real applications of virtual reality in higher education

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REAL APPLICATIONS OF VIRTUAL REALITY IN HIGHER EDUCATION Ben Fineman Internet2 © 2015 Internet2 Chris Collins University of Cincinnatti

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REAL APPLICATIONS OF VIRTUAL REALITY IN HIGHER EDUCATION

Ben Fineman Internet2

© 2015 Internet2

Chris Collins University of Cincinnatti

[ 2 ]

CONTENTS

Real Applications of Virtual Reality In Higher Education

•  Introduction •  Applications

•  Field Trips •  Training •  Recruiting •  Distance Learning •  Collaboration •  Research

•  Implications for Campus IT & Infrastructure

© 2015 Internet2

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Introduction

vir·tu·al re·al·i·ty ˈvəәrCH(əәw)əәl rēˈaləәdē Noun

technology that replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world.

1968: Philco Headsight

10/5/15 5

1968: Philco Headsight

10/5/15 6 1991: CAVE Automatic Virtual Environment

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[ 8 ] © 2015 Internet2

2013: Oculus Rift

[ 9 ] © 2015 Internet2

[ 10 ] Photo Credit: Technology Network

2014: Google Cardboard

[ 11 ] Photo Credit: Technology Network Photo Credit: Slash Gear

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Field Trips

[ 13 ] © 2015 Internet2

The Jackson School Victoria, Australia Photo Credit: Education Week

[ 14 ] © 2015 Internet2

Arlington Science Focus School Arlington, VA Photo Credit: The Synapse

[ 15 ] Photo Credit: Mat’s Classroom

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[ 17 ] Photo Credit: Extreme Tech

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[ 19 ] Photo Credit: Technology Network

[ 20 ] Photo Credit: Technology Network

[ 21 ] Photo Credit: Technology Network

[ 22 ] Photo Credit: Technology Network

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Training

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Archaeology Site Training:

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Photo Credit: CalIT2

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Image Credit: CalIT2

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Naval Training Simulation

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“Charlie”: VR Trainer for Landing Signal Officers

Photo Credit: Naval Postgraduate School

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Virtual Surgery Recording

[ 31 ] Photo Credit: Medium.com

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Recruiting

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Football Recruiting

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Photo Credit: Sports Illustrated

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Design

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Historical Recreation

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Architecture Design

[ 42 ] Photo Credit: Archinect News

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Distance Learning

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Realtime Lecture In VR

[ 46 ] © 2015 Internet2

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Oculus Rift DK2

Kinect 2

VR Chat Software

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Online Degree Program Offered Over VR

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Distance Learning for Disaster Recovery

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Improving Online Learning

[ 54 ] Photo Credit: Tom Flach

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Collaboration

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Hypergrid

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Augmented Reality Rift

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Lifesize 3D Video Avatars

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Research

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Injury Prevention & Rehabilitation

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Implications for Campus IT & Infrastructure

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Early-Adopter Students Campus IT and Infrastructure

•  Entertainment and Curiosity - early drivers

•  Residence Halls – VR rooms, physical safety

•  Classroom – Probably limited initial applications, but students may drive faculty curiosity and adoption

© 2015 Internet2

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Early-Adopter Faculty Campus IT and Infrastructure

•  Entertainment and Curiosity - early drivers

•  Pedagogy – Faculty development funding, training, workshops

•  Classrooms & Labs – VR HMD requires PCs with more horsepower (GTX 970/980, 16GB RAM)

© 2015 Internet2

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Network Considerations Campus IT and Infrastructure

Latency •  Cell phone latency 450 milliseconds •  Need latency between 50 – 100 milliseconds for believable emotion capture in VR

Video •  Oculus Rift CV1 – 1080P

•  Next generation Rift – 4k

•  Youtube 10 minutes of 1080p video: 3774*60*10/8/1024 = 277 MB * 5 for 360 video (est.) = 1.3GB

•  NextVR used an 8 Mbps stream, at 6k resolution and 80 frames-per-second.

Motion Tracking (Head + Body + Hands) •  The raw amount of data streamed from one Kinect is 22 MB/s

© 2015 Internet2

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Metaverse Working Group [email protected]

Meeting: 7am tomorrow, Room 13 Demos run through Weds

REAL APPLICATIONS OF VIRTUAL REALITY IN HIGHER EDUCATION

Ben Fineman Internet2

© 2015 Internet2

Chris Collins University of Cincinnatti