➢ Welcome ➢ What is (VR)? o The definition is broad ▪ Includes things like online banking, online shopping and social networking ▪ VR is used to refer more specifically to computer-generated graphical representations of the real or fantasy world. o VR History ▪ In 1838, English scientist Charles Wheatstone discovered that the brain could process different two-dimensional images with each eye to form a single object of three dimensions. ▪ His stereoscope concept was later patented in 1939 with the View-Master, used for virtual tourism. ▪ VR’s adoption accelerated in the 1980s, when NASA developed a virtual-reality- type system for astronauts. In 1985, a NASA device allowed astronauts to test space concepts by presenting visual information to them via a computer- generated image on their large headset. ▪ Ten years later, the Forte VFX1 headgear —a consumer-level head-mounted display with motion sensors and 3D audio—was released; it was the first of its kind, and it was geared to gaming die-hards and cost around $600. Today, VR headset options are expanding rapidly and start as low as $5 for models that work with smartphones up to super high end systems worth thousands. o Three things make VR more immersive than any other types of media ▪ 3D stereovision, which is basically being surrounded virtually ▪ The user has dynamic control of viewpoint o Different devices make the vision seem more immersive and real, some are more immersive than others, for example: ▪ Head mounted display (HMD): Rift, HTC Vive ▪ Mobile VR: Samsung Gear VR ▪ Console VR: Playstation VR ➢ What is (AR)? o AR and VR go hand in hand and are similar, but different o AR is not a simulation of reality, like the VR – AR integrates and adds value to the user’s interaction with the real world ▪ A familiar use of this is the mobile game, Pokemon Go ▪ Businesses are using AR in the workplace • Lowe’s Innovation Lab – uses AR for home improvement projects for their customers • Amazon also uses AR with “View in your room” on their mobile app • Hospitals use in the operating room, aiming to help surgeons improve the outcomes for patients • Colleges allow perspective students and their families to virtually tour the college and the dorm rooms ➢ How does a VR and AR work? o The VR uses several tracking technologies ▪ Head tracking • Most VR devices have tracking latency controlled at a level of single digit milliseconds • Built-in tracking systems track the users head rotation using accelerometer or gyrometer or both. An example that we use every day is a smartphone. ▪ Controllers ▪ Wands • Rotation tracking • Position tracking ▪ Joystick, touchpad, mouse or keyboard • This is called virtual navigation as opposed to actual moving • Causes less nausea then headsets ▪ VR controllers provide haptic feedback through vibration • Haptic feedback is the use of touch to communicate with users o AR turns the environment around you into a digital interface by placing virtual objects in the real world, in real-time ▪ Uses computer vision to understand what is in the world around you ▪ Used through a camera or phone, but mainly smartphones ▪ The image is “rendered” into the real world ➢ Why use AR and VR in the classroom o Useful for students in assistive learning ▪ EdTech Magazine states that, “One of the major benefits of virtual and augmented reality in the classroom is that not only are students immersed in their work, but also they can block out other classroom distractions.” • Attention deficit disorder is a rising issue among k-12 schools • The Center for Disease and Prevention’s most recent findings state that 5.7 million kids are diagnosed with ADD or ADHD • VR headsets force students to interact with their studies by excluding all else • Attention spans for children born in the age of technology are decreasing. AR and VR technology can make lectures and books more immersive and interactive, which can reduce distraction. o Immersive learning technology helps students practice soft skills ▪ Collaboration – students learn to collaborate and communicate with other students ▪ Teamwork – students work together as a team, think of Minecraft space mission ▪ Problem-solving – student learn to solve complex problems, like how to program a robotic arm to move a widget across the room o VR in the classroom allows all student the opportunity to explore. You can travel and explore the world without leaving the classroom. ▪ National Geographic Explore VR • Antartica – navigate around icebergs in a kayak, climb ice shelves, survive a snowstorm • Peru – mummys, alpacas, Inca citadel of Machu Picchu ▪ Ecosphere – Explore the savannahs of Kenya, ancient jungles of Borneo, coral reefs of Raja Ampat. Encounter elephants, orangutans, manta rays and humans ▪ The Great Pyramids of Egypt o Something not always thought of is Minecraft Education • WesterosCraft – the Seven Kingdoms from George RR Martin’s Game of Thrones – it has all the main locations from the books and television series • The Titanic • Discover the moon • Hold a class in Minecraft education (a world called Back to School) o Was created to help kids who are going back to school in a virtual environment o A way to get to know other students o Learning rules of digital citizenship • https://education.minecraft.net/class-resources/worlds • Contests for students in Minecraft o Experimenting with careers ▪ AR/VR exposes students to careers • Robotics • Health Services • Automotive • Veterinary and animal science • Welding • Agriculture Science ▪ Some companies allow student to learn how to code. https://zspace.com/ uses learning through AR/VR experience to create lifelike experiences that are immersive and interactive. • Uses a stylus like a pen that users can rotate as they pick up and examine objects • Eyewear such as tracked glasses and follower glasses that allow students to join in and participate. Keeps track of the student so they can move around o AR and VR also ▪ Creates interest • My VR experience in CTE • With the community ▪ Increases student engagement, curiosity and wonder ▪ Doesn’t feel like work ▪ Free to make mistakes ▪ Eliminates potentially hazardous or costly experiments • Dissecting a heart • Designing a roller coaster ▪ Promotes empathy • Students can walk in the shoes of another person ➢ Choosing a device o How should you choose a device for your students? ▪ Ask yourself, how do you want to reach your student? ▪ Consider your budget o You can purchase a higher end system like the , but you will also need a computer with a decent video card to run it o Can use a mobile phone for AR or with a VR case, like Samsung Gear or ▪ Affordable tools, like , h ▪ as simple VRs that can be used with a phone or tablet and cost about $4-7 a headset ▪ Students can develop their own apps for free using open source Cardboard SDK (Software Development Kit) ▪ Free software like Cospaces, SimLab Mobile or Arize allows student to create, view and share augmented reality experiences or make 3D creations • I have links in my resources to this software, but you can also Google o Other things people don’t consider: ▪ Mattel View-Master Virtual Reality View ▪ Minecraft Education Edition • Explore new worlds • Building contests • Lesson plans created by other teachers ➢ Conclusion ➢ Sources ➢ Thank you and questions