Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
Keynote for the Virtual Round Table, the 9th annual language learning conference May 5-7, 2017. Provides a brief introduction to virtual reality technology, compares it to virtual worlds, and discusses presence and immersion for language learning.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
Keynote for the Virtual Round Table, the 9th annual language learning conference May 5-7, 2017. Provides a brief introduction to virtual reality technology, compares it to virtual worlds, and discusses presence and immersion for language learning.
GameTech presentation for March 9-11, 2009 in Orlando, Florida. Includes new content and information on the role of identity and presence as well as examples of game and roleplay simulations.
Maps for Understanding VR & Reality: Kent Bye's ITC KeynoteKent Bye
These are the maps that I use to understand reality & virtual reality, but can also be used as experiential design frameworks. This is the keynote I gave at the Immersive Technology Conference in Houston, TX on Monday, November 6th, 2017.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
19_10_2018 Seminario eMadrid sobre «Juegos Serios», por Paloma Díaz y Telmo Z...eMadrid network
«Diseñando juegos serios para entornos de realidad combinada», por Telmo Zarraonandia Ayo, profesor titular de Ciencia de la Computación e Inteligencia Artificial de la UC3M, y Paloma Díaz Pérez, catedrática de Ciencia de la Computación e Inteligencia Artificial de la UC3M
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
The Crafted Creative Team was lucky enough to attend UX Cambridge, a community-driven, practical User Experience conference. All of the team found both days extremely useful, with some strong themes running across the two days.
If you weren’t able to make this year’s conference, or just want a recap of the main topics covered, our Creative Team have put together a detailed round-up of the event for you to download and share.
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
If you have ever wondered about how the classrooms of the future will look like attend this session by NASSP's National Award Winning Digital Principal Mike King. Mike and Jesse West will take you into the world of the next generation of teaching and learning which Mike calls the New Alexandria. Learn the essential techniques of generating digital content using methods of facilitate, aggregate, curate, and create through project based learning in primordial spaces within the elaborative learning process. In this session you will learn about the new collaboration roles of the curator, and designer, as information is synthesized from, standards, assessment, content, method, and process into newly developed content generated for mobile learning. The end product of these practices will be a digital book for the new "Alexandrian Libraries of the Future." This session is a BYOD with some knowledge of iAuthor, aggregation and curation tools like, twitter, Delicious, Diggo, scoopit, Paper.li and Twitted Times which are all necessary components for your learning, get connected became a curator.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
XR Extended Reality - Virtual/Augmented Reality as Art and Enterprise. Create your own Custom XR software, or purchase VR/AR applications to drive marketing
Maps for Understanding VR & Reality: Kent Bye's ITC KeynoteKent Bye
These are the maps that I use to understand reality & virtual reality, but can also be used as experiential design frameworks. This is the keynote I gave at the Immersive Technology Conference in Houston, TX on Monday, November 6th, 2017.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
19_10_2018 Seminario eMadrid sobre «Juegos Serios», por Paloma Díaz y Telmo Z...eMadrid network
«Diseñando juegos serios para entornos de realidad combinada», por Telmo Zarraonandia Ayo, profesor titular de Ciencia de la Computación e Inteligencia Artificial de la UC3M, y Paloma Díaz Pérez, catedrática de Ciencia de la Computación e Inteligencia Artificial de la UC3M
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
The Crafted Creative Team was lucky enough to attend UX Cambridge, a community-driven, practical User Experience conference. All of the team found both days extremely useful, with some strong themes running across the two days.
If you weren’t able to make this year’s conference, or just want a recap of the main topics covered, our Creative Team have put together a detailed round-up of the event for you to download and share.
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
If you have ever wondered about how the classrooms of the future will look like attend this session by NASSP's National Award Winning Digital Principal Mike King. Mike and Jesse West will take you into the world of the next generation of teaching and learning which Mike calls the New Alexandria. Learn the essential techniques of generating digital content using methods of facilitate, aggregate, curate, and create through project based learning in primordial spaces within the elaborative learning process. In this session you will learn about the new collaboration roles of the curator, and designer, as information is synthesized from, standards, assessment, content, method, and process into newly developed content generated for mobile learning. The end product of these practices will be a digital book for the new "Alexandrian Libraries of the Future." This session is a BYOD with some knowledge of iAuthor, aggregation and curation tools like, twitter, Delicious, Diggo, scoopit, Paper.li and Twitted Times which are all necessary components for your learning, get connected became a curator.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
XR Extended Reality - Virtual/Augmented Reality as Art and Enterprise. Create your own Custom XR software, or purchase VR/AR applications to drive marketing
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
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Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Similar to Calongne vr simulations games ctu doctoral july 2017 (20)
Relay for Life of Second Life_a Nonprofit Commons Tour.pdfCynthia Calongne
We have raised over $5 million dollars in 20 years of fundraising to fight cancer in Second Life.
At the Nonprofit Commons on June 7th, I am hosting an armchair tour of the 24-hour Relay for Life of Second Life, which is June 8-9, 2024. The Relay event begins June 8th at 10:00 am Pacific and ends at Noon on June 9th. Go Relay!
AI for Nonprofits_Exploring the News_ Creative Use and ChallengesCynthia Calongne
AI for Nonprofits, a presentation by Dr. Cynthia Calongne for the Nonprofit Commons in Second Life. Features benefits, challenges, and AI news to illustrate ethical and safe use of AI for nonprofit organizations.
Lyr Lobo hosted the 2024 Nonprofit Commons tour of the Second Life Fantasy Faire's 20 regions and the Bard Queen's Quest. The slides feature images of LitFest and the Quest companion, Theo.
Finding Educator Freebies in the Metaverse Lyr Lobo.pptxCynthia Calongne
Workshop and presentation by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse for the 29th Annual TCC Hawaii Worldwide Online Conference. The session includes a demonstration of how to Hypergrid, surf the Metaverse of 3D virtual worlds, and find 3D content for educational use. The slides give a quick overview of the process and destinations. Have fun!
Presentation by Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir, for the AI & I Exhibition at the Museum of Contemporary Art at CDS. Topics featured AI Art, using GenAI for prompt engineering, resources from the Cengage Empowered Educator 2024 conference, and AI use cases and topic areas for future sessions.
NPC at the OpenSimulator Community Conference 2023.pdfCynthia Calongne
Joyce Bettencourt as Rhiannon Chatnoir and Dr. Cynthia Calongne as Lyr Lobo present the session highlights from the OpenSimulator Community Conference to the Nonprofit Commons on December 8, 2023. This Metaverse conference is Dec 9-10, 2023.
AI in Prompt Engineering by Dr Calongne at CTU.pdfCynthia Calongne
May 18, 2023 presentation on AI and Prompt Engineering by Dr. Cynthia Calongne for the CTU Doctoral Symposium. Links include the workshop handout and examples from AI art and generative AI tools.
Lyr Lobo is Surfing the Metaverse VWMOOC 2023.pdfCynthia Calongne
Presentation by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds MOOC 2023 and the Nonprofit Commons on how to surf the Metaverse and shop in OpenSimulator virtual worlds using OpenSimWorld.com. Features a tribute to OPENSIM Fest 2023.
Joyce Bettencourt, David Fliesen, and Cynthia Calongne present our second workshop on STEAMy AI for the Virtual World Massive Open Online Course 2023 and the Nonprofit Commons in Second Life.
The story continues with updated examples and information on how AI Art stimulates creativity to support STEM education in science, technology, engineering, and math.
We explore additional AI Art tools and examine a template for improving prompts via natural language processing (NLP).
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
STEAMy AI in Education_VWEC AI Expert Series.pdfCynthia Calongne
VWEC AI Expert Series presentation by Dr. Cynthia Calongne, aka Lyr Lobo, and Joyce Bettencourt, aka Rhiannon Chatnoir. Description: Join us at the Virtual Worlds Education Consortium in Second Life as we explore the use of AI in education and the Arts. This session features AI use in virtual worlds, teaching AI for ethical use, safety, explainable AI, and research, and prompt generation to create artifacts for sparking creativity and inspiration.
AI Art Exhibit for SLEA4 in 2023 by Lyr Lobo.pptxCynthia Calongne
The AI Art Exhibit by Lyr Lobo, aka Dr. Cynthia Calongne, blends William Gibson's The Peripheral with portals to a Secret Garden, a fairytale land, and in the style of Thomas Cole's Voyage of Life series. Designed in Midjourney, this AI Art is on exhibit in Second Life from May 24-June 30, 2023. It is in teleporter #4 within Art Blue's Genesis Tower.
Fantasy Faire of SL 2023 NPC tour by Lyr Lobo.pptxCynthia Calongne
A Nonprofit Commons Tour of the Fantasy Faire 2023 in Second Life by Dr. Cynthia Calongne, aka Lyr Lobo. Features a video tour of the 22 regions and information on LitFest, the Literary Festival. Both the Fantasy Faire and LitFest benefit the American Cancer Society's Relay for Life of Second Life. Go Relay!
Presentation for the OpenSimulator Community Conference 2022 on December 11th with Dr. Andrew Stricker, Dr. Cynthia Calongne, Dr. Francisca Yonekura, Mrs. Betty Stricker, and our science fiction librarian, JJ Drinkwater.
Sharing 18 years of teaching in the Metaverse.pdfCynthia Calongne
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the Virtual Worlds Education Consortium on Friday, November 11, 2022. Unlike other sessions, this one is a salute to some of our early pioneers and how they helped to shape the early work in teaching between worlds and across the Metaverse.
How to Design a Course and Teach in VWs and VR.pptxCynthia Calongne
Dr. Cynthia Calongne, aka Lyr Lobo, presented "How to Design a Course and Teach in Virtual Worlds and VR Environments" for the Virtual Worlds Massive Open Online Course 2022 #VWMOOC22 conference and simulcast it during the Nonprofit Commons. I want to thank the VWMOOC22 organizers for their inspiring work in strengthening education in VR environments. *cheers*
A keynote address by Dr. Cynthia Calongne from Parker University in Dallas, Texas, USA for the Global Smart Education Conference on the Metaverse in Education. The conference is August 18-20, 2022.
Fantasy Faire 2022 of Second Life NPC Tour by Lyr Lobo.pdfCynthia Calongne
Join us on April 29, 2022 for a visual tour of the Fantasy Faire 2022 in Second Life by Lyr Lobo, aka Dr. Cynthia Calongne. We'll continue the tour on May 6, 2022 of the Fairelands.
Education in the Metaverse_Reflections at eLCC.pptxCynthia Calongne
Closing Keynote for the eLearning Consortium of Colorado (eLCC) 2022 conference April 13-15, 2022 by Dr. Cynthia Calongne, aka, Lyr Lobo, faculty XR/VR champion at Parker University.
TCC Hawai'i 27th Annual Worldwide Online Learning Conference Plenary on VR 2022: Learning in the Metaverse by Dr. Cynthia Calongne, faculty XR/VR champion at Parker University. Illustrates the early work and recent work on the development of an Oculus Quest 2 (Meta) app illustrating Sakurajima and Ikigai designs. Mahalo, TCC!
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
3. DESCRIPTION
Join us as we explore research opportunities and breakthroughs in VR technology.
This session will explore recent topics in virtual reality and how it is used in virtual
worlds and for strengthening communities.
Highlights from the research conducted at social good agencies, such as the Nonprofit
Commons, Virtual Ability, and the Infinite Metaverse Alliance are the tip of the iceberg
for how people benefit from VR and from dissertation research. In addition, we’ll
discuss opportunities for simulation design and game design to support simulating
experiences and provide educational opportunities.
The use of VR in business spans prototyping designs, strengthening leadership and
trust to modeling ideas and forming strong team relationships. In addition, the
research community has a call for support from Information Assurance and Cyber
Security researchers as well as the prototyping of entertainment games and the
development of serious game designs for education, research and development,
nonprofits, and business.
Bottom area
4. OBJECTIVES
1. Examine the terminology and its research implications.
2. Identify the types of virtual reality technology and certain usability factors.
3. Explore the virtual world communities, including the Nonprofit Commons,
and how researchers can work with these groups to gain support for their
studies.
4. Visualize the experience of conducting research and work in virtual worlds.
5. Discover opportunities for further study and how to get connected to the
research community.
Bottom area
5. PRESENCE
The connection between people and content
Where people meet and intersect with technology
Without people, 3D spaces are lifeless as art
Lovely and moving, but lacking a certain substance
6. TERMINOLOGY
Virtual Reality (VR)
Virtual Worlds (VWs)
Head-mounted display (HMD) devices
Head tracking
Gesture-based recognition
Facial tracking
Photogrammetry
Animation and motion capture (Mocap)
Games
3D VR Games
7. MIT’s Action Research Global Wellbeing and Gross National Happiness Lab
Presencing Institute
8.
9. VIRTUAL REALITY CHARACTERISTICS
• A 3D environment that exists inside the system to simulate an experience
• A computer-generated, simulated environment with sensory stimuli that
responds to user interaction
sight, sound, vibration, simulated sensations
• Immersion
An immersive VR environment uses
a head-mounted display (HMD) device
some mix of gesture or facial recognition
navigation devices
10. VR IN VIRTUAL WORLDS
Virtual Worlds – virtual reality environment with presence and interaction
• Simulated spaces and experiences with people, communication, and interaction
• Ability to create, modify and destroy elements within the virtual world
• Ability to simulate real-life places, animate avatars, gestures, & use physics
11. VR-VW COMPARISONS
Virtual worlds do not require HMDs
3D content on a 2D display monitor
Use camera controls to look at content
Interaction: mouse, pad or trackball
Sit at a desk
Animations use an animation override
Mesh virtual worlds may use HMDs
VR users view 3D content on a HMD
Gesture and motion tracking device
Sit or stand in a multidirectional pod
Capture expressions for use in world
Motion capture suit for real-time movement
12. VIRTUAL REALITY RESEARCH AREAS
Simulation – uses virtual reality to render & support a simulated experience
• Healthcare – stroke therapy, medical education, burn treatment, surgery
• Psychology – symbolic modeling
• Whole Brain Health
• VR Experiences – EcoRIft – Mojave Desert
• Societal problems
• Experiential media
• Safety training
• Military education
• Virtual Human Interaction Lab
13. RESEARCH GROUPS
Infinite Metaverse Alliance (IMA)
Military OpenSimulator Enterprise Strategy (MOSES)
Virtual Harmony & the AU Metaverse
Women in Virtual Reality
Virtual Human Interaction Lab (VHIL)
14. IMA RESEARCH WORKING GROUPS (WGS)
Software Standards
Commerce WG
Web-Worlds WG
Community WG
Education WG
Security WG
Test Management WG
The Arts WG
15. NONPROFIT COMMONS & SOCIAL GOOD
The world’s nonprofit agencies http://nonprofitcommons.org/
Meet in Second Life on Friday’s at 8:30AM Pacific time (10+ years)
Share technology strategies
Create 3D simulations, games & apps
Present at conferences, host workshops, & events
Collaborate on nurturing social good
Organizations
Virtual Ability http://www.virtualability.org/
Caravan Studios - Safe at Night http://www.caravanstudios.org/
One Billion Rising (VAWA)
And many universities, healthcare agencies, & groups for people in need
23. WOMEN IN VIRTUAL REALITY
New forms of journalism - Nonny de la Peña – Emblematic Group
VR experience called Hunger on the L.A. streets
Art education – Elizabeth Reede WoofbertVR
VR & AR – Christina Heller of VR Playhouse
ARVR academy – Liv Erickson – next gen of VR developers
VR, Robotics & AI – Alisha Seam at AT&T Foundry
31. VIRTUAL REALITY & VIRTUAL WORLDS
Virtual Reality – 3D environment that exists inside the system that simulates reality
• A computer-generated, simulated environment with sensory stimuli (sight, sound,
vibration, sensations) that responds to user interaction. Immersive VR may use a
head-mounted display (HMD) device, gesture or facial recognition, & navigation.
Virtual Worlds – virtual reality environment with presence and interaction
• Simulated spaces and experiences with people, communication, and interaction
• Ability to create, modify and destroy elements within the virtual world
• Ability to simulate real-life places, animate avatars, gestures, & use physics
What is the difference? At this time, most virtual worlds do not have viewers or
client software driven by head-mounted display devices with head-tracking. Users view
3D content on a 2D display monitor using a mouse, pad or trackball. A PC or laptop that
can play streaming videos & 3D games is often suitable for virtual world use.
32. VIRTUAL WORLD SIMULATION
VW Simulation – uses virtual reality to render & support a simulated experience
• Presence – avatar or mouselook
• Interaction – with objects & others
• Animation – avatar movement within the world
• Communication – between avatars and with objects
• Scripts – control of object and world behavior
• Camera – control of where an avatar looks
• Snapshot – camera for taking photos in world
• Terrain – the ground textures
• Objects – primitive, sculpty or 3D mesh objects using vector graphics
• Textures – transforms a block of wood into a realistic-looking shape
33. VR RESEARCH REALISM
Photogrammetry
• Avatar realism - simulating your real self in a virtual space
• Used 72-90 cameras to capture a person to render in 3D
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
37. U.S. ARMY & MOSES RESEARCH
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
Assembling 90
images into a 3D
mesh avatar
Rigging the
bones for
animating the
avatar with
gestures
39. Robo Recall
The Climb
EVE: Valkyrie
Need for Speed No Limits VR
Star Wars Battlefront:
Rogue One X-Wing VR Mission
Minecraft VR
Werewolves Within
40. VR GAMES 2016-2017
Werewolves Within – VR version of the party game Werewolf or Mafia
• Cross-platform, Oculus Rift, PlayStation VR, HTC Vive
Minecraft VR
• Oculus Rift (Mojang/MS & Doom mastermind John Carmack)
Star Wars Battlefront: Rogue One X-Wing VR Mission
• PlayStation VR
Need for Speed No Limits VR
• Google Daydream
EVE: Valkyrie - EVE Online Universe of New Eden
• Oculus Rift, PlayStation VR, HTC Vive
The Climb
• Oculus Touch or HTC Vive controllers for scaling mountains
Robo Recall – included with the Oculus Touch
Gaudiosi, J. (2017, January 10). The 10 best virtual reality games you can play right now. Men’s Journal. Retrieved from
http://www.mensjournal.com/gear/collections/the-10-best-virtual-reality-games-you-can-play-right-now-w460325/werewolves-within-w460335
41. GAME TERMINOLOGY & EXAMPLES
Games – digital games in 2D or 3D for simulating play or life experiences
• Massive Multiplayer Online Roleplaying Games (MMORPGs) – World of Warcraft
• Action, First Person Shooter, and Real-time Strategy Games – Call of Duty
• Pervasive Games & Augmented Reality Games – Pokémon Go, Ingress
• Alternate reality games – Halo 2 I Love Bees, The Black Watchmen
• Simulations - The Sims, SimCity, Spore, EVE Online, Minecraft
• Serious games– FoldIt, Re-Mission 2, Pain Squad
• Gamification – Super Better, Khan Academy
• Social games – Farmville, Mafia Wars
• FreePlay – Sims FreePlay
Niantic. (2016). Ingress [Software]. Retrieved from https://www.ingress.com/
42.
43. VR & AR GAMES RESEARCH
43
Defining the future of military education
Emphasizing character strengths, values, and role of the Soldier Guardian
Location: Virtual Harmony & the AU Metaverse
Hosted by The Air University Innovations & Integrations Division
Research Lead, Simulation & Game Designer: Dr. Andrew Stricker
CTU team members: Dr. Cynthia Calongne and Dr. Barbara Truman
Cynthia Calongne &
Andy Stricker at MIT
Barbara Truman
44. VR & AR GAME EXAMPLES
44
Examples from research games designed for research & educational use
1. Hostage Rescue Game
2. The Mars Expedition Strategy Challenge
3. Mars Geothermal
4. Slippery Rock Falls
5. PADDIE
6. Aircraft Crew Communications
7. SurvivalSim – based on a Special Forces game
8. The Enigma Challenge – cyber ops game
-- based on Alan Turing’s The Imitation Game
45. VR HARDWARE TECHNOLOGY
HMDs for VR
• Oculus, Microsoft HoloLens, HTC Vive, PlayStation VR
360 Degree Video for VR on a Smartphone
• Google Cardboard ~ free to $12
• More sophisticated clones ~ $30-35
Navigation in 3D space – movement
Realism in motion capture, gesture-based tracking, facial tracking
46. THE NEED FOR VR RESEARCH
Research topics for games, virtual worlds, VR, & 3D VR games
• Interaction devices, presence, multiplayer controls
• Social issues, cyber bullying, ethics, VAWA
• Applied contexts for learning skills
• Modeling cities of the future, climate models, scientific studies
• Mapping Google Earth to VR environments with interactive models
• Interdisciplinary – healthcare, education, STEM, military, environmental, etc.
47. RESEARCH EXAMPLES
Hardware – wearable, motion capture, realism, gesture & facial tracking
Software – 3D games, simulations, entertainment, social
User Experience – comfort, ergonomics, synthesis, deep immersion
Business Cases – learning, entertainment, work, simulation, what-if
Research – studying what is not possible today
Strengths-based Research
• Enigma Challenge – a pervasive game with a 3D immersive virtual world simulation
• Uses the Thomas-Kilmann Conflict Mode Instrument, the Kolb Learning Style Inventory,
the Values in Action Character Strength Survey
48. SIMULATION RESEARCH PRINCIPLES
48
Designing VR & AR games to explore the future of the Soldier Guardian
Foundations in character strengths and virtue-based research
Featuring:
Virtual world simulation
Unity3D development
Mobile apps
Analytics dashboards for tracking behavior, game responses & feedback
56. xBase Virtual World
Simulation using
OpenSimulator
Players visit geo-
locations noted on
the mobile app,
gather intelligence.
Decode cyphers,
interpret, & report
for debrief in the
simulation.
58. Mutually exclusive
and collectively
exhaustive teams
have a hierarchical
structure
Participants do not
need to know or
communicate with
other members &
have stratified roles.
Non-MECE are for
unpredictable
situations. Improvise
& have overlapping
responsibilities.
59. Roles in the game
Simulated terrorist
threats
Operators
Forward Ops, Cyber
Ops, Analysts,
Decoders,
Interpretors
With the virtual
Engima machine for
decoding &
interpreting
60. They use an app
created from the
Unity 5 version of
the game to collect
the clues.
They decode them
using an Imitation
Device similar to
Alan Turing’s work.
61. VIRTUAL REALITY RESEARCH LINKS
Research on equipment, interfaces, and educational use
• http://www.stantec.com/about-us/news/2016/stantec-launches-second-virtual-reality-research-
initiative.html
• https://artsmediaengineering.asu.edu/research-and-initiatives/research-projects
• http://www.sciencemag.org/news/2016/08/robo-suit-and-virtual-reality-reverse-some-paralysis-people-
spinal-cord-injuries
• https://learning.blogs.nytimes.com/2016/08/31/reader-idea-new-york-times-virtual-reality-in-the-
classroom/?_r=0
• https://www.eschoolnews.com/2016/09/19/survey-schools-still-havent-tried-virtual-reality/
• https://www.oswego.edu/news/story/new-partnership-advances-virtual-reality-research-suny-oswego
• https://vpr.colostate.edu/virtualreality/press/
62. NAVIGATION DEVICE LINKS
Navigation devices for simulating movement
Virtusphere
http://www.roadtovr.com/virtual-reality-virtusphere-omnidirectional-treadmill/
Virtusphere image
http://www.roadtovr.com/wp-content/uploads/2014/12/Optimized-
20141207_152309.jpg
Video https://www.youtube.com/watch?v=2e5Qvac3BB8
63. HOSTING AND GRAPHICS LINKS
SnickSnoodle’s Easy OpenSim Server Setup Ubuntu
http://jayrcelasecondlifetechnologist.blogspot.com/2017/07/opensim-hypergrid-sniksnoodle-factor.html
OpenSimulator Server Setup:
https://github.com/sniksnoodle/opensim_server
Additional Hardware Considerations on Graphics Cards
https://venturebeat.com/2016/08/25/nvidia-geforce-gtx-1080-review-insane-gaming-and-vr-power-in-one-
graphics-card/
64. VR Simulations & Games
How can you get involved?
For More Information:
ccalongne@coloradotech.edu
Dr. Cynthia Calongne
Lyr Lobo in the Metaverse
Lyr Lobo
calongne@pcisys.net