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SubTitle
• We are required to have parent
involvement at our school
• Parents need 24/7 access to what
the school has to offer
• Teachers need to collaborate so
that all of the information is in one
place
• Parents need to feel part of the
school process; support, resources,
confidence, and availability
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Pre2suf
Development of Virtual Reality:
Where did it come from?
 1950’s: Morton Heilig develop Sensorama; A motorcycle riding
experience where wind blew in your face, seat vibrated, and a 3D
view. His plan was to create theaters of the future
 Issues: High is cost, couldn’t find financers…He lacked a social
system
 1961: Philico corporation created the first Head mounted
display unit. It used a closed circuit video system to project to
show an image.
 Issues: Computers and image creation were not yet available
 !968: Ivan Sutheralnd created the first virtual reality head set
called “Ultimate display. This was completely generated by a
computer and was very life like in depth.
 Issues: The head-mounted display was extremely heavy and had
to be hung from the ceiling.
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Pre3suf
Development of Virtual Reality:
Where did it come from?
 Most of the 1980’s were spent working on flight simulators for
the US Army. There was some success with this and computers
began to get faster and have more memory.
 1984: Michael Mcgeevy envisioned and created a ways to
enhance the human-computer interface (HCI) and got the
attention of the media in respect to Virtual Reality.
 Issue: The media presented Virtual Reality in a way that caused
people to have unrealistic expectations for virtual reality and
this caused them to not believe in its effectiveness.
 1990’s: This perception of Virtual Reality continued in the public
eye, however virtual reality has moved on and is used for
entertainment, training, research, and education.
 Issue: It is more or less taking place behind closed doors, but is
slowly beginning to get some attention
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Pre4sufToday
 Virtual Reality is being integrated into many arenas
 Virtual Worlds
 Augmented Reality
 Virtual Pets
 3-D Graphics/models for VR
 HD Video Backgrounds
 Video Animation
 Virtual Tours
 360-degree display
 360-degree training
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Pre5sufResearch/Active World
 Virtual Worlds Are Bottom up diffusion
 Active World is an Open source software
developed at Indiana University
 This world allows researchers to look at diffusion
patterns in a Virtual Environment
 There are currently 80 education worlds in Active
World
 The activity ranges from interaction,
experimentation, meetings, and projects
 Educational Packaging prices are available
 There is Support for educators in the Active Worlds
Educational Universe
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Pre6sufCommercialization
 “Virtual worlds are where the World Wide Web was in the early
1990s, when most people did not fully grasp or anticipate what
the business implications would be and when performance, lack
of applications, and poor usability hampered mass-market
adoption” (Strategic Business Insights, 2010)
 Virtual Worlds continue to gain popularity in training, marketing
goods, interactive areas for collaboration, economic trade, and
educational environments.
 The most widely spread commercialization at this time is with
the younger generation: Open Sims, Play Station, Wii,
Webkins…
 It is likely that as the next generation proceeds, and technology
advances, it will bring the virtual world into all aspects of our
lives creating a social shift within society.

Virtual reality

  • 1.
    Navigation Panel Area Text Area Pre1sufNeed SubTitle • Weare required to have parent involvement at our school • Parents need 24/7 access to what the school has to offer • Teachers need to collaborate so that all of the information is in one place • Parents need to feel part of the school process; support, resources, confidence, and availability
  • 2.
    Navigation Panel Area Text Area Pre2suf Development ofVirtual Reality: Where did it come from?  1950’s: Morton Heilig develop Sensorama; A motorcycle riding experience where wind blew in your face, seat vibrated, and a 3D view. His plan was to create theaters of the future  Issues: High is cost, couldn’t find financers…He lacked a social system  1961: Philico corporation created the first Head mounted display unit. It used a closed circuit video system to project to show an image.  Issues: Computers and image creation were not yet available  !968: Ivan Sutheralnd created the first virtual reality head set called “Ultimate display. This was completely generated by a computer and was very life like in depth.  Issues: The head-mounted display was extremely heavy and had to be hung from the ceiling.
  • 3.
    Navigation Panel Area Text Area Pre3suf Development ofVirtual Reality: Where did it come from?  Most of the 1980’s were spent working on flight simulators for the US Army. There was some success with this and computers began to get faster and have more memory.  1984: Michael Mcgeevy envisioned and created a ways to enhance the human-computer interface (HCI) and got the attention of the media in respect to Virtual Reality.  Issue: The media presented Virtual Reality in a way that caused people to have unrealistic expectations for virtual reality and this caused them to not believe in its effectiveness.  1990’s: This perception of Virtual Reality continued in the public eye, however virtual reality has moved on and is used for entertainment, training, research, and education.  Issue: It is more or less taking place behind closed doors, but is slowly beginning to get some attention
  • 4.
    Navigation Panel Area Text Area Pre4sufToday  VirtualReality is being integrated into many arenas  Virtual Worlds  Augmented Reality  Virtual Pets  3-D Graphics/models for VR  HD Video Backgrounds  Video Animation  Virtual Tours  360-degree display  360-degree training
  • 5.
    Navigation Panel Area Text Area Pre5sufResearch/Active World Virtual Worlds Are Bottom up diffusion  Active World is an Open source software developed at Indiana University  This world allows researchers to look at diffusion patterns in a Virtual Environment  There are currently 80 education worlds in Active World  The activity ranges from interaction, experimentation, meetings, and projects  Educational Packaging prices are available  There is Support for educators in the Active Worlds Educational Universe
  • 6.
    Navigation Panel Area Text Area Pre6sufCommercialization  “Virtualworlds are where the World Wide Web was in the early 1990s, when most people did not fully grasp or anticipate what the business implications would be and when performance, lack of applications, and poor usability hampered mass-market adoption” (Strategic Business Insights, 2010)  Virtual Worlds continue to gain popularity in training, marketing goods, interactive areas for collaboration, economic trade, and educational environments.  The most widely spread commercialization at this time is with the younger generation: Open Sims, Play Station, Wii, Webkins…  It is likely that as the next generation proceeds, and technology advances, it will bring the virtual world into all aspects of our lives creating a social shift within society.