virtual reality presentation at #hybridlive
TRANSCRIPT
PowerPoint Presentation
Virtual RealityFake worlds for real adventure to increase student engagement.
1
IntroductionCharles PalmerHarrisburg UniversityProgram lead and Professor of Interactive MediaExecutive Director, Center for AdvancedEntertainment and Learning TechnologiesGamification authorGame developer3d Printing enthusiastBudding data scientistSocial@charlespalmer (Twitter)http://www.slideshare.net/charlespalmerhuhttps://www.linkedin.com/in/charleslpalmer
2
Harrisburg UniversityOnly non-profit science and technology-focused comprehensive non-profit university between Philadelphia and PittsburghUrban campus in the heart of the State CapitolSupports the academic success of members of groups historically under-represented in applied science and technology fieldsPrivate not-for-profit 501(c)(3) universityAccredited by the Middle States Commission on Higher Education June 22, 200914-story $73-million state-of-the-art Academic CenterWireless, laptop campusStudent/Faculty Ratio: 13 to 1HU has NOT raised tuition in the last 4years
Undergraduate ProgramsAnalyticsBiotechnologyComputer and Information ScienceGeospatial TechnologyIntegrative SciencesInteractive MediaManagement & eBusiness
Graduate ProgramsAnalyticsComputer Information SciencesInformation Systems Engineering & ManagementLearning Technologies & Media SystemsProject Management
Overview
What is VR?A little bit of historyCurrent technologyHow it worksExamplesWhats next
4
What is virtual reality
Virtual Reality is the use of computer technology to create a simulated environment. Unlike traditional user interfaces where the user views a screen,these systemsimmerse the user inside of 3D worlds creating a richer, fuller interactive experience.
5
Students with access to virtual reality in a geometry class have a better understanding of those geometric shape (especially planes) and in geography students have a better understanding of spatial relationships in terms of landscapes and cityscapes
Richard Byrne, President Byrne Instructional Media, LLC
https://touchstoneresearch.com/infographic-virtual-reality-in-the-classroom/
A little bit of history.How did we get here?
Hugo Gernsback(August 16, 1884 August 19, 1967) BornHugo Gernsbacher, was a Luxembourgish-Americaninventor, writer, editor, andmagazine publisher, best known for publications including the firstscience fiction magazine. His contributions to the genre as publisher were so significant that, along with the novelistsH. G. WellsandJules Verne, he is sometimes called "The Father of Science Fiction. In his honor, annual awards presented at theWorld Science Fiction Conventionare named the Hugo.
10
Timeline
1956 - 2015
11
Timeline
Morton HeiligSensorama 1956-1962 The Sensorama was able to display stereoscopic 3-D images in a wide-angle view, provide body tilting, supply stereo sound, and also had tracks for wind and aromas to be triggered during the film.
recreate an emotional experience12
Timeline
Ivan SutherlandHead Mounted Display The Sword of Damocles is widely considered to be the first virtual reality (VR) and augmented reality (AR) head-mounted display (HMD) system. It was created in 1968 by computer scientist Ivan Sutherland with the help of his student Bob Sproull. Before he began working toward what he termed "the ultimate display", Ivan Sutherland was already well respected for his accomplishments in computer graphics.
13
Timeline
DataGloveThomas G. ZimmermanUS Patent 4542291 Varioussensortechnologies are used to capture physical data such as bending offingers. Often a motion tracker, such as amagnetictracking deviceorinertial tracking device, is attached to capture the global position/rotation data of the glove. These movements are then interpreted by the software that accompanies the glove, so any one movement can mean any number of things.
14
VPL, Inc. One of the first companies that developed and soldvirtual realityproducts. It was founded by VR pioneerJaron Lanierin 1984. VPL started in the corner of Lanier's cottage in the San Francisco Bay Area."VPL" stood for "Visual Programming Languages", and Lanier said that the goal of the company was to create a visual programming language to bring programming to a mass audience.
Timeline
VR headset, with gloves cost about $750,000.15
Timeline
USAF Super Cockpit Program1986-1989 Dr. Thomas Furness is a pioneer in the development of interfaces between humans and complex machines. Most of his work has centered on the concept of virtual interface technologies which prove a circumambience of three dimensional spatial information to the human using the visual, auditory and tactile sensory modalities.
skill transferexpensive16
Timeline
PC Power VR1998-2000 The first personal computers capable of running virtual reality came onto the market in the late 90s. But the head-mounted displays were cumbersome and of lower resolution.
within about 20 years, the computing power for vr was available in consumer computersbut cumbersomeinduced nauseaand had poor graphic capabilities
17
Timeline
Oculus RiftAugust 2012 In just 30 days, the Oculus Rift Kickstarter campaign raised $2,437,429, a mere 947% over their intended goal. It was a testament that the average tech consumer was ready for a VR device.
18
Timeline
Facebook Buys OculusApril 2014 The$2 billion acquisition dealof the virtual reality pioneer becomes official. The exact price of the acquisition came out to$2,001,985,000. The VR startup will operate somewhat independently and maintain its main offices in the Irvine and Los Angeles areas.
19
Timeline
Major Players enter the VR Market
Aside from Facebook, 10 other companies were added to the VR Watchlist: Amazon, Google, Virtuix, AMD, Qualcomm, Samsung, Nvidia, Microsoft, Sony, and Valve.
20
How did we get here
$750,000 $700 g
19852015
the technologies used in VR became accessiblebecause of this VR was brought from the research lab, to our pockets21
Today in VRDesktopMobile
Head-mounted Platforms$600$800$800$11$11$18$75
22
Poll QuestionDescribe a VR title or demonstration youve seen or experienced.
Visit www.slido.comwith#2085 to participate
View on Youtube
he had an emotional and physical reaction to the experience24
View on Youtube
25
How does it workCapture or Create
How does it work: Stereoscopy
The technological development of three-dimensional photography was also a social innovation. The new ability to share visual experiences gave rise to mid-19th-century viewing parties. Guests at these social gatherings would pass around individual stereo viewers, which permitted them to gaze at distant lands, unique botany, or even art.http://exhibitions.kelsey.lsa.umich.edu/fwk/stereo.htmlUsage: 1850-1920Stereoscopic viewer
1970s Stereoscopic viewer marketed to kids and families
Before the advent of cinema and Thomas Edison's 35 mm film camera, many people experimented with creating illusions through images and photography. Pre-cinematic equipment included stereoscopic viewers and views, which took two simultaneous images of a subject from slightly different angles. When viewed through a stereoscopic viewer, the image appeared three-dimensional.27
Stereoscopy via Head Mounted Display (HMD)How does it work
How does it work: Stereoscopy
29
How does it workDisplayRoom system
DemosEducationThe Body VRFight for FallujaShark ShipwreckElephants on the BrinkGoogle ExpeditionsSafety in a BoxGoogle VR in the ClassroomVR in Education (AMD)
EntertainmentI Expect You to DieTrials on TatooineSnow WorldRCSI Medical Training SimulatorThe PresenceThe VoidWhat is the VoidGhostbusters
The Body VR: An immersive tour through the human body using the Oculus Rift.
we won't spend a lot of time on these because I don't want any of you getting sick. I suffer from motion sickness, which makes grading student work pretty difficult.31
VR & AR @ HU
VR & AR @ HUPlasma Racer
Interactive game for anatomy and physiology students
Race against time through the circulatory system
VirtusphereTitle
Description
Goal
Platform
View on Youtube
VR & AR @ HUPlant Safety
Training simulation for industrial plant employees
Complete a series of orientation shifts to illustrate facility knowledge and organization competencies.
VirtusphereTitle
Description
Goal
PlatformView on Youtube
VR & AR @ HUGaze Analytics
Recreate grocery shopping experience in VR.
Track shoppers gaze path to see which packages and locations attract the most attention.
OculusTitle
Description
Goal
Platform
VR & AR @ HUAR Exploration
Explore usages of AR technologies in STEM education
Work with zSpace and Aayuna to develop the next generation of AR applications and technologies.
zSpaceTitle
Description
Goal
Platform
Looking to partner with teachers on app development36
ways virtual reality could change educationCollaboration in virtual reality classroom fosters social integration of learners Dr. Conor Galvin, University College Dublin School of Education and Lifelong LearningNot possible in reality is possible in virtual reality Inge Knudsen, Learnmark Business College (Central Denmark)Virtual game-based experience increases students motivation Jane Wilde, Instructional Designer at Linfield College (Mcminnville, Oregon)Virtual reality introduces new approach to rewardsVirtual platforms and headsets are the new tools for inspiring creative learningTom Chatfield, Author, Broadcaster, Tech Theorist5http://www.hypergridbusiness.com/2014/09/5-ways-virtual-reality-will-change-education/
1- Dr. Galvin reported that students struggling to become part of the class group, were able to become accepted by their peers because of their technology skills. Shy students come out of their shells and the kids, previously lacking in confidence in their math skills, became self-assured technology experts.2 - children learn best by doing or by being - The ability to introduce practical knowledge to the classroom without actually leaving it, makes educational experience invaluable.3 - Conducting game-based learning experiences in a virtual environment is enhanced by the following factors, said Wilde. The player is immersed in the game world an authentic context for the activities. The playing field is leveled a players gender, weight, race dont have to interfere with their acceptance by other players. You are judged by your actions. A lot can be accomplished in a virtual environment that would not be possible in real life. Also it is memorable the visual and kinesthetic experiences in virtual worlds contribute to our ability to learn.4 - Success is acknowledged, said Wilde. There are rewards for achievements. Failures are generally ignored. This is the opposite of much education where success is neutral and failure is punished.5 - Im actually slightly cynical about using virtual reality in education, in that I think people often get too excited at gadgets instead of thinking fully about what a great educational experience looks like,Tom Chatfield, an author of a number of books on digital culture and a gaming theorist, whose appearances includeTED Global, told Hypergrid Business. For me, perhaps the most exciting thing that could come of this type of technology is students themselves getting excited about, and using it to create things and learn via the act of creating.37
Slido Survey ResultsVisit http://bit.ly/slidoVR-HLfor the results
Thank youThanks for your time
Contact me viaTwitter @charlespalmerLinkedIn https://www.linkedin.com/in/charleslpalmer
Download this presentation from http://www.slideshare.net/charlespalmerhu
Alternate Reality Games: Gamification for Performance leads us through the advantages of applying ARGs to the workplace and to the classroom, revealing how businesses and schools are using them to shift their focus from efficiency to an ability to learn and respond rapidly to external changes.
http://bit.ly/GfP-AMZN