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GDGDC 2019 - ARCore Parkour | Immersive Experie...

GDGDC 2019 - ARCore Parkour | Immersive Experiences and Beyond

Today there are lots of case studies for Spatial Computing (Augmented Reality, Virtual Reality, Mixed Reality etc) in education and entertainment. Unfortunately, the newly released ARCore features like Augmented Images still lack tutorials and practical examples.

This interactive session covers 'the how' about Augmented Reality. We learn how to build using Unity3D and the ARCore SDK

Noble Ackerson

March 25, 2019
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Transcript

  1. 5 5 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
  2. Assumes • You have basic knowledge of Unity3D • You

    have setup an Android environment before • You are armed with curiosity about AR?
  3. 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
  4. AR: Common business use-cases Data capture & markup Entertainment Commerce

    & Marketing Maintenance and repair /c/nobleackerson @nobleackerson www.nobles.page
  5. 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
  6. 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.)
  7. Rendering • Utilities ◦ Blender ◦ Maya etc. ◦ SketchFab

    ◦ Asset Store ◦ Mixamo • Asset Formats ◦ OBJ ◦ FBX ◦ GLTF 2.0
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. In summary ➔ AR has practical use cases ➔ Reality

    in Augmented Reality is Data ➔ Have Accessibility, Safety, & Privacy in mind /c/nobleackerson @nobleackerson
  13. Resources AR Concepts: https://developers.google.com/ar/di scover/concepts Google Developers ARCore https://developers.google.com/ar/ Github

    projects for ARCore: https://github.com/google-ar AR experiments for inspiration and to see what could be possible: https://experiments.withgoogle.com/ar