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Hello everyone. Hi, this is George Giaglis. Welcome to week 9 of the University of Nicosia's

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free MOOC on NFTs and the Metaverse. Today's topic is trends in visualization technology.

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So we are in the second week of addressing metaverse related issues, and as we also did

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in the beginning of the course, before introducing NFTs, we discussed about Ethereum and underlying

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technologies providing a foundational infrastructure for non-fungible tokens. We are going to do

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the same with the metaverse. So today's lecture is going to be more technical in nature. We

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are going to be discussing recent trends in visualization. We are going to see augmented

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and virtual reality and try to capture how these things fit into the metaverse vision.

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And because this is a very specialized topic, I am honored to be joined by two colleagues

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who are experts in the space and will be covering the majority of the presentation today. So

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without further ado, let me introduce you to the first speaker who is none other than

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Chris Christou, a colleague of mine at the University of Nicosia, associate professor,

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and head of our VR lab. So Chris, the floor is yours.

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Thank you very much, George. Welcome. Welcome to the first part of this session. I am going

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to cover 3D rendering visualization and computer graphics in this part. And then my colleague

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George will, talk about its uses in virtual and augmented reality. Visualization comes

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in all forms. It is pervasive throughout our lives. It is used to render simulations of

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architecture of chemical reactions, crowd simulations, fluid dynamics. So computer graphics

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is pretty much everywhere. The origins of visualization come from, I guess,

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cave drawings, but more recently from architecture. So if somebody wanted to, for example, create

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a building, they would go to an architect and they would create some drawings for them.

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These drawings would be orthographic in nature to preserve parallel lines, to preserve the

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shape in order for it to be constructed correctly. And if they got it wrong, they would have

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to go back to the client, go back to the drawing board as it were. So this is a long

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drawn-up process. This has been replaced by computer-aided design or CAD. Everything is

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three-dimensional now. We can walk through a model. We can fly through a model of a building

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or a city long before it is even created. We can also simulate the lighting that is

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available in the building at a particular time of day, at a particular location. So things

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have changed an awful lot. Looking forward, we imagine that developments in haptics with auditory

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representation or faction even will mean that we don't have just visualization. We will

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have perceptualization sometime in the future. These are the enabling technologies that have

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helped us along. Primarily the hardware, the graphical processing unit, the GPU, that is

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in every device that everyone has in their pockets, in their mobile phones or in their

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computers. They can render millions upon millions of polygons per second. And these made it

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possible basically for virtual reality and augmented reality to happen. We have high-resolution

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displays and this includes the organic LEDs that we have in our VR devices. Computer vision,

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AI, machine learning, deep learning are all contributing now to developments in 3D graphics.

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So computer vision is responsible; it is the field where you study how to find structure

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in the world, whereas graphics is actually the process of rendering that structure and

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therefore, forming a happy collaboration. And then finally we have LiDAR and structure

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for motion. These are techniques of finding structure, of representing our real world

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and putting this into our computer model. I am going to talk about the history of graphics

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first of all and explain some of the processes that go into rendering computer graphics to

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give the viewers an idea of what computer graphics is. And then I will end with a few

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examples of very recent works. So a brief history of CGI, computer generated imagery.

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It was very much influenced by Edwin Catmull, Pat Hanrahan and Jim Blinn. Edwin Catmull

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was responsible, was one of the co-founders of Pixar which went on to create the short

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animation "Luxo Jr" which is available on YouTube even to this day. And this resulted

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in computer graphics being used throughout the movie industries and throughout entertainment.

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So these guys were also instrumental in the development of the GPU. And as I just mentioned,

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this is what's made everything possible on mobile device, how resolution displays on

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mobile devices, computer games on mobile devices and very great games on our PCs. So

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behind any graphics is the graphics rendering pipeline. So on the left, on the one side,

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you have your application. This is your computer game. This is your VR simulation, let's say.

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And you want to get the graphics from that app to the screen on the right hand side.

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Ok, so somewhere in there you've got the geometry, you've got whatever it is that's

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moving, the zombies that are chasing you. And you want to project that onto the screen.

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So that involves various stages of occlusion detection and seeing what is visible from

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the screen, working out the colors, etc. The rasterization process is the process of

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actually drawing something onto the screen. And most of this is done in a scanline order.

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So when we talk about scanline, we mean that we refer to the pixels of the screen being

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broken up into a rectangular grid. And we usually start at the top left hand side, we

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work to the right hand side and we do a zigzag all the way down to the bottom. This is how

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we get a 2D image. When we think of the graphics process itself, there is a virtual camera

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and there is our geometry. And wherever the virtual camera is, this is what we are projecting

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onto the screen. If we're talking about virtual reality, let's say an immersive headset, then

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this virtual camera is essentially controlled or moved by your head. So when you move your

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head, the virtual camera moves in the virtual environment. A lot of you have heard of ray

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tracing. So this is important for a little bit later in what I have to say. So I'll mention

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it here. So ray tracing, quite simply, is tracing rays from the eye through each of the pixels

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on our screen. And then if these rays don't hit anything, they don't intersect with any

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object in the scene, then we just paint the pixel black. If the ray goes through a pixel

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and it hits an object, in this case of the point X, then we have to calculate what color

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to paint the pixel. Now this color depends on the light. So it's a simple function of

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the surface orientation, the surface normal, as we call it at that point, and the angle

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that makes with the light source. And this is pretty intuitive. So if the surface is

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pointing towards the light, then it gets more energy as brighter. If it's pointing away

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from the light source, of course, it receives no illumination and it will be dark. So that's

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a very simplistic illumination model. So these illumination models made up the core of computer

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graphics research in the last, in the early stages of computer graphics. Okay, so these

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researchers were busy coming up with models of how to best represent the various effects

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that we have in the real world, the various shading effects that we have in the real world.

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One of the earliest models is the Phong model. And this can be explained by the diagram at

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the bottom left here. So we can break up the illumination of any object, in this case,

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this funny looking shape, into three components. The first one is the ambient component, which

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is light from everywhere. It adds nothing to the structure, not into the shading. It

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just ensures that the whole object is illuminated even though it's not facing the light source.

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The next component is the diffuse component or the immersion component. And this does,

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as we saw in the previous slide, this is orientation dependent and it adds the shading that you

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can see here. And the final component is the specularity, the shiny highlights that you get on

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glass and shiny surfaces. So there's a nice representation on the right-hand side where you

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can see that the process is not as straightforward as I have just described as you might

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imagine. We have refraction, we have reflection, we have different types of reflection, we have

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diffuse reflection, we have specular reflection. So coming up with an illumination model that

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actually captures all of this is hard, but the benefits are that you get towards our aim,

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which is photorealistic graphics, okay, and post-realism. Another complication is the fact that in the

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real world we have indirect illumination and this is nicely portrayed here. So in the image on the

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left we have a scene where there is no indirect illumination. On the right we have a scene which

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is rendered with global illumination. So let me describe what's going on. The shading patterns

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across this image are a function not just of the direct light sources. So this one from the window

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for example from here. There's also light bouncing off the floor onto the ceiling, bouncing back

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again. So all of this light that's bouncing around in the environment is causing this smooth

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shading that you can see, illumination of the ceiling essentially which has no direct light

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shining on it. So things are not as simple as we would hope in the real world. More about that

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later. So let me describe now just a content generation which is the stuff, the geometry, the

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stuff that's actually in our computer game that's in our television commercial. If it's 3D it's

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going to have been made in some 3D editor. This is the interface with 3D Studio Max. The first thing

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to note is that everything is polygonized. Everything consists of polygons. They use the flats;

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flat simple surfaces. We join them all together and not one by one but we join them all together

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to make curved surfaces. On the right you may see you may be able to make out that there are basic

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primitive shapes and boxes for example and spheres and these are used to create more complicated

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objects. You may also note the teapot and this is just the Utah Teapot. I've put a link there. It's

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a very special teapot that's been used for computer graphics research for the last 40 or so years.

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Characters, avatars, character modeling. There's no difference here. They still consist of polygons.

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The special thing about 3D characters or avatars is that they have a biped rig or a biped skeleton

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which is the actual thing that does the animation so, if we're talking about animated games for example,

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somebody has to create the animations and piece the animations together. This can be done with

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keyframing or it can be done with motion capture where a real actor performs the motions and then

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these motions are used to move the virtual character. At the bottom, just a brief mention

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about this, we can do crowd simulation. This is something from my own work. So we're simulating how

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annoyed people get with measuring how annoyed people get when they're surrounded by crowds.

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But you can also use it for escape route planning for example, to simulate what happens when there's

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a fire in a building. This is a multi-character scenario where we've got many non-player characters

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in the scene. Again these are no different from the character models that I mentioned previously.

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Probably just a glare resolution. We're looking at current trends now in the last few slides.

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LiDAR is used throughout for measuring distance for getting a structure or a special structure.

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The principle here is the same as an echo. It takes a while for light to,

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projected light to bounce back from surfaces. So we can measure the time that it takes for light

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to come back to an emitter. In this case it's available. We're on consumer devices like the iPad Pro.

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From this we get a pixelated version of the image in front of us. So a point map.

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And the point map can be turned into a depth map which is just an encoding of how far

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objects are away from us in relative depth. In turn this depth map can be turned into

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a structure, into a 3D model. This is used throughout the modern tech that you will hear about later on.

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So all of the devices that for example the meta-quest that uses this to work out where it is in the

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room and all the augmented reality and glasses use this to work out the surfaces on which to

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project their graphics. This is some exciting work that's done by Meta,

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formerly known as Facebook. So here they're actually getting the structure of human beings, of people.

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So people would go in here and they would have their head scanned or their body scanned. So this

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is a multi-camera rig and a multi-light rig just to ensure that there are no shadows.

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It's used to extract the structure of somebody's face, in this case, and also the textures of the

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face. And then deep learning can be used to reconstruct expressions that a device such as the Quest

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for example of the Future Quest text that the user is making. So if somebody is grimacing

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then their avatar will be grimacing in the metaverse.

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If you have a, so and light fields and talk about light fields, if you have a Steam

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Account or a HTC Vive or MetaQuest it's worth downloading Google's Welcome to Light Fields.

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So previously I was talking about getting the structure of the person, now you're getting the

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structure of the environment. And this is a wonderful demonstration of how realistic graphics

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can be. So what Google have done here is they've mounted a number of GoPro cameras onto this

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rotating rig and they're basically sampling the amount of light in the room. And as the rig is

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rotating around the calculating, they're sampling the light structure of that room, the so-called

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Light Field. Okay, if you store this you can play it back to somebody. And then the feeling is,

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is not just one of realism but it's also a way to capture the specular

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parts, the specular components of the surfaces in your scene, shiny surfaces, etc.

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Light Fields in particular, I would not mention too much about this as we

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need to progress. But if you want to capture the full extent of light in the scene, you really

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need to use a multi-camera grid. I'm showing in this middle diagram. You can also use a

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plenoptic camera. So in the Google case, they would use the multiple GoPro's which were rotating.

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But if you want a forward-facing camera, you can use a plenoptic camera,

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which as you can see takes small images of the same scene and you can put these together

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in order to get motion parallax, in order to get the shine from a glass, for example,

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in order to see a little world or represent the world more realistically.

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Now, if you had a limited number of these samples, you could use a Neural Network to

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actually calculate or to represent the space in between. So this is the principle of NeRFs.

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And this is the very recent paper by Benjamin Attal from this year. And this demonstrates,

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first of all, the power of occlusion effects in depth perception, the power of motion parallax,

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the realism and specularities, and just the overall structure. So these are novel views of

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just a limited number of samples of images. This is the basic principle of NeRFs. So the idea is

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that you take a small subset of images from an object and you create a volumetric representation

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using a convolutional neural network. This is another demonstration of this from Nvidia's

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websites, I put a link to this down below. So again, you have limited number of views

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and the fly through, which is generated by the neural network. So the thing that you might be

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thinking at this stage, and especially seeing the image on the right hand side is, "can we get an

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actual model out of this?". "Can we get a computer model out of this three-dimensional neural network

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representation?" And the answer is, Yes, and people are actually working on this. So again, this is

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very recent work by Munkberg taking Multi-view images representing these within a neural network

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and outputting a mesh, a three-dimensional mesh of the object as well as the textures that are used

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to paint the detail onto the surface, and also the light probes. So the light probes capture the

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specular components, and this can be output straightened to your favorite game engine, Unity,

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for example or Unreal or into a 3D editor where they can be further edited.

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Okay, so that brings me to the end of what I wanted to introduce you to in my segment.

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So, we'll pass over to my colleague, George, and he will take over. Thank you very much, Chris.

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That's some fascinating stuff here. So for those of you, the students, I mean, who are interested

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in this, and what George Koutitas is going to present in a while, let me tell you that we're

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working towards creating a follow-up course that will focus on the upcoming developments in terms of

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hardware and goggles and masks and headsets and all that stuff. There's some truly fascinating

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developments happening by some big companies and some startups. So we will revisit the space,

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post Christmas, and have a special day's course for those that are interested in seeing how our

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world will change. So Chris will stay with us until the end and he will be available for questions

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if you have any. But before we go to the Q&A let me introduce our other speaker for the day,

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my colleague and friend, George Koutitas. George is an executive entrepreneur and academic

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with more than a decade of experience in business and R&D. He has a multicultural background. He

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has spent six years in Austin, Texas, five years in the UK, and another six years in Greece,

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where he's currently based. He has founded a startup company in Austin working on AR and VR

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and training of first responders and has a number of publications and a patent in the

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AR and VR space. So it's a great pleasure for me to introduce him to the course. George, are you with us?

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Yes, hello everyone. Thank you, George, for the warm welcome.

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Hello, everyone. Can you hear me? I hope you can.

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George, thank you very much for your warm welcome. Just give me an indication that you can hear me

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so I can continue. Okay, all right. So I'm very happy to be here with you today and speak to you

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and introduce you to the concept of Extended Reality. Some of the things that we're going to

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discuss today, probably you might be already aware, but some of them might be new to you and

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might help you expand your horizons. So we all hear about VR, AR, Mixed Reality (MR).

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Let's understand the difference. Virtual Reality (VR), a simulated experience, okay, in a fully virtual

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world, and this is available to you through 3D near-eye displays. So you are fully isolated

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from the physical environment. You are in a totally virtual environment with graphics presented to

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you from a display in front of your eyes. On the other hand, Augmented Reality (AR) allows you to interact

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with the physical world and it overlays digital information and content on top of the physical world.

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Mixed Reality, which is now, you know, sometimes we use the same term augmented and Mixed Reality,

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is the ability of the digital content to interact with the physical environment. So this means that

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if you can see the third circle, the 3D graphic is behind the sofa and it is in the shadow region of

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the sofa. The sofa is a physical object in my living room and the robot is a digital content

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and I can partially see it. This is called Mixed Reality. Augmented Reality, an example of Augmented

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Reality was Google glasses, okay, or even our smartphones that we can have AR applications.

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Mixed Reality is more modern applications that can be made usually with Microsoft HoloLens and

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other AR devices. From now on, just to not get confused, AR, MR can be thought of almost the same.

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In order to experience AR, VR, we need to have a head-mounted device and as you already know,

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there is a plethora of devices in the market. The breakthrough in the HMD head-mounted device came

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from Palmer Luckey in a kick-starter project. This was in 2012, I think, but started the Oculus, okay,

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and there was an excitement there and then an angler of the technology because many developers

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used the development kit, DK1, offered by Oculus. So they were able to create applications in the

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VR space and people can access them through a marketplace. In the image here on the left hand,

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you can see some VR headsets. One is the Oculus Rift. You can see a cable because it required to

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be connected to the computer for some processing power. You can see the cardboard that you put your

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smartphone in order to act as the VR display and also you can see the latest versions of Meta

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Oculus Quest. On the right side, you can see some, a couple of examples of AR headsets. We have

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Google Glasses, Microsoft HoloLens and Magic Clip. You can see some of the content here. I'm not

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going to read out to you, obviously. I'm explaining in the images. Feel free to use the slides and,

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you know, dive a little bit deeper in the terms. So we have AR VR experiences deployed to us through

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head-mounted devices. What are the applications? There are numerous applications that we can

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experience. Both AR VR has a little bit of struggle in finding the key application areas.

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So we have seen VR going very deep in the gaming space. But then other application areas may involve

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learning and development, remote collaboration, social networks, or even industrial applications.

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AR is the same. But we will see as the time passes that VR is more like on the gaming aspect

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and remote collaboration and social networks, whereas AR can be used mainly for industrial

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manufacturing, construction applications, or learning and development because it allows us to

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interact with the physical environment. This is not 100% true. Obviously, we have VR applications

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since they're learning and development or industrial applications. But we have seen these separations

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on the application areas. And obviously, the reason is that AR allows you to interact with

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the physical world. Gaming is huge. By 2024, it's going to be 2.5 billions.

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Remote collaboration, we have companies like Spatial I.O.

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Agriculture, it is a recent trend in the integration of AR with Internet of Things.

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So we already have augmented reality startup companies that helps farmers

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personalize, actually optimize the quality of the growth of their fields by either deploying

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sensor networks and taking measurements of the humidity, etc., or by using smart cameras

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that allows to optimize where you need to put more water, etc. So there are very, very exciting

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applications. Learning and Development, as we will see a little bit later, VR and AR has a very

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important advantage compared to traditional, let's say, web training programs. It improves

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cognitive learning, but also muscle memory, because you're moving your hands, you can move

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in the environment and the brain can remember where items are positioned and what actions you need

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to do if it is related to a repetitive work. So very fascinating. Obviously, health, we have a lot

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of applications in the health sector, either in the training but also during operation.

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Manufacturing and industrial, you don't need to be an expert in order to do a repair. You can download

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the instructions and you can do the repair at the same time that you are actually doing the repair

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of a machinery or etc. We are not very far away of what we have seen in the movies that you can

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download something in your, not brain, on your AR device and execute it without being an expert

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in the field, similar to matrix. Architecture and construction, obviously there are numerous

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applications there. So the world is fascinating and AR VR will definitely be dominating in our lives

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and our work now and in the future. It's really interesting to see how this technology was

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evolved. The first HMD head-mount and device started in 1943. Yes, believe it or not, it's so

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old. You can see that there was a big gap. Obviously, you know, the technology was not there, user adoption

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was not there. Then suddenly in 1960 to 1969, there was a decade of people with the growth of

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the computers. They started experiencing different types of technologies in order to

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create immersive environments. The most exciting milestone was in 1962 with

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an immersive experience called Sensorama. If you see the video now, it's going to be funny,

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but for 1962 it was a breakthrough. You will see that there are waves, bursts, let's say, of

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evolutions and now we are in the time that the technology, the hardware, is there. We have portable devices

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with very great quality of experience and quality of the graphics. The time is now

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to exponentially grow the sector. In the VR space, there are a lot of companies that provide

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head-mounted devices. Obviously, one of the most well-known is Meta Oculus. They bought a company

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some years ago and they focused initially on the gaming aspect and they had more like a B2C

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approach, business to consumer. They addressed the consumer market and there was the first, let's say,

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exponential adoption of the device. Obviously, there are other companies out there like Google,

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HTC Vive, Samsung, etc. Remember, in the VR space, it all started with Sensorama.

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I highly recommend to see this video to understand how 60 years ago people created the first immersive

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experience. If we focus on one product, the most famous, let's say Oculus Quest, you will see that

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it started with a passive VR experience without any type of controllers so, it was more like visualization.

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Then we had the Oculus Rift that was connected to a PC in order to provide some required processing

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power. Then we had Go and Oculus Quest that work with battery and in a standalone manner,

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so you don't need to connect it to a computer. Then we had Meta Quest Pro that was recently announced

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that it reduces very cool features like mixed reality. You can see that in the front part of

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the display, there are cameras that allow you to perform gestures and you can use your actual hands,

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you don't need the joystick. The level of experience and the graphics has dramatically improved

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compared to different versions. This evolution is met in all companies.

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In the AR space, we have also a lot of companies that provide devices. The most famous one is

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Microsoft HoloLens, Magic Clip. Metac is still present in the AR space with what they call Spark AR.

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It's a platform that anyone can create AR experiences that are used on the mobile device. They don't have

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an AR headset yet, at least available in the market.

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Magic Leap is an important company to see because there was an initial hype back in 2014. I think

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they raised a lot of money for a huge amount of evaluation. The company was not ready to provide

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the product and didn't address the right niche market to penetrate in the market.

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That's why there was more like an idle mode for this startup company.

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But recently, we see a lot of motion and evolution coming from Magic Leap since they

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trimmed their business model to more like enterprise AR and use cases related to health.

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So we expect to see a lot of growth and a lot of cool new features from Magic Leap 2.

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Obviously, a recent trend is coming from the Metaverse. So, imagine we have AR, VR companies,

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we have computer graphics companies and now we have companies in the Metaverse space.

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Either by creating 3D environments, either by creating serious games and interactive

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environments like Roblox Corporation, Decentraland etc. It's going to be fascinating to see what type of

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collaborations, acquisitions or merges are going to happen between the AR, VR and the Metavors space.

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So I'm sure that in the next years we're going to see a lot of action in this space.

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But let's see what is happening inside a headset. What is inside? What type of electronics do they

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have? Obviously, these bullet points do not represent the entire technology but they can give you a

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good high level overview of what exists and what are the main components. This is the device from

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Meta, Meta Quest PRO. There are front cameras, depth cameras in order to understand proximity

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and gesture tracking. So you can put your hands in front of the cameras and by moving your fingers

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you can see your virtual hands moving with great accuracy. There are also high tracking sensors

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which are important especially when you do like social interaction with another person and the

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other person can see your eyes or by optimizing the graphics and the frame rate according to the

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place that you focus your eyes. There are devices called IMUs, Inertial Measurement Unit, accelerometers,

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orientation and other gravitational forces and include accelerometers, gyroscopes and magnetometers.

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They are used for you to accurately measure position of your hands or the rotation of your head.

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Time of Flight sensors in order to measure distance, imagine you are entering a room and this physical

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room that you enter can automatically become a virtual room in your virtual reality experience.

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So you need depth cameras and Time of Flight sensors to do that. There are processors,

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speakers, battery (obviously) and controllers.

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The controllers of the VR are quite interesting to observe because if you think of the user experience

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before VR you have controllers of game consoles. You use both your hands in one device but now

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in virtual reality you can actually physically move so you cannot have one controller for both

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of your hands. So the UX of every company out there was responsible to convert the controllers

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that we had in the gaming consoles to two separate controllers with additional sensory device on

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top of them accelerometer, gyroscopes in order to simulate the movement of our hands and provide

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the required user experience for us to interact and play our virtual reality games.

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And this graph shows how these two different companies created two different joysticks coming

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from the concept of the console joystick. But when you don't have a controller

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you need to have gestures in order for the device to understand where are your hands

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and what are the motions of your fingers. And this is achieved both in AR devices and in the

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AMV devices with the cameras that are in front of the headset. So these cameras have the required,

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let's say, algorithms that power the cameras to understand the motion of the fingers

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and according to the different type of motions that you do, you can interact with a virtual

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environment. So for example when you do in a Microsoft HoloLens this movement which is the

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movement called Bloom, the main menu appears. If you want to click you need to do this with your

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finger not this, this is the gesture. If you want to drag and drop something you click it and you

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drop it. So there are different types of gestures in order to allow you to interact with a virtual

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environment in an AR or in a VR equipment. What type of delivery mechanism and technologies do we

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have in order to experience AR VR? There are numerous let's go each one of them. Where they are

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where they are is a virtual reality experience but it is deployed on the browser of your laptop

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or your computer or wherever you want. Obviously you don't have all the nice features of VR

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it feels like you are playing a 3D game okay but it might be the right solution according to the

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program and the application area. So for example if you want to create a training program for students

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or people to get familiar with a space a WebVR might be the right place to deploy your

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experience because it's already available anywhere everybody has a browser, okay. It's very cheap,

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you don't need to buy any new equipment. On the other hand if you need to create a more immersive

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environment like a game or a more immersive training then you need a full VR experience

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and deploy your experience on the VR headset. Obviously the WebVR is cheap also the VR cardboard

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is cheap because the device the cardboard is almost for free it's already very cheap

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and you only need the smartphone. On the AR space you can deploy your AR application on a smartphone

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I'm sure that you all played Pokemon Go or I'm sure you're playing now AR games on your smartphone

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they can be deployed on smart glasses either Google glasses that, I'm not sure if who of you

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experienced that in the past, I tried them back in 2015. We now have car manufacturers having smart

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glasses in front of the wheel of the car in order to inform the driver about, you know, navigation

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or specific alerts and obviously we have AR headsets that you can deploy your AR applications like

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HoloLens, Magic Leap etc. So according to the application the level of immersion and the use

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case you have a plethora of delivery mechanisms delivery technologies for your AR VR experiences.

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Something that is interesting also in the AR VR space is Haptics. So in order to make the experience

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even more immersive we now have gloves that can have sensory devices in order to improve the

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overall experience, so vibration, so your finger vibration, on a suit that you are wearing.

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So imagine that you are playing let's say a game that you are giving a punch to the enemy and you

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can feel the punch on your chest or you are in a forest and you can see a bird flying or

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the bird is landing on your finger and you can feel it. So all this extra level of immersion

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is delivered to you through extra hardware equipment that are obviously in a tactile

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manner communicating really fast with the hair with a VR headset and you need to have some extra

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hardware to experience it. There are other levels of immersion in order to have a better VR experience

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this is an example one of the most famous is the Treadmill that allows you to run in VR this was

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one of the main drawbacks of VR compared to AR in AR you can move your hands but also you can

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move your body. In virtual reality you can move you cannot move your body you only have the joy

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stick in order to navigate in the environment with treadmills (VR treadmills) you are on top

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of a treadmill, you can run, you can do all the physical movements and these are translated as

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locomotion in the VR space. We also have Flying Simulators we can have Theme Parks etc. in order

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to increase the level of immersion. I'm not gonna spend too much time on two of the most,

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let's say, commonly used engines to create AR VR experiences, you know, I'm sure that you are

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all familiar with Unity and Unreal, both of them are engines that allows you to create a VR and

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AR experience. As a very general rule of thumb, Unreal Engine is most widely used in games,

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it has very good graphics, where as Unity has a lot of libraries that can help you if you want to

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create more like trainings and other type of VR experiences but obviously this is not

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a hard rule, it is quite commonly met out there. So if you are a startup and you want to create, let's

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say, not a higher resolution graphic VR experience but more related to training and learning and

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development, Unity might be the right tool because there are a lot of languages out there and libraries.

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If you want to create a very realistic game then probably Unreal Engine might be the right platform

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for you but obviously depends on, you know, the use case and the application. So now let's move to

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some of the development challenges that we face nowadays. How do you develop a VR experience.

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Most probably you are aware of agile development process, so let me give you some 

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of the lessons I personally learned in my startup career.

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Creating a VR or an AR training or game, let's say experience, is time consuming and quite a

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difficult thing to do. This is because there is a plethora of platforms, there is a plethora of

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devices you can use, there is a plethora of different type of 3D objects and environments that you can

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create and in most of the cases that I have seen is that you don't know what really the customer

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wants, the user. So one of the most commonly we help you on your development of the experience is what

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we call Agile development process that helps you understand what the user needs and what are the

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challenges, explore the different alternatives you have, experiment and then materialize. And this is

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done through interative cycles with small cross-functional teams so instead of going and creating a

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monolithic game or experience that nobody's gonna use, try to make it adaptive and iterative.

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So we wanted to create a virtual reality training for first responders and this virtual reality

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training should be delivered in virtual reality, Oculus Quest and also a AR experience using

394
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Microsoft HoloLens. So we need to develop two products but we didn't even know what the user

395
00:53:40,240 --> 00:53:46,480
and the customer wanted. So for example and design thinking principles what we did is we

396
00:53:46,480 --> 00:53:55,600
created an MVP with 360 images or 360 videos and we use InstaVR as a platform to let users

397
00:53:55,600 --> 00:54:02,400
experience it. Very easy to do and to tell you the truth, the budget that you need is less than 500

398
00:54:02,400 --> 00:54:10,000
dollars, let's say, or euros, or zero amount of money, you'd go in the place, you take 360 images and

399
00:54:10,000 --> 00:54:16,720
then you program in an InstaVR and experience. You give it to the users and you receive a feedback,

400
00:54:16,720 --> 00:54:22,560
I would like this feature, I don't like that, I would like to add another feature. So with this

401
00:54:22,560 --> 00:54:32,560
iterative process, you know, we started creating progressively experiences in VR and AR, we published

402
00:54:32,560 --> 00:54:41,680
that on a VR store and then we were able to scale it to a large number of users. I definitely want

403
00:54:41,680 --> 00:54:49,360
to give you this advice that, don't go and develop something big, focus on an MVP, MVP stands for a

404
00:54:49,360 --> 00:54:56,480
Minimum Viable Product, and follow agile principles, iterative work in order to, you know, step by step

405
00:54:56,480 --> 00:55:07,600
improve your model and your experience. If you want to see all the development stages of an AR and VR

406
00:55:07,600 --> 00:55:14,880
experience, you know, the most basic steps are the following. Create the theory environment, 

407
00:55:14,880 --> 00:55:20,880
design/create the instructional design, let's say the series game and the experience behind it, create

408
00:55:20,880 --> 00:55:28,080
some special effects and immersion levels, you know, some special gestures, define what are going to be

409
00:55:28,080 --> 00:55:35,200
the analytics that you need to keep track in order to understand user engagement, package all of these

410
00:55:35,200 --> 00:55:42,480
in an application file and publish it on a marketplace. On every step there are a lot of questions that

411
00:55:42,480 --> 00:55:48,960
you need to answer, these are just a small tiny portion of the actual questions that exist out there

412
00:55:48,960 --> 00:55:55,520
but it gives you, let's say, an indication of what are the steps involved, what are the main, let's say,

413
00:55:56,480 --> 00:56:01,280
obstacles that you need to bypass. In reality, it's 10x of what you see here.

414
00:56:03,360 --> 00:56:10,720
Another development challenge is the avatar; who owns my avatar, what type of diversity we need to

415
00:56:10,720 --> 00:56:18,000
give to people. It needs to be customizable I want to have my face on the avatar, some other people

416
00:56:18,000 --> 00:56:26,400
want to be anonymized or wear sunglasses, so giving, creating an avatar is not a simple thing in

417
00:56:26,400 --> 00:56:33,600
modern AR and VR experiences and it is something that is gonna, we are gonna see a lot of innovation

418
00:56:33,600 --> 00:56:42,880
in the near future. Another challenge that we met in mainly in virtual reality is what we call motion

419
00:56:42,880 --> 00:56:50,160
sickness. It's an important drawback because, I personally experience it sometimes, because it

420
00:56:50,160 --> 00:56:58,960
doesn't let you experience the entire virtual reality game. After five minutes or ten minutes you

421
00:56:58,960 --> 00:57:06,560
might feel motion sickness and you might quit, abandon the game. It's quite interesting to see

422
00:57:06,560 --> 00:57:18,320
how motion sickness is created. So we have two sensors that detect motion in our body, one is our

423
00:57:18,320 --> 00:57:28,400
ear and the other is our eye. Inside our ear there are some tiny tiny tiny sensors that understand, you

424
00:57:28,400 --> 00:57:34,960
know, motion. Think of it like an accelerometer inside our ear okay. And obviously the eye detects

425
00:57:34,960 --> 00:57:45,280
motion through the visual. When we experience VR, what is happening is that the brain that is

426
00:57:45,280 --> 00:57:53,360
connected to our ear and our eye receives two signals that are opposite. The ear does not feel

427
00:57:53,360 --> 00:58:00,480
any type of motion and it sends a no signal motion to the brain, whereas the eye can see the motion

428
00:58:00,480 --> 00:58:05,600
because I can see, you know, motion in the virtual reality environment, cars are passing by, you know,

429
00:58:05,600 --> 00:58:12,800
I'm flying a plane and the brain does not know which of these two sensors to trust more because it

430
00:58:12,800 --> 00:58:20,960
has an equal trust to both of them; it trusts the ear, it trusts the eye. So in order to defend itself

431
00:58:20,960 --> 00:58:28,640
the brain sends a sickness signal to our stomach and this forces us to stop whatever we do that creates

432
00:58:28,640 --> 00:58:36,400
motion sickness to us. So recent trends now in head-mounted devices in VR headsets is that

433
00:58:36,400 --> 00:58:45,280
they're going to include a magnetic sensor, actually an actuator on the ear side in order to synchronize

434
00:58:45,280 --> 00:58:53,920
the motion that the eye detects, with an actuator on our ear in order to also detect a fake motion.

435
00:58:53,920 --> 00:59:01,680
So motion sickness is something that is not going to happen from now on in many of the new VR headsets.

436
00:59:04,160 --> 00:59:11,120
Another cool challenge that is happening is what we call teleportation. It's not like actual

437
00:59:11,120 --> 00:59:18,720
teleportation but it's very similar to what we have seen in Star Wars movie. The idea for teleportation

438
00:59:18,720 --> 00:59:27,360
is for me to be able to see a 3D full-scale avatar of the person that I'm communicating with.

439
00:59:27,360 --> 00:59:35,040
So imagine that I'm in my room, yeah, you are in your room and you can see my 3D body walking inside

440
00:59:35,040 --> 00:59:41,120
your room and delivering you this lecture. There are different types of technologies to do that

441
00:59:41,120 --> 00:59:49,680
either by transferring a large number of pixels in this 3D environment or by creating a 3D object

442
00:59:49,680 --> 00:59:57,760
and setting, putting a skin of how I look on top of it. Obviously there are different types of

443
00:59:57,760 --> 01:00:04,560
cameras and hardware equipment that need to be created. I'm not an expert about that but I definitely

444
01:00:04,560 --> 01:00:12,960
know that there are a lot of development challenges in that teleportation space. And before I close,

445
01:00:12,960 --> 01:00:20,720
another challenge is how we interact with all these huge networks of internet of things that are out

446
01:00:20,720 --> 01:00:31,040
there. Imagine that by 2025, or it might already be happening, you know non-human centric data,

447
01:00:31,040 --> 01:00:36,560
data that are coming from internet of things are gonna be larger than human centric data,

448
01:00:36,560 --> 01:00:42,800
data that the real human is creating. And one of the key problems that we face now is, how can I

449
01:00:42,800 --> 01:00:49,680
interact with all this big data? We have a dashboard on my tablet or my smartphone but it's too small.

450
01:00:50,480 --> 01:00:56,720
We have NLP natural language processing algorithms that I can speak to as smart device and have

451
01:00:56,720 --> 01:01:03,040
access to this big data, or I can interact with smart devices like this thermostat and I can see the

452
01:01:03,040 --> 01:01:12,320
data. But one of the most expected breakthroughs that is gonna appear is through the use of AR and VR.

453
01:01:12,320 --> 01:01:20,160
I'm gonna be able to visualize big data on the physical world by connecting AR applications with

454
01:01:20,160 --> 01:01:29,120
internet of things networks. So accessibility to data is gonna be an immersive experience to us

455
01:01:29,120 --> 01:01:31,680
instead of having, let's say, a flat screen in front of us.

456
01:01:35,520 --> 01:01:42,960
That's all on my side and obviously there is a list of conclusions that you can see in your slide

457
01:01:42,960 --> 01:01:50,240
and George, we can welcome questions and I hope you found the lecture interesting. Thank you very

458
01:01:50,240 --> 01:01:56,960
much. Thank you very much George thank you very much Chris this was a really packed session but

459
01:01:57,760 --> 01:02:04,160
at least for me because I watched it more as a student because I'm not an expert in these things

460
01:02:04,160 --> 01:02:09,760
I found it very fascinating. Just to let everyone know that this is quite a long presentation you

461
01:02:09,760 --> 01:02:14,880
might have noticed that it's more than 70 slides so we're gonna mint it and have it available for

462
01:02:14,880 --> 01:02:22,320
you to claim as an NFT as soon as possible and obviously both Chris and George will be available

463
01:02:22,320 --> 01:02:30,720
for questions offline as well on Viber or Twitter. So we have a couple of minutes, I think

464
01:02:30,720 --> 01:02:40,080
we can take a couple of questions. One question is, okay, people are naturally confused with acronyms

465
01:02:40,080 --> 01:02:46,880
so George you started by trying to explain the differences between AR VR and MR.

466
01:02:47,920 --> 01:02:51,840
A student is asking about XR which is Extended Reality.

467
01:02:52,560 --> 01:02:58,560
I guess I know the answer to that question but can you clarify the difference on how XR fits with

468
01:02:58,560 --> 01:03:07,120
the other acronyms and what everything is? Yeah, acronyms and abbreviations are always a big

469
01:03:07,120 --> 01:03:20,080
issue and sometimes there is an overlap. Extended reality, mixed reality, AR and VR. I think that we are

470
01:03:20,080 --> 01:03:30,000
gonna have more dominant, let's say, names focusing on VR everything that has to do without any

471
01:03:30,000 --> 01:03:36,800
type of interaction in the physical world so I'm totally isolated in a virtual experience and then

472
01:03:36,800 --> 01:03:42,720
XR, I think, in my personal opinion, you know, that will include all the rest. But this is something

473
01:03:42,720 --> 01:03:49,120
that, you know, we're gonna see different names probably coming in the near future. So me personally,

474
01:03:49,120 --> 01:03:55,920
I use VR AR some other people are using XR so it's up to you to use the name that you prefer.

475
01:03:57,840 --> 01:03:59,440
Chris, any comments on that?

476
01:03:59,440 --> 01:04:05,040
Chris might be able to provide. Well I use VR for everything. (laughter)

477
01:04:08,960 --> 01:04:16,800
Okay case is boy yeah. I personally like to keep it simple and I just say well it's,

478
01:04:16,800 --> 01:04:26,880
I think virtual reality is good enough if it's going to blend with, you know, but who's to say what

479
01:04:26,880 --> 01:04:35,040
real reality is anyway, So keep it simple. Virtual reality is fine, XR I have read papers

480
01:04:36,560 --> 01:04:46,320
which say just treat the X as a variable, just a placeholder. So in the X you can 

481
01:04:46,320 --> 01:04:54,160
put whatever, augmented, you can put the glasses you can put immersive and whatever comes next, you

482
01:04:54,160 --> 01:05:04,000
know. So I'd rather not confuse people. I'd rather not confuse people and I would either just go

483
01:05:04,000 --> 01:05:11,200
with VR or go with what George just said, AR and VR are fine I mean it's good enough.

484
01:05:11,200 --> 01:05:20,640
Yeah I agree, I mean the "keep it simple" I think principle applies here. I'm probably older than

485
01:05:20,640 --> 01:05:26,240
everyone around here and I've been around in the early days of the internet, the early days of

486
01:05:26,240 --> 01:05:36,000
mobile, the early days of crypto and I've seen how acronyms are used and abused by consultants

487
01:05:36,000 --> 01:05:41,840
and vendors as they try to position their products and differentiate themselves from

488
01:05:41,840 --> 01:05:49,120
competition. So sometimes we get, you know, bombarded with different acronyms that mostly mean, if not

489
01:05:49,120 --> 01:05:55,200
completely the same, very similar things and tends to be confusing so yeah, I'm all in for simplicity.

490
01:05:56,480 --> 01:06:02,480
And, you know, as it happened with the internet, the things that have real value that the names

491
01:06:02,480 --> 01:06:08,000
will stick. Others like, you know, the intranets we have been discussing back then in the 90s or

492
01:06:08,000 --> 01:06:14,080
everything will just disappear from the foreground. Okay, another question

493
01:06:15,920 --> 01:06:22,000
Both of you, especially George I think, have mentioned a number of devices that are

494
01:06:22,640 --> 01:06:30,080
commercially available, announced, or in the process of being developed, and okay, I guess most of us

495
01:06:30,080 --> 01:06:36,640
know about Oculus and stuff like that, but you mentioned things like haptic interfaces or treadmills

496
01:06:36,640 --> 01:06:43,920
or this actuator in the year that will alleviate the symptoms of motion sickness. Can you give us,

497
01:06:43,920 --> 01:06:54,320
either of you, like a time horizon of when these things would hit the commercial market, when

498
01:06:54,320 --> 01:07:00,080
we would see them. I mean, are they available in the market now? Are we expecting them in 2023 or is

499
01:07:00,080 --> 01:07:12,640
it like a five year horizon thing? Christos, should I go first? Yes go. Okay, the technology is already

500
01:07:12,640 --> 01:07:21,360
here and obviously there is a supply and demand, you know, driver here so the more the demand is

501
01:07:21,360 --> 01:07:27,680
gonna grow from the end users, the technology will accelerate. We have seen cases where the

502
01:07:27,680 --> 01:07:32,160
technology accelerated so fast but the user adoption was not there and this, from the business

503
01:07:32,160 --> 01:07:39,600
perspective, is, you know, sometimes not very sustainable, but for the moment technology is here to deliver,

504
01:07:39,600 --> 01:07:48,480
you know, acceptable levels of immersion and experience so it can be engaging for the end user. So gloves

505
01:07:48,480 --> 01:07:58,640
that can improve, let's say, haptic VR, okay, or treadmills and they already exist. They might be hard to find

506
01:07:58,640 --> 01:08:04,480
because there is no mass production there are no games, you know, still yet out there to let you

507
01:08:04,480 --> 01:08:11,440
experience, you know, with the use of a haptic glove, you know, the level of immersion that you want so

508
01:08:11,440 --> 01:08:16,960
there is. The technology is here, the demand is coming so we are gonna see like a step-by-step

509
01:08:16,960 --> 01:08:27,680
growth. My personal sense is that, you know, 2023 we are gonna see much more evolution compared to 22

510
01:08:29,680 --> 01:08:34,000
and more penetration of this type of technologies in our experiences.

511
01:08:34,000 --> 01:08:47,360
Yeah so yeah I tend to agree but if you if you ask me which one of the AR or VR is going to hit

512
01:08:48,080 --> 01:08:55,440
a use case or a use scenario quicker I think it's going to be augmented reality because of the,

513
01:08:55,440 --> 01:09:04,720
you know, not everybody as George mentioned some people really do not like the sense of isolation

514
01:09:04,720 --> 01:09:13,920
that you get from immersive tech, you know, and I've been working with the tech for quite a long time

515
01:09:13,920 --> 01:09:20,800
and yeah, you don't find me putting on my headset I'd like to kick back and watch a nice flat screen,

516
01:09:20,800 --> 01:09:32,960
but imagine this, you've got augmented reality glasses and you kick back and you turn your room

517
01:09:32,960 --> 01:09:47,360
into a living cinema. Now this is a use case, it flows with larger and larger TV screens for example

518
01:09:47,360 --> 01:09:54,960
that everywhere every Christmas you're buying a bigger TV set, well at some point you don't need

519
01:09:54,960 --> 01:10:02,000
to buy a TV set, okay you can have a shared experience with your family wearing a pair of glasses that

520
01:10:02,000 --> 01:10:07,760
you can take with you from one room to the next. There could be a market for this employment

521
01:10:07,760 --> 01:10:17,360
entertainment in terms of home entertainment. For business uses, absolutely, you know everything is

522
01:10:17,360 --> 01:10:30,720
there currently, it will get better. Haptics has fallen out it's fallen out a little bit because,

523
01:10:30,720 --> 01:10:41,840
you know, it's clunky, the technology is too clunky to be viable at the moment. I remember the

524
01:10:41,840 --> 01:10:53,600
the old haptic device was called the Phantom if anyone would like to go back to the 1990s the late

525
01:10:53,600 --> 01:11:02,000
1990s early 2000s. So this was a little robot, you put your finger into it and you could feel

526
01:11:02,720 --> 01:11:08,800
you could feel stuff and play around with, you know, elastic effects etc.

527
01:11:11,760 --> 01:11:19,920
Now we have haptic gloves but I think, yeah, this will be a while taking off, I think it's a slow

528
01:11:19,920 --> 01:11:25,920
process. Let me let me take you a little bit further in the future then because I have a question that

529
01:11:25,920 --> 01:11:32,240
I really like from one of our students and the question is, what about brain computer interfaces?

530
01:11:32,240 --> 01:11:38,880
How far away is that do you think? I guess eventually we will tap directly into the optical part of the

531
01:11:38,880 --> 01:11:46,960
brain and bypass AR spectacles or goggles. Do you have any views on this? That's already here.

532
01:11:46,960 --> 01:11:57,840
Is it? Okay yeah yeah that's that's already here so okay. There is a principle, I have one just here

533
01:11:57,840 --> 01:12:08,240
in fact, it's a 32 channel BCI with a principal shell so you could you get the 3d model you

534
01:12:08,240 --> 01:12:16,160
could you can print it and you get a pack from a OpenBCI is the name of the company. It was a kick

535
01:12:16,160 --> 01:12:24,720
starter from a few years ago and the perfect use case is as a motion motion device.

536
01:12:24,720 --> 01:12:40,480
Yeah, so you can train, it picks up the skin currents on the head on the on the scalp you can train

537
01:12:40,480 --> 01:12:49,280
it on the on the motor the sensors of the head with repetitive movements and then you can associate

538
01:12:49,280 --> 01:12:54,560
those movements with movement in a virtual environment. And people have been doing that for

539
01:12:54,560 --> 01:13:05,440
a few years now. Yeah, and there's also it's used for paraplegics so if you have a case where you use

540
01:13:05,440 --> 01:13:11,680
it for a paraplegic in a wheelchair to move their wheelchair, and you can for sure take this straight

541
01:13:11,680 --> 01:13:19,600
away and put it into a virtual environment. Fascinating I didn't know we were so advanced in BCI. Next

542
01:13:19,600 --> 01:13:28,000
time I am in your lab, you need to show me this. George, any views on that? I think that

543
01:13:28,000 --> 01:13:36,400
one of the enablers of something really really interesting is gonna be 5G or you know 6G networks

544
01:13:36,400 --> 01:13:46,480
that will allow real-time 360 video transfer. And I remember that a couple of years ago when I

545
01:13:46,480 --> 01:13:55,920
broke my leg, all right, I said I would pay anything if I could click on a person on a map, let's say

546
01:13:57,440 --> 01:14:04,640
on the top of a mountain that he or she is snowboarding with a 360 camera on her head, okay, and I can be

547
01:14:04,640 --> 01:14:12,800
with my broken leg in my sofa of my home in Greece and wear my VR headset and you have the assert

548
01:14:12,800 --> 01:14:20,640
experience real-time, 360 high-definition video and the person is, you know, doing a nice downhill

549
01:14:20,640 --> 01:14:30,000
run for me while I can't, So I think that when we are gonna have content creators real-time,

550
01:14:30,800 --> 01:14:38,800
high-definition, 360 video be able to be transferred and headsets that can allow us to, you know, consume

551
01:14:38,800 --> 01:14:45,200
this type of content, there's gonna be a really really interesting application area,

552
01:14:46,720 --> 01:14:54,560
We are a little bit some years behind because the network and the speed is not already there

553
01:14:54,560 --> 01:15:00,960
in many cases, in some you know denser burn environments it is, but I think this is gonna be

554
01:15:00,960 --> 01:15:04,880
fascinating and obviously we need the 360 cameras in our smartphones.

555
01:15:04,880 --> 01:15:12,880
Awesome, very very interesting. One student is asking, what was the name of the company that you

556
01:15:12,880 --> 01:15:20,160
mentioned, Chris, I think it was OpenBCI, you said? (you're muted, you're muted I think)

557
01:15:21,840 --> 01:15:28,240
OpenBCI, BCI for brain computer interface great, yeah okay.

558
01:15:28,240 --> 01:15:39,040
Another question is, if you were to pick like one or the top difficulty either technical or

559
01:15:39,040 --> 01:15:47,760
adoption related or regulatory or whatever you want to make these things, you know, commercially

560
01:15:47,760 --> 01:15:55,120
viable and adopted by en masse, what do you think that the biggest obstacle or obstacles are at the

561
01:15:55,120 --> 01:16:01,680
moment? Is it that we are, you know, missing technological elements, is it that we miss

562
01:16:02,640 --> 01:16:08,560
applications, that we miss education, what is it that hasn't allowed augmented or virtual 

563
01:16:08,560 --> 01:16:10,880
reality to reach their full potential?

564
01:16:14,320 --> 01:16:19,440
I think there are different use cases for each of them.

565
01:16:19,440 --> 01:16:31,440
I believe and, well, I saw a breakdown of 60 to 40 on Meta's expenditure vis-a-vis the

566
01:16:32,000 --> 01:16:39,920
augmented reality expenditure versus virtual reality and I don't think it's the case that

567
01:16:39,920 --> 01:16:44,880
Meta, for example, is building this closed world in the evening you know they expect this closed

568
01:16:44,880 --> 01:16:50,560
world this is not going to be the use case it's not it's not going to be the, you know, what's going

569
01:16:50,560 --> 01:17:04,640
to break it for for this tech. I think this tech will gradually become pervasive

570
01:17:05,440 --> 01:17:11,840
through everything that we do, it's a slow process and I don't think that there is going to be a

571
01:17:11,840 --> 01:17:21,200
massive jump, in my personal opinion. I think what will happen is that we will just, I saw a

572
01:17:21,200 --> 01:17:27,680
visualization of this itself where somebody walks out of their living room and they are bombarded

573
01:17:28,400 --> 01:17:37,440
with augmentation, right, so in the streets where they walk there's information, this information

574
01:17:37,440 --> 01:17:45,280
regarding the street name there's advertising, once the advertisers get in there, oh believe me

575
01:17:46,000 --> 01:17:53,680
things will take off people. I also saw in our cafeteria today a pair of glasses which,

576
01:17:54,640 --> 01:18:00,480
you know, stop the glare from a screen and I think the wearing of glasses like this with a form

577
01:18:00,480 --> 01:18:11,440
factor like this with computer graphics augmented is going to be the clincher. People will start

578
01:18:11,440 --> 01:18:20,560
wearing these, they'll feel comfortable wearing them and we will have, everywhere we go there will be data,

579
01:18:20,560 --> 01:18:28,880
it will be data rich and this will be the metaverse, in my opinion. Very interesting, very

580
01:18:28,880 --> 01:18:34,480
interesting definition of the metaverse as well. George, any final thoughts on this because I

581
01:18:34,480 --> 01:18:42,320
think this is this is our last question for today. I agree that, you know, one of the key obstacles,

582
01:18:42,320 --> 01:18:48,960
you know, to wear the glasses is because now we send all the processing power on top of the glass.

583
01:18:48,960 --> 01:18:55,200
What we need is a glass that it is like the one that we wear for our sun or, you know, to improve

584
01:18:55,200 --> 01:19:02,720
our sight. So having migrating all the processing power to another device, probably our smartphone,

585
01:19:02,720 --> 01:19:13,680
our, you know, our smart watch and having the acceptable level of graphics and experience

586
01:19:13,680 --> 01:19:19,680
delivered in a normal glass will open new horizons in the adoption of the services and then,

587
01:19:19,680 --> 01:19:27,360
you know, wherever you are you can see augmented information everywhere, Advertising, you know, real

588
01:19:27,360 --> 01:19:34,880
time information navigation, everything can make your life much easier. Fantastic we're gonna say

589
01:19:34,880 --> 01:19:41,360
we're gonna see huge changes in the coming years and I agree with Chris that they would happen gradually

590
01:19:41,360 --> 01:19:50,960
and then and then suddenly maybe when advertisers pick up on these and we have a sudden influx of

591
01:19:50,960 --> 01:19:56,880
of applications all around us and then we will be chasing the applications instead of them chasing us.

592
01:19:57,440 --> 01:20:02,720
Anyway, thank you very much this was a very fascinating session thank you for being here thank you for

593
01:20:02,720 --> 01:20:08,880
sharing your expertise with us and looking forward to seeing you again in one of our future courses.

594
01:20:08,880 --> 01:20:15,680
Thank you very much everyone, we'll see you next week with week 10. bye 

595
01:20:38,880 --> 01:20:41,440


