[MUSIC PLAYING]
CHRIS KELLEY: Thank you so much for joining us.
My name is Chris.
I'm a designer and prototyper working
on immersive prototyping at Google,
and I'm joined by Ellie and Luca.
And today, we're going to talk about exploring AR interaction.
It's really awesome to be here.
We explore immersive computing through rapid prototyping
of AR and VR experiments.
Often, that's focused on use case exploration or app ideas.
We work fast, which means we fail fast,
but that means that we learn fast.
We spend a week or two on each prototyping sprint,
and at the end of the sprint, we end
with a functional prototype starting
from a tightly scoped question.
And then we put that prototype in people's hands
and we see what we can learn.
So this talk is going to be about takeaways we have
from those AR explorations.
But first, I want to set the table a little bit
and talk about what we mean when we say augmented reality.
When a lot of people think about AR,
the first thing they think about is bringing virtual objects
to users in the world.
And it is that.
That's part of it.
We call this the out of AR.
But AR also means more than that.
It means being able to understand the world visually
to bring information to users, and we call this understanding
the in of AR.
Many of the tools and techniques that
were created for computer vision and machine learning perfectly
complement tools like ARCore, which is Google's AR
development platform.
So when we explore AR, we build experiences
that include one of these approaches or both.
So this talk is going to be about three magic powers
that we've found for AR.
We think that these magic powers can help you build better AR
experiences for your users.
So we're going to talk about some prototypes that we've
built and share our learnings with you
during each of these three magic power areas during the talk.
First, I'll talk to you about context-driven superpowers.
That's about how we can combine visual and physical
understanding of the world to make magical AR experiences.
Then Ellie will talk to you about shared augmentations.
And this is really all about the different ways
that we can connect people together in AR,
and how we can empower them just by putting them together.
And then Luca will cover expressive inputs.
This is about how AR can help unlock
authentic and natural understanding for our users.
So let's start about context-driven superpowers.
What this really means is using AR technologies
to deeply understand the context of a device,
and then build experiences that directly leverage that context.
And there's two parts to an AR context.
One is visual understanding, and the other
is physical understanding.
With ARCore, this gives your phone
the ability to understand and sense
its environment physically.
But through computer vision and machine learning,
we can make sense of the world visually.
And by combining these results, we
get an authentic understanding of the scene,
which is a natural building block of magical AR.
So let's start with visual understanding.
The prototyping community has done some awesome explorations
here, and we've done a few of our own
that we're excited to share.
To start, we wondered if we could
trigger custom experiences from visual signals in the world.
Traditional apps today leverage all kinds of device
signals to trigger experiences.
GPS, the IMU, et cetera.
So could we use visual input as a signal as well?
We built a really basic implementation of this concept.
This uses ARCore and the Google Cloud Vision
API that detects any kind of snowman
in the scene, which triggers a particle system that
starts to snow.
So through visual understanding, we
were able to tailor an experience to specific cues
in the environment for users.
This enables adaptable and context aware applications.
So even though this example is a simple one,
the concept can be extended so much further.
For example, yesterday we announced the augmented images
API for ARCore.
So if you use this, you can make something
like an experience that reacts relative to device movement
around an image in the scene, or even
from a known distance to an object in the world.
If you think this concept is interesting,
I highly recommend checking out the AR VR demo tent.
They have some amazing augmented images demos there.
The next thing we wanted to know is
if we could bridge the gap between digital and physical,
and, for example, bring some of the most delightful features
of e-readers to physical books.
The digital age has brought all kinds of improvements
to some traditional human behaviors,
and e-readers have brought lots of cool new things to reading.
But if you're like me, sometimes you just
missed the tactility in holding a great book in your hands.
So we wanted to know if we could bridge that gap.
In this prototype, users highlight a passage or word
with their finger and they instantly
get back a definition.
This is a great example of a short-form-focused interaction
that required no setup for users.
It was an easy win only made possible
by visual understanding.
But as soon as we tried this prototype,
there were two downfalls that we noticed,
and they became immediately apparent when we used it.
The first is that it was really difficult to aim your finger
at a small moving target on a phone,
and maybe the page is moving as well,
and you're trying to target this little word.
That was really hard.
And the second was that when you're highlighting a word,
your finger is blocking the exact thing
that you're trying to see.
Now, these are easily solvable with a follow-up UX iteration,
but they illustrate a larger lesson.
And that's that with any kind of immersive computing,
you really have to try it before you can judge it.
An interaction might sound great when you talk about it
and it might even look good in a visual mock,
but until you have it in your hand
and you can feel it and try it, you're
not going to know if it works or not.
You really have to put it in a prototype
so you can create your own facts.
Another thing we think about a lot
is, can we help people learn more effectively?
Could we use AR to make learning better?
There's many styles of learning, and if you
combine these styles of learning,
it often results in faster and higher-quality learning.
In this prototype, we combined visual, oral, verbal,
and kinesthetic learning to teach people how
to make the perfect espresso.
The videos explain--
I'm sorry.
We placed videos around the espresso machine
in the physical locations where that step occurs.
So if you were learning how to use the grinder,
the video for the grinder is right next to it.
Now, for users to trigger that video,
they move their phone to the area
and then they can watch the lesson.
That added physical component of the physical proximity
of the video and the actual device
made a huge difference in general understanding.
In our studies, users who had never used an espresso machine
before easily made an espresso after using this prototype.
So for some kinds of learning, this
can be really beneficial for users.
Now, unfortunately for our prototype,
one thing that we learned here was
that it's actually really hard to hold your phone
and make an espresso at the same time.
So you need to be really mindful of the fact
that your users might be splitting
their physical resources between the phone and the world.
And so as it applies to your use case,
try building experiences that are really
snackable and hands-free.
Speaking of combining learning and superpowers together,
we wondered if AR could help us learn
from hidden information that's layered in the world
all around us.
This is a prototype that we built
that's an immersive language learning app.
We showed translations roughly next to objects of interest
and positioned these labels by taking a point cloud
sample from around the object and putting the label sort
of in the middle of the points.
Users found this kind of immersive learning really fun,
and we saw users freely exploring
the world looking for other things to learn about.
So we found that if you give people
the freedom to roam and tools that are simple and flexible,
the experiences that you build for them
can create immense value.
We now have physical understanding.
This is AR's ability to extract and infer
information and meaning from the world around you.
When a device knows exactly where it is, not only in space,
but also relative to other devices,
we can start to do things that really
feel like you have superpowers.
For example, we can start to make
interactions that are extremely physical, natural,
and delightful.
Humans have been physically interacting
with each other for a really long time,
but digital life has abstracted some of those interactions.
We wondered if we could swing the pendulum
back the other direction a little bit using AR.
So in this prototype, much like a carnival milk bottle game,
you fling a baseball out of the top of your phone
and it hits milk bottles that are shown on other devices.
You just point the ball where you want to go, and it goes.
We did this by putting multiple devices
in a shared coordinate system, which
you could do using the new Google Cloud Anchors API
that we announced for ARCore yesterday.
And one thing you'll notice here is
that we aren't even showing users past their camera.
Now, we did that deliberately because we really
wanted to stretch and see how far we
could take this concept of physical interaction.
And one thing we learned was that once people learned
to do it, they found it really natural
and actually had a lot of fun with it.
But almost every user that tried it had to be not only
told how to do it, but shown how to do it.
People actually had to flip this mental switch
of the expectations they have for how a 2D smartphone
interaction works.
So you really need to be mindful of the context that people
are bringing in and the mental models they have
for 2D smartphone interactions.
We also wanted to know if we could help someone visualize
the future in a way that would let them make better decisions.
Humans pay attention to the things that matter to us.
And in a literal sense, the imagery
that appears in our peripheral vision
takes a lower cognitive priority than the things
we're focused on.
Would smartphone AR be any different?
In this experiment, we overlaid the architectural mesh
of the homeowner's remodel on top of the active construction
project.
The homeowner could visualize in context
what the changes to their home was going to look like.
Now, at the time that this prototype was created,
we had to do actual manual alignment of this model
on top of the house.
You could do it today.
If I rebuilt it, I would use the augmented images API
that we announced yesterday.
It would be much easier to put a fixed
image in a location, the house, and sync them together.
But even with that initial friction for the UX,
the homeowner got tremendous value out of this.
In fact, they went back to their architect after seeing this
and changed the design of their new home
because they found out that they weren't going
to have enough space in the upstairs bathroom-- something
they hadn't noticed in the plans before.
So the lesson is that if you provide people high-quality,
personally relevant content, you can create ways
that people will find really valuable and attention grabbing
experiences.
But when does modifying the real environment
start to break down?
You may be familiar with the uncanny valley.
It's a concept that suggests when
things that are really familiar to humans
are almost right but just a little bit off,
it makes us feel uneasy.
Subtle manipulations of the real environment in AR
can sometimes feel similar.
It can be difficult to get right.
In this specific example, we tried
removing things from the world.
We created this AR invisibility cloak for the plant.
What we did was we created a point cloud around the object,
attached little cubes to the point cloud,
applied a material to those points,
and extracted the texture from the surrounding environment.
That worked pretty well in uniform environments,
but unfortunately, the world doesn't have too many of those.
It's made up of dynamic lighting and subtle patterns,
so this always ended up looking a little bit weird.
Remember to be thoughtful about the way that you add
or remove things from the environment.
People are really perceptive, and so you
need to strive to build experiences
that align with their expectations,
or at the very least, don't defy them.
But is physical understanding always critical?
All points in the section have their place,
but, ultimately, you have to be guided by your critical user
journeys.
In this example, we wanted to build
a viewer for this amazing 3D model by Damon [INAUDIBLE]..
It was important that people could see the model in 3D
and move around to discover the object.
A challenge, though, was that the camera feed
was creating a lot of visual noise and distraction.
People were having a hard time appreciating
the nuances of the model.
We adopted concepts from filmmaking and guided users
by using focus and depth of field,
all which were controlled by the user's motion.
This resulted in people feeling encouraged to explore,
and they really stopped getting distracted
by the physical environment.
So humans are already great at so many things.
AR really allows us to leverage those existing capabilities
to make interactions feel invisible.
If we leverage visual and physical understanding
together, we can build experiences that
really give people superpowers.
With that, Ellie is going to talk to you
about special opportunities we have in shared augmentations.
ELLIE NATTINGER: Thanks, Chris.
So I'm Ellie Nattinger.
I'm a software engineer and prototyper
on Google's VR and AR team.
Chris has talked about the kinds of experiences
you start to have when your devices can understand
the world around you, and I'm going
to talk about what happens when you can share those experiences
with the people around you.
We're interested not only in adding AR augmentations
to your own reality, but also in sharing those augmentations.
If you listened to the developer keynote yesterday,
you know that shared AR experiences
is a really big topic for us these days.
For one thing, a shared reality lets
people be immersed in the same experience.
Think about a movie theater.
Why do movie theaters exist?
Everybody's watching a movie that they could probably
watch at home on their television or their computer
by themselves much more comfortably not
having to go anywhere, but it feels qualitatively
different to be in a space with other people sharing
that experience.
And beyond those kinds of shared passive experiences,
having a shared reality lets you collaborate, lets you learn,
lets you build and play together.
We think you should be able to share your augmented realities
with your friends, and your families, and your colleagues,
so we've done a variety of explorations
about how do you build those kinds of shared
realities in AR.
First, there's kind of a technical question.
How do you get people aligned in a shared AR space?
There's a number of ways we've tried.
If you don't need a lot of accuracy,
you could just start your apps with all the devices
in approximately the same location.
You could use markers or augmented images
so multiple users can all point their devices at one picture
and get a common point of reference--
cures the zero, zero, zero of my virtual world.
And you can even use the new ARCore Cloud Anchors API
that we just announced yesterday to localize
multiple devices against the visual features
of a particular space.
In addition to the technical considerations,
we've found three axes of experience
that we think are really useful to consider
when you're designing these kinds of shared
augmented experiences.
First of those is co-located versus remote.
Are your users in the same physical space
or different physical spaces?
Second is, how much precision is required, or is it optional?
Do you have to have everybody see the virtual bunny
at exactly the same point in the world,
or do you have a little bit of flexibility about that?
And the third is whether your experience
is synchronous or asynchronous.
Is everybody participating in this augmented experience
at exactly the same time, or at slightly different times?
And we see these not as necessarily binary axes,
but more of a continuum that you can
consider when you're designing these multi-person AR
experiences.
So let's talk about some prototypes and apps that
fall on different points of the spectrum and the lessons
we've learned from them.
To start with, we've found that when
you've got a group that's interacting
with the same content in the same space,
you really need shared, precise, spatial registration.
For example, let's say you're in a classroom.
Imagine if a group of students who
are doing a unit on the solar system could all look at
and walk around the globe, or an asteroid field,
or look at the sun.
In Expeditions AR, one of Google's initial AR
experiences, all the students can point their devices
to a marker, they calibrate themselves
against a shared location, they see the object
in the same place, and then what this allows
is for a teacher to be able to point out
particular parts of the object.
Oh, if you all come over and look at this side of the sun,
you see a cut-out into its core.
Over here on the Earth, you can see a hurricane.
Everybody starts get a spatial understanding
of the parts of the object and where they are in the world.
So when does it matter that your shared
space has a lot of precision?
When you have multiple people who
are all in the same physical space
interacting with or looking at the exact same
augmented objects at the same time.
We were also curious--
how much can we take advantage of people's existing spatial
awareness when you're working in high-precision shared spaces?
We experimented with this in this multi-person construction
application, where you've got multiple people who
are all building onto a shared AR object in the same space.
Adding blocks to each other, everybody's
being able to coordinate.
And you want to be able to tell what part of the object someone
is working on.
Have your physical movement support that collaboration.
Like, if Chris is over here and he's
placing some green blocks in the real world,
I'm not going to step in front of him
and start putting yellow blocks there instead.
We've got a natural sense of how to collaborate, how to arrange,
how to coordinate ourselves in space.
People already have that sense.
So we can keep that in a shared AR
if we've got our virtual objects precisely lined up enough.
We also found it helpful to notice
that because you can see both the digital object but also
the other people through the pass-through camera,
you are able to get a pretty good sense of what people
were looking at as well as what they were interacting with.
We've also wondered what would it
feel like to have a shared AR experience for multiple people
in the same space, but who aren't necessarily interacting
with the same things?
So think of this more like an AR LAN party.
Where we're all in the same space,
or maybe could be different spaces,
we're seeing connected things, and we're
having a shared experience.
So this prototype's a competitive quiz guessing game
where you look at the map and you
have to figure out where on the globe you think is represented
and stick your pushpin in, get points
depending on how close you are.
We've got the state synced, so we know who's winning.
But the location of where that globe is
doesn't actually need to be synchronized.
And maybe you don't want it to be synchronized because I don't
want anybody to get a clue based on where I'm sticking
my pushpin into the globe.
It's fun to be together, even when we're not looking
at exactly the same AR things.
And do we always need our spaces to align exactly?
Sometimes it's enough just to be in the same room.
This prototype example's of an AR boat race.
You blow on the microphone of your phone,
and it creates the wind that propels your boat
down the little AR track.
By us being next to each other when we start the app
and spawn the track, we get a shared physical experience
even though our AR worlds might not perfectly align.
We get to keep all the elements of the social game play--
talking to each other, our physical presence--
but we're not necessarily touching the same objects.
Another super interesting area we've been playing with
is how audio can be a way to include
multiple people in a single device AR experience.
If you think of the standard Magic Window device AR,
it's a pretty personal experience.
I'm looking at this thing through my phone.
But now, imagine you can leave a sound in AR that
has a 3D position like any other virtual thing,
and now you start to be able to hear it,
even if you're not necessarily looking at it.
And other people can hear the sound
from your device at the same time.
So for an example, let's say you could leave little notes
all over your space.
Might look something like this.
I'm a plant.
I'm elephant.
This is a chair.
I'm a plant.
I'm elephant.
This is a chair.
So notice, you don't have to be the one with a phone
to get a sense of where these audio annotations start
to live in physical space.
Another question we've asked--
if you have a synchronous AR experience with multiple people
who are in different places, what kind of representation
do you need of the other person?
So let's imagine you have maybe a shared AR photos app
where multiple people can look at photos
that are arranged in space.
So I'm taking pictures in one location,
I'm viewing them arranged around me in AR,
and then I want to share my AR experience
with Luca, who comes in and joins me
from a remote location.
What we found-- we needed a couple of things to make
us feel like we were connected and sharing the same AR
experience, even though we were in different places.
We needed to have a voice connection so we could actually
talk about the pictures, and we needed
to know where the other person was looking.
See which picture you're paying attention to when
you're talking about it.
But what was interesting is we didn't actually
need to know where the other person was, as long as we had
that shared frame of reference.
We're all here, here's what I'm looking at,
here's what Luca's looking at.
We've also been curious about asymmetric experiences.
What happens when users share the same space
and the same augmentations, but they've got different roles
in the experience?
So for instance, in this prototype,
Chris is using his phone as a controller to draw in space,
but he's not actually seeing the AR annotations he's drawing.
The other person sees the same AR content
and uses their phone to take a video.
They're playing different roles in the same experience.
Kind of artist versus cinematographer.
And we found there could be some challenges
to asymmetric experiences if there's
a lack of information about what the other person is
experiencing.
For instance, Chris can't tell what Luca's filming
or see how his drawing looks from far away.
So as we mentioned previously, these kinds
of different combinations of space,
and time, and precision are relevant for multi-person AR
experiences, and they have different technical and
experiential needs.
If you have multiple people in the same space
with the same augmentations at the same time,
then you need a way of sharing.
You need a way of common localization.
That's why we created the new Cloud Anchors API.
If you've got multiple people in the same space
with different augmentations at the same time,
the kind of AR LAN party model, you
need some way to share data.
And if you've got multiple people
in different spaces interacting with the same augmentations
at the same time, you need sharing
in some kind of representation of that interaction.
So shared AR experiences is a big area.
We've explored some parts of the space.
We'd love to see what you all come up with.
So Chris has talked about examples
where your device understands your surroundings
and gives you special powers, I talked about examples
where you've got multiple people who
can collaborate and interact.
Now Luca will talk about what happens when your devices have
a better understanding of you and allow
for more expressive inputs.
Luca?
LUCA PRASSO: Thank you, Ellie.
My name is Luca Prasso, and I'm a prototyper
and a technical artist working in the Google AR and VR team.
So let's talk about the device that you
carry with you every day and the ones that are all around you,
and how they can provide the meaningful and authentic
signals that we can use in our augmented experiences.
So ARCore tracks the device motion
as we move to the real world and provides some understanding
of the environment.
And these signals can be used to create powerful, and creative,
and expressive tools, and offer new ways for us
to interact with digital content.
So the data represents who we are, what we know,
and what we have.
And we were interested in understanding
if the user can connect more deeply if the data is displayed
around them in 3D, and through AR and physical aspirations,
they can look at this data.
So we took a database of several thousand world cities,
and we mapped it in an area that's
wide as a football field.
We assign a dot to every city and we scale the dot based
on the population of the city.
And each country has a different color.
So now you can walk to this data field.
And as ARCore tracks the motion of the user,
we play footsteps in sync.
You take a step and you hear a step.
And [INAUDIBLE] sound fields surrounds the user
and enhances the experience and the sense of exploration
of this data forest.
And flight paths are displayed up in the sky.
And the pass-through camera is heavily tinted
so that we can allow the user to focus on the data
and then still give a sense of presence.
And what happens is the user, as he walks to the physical space,
he starts mapping, and pairing, and creating
this mental map between the data and the physical location.
And starts understanding better, in this particular case,
the relative distance between the places.
And what we discover is also that the gestures that
are a part of our digital life every day, a pinch to zoom,
it's now in AR something more traditional.
It's actually moving closer to the digital object
and inspecting it like we do with a real object.
And pan and drag means taking a couple of steps
to the right to look at the information.
So physical exploration like this is very fascinating,
but we need to take into account all the different users
and provide the alternative move and affordances.
So in AR, a user can move everywhere,
but what if he cannot or he doesn't want to move?
What if he's sitting?
So in this particular case, we allow the user to simply point
the phone everywhere they want to go, tap on the screen
anywhere, and the application will move the point of view
in that direction.
At the same time, we still have to provide audio, haptics,
and color effects to enhance the sense of physical space
the user has to have while traveling.
And so we found that this is a powerful mechanism
to explore a certain type of data that makes sense in the 3D
space and to allow the user to discover hidden patterns.
But can we go beyond the pixels that you
can find on your screen?
We're fascinated by the spatial audio and a way
to incorporate audio into an AR experience.
So we combine ARCore and the Google Resonance SDK.
And Resonance is this very powerful spatial audio engine
that recently Google open-sourced.
And you should check it out because it's great.
And so now I can take audio sources
and place them into the 3D locations,
and animate them, and describe the properties of the walls,
and the ceilings, and the floor, and all the obstacles.
And now as the ARCore moves the point of view,
it carries with it the digital ears,
the Resonance used to render accurately
the sounds in the scene.
So what can we do with this?
So we imagine, what if I can sit next to a performer
during an acoustic concert, or a classical concert, or a jazz
performance?
What if I can be onstage with actors,
and listen to their play, and be there?
So we took two amazing actors, Chris and Ellie,
and we asked them to record separately
lines from Shakespeare.
And we placed these audio sources a few feet apart
and we surrounded the environment
with an ambisonic sound field of a rain forest, of the raining.
And then later on, we switched to a room with a lot of reverb
into the walls.
CHRIS KELLEY: Thou told'st me they were stolen unto this
wood, and here I am, and wode within this wood,
because I cannot meet my Hermia.
Hence, get thee gone, and follow me no more.
ELLIE NATTINGER: You draw me, you hard-hearted adamant,
but yet you draw not iron, for my heart is true as steel.
Leave you your power to draw, and I shall
have no power to follow you.
CHRIS KELLEY: Do I entice you?
Do I speak to you fair?
Or rather, do I not in plainest truth tell you, I do not,
nor I cannot love you?
LUCA PRASSO: So now the user can walk around,
maybe with his eyes closed, a nice pair of headphones,
and it's like being on stage with these actors.
So we took this example and we extended it.
We observed that we can build in real-time a 2D map of where
the user has been so far with his phone
as he's walking around.
And so at any given time when the user hits a button,
we can programmatically place audio recording in space
where we know that the user can reach with the phone
and with their ears.
[MUSIC PLAYING]
And suddenly, the user becomes the human mixer
of this experience.
And different instruments can populate
your squares, and your rooms, and your schools.
And this opens the door to an amazing amount
of opportunities with AR audio-first experiments.
So let's go back to visual understanding.
Chris mentioned that the computer vision and machine
learning can interpret the things that are around us,
and this is also important to understand the body in turning
into an expressive controller.
So in real life, we are surrounded
by a lot of sound sources for all of the places.
And naturally, our body and our head
moves to mix and focus on what we like
and what we want to listen to.
So can we take this intuition into the way we watch movies
or play video games on a mobile device?
So what we did, we took the phone camera signal,
fed it to Google Mobile Vision.
That gave us a head position and head orientation.
And we fed it to Google Resonance SDK.
And we said, OK, you're watching a scene in which actors
are in a forest, and they're all around you, and it's raining.
So now as I leave my phone far away from my head,
I hear the forest.
As I'm taking the phone closer to my face,
I start hearing the actors playing.
I warn you, this is an Oscar performance.
[THUNDER RUMBLES]
ELLIE NATTINGER: Our company here.
CHRIS KELLEY: My man, according to the script.
ELLIE NATTINGER: Here is the scroll of every man's name
which is thought fit through all Athens to play in our interlude
before the duke and the duchess on his [INAUDIBLE]
LUCA PRASSO: So now what is interesting is
that the tiny little motions that we
can do when we're watching and we're playing this experience,
it can be turned into subtle changes in the user
experience that we can control.
So we talk about how the changes in poses
can become a trigger to drive interaction.
In this Google Research app called [INAUDIBLE],,
we actually exploit the opposite--
the absence of motion.
And when the user--
in this case, my kids--
stop posing, the app takes a picture.
And so the simple mechanism that is triggered by computer vision
creates the incredible, delightful opportunities
that, apparently, my kids love.
And Research is doing incredible progress
in looking at an RGB image and understanding where
the body pose and skeleton is.
And you should check out the Google Research blog post
because their post estimation research is amazing.
So we took Ellie's video and we fed it to the machine computer
algorithm.
And we got back, a bunch of 3D poses and segmentation
masks of Ellie.
And this opens the door to a lot of variety
of experiments with creative filters
that we can apply to this.
But what's more interesting for us
is that it also allows us to understand better
the intent and the context of the user.
So we took this pose estimation technology
and we added a digital character.
Now it tries to mimic what the human character is doing.
And this allows [INAUDIBLE] now to bring your family
and friends--
in this case, my son, Noah--
into the scene so that he can act and create a nice video.
But this also, like Ellie mentioned before,
we should consider the situation,
because this is an asymmetric experience.
What you don't see here is how frustrated
my son was after a few minutes because he
couldn't see what was going on.
I was the one having fun taking picture and video him,
and he didn't see much.
He could only hear the lion roaring.
So we need to be extremely mindful
as the developer about this unbalance of delight.
And so maybe I should have passed the image of the phone
to a nearby TV so I can make my son first-class citizen
in this experience.
So all this AR technology and the physical
and the visual understanding are ingredients
that allow us to unlock all kinds of new expressive input
mechanisms.
And we are still exploring.
We're just at the beginning of this journey.
But we are excited to hear what you think
and what you want to come up with.
So to summarize, we shared a bunch
of ways in which we think about AR and various aspirations
that we have done.
We talked about expanding our definition of AR.
Putting content into the world, but also pulling information
from the world.
And these are all ingredients that we
use to create these magical AR superpowers to enhance
the social interactions and to express yourself
in this new digital medium.
So we combined ARCore capabilities
with different Google technologies,
and this gives us the opportunity
to explore all these new interaction models.
And we encourage you, developers,
to stretch your definition of AR.
But we want to do this together.
We're going to keep exploring, but what
we want to hear what tickled you,
what tickled your curiosity.
So we can wait to see what you build next.
Thank you very much for coming.
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