Accessing Virtual Reality: Challenges Met and Lessons Learned Access Services Conference 2017

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Accessing Virtual Reality: Challenges Met and Lessons Learned Access Services Conference 2017 Accessing Virtual Reality: Challenges Met and Lessons Learned Access Services Conference 2017 Pete Schreiner NCSU Libraries Fellow Access Services and Learning Spaces & Services Slides at go.ncsu.edu/accessvr2017 Pete Schreiner NCSU Libraries Fellow Access Services and Learning Spaces & Services [email protected] Our Vision: The Libraries: NC State’s competitive advantage. We make NC State better. The NCSU Libraries is the gateway to knowledge for North Carolina State University and its partners. We define the leading edge of research collections, innovative learning spaces, and user-centered services to support the university’s mission and to further knowledge in the world. ● Public, land-grant institution founded in 1887 ● More than 34,000 students from 119 countries, including over 9,900 graduate students ● More than 2.3 million total Libraries user visits per year. Virtual Reality Virtual Reality Augmented Reality AR is an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (such as a smartphone camera).” Source: http://smartideasblog.trekk.com/augmented-or-virtual-how-do-you-like-your-reality The Potential of Virtual Reality Clinical Psychology Pain Therapy / Healthcare Simulation https://www.hitl.washington.edu/projects/vrpain/ http://news.emory.edu/stories/2014/04/virtual_reality_exposure_ reduces_PTSD/campus.html http://www.rollingstone.com/culture/features/can-virtual-reality-h elp-cure-ptsd-w477388 Data Interaction Storytelling / Journalism Consumer Behavior http://www.lanl.gov/ http://www.nytimes.com/marketing/nytvr/ http://www.invrsion.com/ Programming: NCSU Libraries as VR/AR Incubator ● Make technology available ● Engage community ● Provide expertise ● Host exploration and creation space Technology: VR Oculus Rift HTC Vive Playstation VR Fove VR Controllers Vive Rift Playstation VR Oculus Rift Rift Kit ~ $400 Computer ~$1000+ Rift Tracking The Rift sensor is a camera that detects infrared beacons on the Rift headset. Recommended Computer Specs From Oculus website: https://support.oculus.com/1633938460220125/ Graphics card: NVIDIA GTX 1060 / AMD Radeon RX 480 or greater CPU: Intel i5-4590 equivalent or greater Memory: 8GB+ RAM Video Output: Compatible HDMI 1.3 video output USB Ports: 3x USB 3.0 ports, plus 1x USB 2.0 port Operating System: Windows 7 SP1 64 bit or newer Alienware VR-ready desktop computer: $799 - $5,999 HTC Vive Vive Kit ~$600 Computer ~$1000+ Vive Tracking The Vive Base Stations emit infrared pulses and X/Y axis sweeps, which are detected by sensors on the headset and controllers. Recommended Computer Specs From Vive website: https://www.vive.com/us/ready/ Graphics card: NVIDIA GeForce™ GTX 1060 or AMD Radeon™ RX 480, equivalent or better. CPU: Intel™ Core™ i5-4590 or AMD FX™ 8350, equivalent or better Memory: 4 GB+ RAM Video Output: 1x HDMI 1.4 port, or DisplayPort 1.2 or newer USB Ports: 1x USB 2.0 port or newer Operating System: Windows™ 7 SP1, Windows™ 8.1 or later or Windows™ 10 Alienware VR-ready desktop computer: $799 - $5,999 Playstation VR PSVR Kit ~$600 No computer required Playstation VR Camera sensor tracks lights on headset and controllers. Inside Out Tracking Ishii, 2017 https://xinreality.com/wiki/Inside-out_tracking Acer Windows Mixed Reality ~$399 https://newatlas.com/microsoft-unveils-afforda ble-virtual-reality-controllers-inside-out-trackin g/49487/ Technology: Mobile Device VR & AR Google Cardboard Google Daydream Samsung Gear VR Technology: Mobile Device AR 1600 App Technology: Mobile Device AR Merge Cube www.mergevr.com Technology: Head Mounted AR Microsoft Hololens Meta Technology: Head Mounted AR HoloLens with SketchUp Viewer app https://www.geospatialworld.net/blogs/sketchup-viewer-for-microsoft-hololens-is-here/ 360° Photo and Video 360° Formats Technology: 360 Photo & Video Ricoh Theta Nikon KeyMission Samsung Gear 360 GoPro 6-Cam Array 360 Workflow 360° Formats Unstitched Equirectangular (2:1) Technology Lending Tech Lending: Rift Tech Lending: Samsung Gear VR Tech Lending: Support Tech Lending: HoloLens Tech Lending: HoloLens Tech Lending Support: HoloLens https://youtu.be/pJqNxvPCXq8 VR Tech Lending: Fall 2017 VR/AR Labs: Goals Research & experimentation for campus community Support collaboration Development workstations Testing apps User research Space Planning Space Reality VR Usability Lab ● Hunt Library ● 1 workstation ● 1 HTC Vive ● Library Steam account ● Reservable ● 1-2 people Space Reality VR Usability Lab ● Hunt Library ● 1 workstation ● 1 HTC Vive ● Library Steam account ● Reservable ● 1-2 people VR Lab Reservations: Fall 2017 Total 237 Space Reality VR Studio Hill Library 6 workstations 3 HTC Vives 3 Oculus Rifts 1 Playstation VR Library Steam accounts Library Oculus accounts Reservable through email 1-20 people VR Studio Summer 2017 Fall 2017 VR Studio VR Studio: Rift VR Studio: Vive Vive Sensors - Mounting Wall Ceiling Stand + Adaptor Data: Sign In Form / Stats Safety: Orientation ● Sickness ● Collision ● Tripping ● Dropping Safety, Cleanliness Safety, Cleanliness Accounts & Software/Content Vive - Steam Oculus - Oculus Store http://store.steampowered.com https://www.oculus.com/exp eriences/rift/ Non-game Introductory VR Apps Tilt Brush: $19.99 Google Earth VR: Free Social VR Rec Room AltspaceVR vTime Producing VR Software Unity Unreal Engine Game Engines, Adobe, Design, Autodesk, 3D modeling, Motion capture... VR Studio Use: Fall 2017 397 Users VR Studio Users: Fall 2017 Helpful Parts: Link Box Cover Helpful Parts: Vive Deluxe Audio Strap Original Deluxe Audio Strap Virtual Reality @ NC State ● Fire Ecology ● Food Safety ● Digital Humanities ● Architecture ● Computer Science/ Gaming ● Biodiversity ● Facilities Mgmt NC State CNR Fire Ecology Virtual Reality Community Global Trekking Event Staff Support + Immersive Technology Team Additional Resources General VR News: https://www.roadtovr.com/ VR in Education: https://virtualrealityforeducation.com/ Immersive Tech for Education: https://campustechnology.com/newsletters/immerse/archive.aspx Social VR: http://mashable.com/2017/01/12/virtual-reality-social-networks-vr/#.DpaG4NkaOqg Thank You! Slides at go.ncsu.edu/accessvr2017 Pete Schreiner NCSU Libraries Fellow Access Services and Learning Spaces & Services [email protected].
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