Open the Door to the Museum with Virtual Reality
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Getting Real with the Library
Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment. -
Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: a Novel and Multi-Dimensional Way of Learning
Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: A Novel and Multi-dimensional Way of Learning Shoeb Mohiuddin, MD CA-2 Daniel Roshan, MD CA-2 Heike Knorpp, MD University of Illinois at Chicago Financial Disclosure We have no relevant financial or nonfinancial relationships within the products or services described, reviewed, evaluated or compared in this presentation. To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Outline ● Generation X & Learning ● Experiential Learning ● 360 Degree Videos ● Google Cardboard Viewers ● Video Demonstration ● Pros & Cons ● Questions To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Generation X, Technology, and Learning Majority of anesthesia residents are Millennial students with divergent learning needs from their predecessors that desire interactive learning through experiential and immersive learning. - Psychosocial influences - Physiological changes of the brain that change the way information is processed Generational difference in learning creates challenges for educators to teach trainees that speak a “different language” Be aware of cognitive biases. Keil Centre. http://www.keilcentre.co. uk/news/cognitive-biases/. Accessed: 1/3/2016. (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Educational Preferences of Millennials ● Learning and working in teams ● Structure with achievement-oriented goals ● Engagement and experience ● Visual and kinesthetic educational modalities and environments ● Learning about things that they feel matter to them (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Experiential Learning Experiential learning is referred to as learning through action, learning by doing, learning through experience, and learning through discovery and exploration. -
Tips to Get Started
Dear Friend of NCWIT Counselors for Computing (C4C), In response to a critical need for a larger and more diverse technical workforce, efforts are underway on the national, state, and local levels to increase the number and variety of computer science (CS) learning opportunities available to students. Students with an interest in computer science and the opportunities to develop computer science skills will be prepared to take advantage of the critical and growing needs of the 21st century workforce. The NCWIT Counselors for Computing “See Yourself in Computing” Virtual Reality (VR) Campaign is one of many efforts to foster students’ interest in CS. Thank YOU for doing your part to direct students’ attention to the creative, world-changing fields of computing! Consider these tips and messages as you share VR with your students, and encourage them to give computing a try. TIPS TO GET STARTED *Note: Although we suggest using the VR headsets, these experiences can also be viewed on a laptop or desktop computer. 1. Consider using Google Expeditions. The Google Expeditions app is another tool students can use to explore virtual reality (VR) and augmented reality (AR). Read more about Google Expeditions and learn how you can guide students on a group tour at: https://support.google.com/edu/expeditions/answer/6335098?hl=en. Try These Expeditions: *Note: Users will need to download each Expedition. • Ara the Star Engineer This expedition is based on the book "Ara The Star Engineer." an inspiring, inclusive, and whimsical way to learn about computing from real-life trailblazers. Use the QR Code to the right to view on a VR headset or view online at: https://poly.google.com/view/04kXCpwyoi0. -
Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality. -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. -
Education and Training Ignite the Market a Win-Win Opportunity for Telecom Operators and VR Players Contents
2018 June Education and Training Ignite the Market A Win-Win Opportunity for Telecom Operators and VR Players Contents 06 VR Education & Training Provider Profiles 6.1.Education 02 6.1.1.VRSCHOOL Introduction 6.1.2.FLY VR 6.1.3.NetDragon 04 6.1.4.Idealens 01 The VR Education 6.1.5.Google Expeditions Ecosystem 6.1.6.VR Education Holdings 4.1.Global VR Education Development 6.2.Training 02 6.2.1.STRIVR 4.2.VR Education Development in China 03 6.2.2.Innoactive 4.2.1.China Education Sector Overview 01 4.2.2.ICT Education Funding in China Executive Summary 07 03 12 What Benefits Does 13 VR Deliver? 3.1.Benefits in Education 3.1.1.Benefits for Students 3.1.2.Benefits for Teachers 05 The VR Training Ecosystem 3.2.Benefits in Industry 08 Exhibits Bottlenecks and Challenges 8.1.Content 8.2.Hardware Edgar Dale’s original Cone of Experience 03 8.2.1.Cost VRSCHOOL VRmaker Classroom 13 8.2.2.End-User Pain Points FLY VR: VR Teaching Classroom 14 A class using Idealens solution 15 8.3.Network A class using Google Expeditions 16 26 Users in the ENGAGE VR app 17 8.4.Who Trains the Trainers? STRIVR & Walmart Next Gen Learning 18 Innoactive and VW’s Training Hub 19 VR Education App Availability 20 VR Education App Pricing 21 20 23 09 Opportunities for Operators 9.1.Market Growth 9.2.Overcoming Bottlenecks 9.3.Telecom Operator’s Role in the VR Education Ecosystem 9.4.How can Operators Participate in VR Education Market 07 VR Education App Distribution 7.1.Education App Availability 7.2.Education App Pricing and Business Models Executive Summary 01 Executive Summary VR training and education can deliver lessons and However, there remain bottlenecks in the market which training that are either not practical or even not may hinder growth. -
Mobile AR/VR with Edge-Based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside
Mobile AR/VR with Edge-based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside CNSM Oct. 23, 2019 Outline • What is AR/VR? • Edge computing can provide... 1. Real-time object detection for mobile AR 2. Bandwidth-efficient VR streaming with deep learning • Future directions 2 What is AR/VR? 3 End users Multimedia is… Audio On-demand video Internet Live video Content creation Compression Storage Distribution Virtual and augmented reality 4 What is AR/VR? | | | | virtual reality augmented virtuality augmented reality reality mixed reality 5 Who’s Using Virtual Reality? Smartphone-based hardware: Google Cardboard Google Daydream High-end hardware: 6 Playstation VR HTC Vive Why VR now? Portability (1) Have to go somewhere (2) Watch it at home (3) Carry it with you Movies: VR: CAVE (1992) Virtuality gaming (1990s) Oculus Rift (2016) Similar portability trend for VR, driven by hardware advances from the smartphone revolution.7 Who’s Using Augmented Reality? Smartphone- based: Pokemon Go Google Translate (text processing) Snapchat filters (face detection) High-end hardware: Google Glasses Microsoft Hololens 8 Is it all just fun and games? • AR/VR has applications in many areas: Data visualization Education Public Safety • What are the engineering challenges? • AR: process input from the real world (related to computer vision, robotics) • VR: output the virtual world to your display (related to computer graphics) 9 How AR/VR Works 1. Virtual world 3. Render 4. Display VR: generation 2. Real object detection AR: 4. Render 5. Display 1. Device tracking 10 What systems functionality is currently available in AR/VR? 11 Systems Support for VR Game engines • Unity • Unreal 1. -
See the World with Google Geo Tools
See the World with Virtual Field Trips Google Geo Tools bit.ly/2Ij2G7L April Burton Instructional Technology Content Leader, Francis Howell School District bit.ly/2Ij2G7L Objectives ➔ We will be able to use Google Tour Builder and Google My Maps to create customized maps to share content. ➔ We will examine how to bring the world to our learners through Google Earth, Google Cultural Institute and Google Expeditions Tell a Story with Maps Go on a journey with Google My Maps Create maps to share content with text, images, videos or web links. With My Maps ➔ Add places by adding a marker to your map ◆ Customize your marker ◆ Search for and add images ◆ Add descriptions, including web links ➔ Draw a line from places: driving, walking, etc ➔ Find distance. ➔ Collaborate to create a map of experiences. ➔ The Gallery includes hundreds of created maps. Check out my example of an Amazing Race Activity. Tell a story with Google Tour Builder Add photos, links, text and videos to Google Earth technology to share content about locations on a map. Google Tour Builder Tell a story With Google Visit the using places, Earth, see Gallery to see images and roads, terrain, more. video. and more. See my example. See the World with Google See the World with Google Earth From outer space to canyons in the ocean, fly anywhere on Earth and view satellite imagery, maps, terrain and 3D buildings. Use the Search Google Earth bar to select a destination and GO! Web-based Save places or share with classroom and app See Guided Stories, or based for use Drag Pegman to your map tours, on topics like on all devices. -
How to Navigate a 360° Video
How To Navigate a 360° Video There are four common ways to watch • Start the video. If it does not play a 360° YouTube video: correctly, then repeat these steps • With a browser on your computer and select a lower resolution. Use • In “magic window” mode on your the highest resolution that your phone or tablet network speed will support. • With a phone-based, Google • If you click and release in the video Cardboard-compatible without moving the mouse, the virtual reality (VR) headset video will pause. To resume, click the play symbol in the lower left • With a standalone VR headset section or simply click again in the Note that not all browsers, main screen of the video. phones, tablets, and VR headsets support watching 360° YouTube videos. Browser When you play a YouTube 360° video, it will initially look like any other video. The key difference is that you can use your mouse—or finger if you’re using a touch screen—to look left, right, up, and down. These instructions should work for most browsers on most computers. A 360° video often defaults to low resolution so the first thing you need to do is to increase the resolution. Here are the steps: • Open your internet browser (e.g. Google Chrome, Safari) • Visit our tutorial video at bit.ly/2YGIvth • Click the gear icon in the lower-right corner of the video player to access the Settings options. • Click on “Quality,” and select “2160s 4K.” How To Navigate a 360° Video If you have a mouse, you can navigate • Install the free YouTube App on in the 360° video by left clicking and your device using the App Store. -
Google Tour Builder and Goosechase
Google Tour Builder and GooseChase Franklin Pierce University: Initiative for Digital Education for Accelerated Learning Carmen Granda Amherst College [email protected] @profecarms My research areas ❏ Learning management systems (Moodle, Canvas) ❏ Digital maps (Google Tour Builder) ❏ Digital stories (iBook) ❏ Gamification (digital scavenger hunts, Kahoot, digital polling tools) ❏ Social media (Instagram) ❏ Student-created apps ❏ Virtual reality (apps, Google Expeditions) Today’s presentation: Google Tour Builder and GooseChase 1. Describe the tools and the steps needed to set them up 2. Showcase how I have used these tools in my classroom and their benefits 3. Share other ways in which to use these tools in your classrooms Digital maps Bookmapping Final project: Collaborative diary As a group, students write a collaborative narrative in the form of a diary about their fictitious experience virtually walking the Camino. Besides writing a daily account of their day, from a perspective of a pilgrim, students must research the historical significance of buildings and monuments, study art periods and architectural styles, investigate different terrains and weather patterns, read hostel and restaurant reviews, and discover the rich cultural traditions that make up Spain. Virtual Reality: Camino de Santiago 360 Google Expeditions Students’ comments “I wish we could’ve walked the Camino, but doing the diary was the next best thing.” “The diary was undoubtedly one of the most fun assignments I have ever worked on.” “I loved being able to work with a group to create a storyline, and also learn so much about the Camino. By the end, I felt like an expert, and we had almost 50 pages of a collaborative diary that was not only informative but hilarious.” Writing Center: Bookbinding workshop Other ideas 1) Students can write an autobiography and trace their experiences through the places that they have been. -
Consumer Experiences, the Key to Surviving in an Omni-Channel Environment: Use of Virtual Technology
Volume 10, Issue 3, 2018 Consumer Experiences, the Key to Surviving in an Omni-channel Environment: Use of Virtual Technology Hanna Lee and Karen K. Leonas, Ph.D. NC State University, College of Textiles, Raleigh, NC ABSTRACT With increasing demand of consumers for better shopping experiences and an increased number of online retailers, it is important for Omni-channel retailers to adopt and utilize several virtual technologies, which can support and complement their retailing practices. To strategically manage these technologies, it is imperative to analyze several specific cases, which utilize virtual technologies to align and implement multiple technologies in effective and efficient ways, and to make synergy among those technologies. The purpose of this paper is two-fold. First, to examine how Omni-channel retailers utilize and manage several virtual technologies, which are virtual/augmented reality, virtual fitting rooms and fashion shows, and virtual salespeople, to provide satisfactory online shopping experience by overcoming problems online environments fundamentally have. Second, to provide practical implications to brick-and-mortar retailers, who have recently ventured into online retailing, in their management of various types of channels simultaneously using technologies like the Internet of Things and Kiosks. Through the review and analysis of several cases, this paper provides managerial implications for practitioners to utilize virtual technologies in ways that can actually add value to consumer experiences and urge them to take a mixed approach toward virtual technology. Keywords: Omni channel, Virtual technology, consumer experience, consumer engagement 1. Introduction the realms of both sales and marketing in an Online retail channels continue to effort to increase engagement with customers increase and gain power within the retail (Hansen & Sia, 2015). -
AR/VR/XR in LIBRARIES Ryan Easterbrooks, Technology Program Coordinator (Ed Tech), South Carolina ETV •[email protected] •(803)737-2212
AR/VR/XR IN LIBRARIES Ryan Easterbrooks, Technology Program Coordinator (Ed Tech), South Carolina ETV •[email protected] •(803)737-2212 INTRODUCTION BE ABLE TO DEFINE TO UNDERSTAND THE BE ABLE TO USE VARIOUS APPS, VIRTUAL REALITY, IMPORTANCE OF INCORPORATE VR IN OCULUS, AND BE ABLE AUGMENTED REALITY, VR/AR/XR YOUR LIBRARY OR TO IDENTIFY HOW THESE AND EXTENDED REALITY CLASSROOM TOOLS CAN BE USED LEARNING OBJECTIVES https://www.scetv.org/edtrainingre quest SOUTH Knowitall.org Let’s Go! (3D Interactive Field Trips); CAROLINA ETV Matterport App RESOURCES Reconstruction360.org https://www.youtube.com/watch?v=H7ezU9 MzaUE Extended Reality (XR) refers to all real-and- virtual environments. The “X” is interchangeable. Examples include Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) Virtual Reality (VR) encompasses all virtually WHAT IS immersive experiences. This type of experience requires the use of a Head- VR/AR/XR Mounted Device (HMD) Augmented Reality (AR) is an overlay of computer generated content on the real world. Examples include Pokemon Go, Harry Potter Wizards Unite, Google Translate, etc. (https://www.youtube.com/watch?time_co ntinue=34&v=Arbeh7vSIi8&feature=emb_title ) Entertainment- Movies, Sports, Gaming Healthcare- diagnosis and treatment by constructing 3D models of a patient’s anatomy. Surgery practice, training HOW IS VR procedures, rehabilitation. Athletics USED TODAY Museums- Virtual Archives Courtrooms- Recreating crime scenes in VR Military- simulators to train soldiers Architecture/Business 6.2 billion dollar industry in 2019 projected to WHY IS VR be more than 16 billion by 2022. Emergence of 5G IMPORTANT 8% of US households own some type of VR in 2019.