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Code Reality Video Collection

This page contains original educational videos on the topic of Augmented Reality. The videos are produced and published by Code Reality.

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The videos on this page are a part of the Foundations of Augmented reality course. The full content of the course can be found on Code Reality: Learn.

This course presents an introduction to Augmented Reality, with emphasis on designing and developing Augmented Reality applications. The course starts with a comprehensive introduction to the field, covering also its history with early precursors dating back to the 19th century and with more than half a century of serious technology R&D. The course then introduces to the state of the art of hardware and software. The course covers all you need to know about Spatial Computing, Human Computer Interaction, Perception, Design Thinking, and Application Development. A rich mix of theory and practice is complemented with methodology and hands-on development and evaluation. Insights into specialist application areas and job perspectives will help sharpen your skill set.

Lectures

Practical exercises

An Introduction to Augmented Reality

This lecture will define the key concepts in Augmented Reality, introducing the augmentation pipeline (from asset to delivery system to user experience). You will learn how to distinguish AR from other related technologies (metaverse, ubiquitous computing, augmented virtuality, to name a few). You will be sensitized for the changed paradigms surrounding the idea of ‘Experience’. You will develop an understanding of how AR works, and what is state of the art.

Unity Basics

The tutorial aims to introduce the basic concepts of Unity 3D engine that are required to start developing Augmented Reality applications.

HCI Methodologies for AR

This lecture will familiarize you with foundations of research and design methodologies in Human Computer Interaction (HCI). You will learn how to choose the right research and evaluation methodology, and you will learn how to pick the right design methodology. You will find out what mixed method research designs are and how to use them.

Spatial Computing

In this tutorial, we introduce the concept of Spatial Computing and provide several best and worst practices of Augmented Reality designs, illustrating them by examples of solutions and applications.

Augmented Reality Targets

In this lecture, we will focus on selecting, producing and implementing Augmented Reality targets. The lecture discusses multiple features of AR targets, specifically focusing on how to create recognizable and trackable targets.

Creating and testing 2D image targets

In this tutorial, we will create Augmented Reality targets, test them using Vuforia and look at ways to optimize them for better recognition.

Perceptual Augmentation

In this lecture, we will look into the psychology of perception, learning about the pathway from the primal sensory experience, to preattentive features and Gestalt principles, to characteristics of specific senses (like signal detection theory, proprioception, and the vergence accommodation conflict). You will learn how these perceptual properties and affordances map to features in the UI toolbox at hand for building Augmented Reality.

Marker-based Augmented Reality

This tutorial provides practical instruction on creating marker-based Augmented Reality experience, including creation and packaging for Unity 3D and deploying to devices.

Software Development Methods

In this lecture, we will discuss Agile software engineering models in contrast to the traditional methods. We will explain Scrum in detail and give more information on code style guides and code reviews. After a general discussion of DevOps we will close with source code management with git.

3D Model Making for Augmented Reality

This tutorial combines presentation, demonstrations and assisted experimentation to teach the fundamentals of 3D modelling. The tutorial will cover modelling, rigging, texturing/materials/lighting, animating, and exporting to Unity 3D for real-time application.

History of Augmented Reality

This lecture will guide you through the history of AR, starting over 400 years ago with analogue AR, but quickly turning to electronic and digital AR, with the more intense research history spanning the decades from the 1990s. We will look at the development of technology software platforms and hardware solutions up to the late 2010s.

3D Scanning and Animation

This tutorial will familiarize you with 3D scanning and animation. We will work on constructing a 3D character, including the steps of obtaining a 3D scan of a human, converting it into a low-polygonal 3D model, cleaning the data (both 3D models and textures), and animating it to be ready for an Augmented Reality application.

Technology Overview

You will learn in this lecture to understand and evaluate technology alternatives from end-user development to high- and low-level software engineering. Furthermore, it will teach you to develop a deeper understanding of component-level technology and introduce you to available sensor hardware and delivery systems.

Career in Augmented Reality

This tutorial provides insight into the job market, what employers want, and the CodeReality skills framework that helps you to keep track of developing the right, sought-after talents.

Research Directions in Augmentation

This lecture provides an outlook on future developments, picking up on weak signals and emerging trends in the research community. This includes novel tools such as consumer-grade volumetric capture, hearables, voice-activated graphics, or brain-computer interfaces and innovative application areas such as Digital Assistants, Diminished reality, Deep Fakes, Programmable Synthetic Hallucinations, Umwelt Hacking, Perceptual Adaption, Sensory Augmentation, Neuro Design, or Wearable Skin.

The advanced course follows the software development cycle from inception, to implementation, to validation. For this, and at first, design thinking and user experience guidelines, as well as advanced storytelling teach creative tools and methods for outlining and substantialising the AR application idea. Designing AR workflows tutorial equips students with the required theory and practice for building AR applications. The implementation focused technologies advance from the foundational course to cover now spatial understanding (on top of spatial mapping), abstraction for cross-platform/multi-user/multi-device support, artificial intelligence dialog understanding, open CV foundations, wearable technology and making things talk, and volumetric video capture. Finally, evaluating AR introduces the methodologies available for verifying and validating applications.

Insights into specialist application areas and job perspectives will help sharpen your skill set.

As part of the course, students will be tasked with designing, developing, and evaluating their own Augmented Reality application. Assessment will be made and grades will be based on an individual or ideally team project, bringing together students of the Computer Sciences with students in Arts and Media.

Foundations of Augmented Reality

The videos on this page are a part of the Foundations of Augmented reality course. The full content of the course can be found on Code Reality: Learn.

This course presents an introduction to Augmented Reality, with emphasis on designing and developing Augmented Reality applications. The course starts with a comprehensive introduction to the field, covering also its history with early precursors dating back to the 19th century and with more than half a century of serious technology R&D. The course then introduces to the state of the art of hardware and software. The course covers all you need to know about Spatial Computing, Human Computer Interaction, Perception, Design Thinking, and Application Development. A rich mix of theory and practice is complemented with methodology and hands-on development and evaluation. Insights into specialist application areas and job perspectives will help sharpen your skill set.

Lectures

Practical exercises

An Introduction to Augmented Reality

This lecture will define the key concepts in Augmented Reality, introducing the augmentation pipeline (from asset to delivery system to user experience). You will learn how to distinguish AR from other related technologies (metaverse, ubiquitous computing, augmented virtuality, to name a few). You will be sensitized for the changed paradigms surrounding the idea of ‘Experience’. You will develop an understanding of how AR works, and what is state of the art.

Unity Basics

The tutorial aims to introduce the basic concepts of Unity 3D engine that are required to start developing Augmented Reality applications.

HCI Methodologies for AR

This lecture will familiarize you with foundations of research and design methodologies in Human Computer Interaction (HCI). You will learn how to choose the right research and evaluation methodology, and you will learn how to pick the right design methodology. You will find out what mixed method research designs are and how to use them.

Spatial Computing

In this tutorial, we introduce the concept of Spatial Computing and provide several best and worst practices of Augmented Reality designs, illustrating them by examples of solutions and applications.

Augmented Reality Targets

In this lecture, we will focus on selecting, producing and implementing Augmented Reality targets. The lecture discusses multiple features of AR targets, specifically focusing on how to create recognizable and trackable targets.

Creating and testing 2D image targets

In this tutorial, we will create Augmented Reality targets, test them using Vuforia and look at ways to optimize them for better recognition.

Perceptual Augmentation

In this lecture, we will look into the psychology of perception, learning about the pathway from the primal sensory experience, to preattentive features and Gestalt principles, to characteristics of specific senses (like signal detection theory, proprioception, and the vergence accommodation conflict). You will learn how these perceptual properties and affordances map to features in the UI toolbox at hand for building Augmented Reality.

Marker-based Augmented Reality

This tutorial provides practical instruction on creating marker-based Augmented Reality experience, including creation and packaging for Unity 3D and deploying to devices.

Software Development Methods

In this lecture, we will discuss Agile software engineering models in contrast to the traditional methods. We will explain Scrum in detail and give more information on code style guides and code reviews. After a general discussion of DevOps we will close with source code management with git.

3D Model Making for Augmented Reality

This tutorial combines presentation, demonstrations and assisted experimentation to teach the fundamentals of 3D modelling. The tutorial will cover modelling, rigging, texturing/materials/lighting, animating, and exporting to Unity 3D for real-time application.

History of Augmented Reality

This lecture will guide you through the history of AR, starting over 400 years ago with analogue AR, but quickly turning to electronic and digital AR, with the more intense research history spanning the decades from the 1990s. We will look at the development of technology software platforms and hardware solutions up to the late 2010s.

3D Scanning and Animation

This tutorial will familiarize you with 3D scanning and animation. We will work on constructing a 3D character, including the steps of obtaining a 3D scan of a human, converting it into a low-polygonal 3D model, cleaning the data (both 3D models and textures), and animating it to be ready for an Augmented Reality application.

Technology Overview

You will learn in this lecture to understand and evaluate technology alternatives from end-user development to high- and low-level software engineering. Furthermore, it will teach you to develop a deeper understanding of component-level technology and introduce you to available sensor hardware and delivery systems.

Career in Augmented Reality

This tutorial provides insight into the job market, what employers want, and the CodeReality skills framework that helps you to keep track of developing the right, sought-after talents.

Research Directions in Augmentation

This lecture provides an outlook on future developments, picking up on weak signals and emerging trends in the research community. This includes novel tools such as consumer-grade volumetric capture, hearables, voice-activated graphics, or brain-computer interfaces and innovative application areas such as Digital Assistants, Diminished reality, Deep Fakes, Programmable Synthetic Hallucinations, Umwelt Hacking, Perceptual Adaption, Sensory Augmentation, Neuro Design, or Wearable Skin.

Advanced Augmented Reality

The advanced course follows the software development cycle from inception, to implementation, to validation. For this, and at first, design thinking and user experience guidelines, as well as advanced storytelling teach creative tools and methods for outlining and substantialising the AR application idea. Designing AR workflows tutorial equips students with the required theory and practice for building AR applications. The implementation focused technologies advance from the foundational course to cover now spatial understanding (on top of spatial mapping), abstraction for cross-platform/multi-user/multi-device support, artificial intelligence dialog understanding, open CV foundations, wearable technology and making things talk, and volumetric video capture. Finally, evaluating AR introduces the methodologies available for verifying and validating applications.

Insights into specialist application areas and job perspectives will help sharpen your skill set.

As part of the course, students will be tasked with designing, developing, and evaluating their own Augmented Reality application. Assessment will be made and grades will be based on an individual or ideally team project, bringing together students of the Computer Sciences with students in Arts and Media.

The videos are open educational resources with a CC-BY-SA-4.0 – Creative Commons Attribution-ShareAlike 4.0 International License.

Creative Commons License