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Virtual Reality & Language Learning
TERMINOLOGY & OPPORTUNITIES – VIRTUAL ROUND TABLE
DR. CYNTHIA CALONGNE, MAY 6, 2017
Virtual Reality
 Virtual Reality – 3D environment that simulates reality
 A computer-generated, simulated environment
 Sensory stimuli (sight, sound, vibration, sensations)
 Responds to user interaction
 Immersive VR may use one or more of
 A head-mounted display (HMD) device
 Gesture recognition
 Eye tracking
 Method of navigation
Virtual Worlds
 Virtual reality environment that is social
 Avatars represent the users
 Presence
 Awareness of self
 interaction between people
 Communication
 Interaction with 3D objects and content
 Simulated spaces and experiences
 Ability to create, modify and delete objects within the virtual world
 Ability to simulate real-life of fanciful places, animate avatars, use gestures & physics
VR & Virtual Worlds
What is the difference?
 Virtual worlds do not use HMDs
 Do not use head tracking
 The exception is High Fidelity and soon, Linden Lab’s Project Sansar
 Users view 3D content on a 2D display monitor using a mouse or touch pad
 Virtual worlds (VWs) may include a mix of primitive-based objects & 3D mesh
 VWs may have an object creation tool & the ability to upload & share content
 A PC or laptop that can play 3D games is often suitable for virtual world use
The HMD Immerses the User
Terminology
Virtual Reality
 A 3D simulated environment
 Immersion with a head-mounted
display (HMD) device
 1st person perspective
 Voice communication
 3D VR games single & multiplayer
 Gesture-based recognition device
Virtual Worlds
 2D & 3D simulated environment
 Immersive spaces, often viewed
using a monitor
 Isometric, shared by other avatars
 Voice & Text Communication
 Multiplayer; when alone, it is art
 Gestures and avatar animations
Immersive VR Technology
Features
 Mobile 3D VR
 360-degree video
 Google Cardboard
 HTC Vive, Oculus Rift, MS Hololens,
OSVR HD2
 Visual infinity – layered display
 Research at Stanford – 2 layers
 Translucent LCD 1 cm in front
Characteristics
 Immersive, uses smartphone
 Dramatic visual awareness
 Low cost, fragile
 Dramatic viewpoints, intense
 Vergence problem beyond 1.2 m
 Investigating the focus problem
 Transitions from near & far objects
VR – The Technology
Research Characteristics
 Investigating the focus problem
 Transitions from near & far objects
 Users experienced headaches
 Research at Stanford
 Visual infinity – stereoscopic lenses
 Multi-layered lenses provide depth &
reduce the cross-eyed effect
 Translucent LCD rests 1 cm in front of
an opaque LCD
 Fixed focal point – was 11’ in 1996
 Keeps objects in focus while moving
 Vergence angle & focal depth
 Needed a realistic retinal blur
 Trying to focus on far way objects
 Fixed focal distance with vergence angle
 Focus near-to-far - beyond 1.2 m
http://www.osvr.org/
VR for Language Learning
HighFidelity.io VR – HMDs & more!
 https://highfidelity.io/
ImmerseMe VR-based language learning (2018)
 https://immerseme.co/#explore
Sinewave Space – no HMDs (yet)
http://sinewave.space/
Inspiration Island on Kitely (VW)
http://inspiration-island.com/
Learning a Language with VR
http://www.latg.org/2016/12/language-virtual-reality.html/
Virtual World Simulation
 VW Simulation – simulates scenes & life experiences
• Presence – avatar or mouse look
• Interaction – with objects & others
• Animation – avatar movement within the world
• Communication – between avatars and 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
• Textures – transforms a block of wood into a realistic-looking shape
Tolkien Day at the Fantasy Faire 2017 – Relay for Life
Stories come to
life as storytellers
enact the roles on
stage while the
audience listens
Over 70 were
present, but I only
render or make
visible some of
them to streamline
my experience
Virtual Reality Research Topics
 Photogrammetry
• Avatar realism - simulating your real self in a virtual space
• Uses 72-90 cameras to capture a person in 3D
 HMDs for VR & 360 Degree Video
• Oculus, HoloLens, HTC Vive, PlayStation VR, Google Cardboard
 3D VR Games
• Interaction devices, presence, multiplayer controls
• Social issues, cyber bullying, ethics, VAWA
• Interdisciplinary – healthcare, education, STEM, military, entertainment
Photogrammetry Research
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
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
Lyr Lobo’s Classes
 52 university classes met in virtual worlds
 Upper photo from the Virtual Worlds Best
Practices in Education (VWBPE 2017)
 Starting avatar looks including an owl!
 Lower photo from Virtual Harmony,
hosted from a farmhouse using Opensim
 Spinoza presents a session on the core
virtues using the film Gladiator
Lyr Lobo’s Classroom May 2017 at Sunset
Lyr Lobo’s Classroom May 2017 Midnight
Infinite Metaverse Alliance
Researchers &
educators
Working on
designing
accessible, easy
to use spaces for
learning, work &
shaping the future
Met using the
Hypergrid
from different
world grids
Infinite Metaverse Alliance 2
Learning spaces
available to
educators
Collection of
grids for
research &
education
What makes
these spaces
work is the
intersection of
people & shared
experiences
WWW.COLORADOTECH.EDU
#CTUDOC
Holodecks are temporary
spaces that appear upon
request and delete when no
longer needed.
The Mars Expedition
used this technology for
simulating asteroid belts,
space phenomena, a deep
space explorer, & a mining
colony on Mars.
Research is in progress to
create Holodecks that offer
virtual content to augment real
spaces.
Free Video Tool - Open Broadcaster Studio
https://obsproject.com/
Live streams
machinima from the
virtual world
Used at OSCC
OBS Features: Creating Machinima on a Budget
https://obsproject.com/
Streaming Educational Content & Student Videos
https://obsproject.com/
Events and Opportunities
 IMA Calendar. (2017, May). Virtual world meetings, tours, and classes. Retrieved from
https://calendar.google.com/calendar/embed?src=lt3vj653ovfmfeevncpeemi5js@gr
oup.calendar.google.com&ctz=America/New_York&pli=1
 LEO Network. (n.d.). Learn English in virtual worlds: Chat and conversational English
practice in virtual worlds. Retrieved from
http://www.learnenglish.de/learnenglishinvirtualworlds.html
 Learn English. (n.d.). Learn English Network Academy. Retrieved from
https://www.kitely.com/virtual-world/Your-Teacher/Learn-English-Network-Academy
 3D Web-Worlds. (2017). 3D web-worlds of the browser. Retrieved from
https://plus.google.com/communities/113820090045883309705
 3DLES. (2016). 3DLES education in virtual worlds. Retrieved from http://3dles.com/en/
 3DLES. (2015). 3DLES EDUgrid. Retrieved from http://3dles.com/en/EDUgrid.html
For More Information
 Orland, K. (2015, August, 11). Uncross those eyes: Researchers solve VR’s depth-of-
focus headaches. Layered LCD panels allow for realistic retinal blur and comfortable
vergence. Ars Technica. Retrieved from
https://arstechnica.com/gaming/2015/08/uncross-those-eyes-researchers-solve-vrs-
depth-of-focus-headaches/
 OBS. (n.d.). Open Broadcaster Studio [Software]. Retrieved from
https://obsproject.com/
 IMA. (2017). Infinite metaverse alliance: Advancing virtual worlds, virtual reality, and
synthetic environments. Retrieved from http://infinitemetaverse.com/en/

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Vr and language learning cynthia calongne

  • 1. Virtual Reality & Language Learning TERMINOLOGY & OPPORTUNITIES – VIRTUAL ROUND TABLE DR. CYNTHIA CALONGNE, MAY 6, 2017
  • 2.
  • 3. Virtual Reality  Virtual Reality – 3D environment that simulates reality  A computer-generated, simulated environment  Sensory stimuli (sight, sound, vibration, sensations)  Responds to user interaction  Immersive VR may use one or more of  A head-mounted display (HMD) device  Gesture recognition  Eye tracking  Method of navigation
  • 4. Virtual Worlds  Virtual reality environment that is social  Avatars represent the users  Presence  Awareness of self  interaction between people  Communication  Interaction with 3D objects and content  Simulated spaces and experiences  Ability to create, modify and delete objects within the virtual world  Ability to simulate real-life of fanciful places, animate avatars, use gestures & physics
  • 5. VR & Virtual Worlds What is the difference?  Virtual worlds do not use HMDs  Do not use head tracking  The exception is High Fidelity and soon, Linden Lab’s Project Sansar  Users view 3D content on a 2D display monitor using a mouse or touch pad  Virtual worlds (VWs) may include a mix of primitive-based objects & 3D mesh  VWs may have an object creation tool & the ability to upload & share content  A PC or laptop that can play 3D games is often suitable for virtual world use
  • 6. The HMD Immerses the User
  • 7. Terminology Virtual Reality  A 3D simulated environment  Immersion with a head-mounted display (HMD) device  1st person perspective  Voice communication  3D VR games single & multiplayer  Gesture-based recognition device Virtual Worlds  2D & 3D simulated environment  Immersive spaces, often viewed using a monitor  Isometric, shared by other avatars  Voice & Text Communication  Multiplayer; when alone, it is art  Gestures and avatar animations
  • 8. Immersive VR Technology Features  Mobile 3D VR  360-degree video  Google Cardboard  HTC Vive, Oculus Rift, MS Hololens, OSVR HD2  Visual infinity – layered display  Research at Stanford – 2 layers  Translucent LCD 1 cm in front Characteristics  Immersive, uses smartphone  Dramatic visual awareness  Low cost, fragile  Dramatic viewpoints, intense  Vergence problem beyond 1.2 m  Investigating the focus problem  Transitions from near & far objects
  • 9. VR – The Technology Research Characteristics  Investigating the focus problem  Transitions from near & far objects  Users experienced headaches  Research at Stanford  Visual infinity – stereoscopic lenses  Multi-layered lenses provide depth & reduce the cross-eyed effect  Translucent LCD rests 1 cm in front of an opaque LCD  Fixed focal point – was 11’ in 1996  Keeps objects in focus while moving  Vergence angle & focal depth  Needed a realistic retinal blur  Trying to focus on far way objects  Fixed focal distance with vergence angle  Focus near-to-far - beyond 1.2 m http://www.osvr.org/
  • 10. VR for Language Learning HighFidelity.io VR – HMDs & more!  https://highfidelity.io/ ImmerseMe VR-based language learning (2018)  https://immerseme.co/#explore Sinewave Space – no HMDs (yet) http://sinewave.space/ Inspiration Island on Kitely (VW) http://inspiration-island.com/ Learning a Language with VR http://www.latg.org/2016/12/language-virtual-reality.html/
  • 11. Virtual World Simulation  VW Simulation – simulates scenes & life experiences • Presence – avatar or mouse look • Interaction – with objects & others • Animation – avatar movement within the world • Communication – between avatars and 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 • Textures – transforms a block of wood into a realistic-looking shape
  • 12. Tolkien Day at the Fantasy Faire 2017 – Relay for Life Stories come to life as storytellers enact the roles on stage while the audience listens Over 70 were present, but I only render or make visible some of them to streamline my experience
  • 13. Virtual Reality Research Topics  Photogrammetry • Avatar realism - simulating your real self in a virtual space • Uses 72-90 cameras to capture a person in 3D  HMDs for VR & 360 Degree Video • Oculus, HoloLens, HTC Vive, PlayStation VR, Google Cardboard  3D VR Games • Interaction devices, presence, multiplayer controls • Social issues, cyber bullying, ethics, VAWA • Interdisciplinary – healthcare, education, STEM, military, entertainment
  • 14. Photogrammetry Research Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
  • 15. 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
  • 16. Lyr Lobo’s Classes  52 university classes met in virtual worlds  Upper photo from the Virtual Worlds Best Practices in Education (VWBPE 2017)  Starting avatar looks including an owl!  Lower photo from Virtual Harmony, hosted from a farmhouse using Opensim  Spinoza presents a session on the core virtues using the film Gladiator
  • 17. Lyr Lobo’s Classroom May 2017 at Sunset
  • 18. Lyr Lobo’s Classroom May 2017 Midnight
  • 19. Infinite Metaverse Alliance Researchers & educators Working on designing accessible, easy to use spaces for learning, work & shaping the future Met using the Hypergrid from different world grids
  • 20. Infinite Metaverse Alliance 2 Learning spaces available to educators Collection of grids for research & education What makes these spaces work is the intersection of people & shared experiences
  • 21. WWW.COLORADOTECH.EDU #CTUDOC Holodecks are temporary spaces that appear upon request and delete when no longer needed. The Mars Expedition used this technology for simulating asteroid belts, space phenomena, a deep space explorer, & a mining colony on Mars. Research is in progress to create Holodecks that offer virtual content to augment real spaces.
  • 22. Free Video Tool - Open Broadcaster Studio https://obsproject.com/ Live streams machinima from the virtual world Used at OSCC
  • 23. OBS Features: Creating Machinima on a Budget https://obsproject.com/
  • 24. Streaming Educational Content & Student Videos https://obsproject.com/
  • 25. Events and Opportunities  IMA Calendar. (2017, May). Virtual world meetings, tours, and classes. Retrieved from https://calendar.google.com/calendar/embed?src=lt3vj653ovfmfeevncpeemi5js@gr oup.calendar.google.com&ctz=America/New_York&pli=1  LEO Network. (n.d.). Learn English in virtual worlds: Chat and conversational English practice in virtual worlds. Retrieved from http://www.learnenglish.de/learnenglishinvirtualworlds.html  Learn English. (n.d.). Learn English Network Academy. Retrieved from https://www.kitely.com/virtual-world/Your-Teacher/Learn-English-Network-Academy  3D Web-Worlds. (2017). 3D web-worlds of the browser. Retrieved from https://plus.google.com/communities/113820090045883309705  3DLES. (2016). 3DLES education in virtual worlds. Retrieved from http://3dles.com/en/  3DLES. (2015). 3DLES EDUgrid. Retrieved from http://3dles.com/en/EDUgrid.html
  • 26. For More Information  Orland, K. (2015, August, 11). Uncross those eyes: Researchers solve VR’s depth-of- focus headaches. Layered LCD panels allow for realistic retinal blur and comfortable vergence. Ars Technica. Retrieved from https://arstechnica.com/gaming/2015/08/uncross-those-eyes-researchers-solve-vrs- depth-of-focus-headaches/  OBS. (n.d.). Open Broadcaster Studio [Software]. Retrieved from https://obsproject.com/  IMA. (2017). Infinite metaverse alliance: Advancing virtual worlds, virtual reality, and synthetic environments. Retrieved from http://infinitemetaverse.com/en/