 So, for this session, High-Speed Virtual World Content Generation and Assembly Method, our speaker today is Ramesh Ramlal. Ramesh is the Chief Executive Officer and Chief Technology Officer of DeepSenseMore, LLC. So now, let's begin the session. Take it away, Ramesh. Thanks for the introduction. Yeah, so today I'm going to talk about rapid content generation. And before I start, I would like to thank my team who've been actually doing the heavy lifting for this work. All right, so let's get to it. Okay, so our design framework encourages a mix of two of the experiences which traditionally have been very effective in helping users achieve productivity goals traditionally, but within the context of 3D environments. I think it is important to start by stating our guiding design principles so that when I present the examples and the architecture of things that we've done, things are a little bit clearer. Okay, so here are the design principles that actually drive our efforts. Okay, so the first one is that we emphasize productivity over social. Okay, we can discuss about these later on, but I'm just listing them out. The second design principle is that we emphasize clarity before fidelity, and the third principle is we emphasize applications before words, and we pay more attention to comfort than full immersion. Okay, so for clarity, for example, just to give you know, some more explanation, a sketch of a scene can sometimes tell a bit better story than a very high definition rendering of that scene. So it is important to that we have our priorities right before we start designing anything. These are our design assumptions, and so when representing data, 3D doesn't always trump 2D. Okay, we know that from the work of Edward Tufti, for example, where we can see that in many cases 2D graphs are much better than 3D graphs in terms of clarity of data presentation. And we also see that sometimes too much freedom at the user interface can hinder productivity. Okay, so that's something that's very important. And then the other assumption is that designing for casual users is not necessarily at the expense of advanced users. If we take the assumption too, for example, we can see that a 3D world can provide infinite navigation and camera control opportunities, but that can come in the way of getting tasks done, you know, with minimum subjective workloads. And we have observed that even if we started designing for casual end users, advanced users seemed to find our solution helpful even within the context of their current work practice. So the key design features of our current offering is as follows. We provide, I'm trying to control the speakers, I'm sorry about that, it's just like too many buttons to press. Okay, let me just do that. Okay, our content creation platform allows casual users to create various scales, for example, small scale, medium scale and large scale. And for small scale applications, you know, you can create, for example, molecular models, particularly those jewelry design, graphic editors, and medium scale would describe office layouts, exhibitions, garden design, Google panoramas, because we have integrated Google panoramas into our application. I presented that last OSCC and we can also use our same application for creating very large scale worlds. I just had a Marko Rubio moment here. Okay, so let me move to the next slide. So users can create an experienced virtual content through simple single-finger interaction. We actually want to get rid of modal keys because that forces you to actually have to use two hands in order to interact with the virtual world. And the HUD also gives users access to an organized visual inventory of objects focused on the task at hand. And the HUD also allows the user to save and load scenes created by the resumé apps and maps. Well, apps are really like small versions of 3D applications and maps are like for large scale versions of applications. And I described the map application again in the last OSCC where we have a system that allows people to deploy very large scale content on a map and a 3D virtual world is created at the same time. So there are some user interface advantages for doing this. I went to linger a little bit more on this slide. If you look at the picture, you can see the HUD which is in the topless corner. And it's really compact HUD and it's deceptively simple because there's a lot of functionality that goes in there. And at the bottom of the picture, you can see just a stack of modules. But this is just to give you some idea to anchor these ideas on. It's like you have got a set of objects that you can organize and that is read by the application and presented through the HUD. And that way you can actually browse the list of objects that you have available and then you can deploy and put them in the world. One of the things we discovered is that while designing the system is that tiny tweak vastly improve user experience. And this can immediately be seen when you start observing how fast people start completing tasks. So there are two features that we have implemented recently which is snap to grade and snap to view. And a third one which is automatic randomization in object creation. And you will see a few examples where those are very useful. So for example for the snap to grade option, you can position objects which may be like tiles for your land. It can actually be any kind of mesh objects even including hills and any kind of surface and you can place them very accurately and very quickly and have something that's very neat and displayed. Another example of where snap to grade becomes useful is when you want to create a building. For example you can have different modules of the building component and you can just with a couple of clicks land on a custom space, virtual space, virtual building. You can also find this to be very useful when creating pathways or information displays. And these two pictures for example describe this idea of snap to grade. And you can see that there is a honeycomb style building in the first picture. And you can see that you can just place those around on the different contact points and end up with this building. The hexagonal building is just an example of a building component. It's got dozens of building components that we have designed that allows you to build a wide range of buildings. The picture on the right is just a graphics editor. So when you can actually draw things on a board and you would draw exactly in the same way as you would if you're using an object-oriented drawing program. The next trick that I mentioned is the snap to view option. So in this case we wanted to optimize user camera trajectory and how this works is that the user just needs to point at any object in the scene and the camera will be positioned automatically according to the ideal position for every object in that scene. And that simple approach also allows not only the user to focus into a particular object but they can also just pick something else in the background and zoom back out and have an overview. And it proved to be very useful especially for meeting tools where users need to dive in and look at, let's say, post-it notes and then back out again and to have the overview of all these information stuck on the wall. Automatic randomization is something very simple, again very simple things have huge impact. So when you're drawing, when you're trying to create, let's say, an organic, a natural looking landscape, what you would do is you select a random option and you pick your trees, objects, rocks, et cetera, and you just place them in world and it's going to be randomized and this gives rise to a very natural landscape. Okay. And we have started using our tools. Well, as we were developing them, we have started integrating these tools in our own work practices. So we use them for creating virtual campuses, showcase and demonstration islands and then we have a meeting tool that we use at every one of our meetings and then the last two slides would just show you how, like the results of these processes, you have the virtual campus on the left and then you have the meeting tools on the right and the next slide just describes the drawing package that we built. Again, all of these diverse applications could only happen because we have implemented an infrastructure underneath and that's the Resmila system. Of course it's not possible to describe the Resmila system in 15 minutes, but the take-home message is that we have this system. It allows you to create a range of applications. Our interest is that we want to merge the best of 2D experiences at the desktop which have proved to be very useful as far as projectivity is concerned, but use them within the context of a 3D world where social functions appear to be more natural and by bringing the two together I think we can create 3D virtual experiences with a balanced productivity and social goals because people need the reason to work to log in. I am someone who wouldn't log in to dance for example in a virtual world. I want to log in to actually do something and get some work done. For users with this kind of attitude, that could actually help. Also with the snap to view, the 3D applications will provide a 2D experience. If you go in and access the drawing package, you will have the 2D experience. That's how we are trying to keep the good from the old and merge it with what the 3D world promises. That's our journey so far. I'll be happy to take any questions. Thank you Remesh for a terrific presentation. We do have a couple of questions that came in via the chat. Lisa Lasten asks if these methods are available as open source tools. Well actually in January we are going to have our grid will be open and we'll start having people try the things out and that's as much as I can say right now. Regarding whether it's open source or not, that's of course that's open to evolution. I think we've invested probably around four years developing the whole infrastructure. So we'll have to think about how to design our effort so that it's a sustainable one because most of us actually leave off what we are producing. I see and that sort of answers a question that Frank Ruloff presented which is where can we try out this technology? Yes it will be available in January on the Reismiller grid. And then any efforts for future research where you would like to go? Well obviously for each and every trend of what we presented from the module design. The modules are basically groups of objects that you can assemble into more complex parts. You can have modules for architecture, you can have modular parts. So a lot of creative effort has to go into the design of those. If you want to design a meeting tool you have to think of what are the building blocks for the meeting tools. Are they going to be text objects, image objects, browser objects? For panoramas you have another set of objects that would go into those modules. For every application is a research project really. So there are plenty of opportunities not only for advancing the underlying platform but also for advancing the modules so that we end up with a vast variety of applications. And I want to say that initially I was a bit afraid that having things designed around modules would be limiting in the sense that you know that would hurt diversity of content but what I have found is that it actually explodes it. So I think we're on the right track. Fantastic. Well thank you again Ramesh for such a thorough presentation. Do you have a booth here in Expo 3? Well we've been so busy developing that we really prepared for the presentation in kind of a rush. That's okay. We certainly appreciate you getting up at the time. I'm currently far from home so I'm in the middle of the ocean and all that. I would like to remind everyone to make sure you do visit the poster Expose in Expo 3 and also the sponsors booths in Expo 2. We have to set up now for our next presentation which is highlights from mainstreaming virtual world learning colloquium. So stay right here. It's going to start in just a few minutes. Thank you again Ramesh. Thanks. Thank you.