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Virtual Reality Exploring the next to the last great media delivery system.

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Virtual Reality

Exploring the next to the last great media delivery system.

Introduction

Charles Palmer

Harrisburg University

Program lead and Professor of Interactive Media

Executive Director, Center for AdvancedEntertainment and Learning Technologies

Gamification author

Game developer

Motion graphics designer

Budding data scientist

Social@charlespalmer (Twitter)http://www.slideshare.net/charlespalmerhuhttps://www.linkedin.com/in/charleslpalmer

Overview

What is VR?

A little bit of history

Current technology

How it works

Entertainment

More examples

What’s next…

Poll Question

What is your experience with VR?

Visit www.slido.com with #2085 to participate

Other Questions

There will be time at the end of the presentation to answer your questions. Please use slido to submit and vote on your favorite topics.

Visit www.slido.com with #2085 to participate

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 systems immerse the user inside of 3D worlds creating a richer, fuller interactive experience.

Hugo Gernsback(August 16, 1884 – August 19, 1967)

Born Hugo Gernsbacher, was a Luxembourgish-American inventor, writer, editor, and magazine publisher, best known for publications including first science fiction magazine. His contributions to the genre as publisher were so significant that, along with the novelists H. G. Wells and Jules Verne, he is sometimes called "The Father of Science Fiction”. In his honor, annual awards presented at the World Science Fiction Convention are named the “Hugo”.

Timeline

1956 - 2015

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.

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.

Timeline

Timeline

DataGloveThomas G. ZimmermanUS Patent 4542291

Various sensor technologies are used to capture physical data such as bending of fingers. Often a motion tracker, such as a magnetic tracking device or inertial 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.

VPL, Inc.

One of the first companies that developed and sold virtual reality products. It was founded by VR pioneer Jaron Lanier in 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

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.

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.

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.

Timeline

Facebook Buys OculusApril 2014

The $2 billion acquisition deal of 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.

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.

How did we get here …

$750,000 $700 g1985 2015

Today in VR

Desktop

Mobile

Head-mounted Platforms

$600

$800$11

$18

$75

Poll Question

Describe a VR title or demonstration you saw or experienced.

Visit www.slido.com with #2085 to participate

How does it work

Capture

How does it work

Display

Headset

How does it work

Display

Room system

Demos

Longbow demo

Trials on Tatooine

Safety in a Box

Snow World

Virtual Emergency Room Simulator

The Presence

The Void

Longbow is a mini-game included in Valve's preloaded launch software for the HTC Vive. Your goal is to stop a horde of raiding marauders from sacking your castle. The game became an instant success for it’s blend of virtual and physical skills.

Since Vive games are played through Steam, the leaderboard ranks you against all players.

The Lab: Longbow

A nerds dream; Han Solo, Chewbacca, R2D2 and your very own Lightsaber.

‘nuff said

Trials on Tatooine

Safety in a Box

Texas Mutual Insurance Company’s virtual reality safety training simulation. Participants are put into four real-world scenarios to illustration the most common accidents which occur on a construction site.

Music: “Black Eyed Susan” by Podington Bear

Snow World

Immersive virtual reality pain distraction simulator originated and developed by Hoffman & Patterson at the University of Washington Seattle and Harborview Burn Center.

The Royal College of Surgeons in Ireland has released an immersive surgeon simulator. The experience places students in a RESUS room where they take control and make life or death choices for their patient.

Virtual Emergency Room Simulator

The Presence

A proof-of-concept illustrating showing how interactive elements can make 360° films more immersive. The story follows four characters through a séance gone wrong.

The Void

The Void, blending the physical and worlds.

A mixed reality system which merges a physical environment with a virtual set. Add in a 4D system and you have the next level of immersive entertainment.

VR & AR @ HU

VR & AR @ HU

Plasma Racer

Interactive game for anatomy and physiology students

Race against time through the circulatory system

Title

Description

Goal

VR & AR @ HU

Plant Safety

Training simulation for industrial plant employees

Complete a series of orientation “shifts” to illustrate facility knowledge and organization competencies.

Title

Description

Goal

VR & AR @ HU

Gaze Analytics

Recreate grocery shopping experience in VR.

Track shopper’s gaze path to see which packages and locations attract the most attention.

Title

Description

Goal

VR & AR @ HU

AR Exploration

Explore usages of AR technologies in STEM education

Work with zSpace and Aayuna to develop the next generation of AR applications and technologies.

Title

Description

Goal

Media delivery

Poll Question

What would you like to see created

in or with VR?

Visit www.slido.com with #2085 to participate

Thank you

Thanks for your time

Contact me via

Twitter @charlespalmer

LinkedIn https://www.linkedin.com/in/charleslpalmer

Download this presentation fromhttp://www.slideshare.net/charlespalmerhu

Questions?Visit www.slido.com with #2085 to participate