Professional Documents
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T E CH NOL O G Y
MANUA L
COMPLEX GUIDE
TO VR/AR/MR SOLUTIONS
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START YOUR VR /AR
JOURNEY NOW
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SAY HI
TO OUR EXPERTS
Jakub Korczyński
CEO @ Giant Lazer
Mateusz Tokarski
Co-CEO @Giant Lazer
Michał Rypel
Marketing Spec. @Giant Lazer
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TABLE OF
CONTENTS
GOOD TO KNOW 26
SUMMARY 27
CONTACT 28
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NUMBERS
& STATISTICS
VR/AR market is now dynamically gro – wing From Steam VR, through AR Spark on
and seems promising in terms of medical Instagram, and VR chat, to Pokemon-GO
systems, educational applica – tions, and frenzy. We’re experiencing a mas – sive boom
corporate training. However, the primary VR/ of immersive activities that can also stimulate
AR market – entertainment – is split between e-commerce and retail markets.
gaming and so – cial media projects.
90%
43%
600 mln of educators agree that
VR training reduces the VR tech – nology is
Every month, over 600 occurrence of workplace quite an effective way of
million people use Spark AR injuries by 43% (Chaos providing differentiated
on Facebook and Instagram Theory Games, 2020). and personalized learning
(Tech@Facebook, 2020). experiences for students.
(Getting Smart, 2020).
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VR IS NOT A
ROCKET SCIENCE
What does society think about Virtual Reality? However, the first breakthrough was the
When it comes to mainstream media, the Oculus Go system (presented in 2018 by
term is being less and less associated with Facebook), which was also a standalone
still-developing technology and something headset with two remote controls.
that’s not at all handy. Because of its Unfortunately, it supported only three
misrepresentation in everyday life and still degrees of freedom (just head movements),
developing target of users, we can easily which means that the experiences were
acknowledge that VR is not yet understood much more static. Despite that, Oculus Go
properly. However, its status is changing helped promote virtual reality throughout the
towards financially and technologically companies and institutions that weren’t aware
inclusive and available innovation. of the capabilities that came with virtual
reality in many cases.
It’s important to note that the times when
virtual reality was an absolute novelty Today, virtual reality is used in logistics,
are behind us. Since 2018, the immersive education, culture, produce, healthcare,
technology became easy to implement – to military, and many more industries on different
the point where Lenovo Mirage Solo became economic levels – from small businesses to
the first serious commercial offer for everyday global corporations. The information needed
VR consumers. All because of its standalone to work with this technology is available for
feature (the headset works without cables anyone interested, if not already well-known,
or separate tracking devices like those for for commercial web/mobile interface users.
HTC Vive).
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WHY WOULD YOU
CONSIDER VR/AR/MR
IMPLEMENTATION
✎ attractive, event-friendly
technology
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WHAT TO THINK ABOUT
BEFORE STARTING
A VR/AR PROJECT
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KNOW
YOUR VR/AR
HARDWARE
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→ KNOW YOUR VR/AR HARDWARE
Virtual reality headsets come with a cable Most of the headsets work with remote
set (PC headsets) or a built-in computer controllers (however, sometimes it’s just
(standalone gear), two screens, special lenses one pilot). Controllers communicate with
(that help users see one coherent image), and the headset through the emitted light
cameras that help it to track the position of (installed LEDs).
the headset and are sometimes helpful in case
of hand tracking support. In addition, some of
the headsets come with base stations (as in Examples of VR headsets:
the HTC Vive set). Oculus Quest 2, HTC Vive Pro, Pico Neo 2,
Valve Index
Others need just built-in cameras that can
scan the surroundings and gain orientation by
the characteristic elements localized around
them. Depending on the setting, headsets
come in 3DoF (degrees of freedom) or 6 DoF
technology. It means that we can either use
them to look around (3DoF = rotating the head
in one place) or move around (6DoF = walking
in 3 dimensions and looking in 3 dimensions).
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→ KNOW YOUR VR/AR HARDWARE
Mixed Reality headsets work with two main Assisted Reality glasses are indeed the
elements: lenses (that serve as screens just lightest of the immersive devices. The
by themselves thanks to the technology of technology uses different display solutions:
waveguide lens) and scanners (cameras) that a screen (LCoS, Oled, and many more) +
map the surroundings to place UI/application a prism (the most basic and low-cost solution),
assets in near space. They usually work as a holographic film (light and compact), or
standalone. However, some of the available a birdbath lens (good quality of view). The
gear needs portable computers/batteries. difference between each other results from
the viewing method, e.g., one-eye or two-eye
displays, or immersion level.
Examples of MR headsets:
HoloLens 2, Magic Leap
Examples of AsR headsets:
Epson MOVERIO BT-300, Realwear HMT-1,
RoKid Glass 2
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IMMERSIVE
TECHNOLOGY
DISTINCTION
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→ IMMERSIVE TECHNOLOGY DISTINCTION
VR (virtual reality)
Virtual Reality is – by design – a technology But starting with much more common use, we
that creates a separate world for its users. should focus on the types of applications that
It means that the work we make in it stays are the most popular on VR headsets.
inside and can be shared with others through
pictures, videos, or networking applications.
Thanks to innovative applications, employees
can work together in virtual offices, sharing
projects, insights and even ma – king
team conferences.
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→ IMMERSIVE TECHNOLOGY DISTINCTION
Simulators Showcases
Example:
Forest Maintenance Simulator for ✎ “high standard VR home with modern
Environmental Education and fashionable living space, as well as
the outside vacation environment for an
additional scenario”
✎ “the game features nearly 120 different
3D models” ✎ “with the choice of immersive medium
comes the feeling of really trying out
✎ “observing the forest is visually enriched all the prepared solutions in close-to-
by the arrangement of plant models natural circumstances”
made in different seasons, from early
spring to late autumn”
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→ IMMERSIVE TECHNOLOGY DISTINCTION
Training systems can be simulators or Interactive movies for VR are usually recorded
showcases, but their crucial element is the in 360-degree technology with spatial sound.
UI, which must be very clear and helpful Thus, users are often just observers of the
for students or training participants. In action and can look around in the 3DoF
addition, such applications are usually spectrum. Sometimes such videos are enriched
equipped with progress measurement and with UI that allows users to make decisions
grades (dependent on the equity of the or interact with movie elements, change clips,
user’s choices). etc.
Example: Example:
Acadicus Virtual Simulation Lab Wingsuit Flight VR
✎ “virtual simulation content pack includes ✎ “experience the high adrenaline thrill
assets for basic wound treatment in an of wingsuit flight in virtual reality first
emergency room environment” person point of view”
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→ IMMERSIVE TECHNOLOGY DISTINCTION
VR Games are probably the most advanced Social rooms are nothing else than virtual
applications in terms of the number of spaces that people can share with other
possibilities they present (especially when users in order to interact with each other in
we talk about multi-player software). Unlike real-time. They can be simple, like a room
VR experiences or 360-degree movies, games with avatars and microphone audio, or more
give users more control over the system, advanced, using hand tracking and face
allowing them to immerse more and become tracking systems, offering detailed spaces and
the functional part of the created world. interactive objects (boards, pointers, markers,
Depending on the mechanics, players can etc.).
interact with the application differently
through the built-in VR receptors and
remote controllers. Example:
Spatial
Example:
Flying Things ✎ “Create your 3D-realistic avatar from
a single selfie in seconds”
✎ “flying vehicle creator, allowing users to ✎ “Sit next to each other from across
build their own plane-like models, using the world”
just their creativity and two bare hands”
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→ IMMERSIVE TECHNOLOGY DISTINCTION
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→ IMMERSIVE TECHNOLOGY DISTINCTION
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→ IMMERSIVE TECHNOLOGY DISTINCTION
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IMMERSIVE
APPLICATION
DEVELOPMENT
PROCESS
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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS
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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS
2. Creating a software
prototype
b) Implementation of complementary
mechanics
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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS
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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS
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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS
It’s the crucial part that is also called post- The project is presented and handed over
production – a moment to search and repair. to the client/distributor. For this purpose,
Developers test the application as a team the team offers an apk with documentation
and divide tasks as needed. Each of them and a set of promotional files to embed the
should aim for finding possible bugs, fixing application on the selected platforms.
them, and checking if the problem does not
appear anymore after that. It’s a methodical
and gradual work that needs to be Achievement:
conducted carefully.
✎ the application is ready to use
Achievements:
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GOOD TO KNOW
⟶ square meters
1. Estimated number of potential ⟶ internet connection
application users ⟶ owned hardware
6. Self-financed / grant-financed /
co-financed project
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SUMMARY
Knowing the technology, the potential, devices can truly change not only the way we
and the process behind the VR/AR/MR consume the content but, more importantly –
applications distribution, you can now better the way we live, work, create and stay
understand how immersive technology connected with each other.
became one of the most important innovations
of our times. Some specialists see immersive technology as
the next technological step after smartphones
Furthermore, the possibilities of its use in in terms of personal-use devices. It’s hard to
industrial companies, IT, healthcare, education, say when it will happen, but we are not at all
and entertainment confirms that future far from that.
generations of virtual or augmented reality
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CONTACT
zap@giantlazer.com
giantlazer.com
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