2. Introduction
Charles Palmer
Harrisburg University
Program lead and Professor of Interactive Media
Executive Director, Center for Advanced
Entertainment and Learning Technologies
Gamification and VR author
Serious Games developer
Motion graphics designer
Budding data scientist
Social
@charlespalmer (Twitter)
http://www.slideshare.net/charlespalmerhu
https://www.linkedin.com/in/charleslpalmer
3. Overview
What is VR?
A little bit of history
Current technology
Assorted Examples
Hands-on Demos
6. 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.
7.
8. 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”.
10. Timeline
Morton Heilig
Sensorama – 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.
11. Timeline
Ivan Sutherland
Head 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.
12. Timeline
DataGlove
Thomas G. Zimmerman
US 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.
13. 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
14. Timeline
USAF Super Cockpit Program
1986-1989
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.
15. Timeline
PC Power VR
1998-2000
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.
16. Timeline
Oculus Rift
August 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.
17. Timeline
Facebook Buys Oculus
April 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.
18. 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.
25. Advantages of VR Training:
Little/no risk
Overcome geography, time and safety
Realistic scenarios, embedded with random
events
Improves retention and recall
Suitable for different learning styles
Innovative and enjoyable
26. Advantages of VR Training:
Augments classroom training
Simplifies complex problems/situations
Suitable for solo or collaborative activities
Save time/cost by reducing travel
Scalable for various budgets
Not the same type of VR, but I couldn’t resist including this image
39. STRVR Labs – Black Friday VR Training
http://bit.ly/2vBZrRg
40. VR & AR @ HU
Plasma Racer
Interactive game for anatomy
and physiology students
Race against time through the
circulatory system
Title
Description
Goal
41. 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
42. 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
45. Thank you
Thanks for your time
Contact me via
Twitter @charlespalmer
LinkedIn https://www.linkedin.com/in/charleslpalmer
Download this presentation from
http://www.slideshare.net/charlespalmerhu
Editor's Notes
hold questions until the end
have you experienced VR?
This is what we’re trying to avoid
Virtual reality is the concept of creating a synthetic environment navigable by a user. This usually consists of being able to look around the environment by moving your head. But some systems use additional devices to let you interact in other ways.
Hugo Gernsback
besides being a sleazeball and having utter disregard for the financial rights of authors
inventor, wireless pioneer (radio), and one of the authors responsible for modern science fictionTelevision Googles
1963
recreate an emotional experience
skill transfer
skill transfer
mention VR headset, with gloves cost about $750,000.
skill transfer
expensive
within about 20 years, the computing power for vr was available in consumer computers
but cumbersome
induced nausea
and had poor graphic capabilities
skill transfer
skill transfer
skill transfer
the technologies used in VR became accessible
because of this VR was brought from the research lab, to our pockets
he had an emotional and physical reaction to the experience
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.
scalability related to fidelity
IS LEARNING VR BETTER?
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.
Military/Law enforcement – conflict between police and mentally ill aggressors
Expeditions, Career shadows
VIP Seats, player training