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Virtual Reality Now

E8ebe7d4ec09c5dd77ee064706836f23?s=47 sandinist
August 02, 2016

Virtual Reality Now

えにしテックさんの勉強会で、Virtual Realityの今について自分視点でお話してきました。その時のスライドを共有します。

E8ebe7d4ec09c5dd77ee064706836f23?s=128

sandinist

August 02, 2016
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  1. Virtual Reality Now "VH  &OJTIJ5FDIษڧձ 5TVZPTIJ.BFIBOB!TBOEJOJTU

  2. Agenda What is Virtual Reality? History of VR Virtual Reality

    Now VR development
  3. Agenda What is Virtual Reality? History of VR Virtual Reality

    Now VR development
  4. Virtual Reality Virtual Reality IUUQTXXXqJDLSDPNQIPUPTQBMMJOBMPPO

  5. Virtual Reality ʮԾ૝ݱ࣮ʯ ʮਓ޻ݱ࣮ײʯ

  6. ʮVirtual = Ծ૝ʯ͸”ޡ༁” ʮԾ૝ʯ  Ծʹ૝ఆ͢Δ͜ͱ ࣮ࡍ͸ͦ͏Ͱͳ͍͜ͱΛલఏͱͯ͠ਪྔ͢Δ͜ͱΛද͢ݴ͍ํ supposed: (ࣄ࣮ͱ൓͢Δ)૝૾্ͷ; Ծఆͷ hypothetical:

    Ծઆ[Ծఆ]ͷ, Ծઆ্ͷ
  7. ʮVirtual = Ծ૝ʯ͸”ޡ༁” ʮVirtualʯ (໊໨্·ͨ͸ݫີʹ͸ͦ͏Ͱ͸ͳ͍͕)্࣮࣭ͷ, ࣄ্࣮ͷ [ίϯϐϡʔλ෼໺] Ծ૝ͷ, όʔνϟϧͳ, ίϯϐϡʔλʹΑͬͯ

    ࡞ΒΕΔ [޻ֶ෼໺] ڏͷ
  8. ʮVirtual = Ծ૝ʯ͸”ޡ༁” [ίϯϐϡʔλ෼໺] Ծ૝ͷ, όʔνϟϧͳ, ίϯϐϡʔλʹΑͬͯ࡞ΒΕΔ Virtual Memory: ࣮࣭తʹ͸෺ཧͱಉ༷ʹ࢖༻Ͱ͖ΔϝϞϦʔ

    Ծ૝ϝϞϦͱޡ༁ [޻ֶ෼໺] ڏͷ a virtual image → ڏ૾ ڏ૾:ʮ࣮ࡍʹ͸ଘࡏ͠ͳ͍͕ɺ࣮࣭తʹ͸ଘࡏ͢ΔΑ͏ʹݟ͑Δ૾ʯ ޫͷ۶ંͰຊདྷ͋Δ৔ॴͱҧ͏৔ॴʹ૾͕݁͹ΕΔ
  9. virtue[໊ࢺ] - virtual[ܗ༰ࢺ] virtue ળ, ಙ, ඒಙ ඒ఺, ಙ໨ ௕ॴ,

    ར఺(advantage)
  10. ʮVirtual = ࣮࣭ɾຊ࣭ʯ ೔ຊɺதࠃʹ͸ɺԤถͷҙຯͰͷvirtualʹ͋ͨΔݴ༿͸ͳ͍ virtual ࣮࣭ʢຊ࣭ʣ real ࣮ nominal ໊໨ʢද૚ʣ

    imaginary ڏ supposed Ծ૝ ྨٛޠ ྨٛޠ ൓ҙޠ ൓ҙޠ
  11. Virtual Reality ʢݫີʹ͸ҟͳΔʣ࣮࣭తͳݱ࣮ ʮݱ࣮ͷΤοηϯεʯʮநग़͞Εͨݱ࣮ʯ VR XX = ࣮࣭తʹݱ࣮ͱͯ͠ײ͡Δ͜ͱΛ࣮ݱ͢Δ XX XX:

    ݚڀɾ։ൃɾମݧɾίϯςϯπ
  12. VR / AR / MR

  13. VR / AR / MR Virtual Reality Augmented Relaity Mixed

    Reality
  14. VR / AR / MR Virtual Reality: όʔνϟϧϦΞϦςΟ Augmented Reality:

    ֦ுݱ࣮ײ Mixed Reality: ෳ߹ݱ࣮ײ
  15. VR / AR / MR / R / AV Virtual

    Reality: όʔνϟϧϦΞϦςΟ Augmented Reality: ֦ுݱ࣮ײ Mixed Reality: ෳ߹ݱ࣮ײ Reality Augmented Virtuality
  16. Virtual Reality: όʔνϟϧϦΞϦςΟ Augmented Reality: ֦ுݱ࣮ײ Mixed Reality: ෳ߹ݱ࣮ײ Reality:

    ݱ࣮ײ Augmented Virtuality: Φʔάϝϯςουόʔνϟϧ VR / AR / MR / R / AV
  17. Reality-Virtuality .JMHSBN@5BLFNVSB@41*& IUUQFUDMBCNJFVUPSPOUPDBQVCMJDBUJPO.JMHSBN@5BLFNVSB@41*&QEG "VHNFOUFE3FBMJUZ"DMBTTPGEJTQMBZTPOUIFSFBMJUZWJSUVBMJUZDPOUJOVVN

  18. Reality-Virtuality .JMHSBN@5BLFNVSB@41*& IUUQFUDMBCNJFVUPSPOUPDBQVCMJDBUJPO.JMHSBN@5BLFNVSB@41*&QEG "VHNFOUFE3FBMJUZ"DMBTTPGEJTQMBZTPOUIFSFBMJUZWJSUVBMJUZDPOUJOVVN Seamless Seamless

  19. Elements of VR

  20. Virtual Reality ͷࡾཁૉ ʮ3࣍ݩͷۭؒੑʯ ʮ࣮࣌ؒͷ૬ޓ࡞༻ੑʯ ʮࣗݾ౤ࣹੑʯ

  21. Virtual Reality ͷࡾཁૉ ʮ3࣍ݩͷۭؒੑʯ: ਓؒʹͱͬͯࣗવͳ3࣍ݩۭؒɻ ʮ࣮࣌ؒͷ૬ޓ࡞༻ੑʯ: ਓ͕ۭؒؒͷதͰ؀ڥͱͷϦΞϧλΠϜͳΠϯλϥΫγϣϯΛ൐͍ࣗ༝ ʹߦಈͰ͖Δɻ ʮࣗݾ౤ࣹੑʯ ਓ͕ؒγʔϜϨεʹ؀ڥʹೖΓࠐΉɻࣗ෼ͷख͕͋ΔͱࢥͬͨҐஔʹख

    ͕༗Δɻײ֮ʹໃ६͕ͳ͍ɻ ࣗ෼͕ډΔੈքΛࣗ෼͕Ұਓশͱͯ͠ମݧ͍ͯ͠Δײ͕֮ಘΒΕΔ͔Ͳ ͏͔ɻ
  22. Virtual Reality ͷࡾཁૉ ࣮࣌ؒ૬ޓ࡞༻ ࣍ݩۭؒ ࣗݾ౤ࣹ 73

  23. VRͷجຊߏ੒ཁૉ ग़ྗγεςϜʢ޿ٛͷσΟεϓϨΠʣ ೖྗγεςϜ γϛϡϨʔγϣϯγεςϜ

  24. VRͷجຊߏ੒ཁૉ ग़ྗγεςϜɿγεςϜ͕ग़ྗͨ͠ࢹ֮ɺௌ֮ͳͲޒײͷײ֮৘ ใΛϢʔβʹఏࣔ͢Δ૷ஔ ೖྗγεςϜɿϢʔβ͕ӡಈܥΛհͯ͠ग़ྗͨ͠৘ใΛɺγες Ϝʹೖྗ͢Δ૷ஔ γϛϡϨʔγϣϯγεςϜɿVRੈքΛߏ੒͢ΔγϛϡϨʔγϣ ϯɻ(3࣍ݩͰϦΞϧλΠϜʹ૬ޓׯব͢Δੈք)

  25. όʔνϟϧϦΞϦςΟֶ ୯ߦຊʢιϑτΧόʔʣ: 408ϖʔδ ग़൛ࣾ: ίϩφࣾ; A5൛ (2010/12/16) ݴޠ: ೔ຊޠ ISBN-10:

    4904490053 ISBN-13: 978-4904490051 ൃച೔ɿ 2010/12/16 https://www.amazon.co.jp/dp/4904490053 ʢVRٕज़ऀೝఆࢼݧͷڭՊॻʣ
  26. Agenda What is Virtual Reality? History of VR Virtual Reality

    Now VR development
  27. History of Virtual Reality History of Virtual Reality IUUQTXXXqJDLSDPNQIPUPTQBSHPO

  28. History 1989೥ʹถVPL Researchࣾͷએ఻จ͕۟࢝·ΓͱݴΘΕ͍ͯΔ ֓೦ࣗମ͸ඇৗʹݹ͘ɺ༷ʑͳྖҬͰͦͷىݯΛݟΔ͜ͱ͕Ͱ͖Δ

  29. ϥείʔಎ۸ͷนը ໿1ສ8ઍ೥લ ࡇ᛾༻ͷّۭࣜؒ นը͕ਓʑΛҰछͷόʔνϟϧੈք΁ಋ͘໾ׂΛՌ͍ͨͯͨ͠ͷͰ͸ IUUQTVQMPBEXJLJNFEJBPSHXJLJQFEJBDPNNPOTF-BTDBVY@QBJOUJOHKQH

  30. શఱपֆը 18-19ੈلͷϤʔϩού ӳࠃͷըՈ Robert Barker ʹΑͬͯ࢝ΊΒΕΔ ؑ৆ऀ͸γΞλʔதԝͷల๬୆͔Βɺपғʹԁ౵ঢ়ʹஔ͔ΕͨֆըΛݟΔ ϜʔϏϯάύϊϥϚɺધܕͷ؍ཡ୆্Ͱٖࣅతͳை෩΍র໌Λ༻͍Δख๏΋ IUUQTFOXJLJQFEJBPSHXJLJ'JMF1BOPSBNBKQH

  31. The Sword of Damocles 1968೥ ίϯϐϡʔλͷ෼໺Ͱ Ivan Sutherland ͕ Ultimate

    Display ͱ͍͏֓೦Λఏএ খܕCRTͷө૾Λϋʔϑϛϥʔܦ༝ͰɻճసΛܭଌɻઢըͷCGө૾ ࣸਅIUUQTEJHJUBMGBOKQ
  32. Ivan Sutherland

  33. Ivan Sutherland ίϯϐϡʔλɾάϥϑΟοΫεͷ࢝૆ άϥϑΟΧϧϢʔβʔΠϯλϑΣʔεͷੜ Έͷ਌ʢSketchpad 1962ʣ ϔουϚ΢ϯςΟουɾσΟεϓϨΠʹΑ ΔVRΛॳΊ࣮ͯݱͨ͠఻આͷՊֶऀ

  34. When asked, "How could you possibly have done the first

    interactive graphics program, the first non-procedural programming language, the first object oriented software system, all in one year?" Ivan replied: "Well, I didn't know it was hard." ʮ͋ͳͨ͸Ͳ͏΍ͬͯੈքॳͷର࿩ܕਤܗॲཧϓϩάϥϜɺ ੈքॳͷඇखଓ͖తϓϩάϥϛϯάݴޠɺੈքॳͷΦϒδΣΫτࢦ޲ιϑ τ΢ΣΞγεςϜΛ೥Ͱ׬੒Ͱ͖ͨͷͰ͔͢ ʯ ʮͦΕΒ͕೉͍͜͠ͱͱ͸஌Βͳ͔ͬͨΜͩΑʯ IUUQTBSDIJWFPSHEFUBJMT"MBO,FZ%
  35. Ivan Sutherland ϢλେֶͰͷڭ͑ࢠ δΣʔϜζɾΫϥʔΫ - Netscape૑࢝ऀ ΞϥϯɾέΠ - ίϯϐϡʔλͷ෕ δϣϯɾϫʔϊοΫ

    - PostScriptൃ໌ऀɺ Adobe૑ۀऀ ΤυɾΩϟοτϜϧ - Pixar૑ۀऀʢݱࣾ௕ʣ
  36. In other areas ΞϛϡʔζϝϯτɾήʔϜ SEN-SORAMA - M.Heilig 1963 ֗தΛόΠΫʹ৐ͬͯ૸ΓճΔମײήʔϜ Իڹɺৼಈɺ෩ɺ೏͍

    IUUQEFTJHOPTVFEVDBSMTPOIJTUPSZMFTTPOIUNM
  37. In other areas ΠϯλϥΫςΟϒΞʔτ METAPLAY - Myron Krueger 1969 ؑ৆ऀͷ࢟Λ࡞඼ʹ߹੒

    ؑ৆ऀ͕࡞தͷ෺ମΛಈ͔͢ ө૾͕ؑ৆ऀʹ൓Ԡͯ͠ಈ͘ ARTIFICIAL REALITY. IUUQENHBUFDIFEVdNB[BMFLDPVSTFTGBMMMDD TUVEFOU@TMJEFT@MJ@SFTQPOTJWFFOWJSPONFOUTQEG
  38. 1970s-1980s 1973 ΧφμͷΞΠϚοΫε͕ࣾʮΦϜχϚοΫε(ڊେөࣸγεςϜ)ʯ 1981 MIT ϝσΟΞϥϘ N. NegroponteʮMedia Roomʯน໘εΫϦʔϯʹදࣔ͞Εͨ৘ใΛԻ ੠ɺδΣενϟɺδϣΠεςΟοΫͳͲैདྷʹͳ͍ΠϯλʔϑΣʔεͰͷૢ࡞Λ࣮ݱ

    1982 ػցٕज़ݚڀॴ ؘ℥ʮTELESARʯςϨΠάδελϯεͷ֓೦ΛఏҊɻૢ࡞ऀʹϩϘοτ ͷࢹ֮৘ใ΍ྗ֮৘ใΛ఻͑ɺ࣮ࡍʹϩϘοτʹ੒Γ୅Θ͍ͬͯΔΑ͏ͳײ֮Λ࡞Γग़͢ɻ ΞϝϦΧͰөըʮτϩϯʯ͕੡࡞͞ΕΔɻੈքͰॳΊͯશ໘తʹίϯϐϡʔλάϥϑΟοΫ εΛಋೖͨ͠өըͱͯ͠࿩୊ΛूΊͨɻ 1988 NASA Virtual Environment Ӊ஦ધ಺ͷίοΫϐοτͷઃܭʹఏҊ 1989 ΞϝϦΧͷVPLϦαʔν͕ࣾʮRB2ʯΛൃදɻ͜ͷͱ͖ॳΊͯʮόʔνϟϧϦΞϦςΟʯ ͱ͍͏ݴ༿͕ར༻͞ΕΔɻ໊෇͚਌͸δϟϩϯɾϥχΞʔɻ
  39. 1990s ୈҰ࣍VRϒʔϜ 1990 দԼి޻ ʮVRγεςϜΩονϯ ʯ 1992 ΠϦϊΠେֶ શఱपܕσΟεϓϨΠʮCAVEʯ 1994

    Apple ComputerʮQuickTimeVRʯ 1994 ηΨʮVR-1ʯ 1995 ೚ఱಊʮόʔνϟϧϘʔΠʯ 1996 ʮҏୡҍࢠDK-96ʯϗϦϓϩΑΓσϏϡʔͨ͠3DCGʹΑΔόʔνϟϧΞΠυϧ 1997 ౦ژେֶ ଟ໘తશఱपσΟεϓϨΠʮCABINʯ
  40. ೔ຊVRࠇྺ࢙ 2015೥9݄ʹ։࠵ 20೥લͷVRϒʔϜΛ஌Δɺ࢈ֶ׭ͷؔ܎ऀ͕౰࣌ΛৼΓฦΓɺ͜Ε͔Βͷ VRʹ͍ͭͯల๬Λߦͬͨɻ ౰࣌ͷVRϒʔϜͰ͸ɺҰൠͷਓͨͪΛר͖ࠐΉ·ͰࢸΒͳ͔ͬͨɻ ʮࠓ͸ΈΜͳͷVRͩɻHMD΋ηϯαʔ΋Χϝϥ΋҆͘ങ͑ΔΑ͏ʹͳͬͯ ͖ͯɺΈΜͳ͕ମݧͰ͖Δͦ͠Ε͕ωοτʹग़ͯ࠶ൃ໌͞Ε͍ͯΔɻͨͩɺ աڈΛ஌Βͳ͍Ͱ΍Δͱ·ͨಉࣦ͡ഊΛ͢ΔɻʢΞΧσϛΞҎ֎ͷʣ૲ͷࠜ Ͱ܁Γฦ͍ͯ͠ΔʹؔΘ͍ͬͯΔਓͨͪͱʢΞΧσϛΞͱ͕ʣҰॹʹ΍ͬͯ ͍͘࢓૊Έ͕ඞཁͩʯ

  41. VRݩ೥ 2016 ੡඼൛ͷVRσόΠε͕ൃച Oculus Rift HTC Vive PSVR Mobile VR

    VR/AR΁ͷ౤ࢿ͕େՃ଎
  42. VRݩ೥ 2016 ੡඼൛ͷVRσόΠε͕ൃച Oculus Rift (Oculus Inc + Facebook) HTC

    Vive (HTC + Valve) PSVR (Sony) Mobile VR (Oculus + Sumsung, Google and so on) VR/AR΁ͷ౤ࢿ͕େՃ଎
  43. Agenda What is Virtual Reality? History of VR Virtual Reality

    Now VR development
  44. Virtual Reality Now Virtual Reality Now IUUQTXXXqJDLSDPNQIPUPTQFTUPWFSEF

  45. sub- Agenda Market trend Hardware Contents

  46. sub- Agenda Market trend Hardware Contents

  47. 2016೥VRɾARࢢ৔͸໿50ԯυϧɺ2020೥1500ԯυϧن໛ʹɻ ग़య χϡʔε - ʦσʔλ͸ޠΔʧVRͱARͷϏδωεن໛ɺ2020೥ʹ͸1500ԯυϧʹɺӳ౤ࢿۜߦ͕༧ ଌɿITpro ITPROΑΓൈਮɹ2015೥4݄ 2020೥·Ͱʹ300ԯυϧʢ3,5ஹԁʣʹୡ͢Δͱͷ༧ଌ΋ ग़య ίϩϓϥɺ360౓ಈըʹಛԽͨ͠ࣄۀΛߦ͏גࣜձࣾ360ChannelΛઃཱ

    ίϩϓϥͷχϡʔεϦϦʔε ΑΓൈਮɹ2015೥11݄ 2020೥ʹ700ԯυϧʢ8ஹԁʣن໛ͷϚʔέοτʹ੒௕ ग़య VRʢԾ૝ݱ࣮ʣࢢ৔͸2020೥ʹ8ஹԁن໛ͷϚʔέοτʹ੒௕ʲTrendForceௐࠪʳ - THE BRIDGE ʢβɾϒϦοδʣ ࢢ৔ௐࠪձࣾTrendForceൃදɹ2016೥1݄ 2016೥ɹԾ૝ݱ࣮༻ͷػثɺࢢ৔ن໛2500ԯԁ௒ ग़య Ծ૝ݱ࣮༻ͷػثɺࢢ৔ن໛2500ԯԁ௒ʹ ·ͣ͸ήʔϜ෼໺͕ࢢ৔ΛݗҾ | JBpress(೔ຊϏδωεϓ Ϩε) 2016೥4݄࣌఺
  48. ༧ଌ·ͱΊ 2016 VRݩ೥ 50ԯυϧɺ25ԯυϧ 2020 ౦ژޒྠ 1500ԯυϧɺ300ԯυϧɺ700ԯυϧ

  49. ༧ଌ·ͱΊ 2016 VRݩ೥ 50ԯυϧɺ25ԯυϧ SuperData ༧ଌɺݩʑ51ԯυϧ→36ԯυϧ→29ԯυϧʹԼํमਖ਼ 2020 ౦ژޒྠ 1500ԯυϧɺ300ԯυϧɺ700ԯυϧ

  50. VR౤ࢿ "373ϕϯνϟʔΩϟϐλϧ

  51. VR౤ࢿ Magic Leap 13.5ԯ$

  52. VR౤ࢿ Magic Leap 13.5ԯ$ Oculus 20ԯ$

  53. VR౤ࢿ Oculus 20ԯ$ VRVCA 100ԯ$ HTC

  54. None
  55. sub- Agenda Market trend Hardware Contents

  56. VRݩ೥ 2016 ੡඼൛ͷVRσόΠε͕ൃച Oculus Rift (Oculus Inc + Facebook) HTC

    Vive (HTC + Valve) PSVR (Sony) Mobile VR (Oculus + Sumsung, Google and so on) VR/AR΁ͷ౤ࢿ͕େՃ଎
  57. VR Device

  58. Oculus Rift

  59. $599ʢ83,800ԁʣ Rift ϔουηοτ Oculus SensorɺOculus RemoteɺXbox One ίϯτϩʔϥʔ Display: ༗ػEL

    2160×1200 ϦϑϨογϡϨʔτ: 90Hz ࢹ໺֯: 110° τϥοΩϯά: ੺֎ઢΧϝϥ NVIDIA GTX 970 / AMD R9 290 Ҏ্ ओʹOculus StoreͰίϯςϯπఏڙ Oculus Rift
  60. ୈೋ࣍VRϒʔϜͷՐ෇͚໾ 2012೥ͷElectronic Entertainment Expo (E3) ʹͯॳΊͯϓϩτλΠϓ͕ެ։ Kickstarterʹͯ໨ඪֹ25ສυϧΛ͸Δ͔ʹ্ճΔ240ສυϧͷௐୡʹ੒ޭ 2013೥͔Β͸։ൃऀ޲͚ΩοτDK1ɺ2014೥ʹDK2 2014೥3݄ɺSNS࠷େखͷFacebookʹΑΓ20ԯυϧͰങऩ Oculus

    VR, Inc.͸ύϧϚʔɾϥοΩʔͱScaleformͷڞಉઃཱऀʹΑͬͯઃཱ ޙʹid SoftwareͷδϣϯɾDɾΧʔϚοΫ͕CTOͱͯ͠ࢀը 2016೥3݄ʹҰൠ޲͚ʹൃച͞Εͨʢ஗Ε͕࿩୊ʹʣ Oculus Rift
  61. HTC Vive

  62. HTC Vive 99,800ԁ Vive ϔουηοτ Vive ίϯτϩʔϥʔ x 2ɺϕʔεεςʔγϣϯ x

    2ɺΠϠϗϯ Display: ༗ػEL 2160×1200 ϦϑϨογϡϨʔτ: 90Hz ࢹ໺֯: 110° τϥοΩϯά: Lighthouse NVIDIA GTX 970 / AMD R9 290 Ҏ্ ओʹSteam͔Βίϯςϯπఏڙ
  63. HTCͱValve CorporationʹΑΓڞಉ։ൃ 2014೥ʹϓϩτλΠϓ͕ެ։ɺ2016೥4݄5೔ʹൃച 2016೥ͷCESʹ͓͍ͯbest of CESΛؚΉ22ͷ৆Λ֫ಘ ϧʔϜεέʔϧɺVRίϯτϩʔϥʔ HTCͷ੡଄ྗ + Steamͱ͍͏ੈք࠷ߴͷGame

    Platform ຖ೔ͷΑ͏ʹରԠήʔϜ͕ϦϦʔε͞Ε͍ͯΔ ಠཱܥ։ൃձࣾͷVRήʔϜλΠτϧ͕ଟ͘AΫϥε͸·ͩͳ͍ υεύϥͰߪങɺମݧՄೳ HTC Vive
  64. PSVR

  65. PSVR 44,980ԁ+੫ʢηϯαಉࠝϞσϧ͸ 49,980ԁ+੫ʣ VRϔουηοτɺεςϨΦϔουϑΥϯʢίϯτϩʔϥผʣ Display: ༗ػEL 1920×1080 ϦϑϨογϡϨʔτ: 120Hz 90Hz

    ࢹ໺֯: 100° τϥοΩϯά: PlayStation Camera PS4͕ඞཁ Ұൠʹ͸։ൃ؀ڥ͕։์͞Ε͍ͯͳ͍
  66. PSVR PlayStation VR ͕ਖ਼໊ࣜশ ιχʔɾΠϯλϥΫςΟϒΤϯλςΠϯϝϯτ (SIE) ͕։ൃ 2014೥ͷGame Developers Conferenceʹͯൃද

    2016೥10݄13೔ ൃച༧ఆ AAAλΠτϧͷରԠ༧ఆ͕໨നԡ͠ αϚʔϨοεϯ΍Rez InfiniteͳͲιϑτ΋࿩୊ʹ
  67. ݱࡏͷܠ৭ Oculus͕ग़ՙ஗Ε౳Ͱ᪴͘ HTC Vive ͕ϧʔϜεέʔϧ+ίϯτϩʔϥʔͰ༂ਐ SteamʹVRήʔϜ͕όϯόϯʢAΫϥελΠτϧ͸φγʣ Πϕϯτ΍ΞϛϡʔζϝϯτͰ׆༻ PSVRͰAAAίϯςϯπ͕ੈͷத΁

  68. IUUQTXXXZPVUVCFDPNXBUDI WR:G/[I-9:(D

  69. IUUQXXXOJDPWJEFPKQXBUDITN

  70. ep2. Oculusͷٯऻ

  71. IUUQTXXXZPVUVCFDPNXBUDI W%NBYNO1[.8&

  72. OSVR HDK2 IUUQTHJUIVCDPNPTWS

  73. Smartphone VR

  74. Samsung + Oculus Gear VR

  75. Gear VR $99 2015೥12݄18೔ൃച Galaxy S6ɺS6 edgeɺS6 edge+ɺS7ɺS7 edgeɺNote 5

    σΟεϓϨΠ౳͸࢖༻σόΠεʹґΔ ࢹ໺֯: 96° ͓खܰ͞ͱ඼࣭ͷόϥϯε͍͍ͱ͜औΓ Oculus Store ͕ίϯςϯπΛఏڙ ͨͩ͠ Galaxy User Ͱͳ͍ͱϋʔυϧ͕ߴ͍
  76. ϋίεί

  77. ϋίεί ࠷ߴͷ͓खܰ͞ ͍҆ ೿ੜͨ͘͞Μ 1؟ରԠ͍ͯ͠ΔͷͰɺ௿೥ྸʹ΋҆৺ ಈը౤ߘͳͲɺαʔϏεαΠυ΋΍ͬͯΔ

  78. Google Daydream

  79. Google Daydream Google I/O 2016ʹͯൃද ߴ඼࣭ͳεϚϗVRΛఏڙ͢ΔϓϥοτϑΥʔϜ Android NͷϑϥάγοϓϞσϧʹରԠ͢Δ༧ఆ 2016೥ळ͝Ζʹఏڙ༧ఆ ରԠϝʔΧʔʹ೔ຊͳ͠

    ίϯτϩʔϥ͸޲͖τϥοΩϯά ઌͷීٴ͕ݟࠐ·ΕΔ
  80. Google Daydream IUUQTUXJUUFSDPNHPPHMFTUBUVT SFG@TSDUXTSD&UGX

  81. AR Device

  82. Microsoft HoloLens

  83. 2015೥1݄ʹެදɺݱࡏ͸։ൃ൛Ͱ೔ຊग़ՙ͸ແ͠ɻ$3,000 ϗϩάϥϑΟοΫʹؔ͢Δ৽API܈ʮWindows Holographicʯ Windows 10ʹ౥ࡌ ࣮ࡍͷۭؒʹຊ౰ʹଘࡏ͢Δ͔ͷΑ͏ʹදࣔ ϫΠϠϨεɺҰମܕ δΣενϟૢ࡞͸ਏ͍ Microsoft HoloLens

  84. Magic Leap ʁ IUUQTXXXZPVUVCFDPNXBUDI WLX+3BO

  85. Others

  86. NZP ےిʹΑΔૢ࡞ 1&3$&15*0//&630/ ϞʔγϣϯΩϟϓνϟ 6OMJNJUFE)BOE ϋϓςΟΫε৮֮ 7JSUVJY0NOJ าߦҠಈ 7FSTP ද৘τϥοΩϯά

    '07& ࢹઢτϥοΩϯά 4UBS73 ௒޿֯ࢹ໺ -FBQNPUJPOɺ,JOFDUɺ*OUFM3FBM4FOTFɺ'BDF3JHɺ3JOHFUD 'FFM3FBM ೏͍
  87. શఱٿΧϝϥ RICOH THETA Kodak SP360 Samsung Gear 360 LG360 Giroptic

    360cam Facebook Surround 360 Google Jump GoPro x N Ladybug Nokia Ozo
  88. sub- Agenda Market trend Hardware Contents

  89. ࡾॏ௡ւ܉ॴ੻ࠤլݝ

  90. Attraction & Events VR ZONE - ͓୆৔ ZERO LATENCY VR

    - ౦ژδϣΠϙϦε SKY CIRCUS - ஑ାαϯγϟΠϯ ͖ΌΓʔͺΈΎͺΈΎXRϥΠυ - USJ (6/26ऴྃ) βɾϰΝʔνϟϧ - ϋ΢εςϯϘε HADO - ֤ॴ
  91. Non Game ө૾දݱ Իָ ݐஙɾෆಈ࢈ ҩྍٕज़ ཱྀߦ χϡʔε ֶश

  92. Non Game ಈը - YoutubeɺShowroomɺdtvɺ౦ژޒྠ өը - ʮελʔɾ΢ΥʔζʯͷVR ϧʔΧεϑΟϧϜɺύγϑΟοΫɾϦϜ Իָ

    - bjork MVɺU2 ϥΠϒதܧ ݐங - ݐஙΠϯςϦΞɺઃܭɾσβΠϯɺγϡϛϨʔγϣϯ ෆಈ࢈ - ෆಈ࢈಺ཡɺγϣʔϧʔϜ ҩྍٕज़ - ਓؒͷೳྗΛ֦ு͢Δ௒ӽҩྍ ཱྀߦ - HISలࣔɺόʔνϟϧτϦοϓɺ؍ޫπʔϧ χϡʔε - BBCɺNHKɺே೔৽ฉ ֶश - γϡϛϨʔγϣϯɺମײɾܦݧʹ εϙʔπ - γϣοϐϯά - Ξʔτ - ϚʔέςΟϯά - ݁ࠗࣜ - ϛʔτΞοϓ etc…
  93. Bjork ʮMaking of Björk Digitalʯͷ360౓VRͷϦΞϧλΠϜετϦʔϛϯά YoutubeͰ໿5෼ؒ഑৴ MITϝσΟΞϥϘ੍࡞ͷϚεΫΛ૷ண AR/VRԋग़ٕज़͸ϥΠκϚςΟΫεϦαʔν͕։ൃ ө૾͸P.I.C.S ੍͕࡞

  94. Bjork

  95. cluster. Ҿ͖͜΋ΓΛՃ଎͢Δ όʔνϟϧूձ LTେձɺVRΫϦΤΠςΟϒΞϫʔυதܧɺࣜయ౳

  96. ਓؒͷೳྗΛ֦ு͢Δ௒ӽҩྍ Hyper medicine for augmented human https://www.youtube.com/watch?v=PDi0XXhncQc

  97. ෆಈ࢈ܥ ͨ͘͞Μ͋Γ·͢ ௞ିܥWebαΠτͰશఱٿ੩ࢭը ϋίείϨϕϧͰͷ಺ཡʢWebVRʣ లࣔ৔΍ళฮͰ෺݅ͷ಺ཡΛHMDͰग़དྷΔ Zenkei 360, RoomVR, ROOMWARP360, InstaVR,

    VR௞ିTM, ശϚϯ γϣϯVR, SUUMOείʔϓ, THETA360 Biz
  98. Agenda What is Virtual Reality? History of VR Virtual Reality

    Now VR development
  99. VR Development VR Development

  100. sub- Agenda Development Platform Important point DEMO

  101. sub- Agenda Development Platform Important point DEMO

  102. Development Platform MultiPlatform 3D Game Engine Unity Unreal Engine 4

    CryENGINE (Amazon Lumberyard ) ΋ͪΖΜVR։ൃ΋ରԠ
  103. Unity ݩʑίϖϯϋʔήϯͷ3ਓͷएऀ͕࡞Γ࢝ΊͨʢϓϩάϥϚ: ϤΞΩϜ͞Μʣ ձࣾͷ೥ؒ૯ऩӹ͕ $100,000 ҎԼɺ͔ͭࢿຊ͕ۚ$100,000 ҎԼ Ͱ͋Ε͹ແྉ ੈքτοϓΫϥεͷϢʔβʔίϛϡχςΟ Asset

    Store͕ॆ࣮ ݴޠ͸ओʹC#
  104. Unreal Engine 4 Epic Games ʹΑΓ։ൃ ήʔϜλΠτϧͷ࢛൒ظചΓ্͕͛3000υϧΛ௒͑ͨ৔߹ɺརӹ ͷ5ˋ͕ϩΠϠϦςΟɻͦΕҎԼ͸ແྉ өը΍AAAλΠτϧʹ΋࠾༻͞ΕΔάϥϑΟοΫ C++ͷΤϯδϯιʔείʔυ͸githubͰΦʔϓϯʹʢొ࿥੍ʣ

    Blueprint ͱ͍͏ϏδϡΞϧεΫϦϓτΛओʹ༻͍Δ
  105. CryENGINE Amazon Lumberyard Ͱ࠾༻ʢ·ͩϕʔλʣ AWS ͓Αͼ Twitch ͱͷۓີͳ࿈ܞ AWSͷར༻ྉҎ֎͸ແྉ ϑϧιʔείʔυఏڙ

    “Pay What You Want” ϞσϧʢΠϯσΟʔήʔϜ։ൃجۚ΋ઃཱʣ ࣗવ؀ڥͷදݱྗ͕ߴ͍ʢಛʹਫ໘ʣ
  106. ॴײ Unity͸৘ใ͕ଟ͍ɻϓϩάϥϚʹ͸ͱ͖ͬͭ΍͍͢ͱࢥ͏ DIYײ AssetStoreɺUnityͪΌΜ UE4͸σϑΥϧτઃఆͷֆ͕ͱͯ΋៉ྷ ࣮ߦʹੑೳ͕ඞཁ Blueprintͷ։ൃޮ཰ʢϓϩάϥϚతʹ͸׳Εͳ͍ͱ͜Ζ΋ʣ VR։ൃͷ౷߹Ϩϕϧ͕ߴ͍ ઑͬͨײ͕͢͡Δ ͪΐͬͱલ͸ϞόΠϧ͸UnityɺϋΠΤϯυ͸UE4ͱݴΘΕͯͨ

  107. sub- Agenda Development Platform Important point DEMO

  108. VR Sickness VRਲ͍

  109. ࣮ࡍͷӡಈͱ஌֮͞ΕΔӡಈͷͣΕ ༠ಋӡಈ(induced motion)ɿपғͷଞͷର৅ͷӡಈʹΑͬͯɼ࣮ࡍʹ͸ ੩ࢭ͍ͯ͠Δର৅͕͔͋ͨ΋ಈ͍͍ͯΔΑ͏ʹݟ͑Δݱ৅ɻ ࣗݾӡಈײ(ϕΫγϣϯ)ɿࢹ໺ΛҰ༷ͳӡಈܹ͕ࢗ઎ΊΔ৔߹ʹɺ࣮ࡍ ʹ͸੩ࢭ͍ͯ͠Δʹ΋ؔΘΒͣɺࣗݾ਎ମʹࡨ֮తҠಈײ͕֮ੜ͡Δݱ ৅ɻՃ଎౓Λײ͡Δલఉײ֮ͱରൺ͢ΔࣄͰɺࣗ෼͕Ҡಈ͍ͯ͠ͳ͍ ࣄ͕Θ͔ΔɻHMD૷ண࣌ʹ͸ɺө૾ਲ͍ΛҾ͖ى͜͢͜ͱ͕͋Δɻ Ծݱӡಈ(apparent motion)ɿೋͭͷ཭Εͨઢ෼͕୹͍࣌ؒ(60ms)Ͱަޓ

    ʹ఺໓͢ΔͱҠಈͯ͠ݟ͑Δɻ
  110. VS VR Sickness FPS͸90ҡ࣋ ࢹ֮ͱମײͷՃ଎౓ʹζϨ͕ੜ͡ͳ͍Α͏ʹ ϑϨʔϜ΍ඓɺूதઢͳͲҠಈதʹݻఆͷ෺͕͋Δͱਲ͍ͮΒ͍ OculusϕετϓϥΫςΟε http://static.oculus.com/documentation/pdfs/ja-jp/intro-vr/latest/ bp.pdf നҪത࢜ͷVR͓΋͠Ζ૬ஊࣨ

    http://www.moguravr.com/shiraihakase-vr-omoshirosoudan-3/
  111. sub- Agenda Development Platform Important point DEMO

  112. ະདྷ Մೳੑ ڵຯ

  113. VRͷ໨త 3C Creation(૑଄ɿઃܭ΍଄ܗͳͲ૑࡞׆ಈ) Control(੍ޚɿϩϘοτ΍ػثͷ੍ޚ) Communication(ίϛϡχέʔγϣϯ) 3E Elucidation(ղ໌ɿਓؒͷೝ஌ɺߦಈͷػೳͷղ໌΍γϛϡϨʔγϣϯ) Education(ڭҭ) Entertainment(ޘָ)

  114. IUUQTXXXZPVUVCFDPNXBUDI W1%J99IOD2D

  115. ҉໧஌ˠܦݧ஌ IUUQTXXXZPVUVCFDPNXBUDI W1%J99IOD2D

  116. Internet of Humanity ελϯϑΥʔυେɺVRͰͷ಄ͷಈ͖Λ௥੻͠ه࿥ɾ෼ੳ͔ΒࢀՃ ऀͷʮෆ҆ʯΛࣝผ͢Δ࿦จΛൃද ଟ͘ͷηϯα৘ใ͕ඞવతʹಘΒΕΔ ώτͷݚڀ͕ਐΉͷͰ͸ͳ͍͔ɻ

  117. ਎ମੑͷ֦ுɾਐԽ ϥόʔϋϯυࡨ֮ http://www.kanshin.com/keyword/9246332 ͑͘͢खʗMetamorphosis Hand https://www.youtube.com/watch?v=xgHrfycNstU&feature=youtu.be Unlimited Corridor ແݶճ࿓ https://www.youtube.com/watch?v=THk92rev1VA

    VRۭؒͳΒͰ͸ͷࡨ֮ɾ֦ு Pseudo-Haptics http://www.persistent.org/VisualHapticsWeb.html
  118. ·ͱΊ

  119. Virtual Reality ͱͯ΋มԽ͕ܹ͍͠ ੍໿͕ͲΜͲΜมΘΔ ϕετΛ଴ͬͯͨΒԿ΋Ͱ͖ͳ͍ɺ͍·ͷϕλʔΛબͿ ͱͯ΋Մೳੑ͕͋Δ෼໺ ੜ׆ɾจԽɾৗ͕ࣝมΘΔϨϕϧͰӨڹ͕͋Δ͔΋͠Εͳ͍ ඦؒ͸Ұݟɺඦݟ͸Ұମݧʹ͔ͣ͠ ੜԴᥡʹ౰ͨΒͳ͍Α͏ʹ