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An Overview of Capturing Live
Experience with Virtual and
Augmented Reality
Mikhail Fominykh, Europlan UK ltd, UK
Fridolin Wild, The Open University, UK
Carl Smith, Ravensbourne, UK
Victor Alvarez, Murdoch University, Australia
Mikhail Morozov, Volga State University of Technology, Russia
Immersive Learning Research Network Conference
iLRN 2015
http://immersivelrn.org/ilrn2015prague
Prague, Czech Republic | July 13–14, 2015
2
Outline
I. Motivation
Experience Capturing and Knowledge Conversion
II. Framework
Dimensions for capturing experiences
III. Overview
Capturing Experience with VR and AR
IV. Future work
Design and implementation
3
Outline
I. Motivation
Experience Capturing and Knowledge Conversion
II. Framework
Dimensions for capturing experiences
III. Overview
Capturing Experience with VR and AR
IV. Future work
Design and implementation
4
Experience and knowledge
Learning = converting
experience to knowledge
5
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
separated
6
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
7
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
8
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
9
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
10
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
11
Experience and knowledge
Learning =
converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
Experiencedlearner
12
Outline
I. Motivation
Experience Capturing and Knowledge Conversion
II. Framework
Dimensions for capturing experiences
III. Overview
Capturing Experience with VR and AR
III. Future work
Design and implementation
13
Dimensions for capturing VR/AR
experiences
14
Dimensions for capturing VR/AR
experiences
15
Dimensions for capturing VR/AR
experiences
16
Dimensions for capturing VR/AR
experiences
17
Dimensions for capturing VR/AR
experiences
18
Dimensions for capturing VR/AR
experiences
19
Dimensions for capturing VR/AR
experiences
20
Outline
I. Motivation
Experience Capturing and Knowledge Conversion
II. Framework
Dimensions for capturing experiences
III. Overview
Capturing Experience with VR and AR
IV. Future work
Design and implementation
21
Capturing Experience with VR & AR
• MASSIVE-3 (Temporal links)
• CAVE Research Network (Vmail)
• Asynchronous Virtual
Classroom
• N*Vector (VR-annotator, VR-
mail and VR-vcr)
• Project Wonderland (Event
Recorder)
• vAcademia (virtual recording)
• Embodiment, motion tracking
and FOV
• Mind-Mirror (EEG visualization)
• Biofeedback applications
• HearNow (Immersive
soundscapes)
• AR-brain-machine interface
(AR-BMI)
• New sense modalities
(FeelSpace)
VR ARTechnologies reviewed
22
Capturing Experience with VR & AR
Learning affordances
• Reflection
• Analysis
• Assessment
• Developing skills in context
• Tangible manipulation and
exploration
• Improved immersion
• Ubiquitous and situated
learning
• Facilitation of collaborative
learning tasks
VR AR
23
Capturing Experience with VR & AR
Perspectives & Viewpoints
• Any point of view in the
virtual space
• Role of reviewer
• Free reply + additional actions
during re-enactment
• FOV, see-through, third-
person view and ambient-
awareness
• Wearable context awareness
and self-awareness
• Perceptual awareness from
inside and outside the
anatomy of the human body
• Entirely new senses
VR AR
24
Capturing Experience with VR & AR
Levels of Abstraction
• Sensor data to be re-enacted
in virtual simulation
• Copy of the reality or
different (close to raw data or
high abstraction)
• Tangible objects – triggers
• New body – brain maps
associations
• Extending sensing capabilities
• Transforming the perception
of the surrounding physical
context and our own body
VR AR
25
Capturing Experience with VR & AR
Editing Facilities
• Control over the re-
enactment (e.g., fast-
forwarding)
• Cutting out parts of the
recorded experience on the
timeline
• Modifications
• Annotating and editing the
environment and human
mental and physical states
• AR recordings enabling audio
and video analysis, automatic
organization, user
annotations and video editing
effects
VR AR
26
Capturing Experience with VR & AR
Social Scope
• Single-user re-enactment of
experience
• Collaborative observation of
re-enactments by the same or
other users
• Pseudo-collaborative
experience
• Shared experience and
collective communication
• The third-person view –
collective identity
• Contextual embodiment and
collective consciousness
VR AR
27
Capturing Experience with VR & AR
Sensors and Senses
• Motion tracking
• Voice capturing
• Multiple senses
• New senses
VR AR
28
Outline
I. Motivation
Experience Capturing and Knowledge Conversion
II. Framework
Dimensions for capturing experiences
III. Overview
Capturing Experience with VR and AR
IV. Future work
Design and implementation
29
Future Work
I. Interoperability
I. AML
II. WPML
II. Capturing
I. Discovery
II. Auto-Logging
III. Conversion
IV. Annotation and
Authoring
(possible) world
knowledge
activity
knowledge
30
Q&A
Mikhail Fominykh
mikhail.fominykh@europlan-uk.eu
http://www.mikhailfominykh.com/
http://www.linkedin.com/in/fominykh/
https://www.facebook.com/mikhail.fominykh/
http://slideshare.net/mfominykh/
Mikhail Fominykh, Fridolin Wild, Carl Smith, Victor Alvarez and Mikhail Morozov: "An Overview of Capturing
Live Experience with Virtual and Augmented Reality," in Davy Preuveneers ed. the Workshop Proceedings of
the 11th International Conference on Intelligent Environments, IOS Press, Series: Ambient Intelligence and
Smart Environments, ISSN: 1875-4163, Volume 19, ISBN: 978-1-61499-529-6, pp. 298–305.
DOI: 10.3233/978-1-61499-530-2-298. Originally presented in the 1st Immersive Learning Research Network
Conference (iLRN), Prague, Czech Republic, July 13–14, 2015, http://ebooks.iospress.nl/volumearticle/39879.
Fridolin Wild
fridolin.wild@open.ac.uk
kmi.open.ac.uk/people/member/fridolin-wild
https://www.linkedin.com/profile/view?id=6868572
https://www.facebook.com/fridolin.wild
http://www.slideshare.net/fridolin.wild

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An overview of capturing live experience with virtual and augmented reality ilrn 2015

  • 1. 1 An Overview of Capturing Live Experience with Virtual and Augmented Reality Mikhail Fominykh, Europlan UK ltd, UK Fridolin Wild, The Open University, UK Carl Smith, Ravensbourne, UK Victor Alvarez, Murdoch University, Australia Mikhail Morozov, Volga State University of Technology, Russia Immersive Learning Research Network Conference iLRN 2015 http://immersivelrn.org/ilrn2015prague Prague, Czech Republic | July 13–14, 2015
  • 2. 2 Outline I. Motivation Experience Capturing and Knowledge Conversion II. Framework Dimensions for capturing experiences III. Overview Capturing Experience with VR and AR IV. Future work Design and implementation
  • 3. 3 Outline I. Motivation Experience Capturing and Knowledge Conversion II. Framework Dimensions for capturing experiences III. Overview Capturing Experience with VR and AR IV. Future work Design and implementation
  • 4. 4 Experience and knowledge Learning = converting experience to knowledge
  • 5. 5 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) separated
  • 6. 6 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’)
  • 7. 7 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’)
  • 8. 8 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’)
  • 9. 9 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’)
  • 10. 10 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’)
  • 11. 11 Experience and knowledge Learning = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) Experiencedlearner
  • 12. 12 Outline I. Motivation Experience Capturing and Knowledge Conversion II. Framework Dimensions for capturing experiences III. Overview Capturing Experience with VR and AR III. Future work Design and implementation
  • 13. 13 Dimensions for capturing VR/AR experiences
  • 14. 14 Dimensions for capturing VR/AR experiences
  • 15. 15 Dimensions for capturing VR/AR experiences
  • 16. 16 Dimensions for capturing VR/AR experiences
  • 17. 17 Dimensions for capturing VR/AR experiences
  • 18. 18 Dimensions for capturing VR/AR experiences
  • 19. 19 Dimensions for capturing VR/AR experiences
  • 20. 20 Outline I. Motivation Experience Capturing and Knowledge Conversion II. Framework Dimensions for capturing experiences III. Overview Capturing Experience with VR and AR IV. Future work Design and implementation
  • 21. 21 Capturing Experience with VR & AR • MASSIVE-3 (Temporal links) • CAVE Research Network (Vmail) • Asynchronous Virtual Classroom • N*Vector (VR-annotator, VR- mail and VR-vcr) • Project Wonderland (Event Recorder) • vAcademia (virtual recording) • Embodiment, motion tracking and FOV • Mind-Mirror (EEG visualization) • Biofeedback applications • HearNow (Immersive soundscapes) • AR-brain-machine interface (AR-BMI) • New sense modalities (FeelSpace) VR ARTechnologies reviewed
  • 22. 22 Capturing Experience with VR & AR Learning affordances • Reflection • Analysis • Assessment • Developing skills in context • Tangible manipulation and exploration • Improved immersion • Ubiquitous and situated learning • Facilitation of collaborative learning tasks VR AR
  • 23. 23 Capturing Experience with VR & AR Perspectives & Viewpoints • Any point of view in the virtual space • Role of reviewer • Free reply + additional actions during re-enactment • FOV, see-through, third- person view and ambient- awareness • Wearable context awareness and self-awareness • Perceptual awareness from inside and outside the anatomy of the human body • Entirely new senses VR AR
  • 24. 24 Capturing Experience with VR & AR Levels of Abstraction • Sensor data to be re-enacted in virtual simulation • Copy of the reality or different (close to raw data or high abstraction) • Tangible objects – triggers • New body – brain maps associations • Extending sensing capabilities • Transforming the perception of the surrounding physical context and our own body VR AR
  • 25. 25 Capturing Experience with VR & AR Editing Facilities • Control over the re- enactment (e.g., fast- forwarding) • Cutting out parts of the recorded experience on the timeline • Modifications • Annotating and editing the environment and human mental and physical states • AR recordings enabling audio and video analysis, automatic organization, user annotations and video editing effects VR AR
  • 26. 26 Capturing Experience with VR & AR Social Scope • Single-user re-enactment of experience • Collaborative observation of re-enactments by the same or other users • Pseudo-collaborative experience • Shared experience and collective communication • The third-person view – collective identity • Contextual embodiment and collective consciousness VR AR
  • 27. 27 Capturing Experience with VR & AR Sensors and Senses • Motion tracking • Voice capturing • Multiple senses • New senses VR AR
  • 28. 28 Outline I. Motivation Experience Capturing and Knowledge Conversion II. Framework Dimensions for capturing experiences III. Overview Capturing Experience with VR and AR IV. Future work Design and implementation
  • 29. 29 Future Work I. Interoperability I. AML II. WPML II. Capturing I. Discovery II. Auto-Logging III. Conversion IV. Annotation and Authoring (possible) world knowledge activity knowledge
  • 30. 30 Q&A Mikhail Fominykh mikhail.fominykh@europlan-uk.eu http://www.mikhailfominykh.com/ http://www.linkedin.com/in/fominykh/ https://www.facebook.com/mikhail.fominykh/ http://slideshare.net/mfominykh/ Mikhail Fominykh, Fridolin Wild, Carl Smith, Victor Alvarez and Mikhail Morozov: "An Overview of Capturing Live Experience with Virtual and Augmented Reality," in Davy Preuveneers ed. the Workshop Proceedings of the 11th International Conference on Intelligent Environments, IOS Press, Series: Ambient Intelligence and Smart Environments, ISSN: 1875-4163, Volume 19, ISBN: 978-1-61499-529-6, pp. 298–305. DOI: 10.3233/978-1-61499-530-2-298. Originally presented in the 1st Immersive Learning Research Network Conference (iLRN), Prague, Czech Republic, July 13–14, 2015, http://ebooks.iospress.nl/volumearticle/39879. Fridolin Wild fridolin.wild@open.ac.uk kmi.open.ac.uk/people/member/fridolin-wild https://www.linkedin.com/profile/view?id=6868572 https://www.facebook.com/fridolin.wild http://www.slideshare.net/fridolin.wild