Olli Tiilikainen (@OTIILI) header
Olli Tiilikainen (@OTIILI) profile picture

Software developer, XR enthusiast, immersive technologies and digital presence expert, human-computer interaction specialist.

North Karelia, Finland
Joined March 2011
Photo by Olli Tiilikainen (@OTIILI)Photo by Olli Tiilikainen (@OTIILI)Photo by Olli Tiilikainen (@OTIILI)Photo by Olli Tiilikainen (@OTIILI)Photo by Olli Tiilikainen (@OTIILI)
I went to Brooklyn to try out the sensory future cnet.com/tech/computing/i-wo…
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Vision Pro mega-thread 1/5: My advice for designing and developing products for Vision Pro. This thread includes a basic overview of the platform, tools, porting apps, general product design, prototyping, perceptual design, business advice and more. Disclaimer: I’m not an Apple representative. This is my personal opinion and does not contain non-public information. Overview: Apps on visionOS are organized into ā€œscenesā€, which are Windows, Volumes, and Spaces. Windows are a spatial version of what you’d see on a normal computer. They’re bounded rectangles of content that users surround themselves with. These may be windows from different apps or multiple windows from one app. Volumes are things like 3D objects, or small interactive scenes. Like a 3D map, or small game that’s not immersive. Spaces are fully immersive experiences where only one app is visible. That could be full of many Windows and Volumes from your app. Or like VR games where the system goes away and it's all custom content. You can think of visionOS itself like a Shared Space where apps coexist together and you have less control. Whereas Full Spaces give you the most control and immersiveness, but don’t coexist with other apps. Spaces have immersion styles: mixed, progressive, and full. Which defines how much or little of the real world you want the user to see. User Input: Users can look at the UI and pinch like the demo videos show. But you can also reach out and tap on windows directly, sort of like it’s actually a floating iPad. Or use a bluetooth trackpad or video game controller. You can also look and speak in search bars, but that’s disabled by default for some reason on existing iPad and iOS apps running on Vision Pro. There’s also a Dwell Control for eyes-only input, but that’s really an accessibility feature. For a simple dev approach, your app can just use events like a TapGesture. In this case, you won't need to worry about where these events originate from. Spatial Audio: Vision Pro has an advanced spatial audio system that makes sounds seem like they’re really in the room by considering the size and materials in your room. Using subtle sounds for UI interaction and taking advantage of sound design for immersive experiences is going to be really important. Make sure to take this topic seriously. Development: If you want to build something that works between Vision Pro, iPad, and iOS, you'll be operating within the Apple dev ecosystem, using tools like XCode and SwiftUI. However, if your goal is to create a fully immersive VR experience for Vision Pro that also works on other headsets like Meta's Quest or PlayStation VR, you have to use Unity. Apple Tools: For Apple’s ecosystem, you’ll use SwiftUI to create the UI the user sees and the overall content of your app. RealityKit is the 3D rendering engine that handles materials, 3D objects, and light simulations. You’ll use ARKit for advanced scene understanding. Like if you want someone to throw virtual darts and have them collide with their real wall, or do advanced things with hand tracking. But those rich AR features are only available in Full Spaces. There’s also Reality Composer Pro which is a 3D content editor that lets you drag things around a 3D scene and make media rich Spaces or Volumes. It’s like Diet-Unity that’s built specifically for this development stack. One cool thing with Reality Composer is that it’s already full of assets, materials, and animations. That helps developers who aren’t artists build something quickly and should help to create a more unified look and feel to everything built with the tool. Pros and cons to that product decision, but overall it should be helpful. Existing iOS Apps: If you're bringing an iPad or iOS app over, it will probably work unmodified as a Window in the Shared Space. If your app supports both iPad and iPhone, it’ll look like the iPad version. You can use the Ornament API to make little floating islands of UI in front of, or besides your app, to make it feel more spatial. But that’s not something all existing apps get automatically. Ironically, if your app is using a lot of ARKit features, you’ll likely need to ā€˜reimagine’ it significantly as ARKit has been upgraded a lot. If you’re excited about building something new for Vision Pro, my personal opinion is that you should prioritize how your app will provide value across iPad and iOS too. Otherwise you're losing out on hundreds of millions of users. Unity: You can build to Vision Pro with the Unity game engine, which is a massive topic. Again, you need to use Unity if you’re building to Vision Pro as well as a Meta headset like the Quest or PSVR. Unity supports building Bounded Volumes for the Shared Space which exist alongside native Vision Pro content. And Unbounded Volumes, for immersive content that may leverage advanced AR features. Finally you can also build more VR-like apps which give you more control over rendering but seem to lack support for AR Kit scene understanding like plane detection. The Volume approach gives RealityKit more control over rendering, so you have to use Unity’s PolySpatial tool to convert materials, shaders, and other features. Unity support for Vision Pro allows for tons of interactions you’d expect to see in VR, like teleporting to a new location or picking up and throwing virtual objects.
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Olli Tiilikainen retweeted
Game changer. You can now run GPT locally on your macbook with GPT4All, a new 7B LLM based on LLaMa. It's completely open source: demo, data and code to train an assistant-style large language model with ~800k GPT-3.5-Turbo Generations based on LLaMa github.com/nomic-ai/gpt4all
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Olli Tiilikainen retweeted
I tried creating a proof-of-concept implementation of a ChatGPT-powered shader generator for Unity. github.com/keijiro/AIShader
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Olli Tiilikainen retweeted
Within this 43mm wide x 9mm thick body, we were able to fit optics, pcb, battery and display - no wires, no hang-ups. #opensourcehardware
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Olli Tiilikainen retweeted
Working on easy switching from standing gameplay to tabletop mode in @CubismVR using @MetaQuestVR's Scene API #screenshotsaturday
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Olli Tiilikainen retweeted
1/ Now you can create "drone" shots from your phone footage, thanks to NeRF Collab with @justlv / software @nerfstudioteam / see below for our process #NeRF #neuralrendering #artificialintelligence #instantNeRF
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Today's Unreal Engine 5.1 Preview 2 OpenXR Template gives you HANNNNNDS
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Olli Tiilikainen retweeted
Hey!šŸ™‹ā€ā™‚ļøOur Interaction SDK is now live for you to play with and includes many of our recent hand explorations! Additionally, MR Passthrough is now available through Oculus Link for fast MR prototyping and development! 🤩 šŸ‘‰ developer.oculus.com/blog/pr…
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Olli Tiilikainen retweeted
Today we launch Ultraleap 3Di, our newest camera, designed specifically for OOH and retail settings šŸš€ 3Di works alongside our award-winning TouchFree solution to bring touchless interaction to your screen or kiosk! 1/2 bit.ly/338LbWI
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Olli Tiilikainen retweeted
Introducing: @Galea_XR Galea is a hardware and software platform that merges next-generation biometrics with mixed reality. This is the first device that integrates EEG, EMG, EDA, PPG, and eye-tracking into a single headset. Head to Galea.co to learn more.
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Olli Tiilikainen retweeted
Having seen some recent mixed reality demos I can't wait for more people to experience them. Really had to describe the experience but as transformative to me as the first VR demos I had 7 years ago
When we stop to think about the future, beyond the limitations of any device, there will no longer be any AR, MR or even VR... There is only a sliding scale of perception, along the spectrum of realities.
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Olli Tiilikainen retweeted
Experimenting with an alternative for joystick locomotion using hand tracking. I think an approach like this could be easier to discover/learn for newcomers, and provide more movement flexibility than e.g. gesture based teleporting. #handtracking #oculus
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Olli Tiilikainen retweeted
I had an early look at the VIVE Flow, and I can see its benefits. It seems to be perfectly geared for relaxers who want to step out of reality. The VIVE Flow cannot be compared to the Oculus Quest... mostly. My impressions: immersivewire.com/vive-flow-…
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Olli Tiilikainen retweeted
HTC Announces Vive Flow, a Compact VR Headset Focused on Casual Entertainment & Wellbeing ow.ly/AJmW50GrkZP @htcvive
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Olli Tiilikainen retweeted
New ways to experience culture and art. Anywhere, any time. Vallisaari Island VR experience with @HELbiennial and @facebook Open arts. Get your @oculus on and explore! oculus.com/experiences/quest… #VirtualReality #Helsinki #virtualhelsinki #vallisaari
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Olli Tiilikainen retweeted
This AR motorcycle helmet is next level
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