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Virtual Reality for Training
LearnSTEMic event
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
Overview
 What is VR?
 A little bit of history
 Current technology
 Assorted Examples
 Hands-on Demos
What is your experience with VR?
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 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.
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.
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.
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 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.
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.
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.
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.
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 $700g1985 2015
Today in VR
Desktop
Mobile
Head-mounted Platforms
$400
$500 $5-17
$40Standalone
$300
How does it work
Capture
How does it work
Display
Headset
How does it work
Display
Room system
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
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
Why is Learning in VR better …
VR Training Examples:
 Military/Law enforcement
 K-12
 Geographical Expeditions
 Career Expeditions
 Sports
 VIP Game Experience
 Player Training
 Industrial
 Medical
 Intern Training
 Pain management
 Safety Training
 Vocational skills
 Airline Cabin Crew
 Woodworking tools
 Sales staff
 Real estate
development
Dismounted Soldier Training System
https://www.youtube.com/watch?v=NND7Hk5fYdI
Google Expeditions
https://www.youtube.com/watch?v=mlYJdZeA9w4
Career Expeditions
https://blog.google/topics/education/expeditions-career-tours-can-take-kids/
https://www.oculus.com/experiences/gear-vr/1282459145111104/
https://www.youtube.com/watch?v=0XKxvKEFBps
Sports Training
http://www.iti.com/vr/first-look
Crane Operator
https://www.youtube.com/watch?v=fzT0-Y5k_IQ
Industrial Site Training
Medical Training
https://www.youtube.com/watch?v=dLrnpOBCr4k
https://www.youtube.com/watch?v=jNIqyyypojg
https://www.youtube.com/watch?v=wbPMxpsVZmM&t=50s
STRVR Labs – Black Friday VR Training
http://bit.ly/2vBZrRg
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
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
What VR experience would you create?
c
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

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VR for Education

  • 1. Virtual Reality for Training LearnSTEMic event
  • 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
  • 4. What is your experience with VR?
  • 5.
  • 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.
  • 19. How did we get here … $750,000 $700g1985 2015
  • 20. Today in VR Desktop Mobile Head-mounted Platforms $400 $500 $5-17 $40Standalone $300
  • 21.
  • 22. How does it work Capture
  • 23. How does it work Display Headset
  • 24. How does it work Display Room system
  • 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
  • 27. Why is Learning in VR better …
  • 28. VR Training Examples:  Military/Law enforcement  K-12  Geographical Expeditions  Career Expeditions  Sports  VIP Game Experience  Player Training  Industrial  Medical  Intern Training  Pain management  Safety Training  Vocational skills  Airline Cabin Crew  Woodworking tools  Sales staff  Real estate development
  • 29. Dismounted Soldier Training System https://www.youtube.com/watch?v=NND7Hk5fYdI
  • 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
  • 43. What VR experience would you create?
  • 44. c
  • 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

  1. hold questions until the end
  2. have you experienced VR?
  3. This is what we’re trying to avoid
  4. 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.
  5. 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 fiction Television Googles 1963
  6. recreate an emotional experience
  7. skill transfer
  8. skill transfer
  9. mention VR headset, with gloves cost about $750,000.
  10. skill transfer expensive
  11. within about 20 years, the computing power for vr was available in consumer computers but cumbersome induced nausea and had poor graphic capabilities
  12. skill transfer
  13. skill transfer
  14. skill transfer
  15. the technologies used in VR became accessible because of this VR was brought from the research lab, to our pockets
  16. he had an emotional and physical reaction to the experience
  17. 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.
  18. scalability related to fidelity
  19. IS LEARNING VR BETTER?
  20. 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