VR & AR research @ SINTEF Costas Boletsis Post-doc Research Fellow Overview • AR/VR general info • Applications of AR/VR • AR/VR work at SINTEF • Questions/discussion VR vs. AR • • • • Present of VR Oculus crowdfunds 2.4M, promises a $300 VR headset 2013 MARCH 2012 OCTOBER Oculus releases Oculus Rift Development Kit 1 headset 2014 MARCH VR became accessible to everyone since mid-2013 Low cost of VR hardware Better GPUs – better graphics – high fidelity Robust networking capabilities – multiuser Google releases Cardboard, a Do-ItYourself VR headset Facebook acquires Oculus for reported $2B 2014 JUNE 2016 MARCH HTC and Valve release Vive VR headset Oculus releases consumer Oculus Rift VR headset 2016 APRIL • AR seems "stuck" in 2009 • Lots of attempts since then • AR performs well as enabling/supporting technology Present of AR After a long research tradition AR becomes popular with Layar app for smartphones Blippar acquires Layar 2013 FEBRUARY 2009 JUNE Google releases Google Glass AR glasses 2014 JUNE Apple acquires AR company Metaio 2014 SEPTEMBER 2016 MARCH 2015 MAY Meta releases Meta Spaceglasses Developer Kit 1 Google and Lenovo release Tango AR phablet device Microsoft releases Hololens Development Edition AR glasses 2016 JUNE • Mobile devices (AR & VR) Devices for VR & AR • Head-Mounted Displays (VR) • Glasses (AR) AR/VR Hardware vs. Content AR/VR application fields • Training / Education • simulators, training employees, experiential learning AR/VR application fields • Entertainment • video games, movies, 360 videos AR/VR application fields • Medical • treating phobias, visual navigation AR/VR application fields • Marketing • retail, real estate, VR shops, logistics AR/VR application fields • Engineering / Design • Virtual prototyping, AR/VR design tools AR/VR application fields • Data Visualisation • Big data visualization, visualization in place Multi-user environments • Significant functionality that can be applied to AR/VR systems • 2 or more distant users being, experiencing, working together • Creating new social digital environments, new affordances, new needs for communication Research @ SINTEF Past AR/VR projects & research • Supporting first responder in-field communication and navigation using head-mounted displays • Google Glass • Enable in-field receiving of information from a command center, as well as in-field navigation and video streaming • BRIDGE project: Bridging resources and agencies in large-scale emergency management Past AR/VR projects & research • Darwin project • The project is focused on improving responses to expected and unexpected crises affecting critical societal structures during natural disasters (e.g. flooding, earthquakes) and man-made disasters (e.g cyber-attacks) • Development of a Serious Game in VR for improving resource management and responses to expected and unexpected crises Service Design VR project • Objective: optimize service prototyping, lead to more effective decision-making • Method: we introduce Virtual Bodystorming, based on the Bodystorming service prototyping method • Bodystorming: role-playing of service scenarios, can take place in low-fidelity environments or the actual service environment Limitations: use of mock-ups & projections = • low-fidelity & low user engagement -> low-quality feedback • resource-demanding setup, physical presence = time & cost-demanding Service Design VR project • Virtual Bodystorming: simulate the service environment in VR & enable users role-play service scenarios • VR in this project: use for fully-immersive, high-fidelity role-playing & experience prototyping • Collaborative/Multi-user functionality: connect geographically distant participants, allow moderator to "shadow" users, allow users to collaborate and role-play • Goals: create high-fidelity environments, stimulate user engagement, include distant users of various cultural backgrounds, get better feedback • Target: services with human touchpoints, spatial elements → Service Design VR project • We developed a prototype of the system based on a mock case study about a mall • Service designer: organizes the session • 2 levels: Lobby and Service Level • Conducted an expert review • Future research: case studies to examine UX - usability Service Design VR project • Developed with Unreal engine, next version will use a VR sandbox called ModBox: • Creation of the service environment either from scratch or by importing a 3D scene • Integrated multi-user capabilities, audio communication, physics, import of scenes & objects, welldocumented SDK, community support • Testing has begun, aiming for more cases… Interaction-in-VR projects • Since the revival of VR (mid-2013), HCI research in VR is addressing constructive research problems, putting aside conceptual and empirical VR Locomotion • VR locomotion (moving in VR environments) has been researched in the past, however the latest VR advances created new research needs • We plan on examining current locomotion techniques (i.e. artificial locomotion, teleportation, room-scaled locomotion, motion-based locomotion) from a UX point of view, leading up to a framework and/or design suggestions Interaction-in-VR projects Text input in VR • Examine text input & speech-to-text input (typing in VR) • Typing in VR is still not optimized • We will investigate current techniques in order to form empirical & conceptual knowledge Points for discussion • AR/VR applications in your field? • AR/VR for businesses & decision making, altering internal processes • 3D audio, AR audio • AR/VR for marketing Technology for a better society
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