Virtual reality and higher education
NERCOMP - 2017
Ground rules for today
• Please ask questions. We forbid
embarrassment.
• We are assuming a baseline
awareness of being new to VR,
plus AR+MR.
• Please contribute thoughts. This
is a rapidly developing field!
VR: introduction
Virtual reality (VR) typically
refers to computer
technologies that use software
to generate realistic images,
sounds and other sensations
that replicate a real
environment (or create an
imaginary setting), and
simulate a user's physical
presence in this environment.
VR: historical sketch
http://kotaku.com/the-man-whos-keeping-1990s-virtual-reality-machines-ali-1778990894
VR tech now
The worst picture ever
Maybe the best picture
VR tech now
• High end headsets
• Low-end Cardboard
• Capture devices:
scanners, cameras
• VR files or apps
Augmented reality
Augmented reality
[A] live direct or indirect view of a
physical, real-world environment
whose elements are augmented (or
supplemented) by computer-
generated sensory input such as
sound, video, graphics or GPS data.
Augmented reality
A spectrum:
•QR codes
•Location-targeted
services (Google
Maps, Yelp)
•Superimposed
visuals
Augmented reality
http://www.instantreality.org/itacitus/
Augmented reality
Gaming
• Pokemon Go, Ingress, Zombies Run!
https://www.wired.com/2011/09/augmented-reality-zombies-run-augmented-audio/
VR+AR=MR
VR+AR=MR
Mixed reality (MR), sometimes referred to as
hybrid reality, is the merging of real and
virtual worlds to produce new environments
and visualizations where physical and digital
objects co-exist and interact in real time.
Mixed reality takes place not only in the
physical world or the virtual world, but is a
mix of reality and virtual reality,
encompassing both augmented reality and
augmented virtuality.
More MR
Hololens
https://www.youtube.com/watch?v=ihKUoZxNClA
Magic Leap
https://www.youtube.com/watch?v=kw0-JRa9n9
https://www.youtube.com/watch?v=kPMHcanq0x
Pedagogies
Visualization
•VR: hard to access content
•“ “ visualize “
•Creative work
•Safe mistake zone
•Empathy
Pedagogies
https://www.google.com/edu/expeditions/
Pedagogies
Dalgarno Lee 2010
Pedagogies
• Spatial awareness
• Difficult learning tasks
• Motivation and delight
-Dalgarno and Lee 2010
Pedagogies
Visualization
•AR: setting awareness
•Animating textbooks
(http://www.hitl.washington.ed
u/projects/scripps/)
•Students making
Augmented reality
http://www.instantreality.org/itacitus/
Pedagogies
Gaming
•Community-based
•Location- “
•Creative
Pedagogies
MR?
•Mixture of these
•Office work
Pedagogies
MR?
•Mixture of these
•Office work
Storytelling
Huge importance of setting:
“[I]n VR, we feel an urge to slow down, to
land and really explore the moment.” …
Lajeunesse and Raphaël want viewers to
stay focused on a moment for five, six, even
ten minutes. “For us, it’s not just about the
content itself,” Lajeunesse told me. “It’s also
about creating the right conditions for the
viewer to feel a part of it.”
https://story.californiasunday.com/virtual-reality-hollywood
Storytelling
• Viewpoint central,
intervenes
• Power of sound
• Interaction w/objects, a la
gaming
• Character studies: empathy
• Sequence of episodes
Socialization
https://www.flickr.com/photos/hagengraf/30508143692/
Pedagogies
Socialization
https://www.flickr.com/photos/ha
gengraf/30508143692/
https://www.youtube.com/watch
?v=MqAGl2JmH4I
https://www.youtube.com/watch
?v=YuIgyKLPt3s
Research
Support issues
Consuming and using
•Content discovery – discipline;
publishers
•Access to hardware – equity,
spaces
•Accessibility
Support issues
Producing
•Huge computation challenge
•Staff training
•Connect w/maker movement
•Hype cycle potential
VR/AR/MR futures
• 3d cinema or the next Web
• Real-time translation
• Vanishing keyboards
• AR public art
• Headset->eyewear-
>contacts?
http://bryanalexander.org
bryan.alexander@gmail.com
http://twitter.com/bryanalexander

VR.edu