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I MM E R S I VE

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

New technologies create countless


opportunities for us – users, developers,
educators, industry specialists, and business
owners. Innovation drives people towards
better solutions for everyday work and a more
comfortable life.

For example, solar panels allow us to produce


green energy, MRI (magnetic resonance
imaging) technology is used for precise
medical examination, and so on.

Virtual reality and other immersive


technologies hold the same potential,
which materializes when we talk about the
human experience.

Giant Lazer specialists are here to present it


to you – clearly, comprehensively, and with our
professional expertise.

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SAY HI
TO OUR EXPERTS

Jakub Korczyński
CEO @ Giant Lazer

+48 693 543 261


jakub.korczynski@giantlazer.com

Mateusz Tokarski
Co-CEO @Giant Lazer

+48 664 720 172


matt@giantlazer.com

Michał Rypel
Marketing Spec. @Giant Lazer

+48 505 144 820


michal.rypel@giantlazer.com

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TABLE OF
CONTENTS

NUMBERS & STATISTICS 5

VR IS NOT A ROCKET SCIENCE 6

WHY WOULD YOU CONSIDER VR/AR/MR IMPLEMENTATION 7

WHAT TO THINK ABOUT BEFORE STARTING A VR/AR PROJECT 8

KNOW YOUR VR/AR HARDWARE 9

IMMERSIVE TECHNOLOGY DISTINCTION 12

IMMERSIVE APPLICATION DEVELOPMENT PROCESS 20

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.

Let’s start with some numbers:

$12 bln 40% 66%


VR market was worth $12 of small to midsize of people say they are
billion in 2020 with a massive businesses are currently interested in using AR for
annual growth rate of 54%, evaluating AR/VR (the help when shopping. (Google
resulting in a projected number is expected to rise to Consumer AR Survey, Global,
valuation of $72.8 billion by 70% by 2022). (AR and VR in 2019).
2024 (Snap Consumer AR the workplace, IBM, 2020).
Global Report, 2021).

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

✎ long-term economical benefits

✎ immersive applications nearly


eliminate human error issues

✎ engaging way of presenting content


for students/employees/visitors

✎ single development process


provides countless offhand uses

✎ easy progress-tracking solutions


for trainers

✎ one device can run many


applications

✎ innovation useful in employer


marketing and brand building

✎ attractive, event-friendly
technology

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WHAT TO THINK ABOUT
BEFORE STARTING
A VR/AR PROJECT

✎ what kind of issues does employer see that could


be fixed with the immersive software?

✎ do I need portable or stationary device?

✎ should my application be available on


a smartphone, tablet, goggles, or glasses?

✎ is the group that would use VR big enough to work


with it regularly?

✎ does the company have enough time to outsource


software development?

✎ would users have enough space to use virtual


reality gear freely?

✎ is there a person that would be able to train the


staff in using VR/AR tech?

✎ do I know the budget for R&D


projects and the estimate costs of the technology
and the software production?

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KNOW
YOUR VR/AR
HARDWARE

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→ KNOW YOUR VR/AR HARDWARE

A headset is a piece of wearable


hardware (HMD – head-mounted display)
that can be used to operate with VR, MR,
or AsR applications.

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

Specialists are nowadays able to


distinguish four different levels of
immersion and the specific technology
that allows us to experience them. So
let’s take a while and focus on VR, AR, MR,
and AsR to discover their purposes and
potential in different industries.

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.

Image caption: headset

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→ IMMERSIVE TECHNOLOGY DISTINCTION

Simulators Showcases

A simulator is software that mimics specific Showcases can work as interactive


phenomena, situations, or real life scenarios. presentations, in which the user is allowed
Its purpose is to allow the user to play a part fundamental interactions in order to
in the simulation or passively experience it. For understand the theme of the showcase. For
example, one can explore the surface of Mars example, it can be a new car model, a project
inside the VR application. Still, it depends on of an intelligent home system, or an animated
the program if they could choose the path of graph of the water cycle in nature.
the tour (or interact with the virtual objects in
many ways) or simply be guided through the
planet’s landmarks without any control. Example:
Smart Home Technology Showcase

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”

✎ “mathematical and technical activities:

⟶ determining the age of trees by


counting the rings,
⟶ measuring the breast height of a tree,
⟶ controlling the time of felling the tree
by the harvester,
⟶ measuring the wolf and dog tracks.”

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→ IMMERSIVE TECHNOLOGY DISTINCTION

Training Systems 360-degree movies

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

✎ “multi-user feature enables participants ✎ “360 video footage of daredevil Gabriel


to join a simulation from any location” Lott’s wingsuit flight”

✎ “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

Games Social Rooms

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”

✎ “Each airplane is powered solely by


a mechanical force generated by the
player pulling the levers and moving
the cranks”

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→ IMMERSIVE TECHNOLOGY DISTINCTION

AR (augmented reality) In marketing, AR can become useful as an


immersive game or experience – – based
Augmented Reality is designed to en – rich software, engaging users by original plot,
our natural surroundings with 3D elements interesting mechanics, or social character
displayed on smartphones, tablets, or (there are quite a few examples of AR-camera
glasses. The level of immersion offered by AR use in product promotion, such as scanning
gear is generally lower than VR because we pictures to unveil secret content). Augmented
feel like using a tool that changes just the reality also means entertainment. We can
fragment of our reality. Nonetheless, AR is easily see that through the success of
a valuable technology in terms of knowledge PokemonGo or Harry Potter: Wizards Unite
popularization, e-commerce, marketing, mobile applications.
and more.

In the education sector, augmented reality Example:


serves as a handy way of translating QuiverVision
theoretical issues to visual and interactive
representations (for example, using AR, we
can scan QR codes to visualize equations as ✎ “Augmented Reality coloring app
XY axis). In the case of e-commerce or retail that creates engaging, immersive
business, AR can be helpful as the medium coloring experiences”
for consumers that want to know the product
better or check its properties in real space ✎ “open the Quiver App, press play, then
(some applications help visualize furniture scan with your camera and watch your
inside the room through the camera or check coloring leap from the page like magic”
if the design of the shoe fits us the way we
want it to.

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→ IMMERSIVE TECHNOLOGY DISTINCTION

MR (mixed reality) Example:


Anatomy X
What is mixed reality? The answer is simple:
it’s something between VR and AR, but leaning
towards the latter. MR means we can interact ✎ “allows students and professors to
with objects displayed in the environment on – learn and teach individually or in
for example – special lenses. The technology shared sessions”
makes the augmented reality experience much ✎ “anatomy platform for holographic,
more immersive because of the broader view mixed reality. Created by physicians
angle (52 degrees) and sometimes also good and engineers to explore and teach
hand tracking. The MR headsets are great for human anatomy in the most engaging
enhancing creative processes in corporations way possible”
or technical training in healthcare. The
systems can connect many users who are
able to see the same 3D object from different
spots in the room. Mixed reality can be useful
in prototyping, designing, engineering, or
education (for more engaging classes).

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→ IMMERSIVE TECHNOLOGY DISTINCTION

AsR (assisted reality) Its properties make it very interesting as


a future consumer-market product, but for
If mixed reality is a hybrid of VR and AR, now, we cannot see many valuable examples
then assisted reality is a version of it but of AsR applications or everyday-use systems.
somewhat less immersive in terms of freedom
of interaction. Simply put, AsR is usually used
by smart glasses – devices that allow users Example:
to see and collect information on lenses in Vision Picking at DHL
a couple of ways – through the gestures,
through the voice, or signs spotted by
a built-in camera. This is a popular solution ✎ “Smart glasses worker assistance
used in logistics and industry, especially when in the realm of AR technology has
collecting objects and assembling products. profound effects on inspection and
quality assurance”
Other than that, assisted reality can be
a useful addition for medics or athletes who ✎ “Vision picking powered by smart
need impromptu information about specific glasses enhances the traditional
and various stats. It’s also helpful in terms of picking procedure”
remote collaboration when employees can
help each other without going the distance. ✎ “AR enables its users to intelligently
Finally, you can see that AsR is a smart, easy- understand their surroundings by
to-control system of content display that’s integrating contextual information
also usually light and portable. into their field of view through
smart glasses.”

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IMMERSIVE
APPLICATION
DEVELOPMENT
PROCESS

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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS

1. Concept development We say it’s organized because the process is


always supposed to lead the team to answer
The process begins with the idea for the some quintessential questions in line with the
application, supported by technical arguments, Design Thinking method:
a general gameplay outline, and an example
of a primary mechanic. At this stage, further ⟶ for whom the studio creates the pro –
work on the project depends on the quality of duct and what are the needs of the
the idea, its immersive potential, the economy, audience (Empathy map)
and the approval of other parties (client, ⟶ what elements included in our idea
partner, management). meet/do not meet the needs of the
recipient
The next step is to prepare the app premise, ⟶ what other elements not included in
which in practice means the formulation the idea could contribute to a better
of a catchy (2-3 sentences) text intended reception of the project
to draw the recipient’s attention to the ⟶ what the product should look like
principal values of the story. Premise serves concerning the current assumptions
as a primary determinant of the clarity of an ⟶ what are the technical assumptions
application idea. If it is easy to understand about the product
and engaging, the studio recognizes that the ⟶ what will distinguish the product
team can further conceptual work.

After that, the company moves on to Achievements:


brainstorming, an organized, creative work
that helps to crystallize the most critical ✎ general assumptions are created
points of the project. ✎ project objectives are specified
✎ potential errors are predicted
✎ main story/use scenario is written down

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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS

2. Creating a software
prototype

a) VR space construction – the use


of tools such as Tvori, Tilt Brush,
Google Blocks to be modeled in VR

This part is intended to visually represent the


basic spatial elements, not to get the target
aesthetics of the application. By using the
right tools, the team is able to verify the
usability of the project and potentially sense
the level of playability. In short, the key is
to check basic app mechanics using simple
shapes as placeholders.

b) Implementation of complementary
mechanics

This is the moment when the company decides


which mechanics are missing to get a fully
functional prototype. At this point, our task is
to define the problems and needs of the user
as well as design solutions and add them to
the project.

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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS

d) Preparation of the prototype for f) Conclusions


testing
At this stage, the most important thing is to
They are completing a version that will fully obtain formal evaluations of the prototype –
present the assumptions of the application e.g., written down as part of a survey or
fragment selected before the prototyping collected as pros and cons notes. Detailed
process. This is when developers have the and reliable assessments are essential. The
opportunity to make corrections and finally more insights the company gets, the greater
verify whether the system is ready for the chance that it will present another
further tests. prototype or a new version of an existing one
to the client/partners. If the prototype did
not work, the company started working on
e) User tests a new prototype.

The developer’s eye will catch a lot, but his


gaze will always be technical and focused on Achievements:
elements such as performance or functionality.
Therefore, the prototype testing process must ✎ virtual space is planned
involve users from outside the team, who ✎ main mechanics are checked
will be able to assess the advantages and ✎ app aesthetics are defined
problems of the initial application objectively. ✎ main demo is created

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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS

3. Project approval Achievement:

After the prototype development, the ✎ all of the stages/spaces/scenes are


company decides to transform the illustrative checked and set for production
fragment of the application into a fully-
fledged product, entering the moment of
advanced works. 5. Proper production

Based on prototypes and estimates made


Achievements: during pre-production, the team can plan
the work during the actual production and
✎ the prototype is accepted or refined build a production line with places for team
✎ the application is set for pre-production members. After that, it is up to the Project
Manager and his view of the work and
capabilities to date, so at what pace and in
what order the individual elements of the
4. Pre-production project will be implemented.

Pre-production is a key moment in evaluating Proper production is the moment when


the complexity of graphic and programming creative and corrective action is combined,
tasks. During it, the company learns the pace i.e. both the creation of new elements and
and effectiveness of the team’s work assigned their ongoing testing, improvement, and repair.
to production. Each of the latest iterations is added and
tested – the sooner, the better.
This is the stage of work, which consists
primarily of the gradual prototyping of
subsequent application mechanics. First, Achievements:
the studio takes selected concepts to the
workshop and creates prototypes based on ✎ final assets are created
them for testing and internal evaluation. In ✎ main programming is done
this way, successive iterations are created, ✎ work progress is being regularly
and thus, a set of adequately functioning presented
program elements is built. ✎ gradual testing is in progress

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→ IMMERSIVE APPLICATION DEVELOPMENT PROCESS

6. Testing phase 7. Final phase – distribution.

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:

✎ errors are corrected


✎ application is checked for distribution

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GOOD TO KNOW

Boxes to check before contacting VR/AR/MR 7. Dedicated physical space


development studio properties:

⟶ square meters
1. Estimated number of potential ⟶ internet connection
application users ⟶ owned hardware

2. The purpose: 8. Needed level of immersion:

⟶ education ⟶ 25% AsR (smart glasses + mobile


⟶ process enhancement – training devices, small display, visible
⟶ brand-building surroundings)
⟶ product promo ⟶ 45% AR (mobile devices, regular display,
⟶ entertainment not wearable, visible surroundings)
⟶ 70% MR (headset/glasses, near-eye
display, visible surroundings)
3. User needs ⟶ 90% VR (headset, near-eye display, no
visible elements of surroundings)
⟶ employees/students – clients
⟶ visitors
9. Specific questions related
to the industry branch, technical
4. Preferred development timeline aspects, etc.

5. Multiple users at once / 


Single user

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

ul. Ołtaszyńska 92C/6


53-034, Wrocław PL

+48 693 543 261


+48 664 720 172

zap@giantlazer.com
giantlazer.com

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