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Building your first Augmented Reality Experiences

Building your first Augmented Reality Experiences

We took a simple use-case of bringing immersive experiences to online car buying during this DevFest DC talk on building marker-based AR.

Noble Ackerson

June 14, 2019
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  1. 2 2 Help you understand how easy it is to

    build for Augmented Reality Convey that AR is more than “Pokemon-Go” it brings real utility to your apps. Today’s Goals HOW
  2. The mixture of the real world and virtual worlds so

    that one understands the other. This creates experiences that cannot possibly happen anywhere else. AR/MR HOW
  3. Assumes • You have a use-case that is better with

    AR • You have basic knowledge of Unity3D • You have setup an Android environment before • You are armed with curiosity about AR? HOW
  4. ARCore fundamentals ENVIRONMENTAL UNDERSTANDING MOTION TRACKING (Persistence) LIGHT ESTIMATION (Environmental

    HDR) /c/nobleackerson @nobleackerson www.nobles.page HOW CLOUD ANCHORS (Interactions)
  5. Social AR experiences with Cloud Anchors Fundamentals • Environment ◦

    Reduce UI elements • User ◦ Encourage user movement when interacting with objects but don’t require it always. • AR Content ◦ Realism is important ◦ Highlighting, Sizing & Movement should be familiar gestures • Interface ◦ The interface is the viewport, & also, the hub of interactions for mobile AR. • Communicate the intent of camera usage clearly before permission prompts. • Be responsive with your UI components. • Volumetric UI ◦ Annotate on focus ◦ Holograms are good previews youtube.com/c/nobleackerson
  6. Development Environment for ARCore Unity 2017.4.15f1 + 2018.3.1f1 ARCore SDK

    1.6.0 + A compatible phone developers.google.com/ar/discover/supported-devices
  7. How do augmented images work? Precompile up to 1000 images

    via DB 1 Add Images to DB 2 Detect Images 3 Render Assets (video, 3D prefabs, etc.) HOW
  8. HOW

  9. An example of how the Augmented Images API can be

    used with moving targets by JD.com Credit Google Developer Blog - https://developers.googleblog.com/2019/05/AR Core-IO19.html
  10. Rendering • Utilities ◦ Blender ◦ Maya etc. ◦ SketchFab

    ◦ Asset Store ◦ Mixamo • Asset Formats ◦ OBJ ◦ FBX ◦ GLTF 2.0
  11. Anatomy of your app ➔ ARCore Device ➔ Environmental Light

    ➔ A Plane Detector ➔ A Raycast from Device ➔ A Plane Visualizer ➔ System Controller ➔ An Event System ➔ A 2D Canvas ➔ Interactions ➔ Some Magic
  12. Pro-tips ➔ Supports PNG, JPEG and JPG formats ➔ Detection

    is based on points of high contrast ➔ Image’s resolution must be at least 300 X 300 pixels ➔ Images with repetitive features suck ➔ Don’t try to track moving objects.
  13. Design Principles for Augmented Reality CONTENT Avoid separate onscreen controls.

    UX Use the entire display to engage people. ACCESSIBILITY Be mindful of the user's safety and privacy
  14. Audio enhances AR experiences. Provide confirmation that a virtual object

    has come into contact with a physical surface or other virtual object Use sound to aid with getting interactions with precision for your users.
  15. In summary ➔ AR has practical use cases ➔ Reality

    in Augmented Reality is Data ➔ Have Accessibility, Safety, & Privacy in mind /c/nobleackerson @nobleackerson