.1. Unity

9.1.1. -a cross-platform game engine developed by Unity Technologies

9.2. Unreal Engine

9.2.1. - a game engine developed by Epic Games

9.2.2. -can create 3D models, video and rapidly build and prototype for the AR experience