virtual reality: history & state of the art

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VIRTUAL REALITY FOR SCIENCE & EDUCATION LECTURE 1: 11 SEP 2015 Virtual Reality History & State of the Art

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VIRTUAL REALITY FOR SCIENCE & EDUCATION

LECTURE 1: 11 SEP 2015

Virtual Reality

History & State of the Art

HELLO WORLD

Robin de Lange - CV

Bachelor

Physics

Philosophy

Artificial Intelligence

MSc. Media Technology

EDUCATION

Robin de Lange - Education

Extended cognition Augmented Reality

Andy Clark Doug Engelbart Paul Smart

Unity3D: Projects

Unity3D: Projects

https://dl.dropboxusercontent.com/u/20732302/ARBieb.wmv

Robin de Lange - CV

Bachelor

Physics

Philosophy

Artificial Intelligence

MSc. Media Technology

EDUCATION WORK

Owner tutoring company

Video production MOOC & SPOC

Initiator Lyceo CodeWeken

Graduation project

• Augmented Reality

prototype

• Raise discussion

• PhD proposal

https://dl.dropboxusercontent.com/u/20732302/Demo

%20ARMath.wmv

March 2013: Oculus Rift

Hack the Brain: Project Brainstorm

• Live EEG data visualization for Oculus Rift

• Together with Eva Delincakova & Bert Spaan @ Hack the Brain

hackathon

Focus of research

• In what ways can we use VR to explain

complex problems?

• What are the obstacles and opportunities of

VR in the field of education?

Virtual Reality for Science & Education

• Elective course as part of research project

• Received LUF – Gratama grant for this

project

#introduceyourself

A Brief History of VR

Sensorama

• 1955 by Morton Heilig

• Experience Theater

• Multi-sensory

• No financial support

A Brief History of VR

Headsight

• 1961 by Philco Corp.

• First Head Mounted

Display

• Magnetic tracking system

• Live stream from camera

system

A Brief History of VR

The Ultimate Display

• Paper by Ivan Sutherland

• 1965

• Concept of a virtual world,

created by a computer

• Note: before any GUI

“A display connected to a digital

computer gives us a chance to

gain familiarity with concepts not

realizable in the physical world. It

is a looking glass into a

mathematical wonderland. “

A Brief History of VR

LEEP Cyberface

• 1989

• By Eric Howlett

• First commercial HMD

• Very wide angle stereoscopic

optics

A Brief History of VR

Nintendo Virtual Boy

• 1995

• Monochromatic display

• No head-tracking, fixed position

• Commercial failure

• From VR hype to disappointment

A Brief History of VR

https://youtu.be/tdAaU0CRHng?t=1m51s

A Brief History of VR

Oculus Rift

• 2012: Kickstarter campaign

• Much wider FOV

• Low latency tracking

• Aimed at consumer market

• Benefits from developments in

computer hardware

• Acquired by Facebook in 2014

https://www.youtube.com/watch?v=DhcOMOWRMnA

A Brief History of VR

Google Cardboard

• Gift at 2014 Google I/O

• Open source design

• Starting from $2

• Start of mobile VR

• Magnet as input button

A Brief History of VR

State of the Art

• VR Ecosystem emerged

• By 2018 > $5bln. market

• Dozens of headsets

• All sorts of input devices

• Content developers

• 360 / spherical video cameras

• Video stitching software

• Blogs, consultants, business

analysts, etc

http://greenlightvr.com/vr-ecosystem-map

Hardware for the course

Oculus Rift DK1 & DK2 Gear VR Google Cardboard

+ MORE?

Hardware for the course

Razer HydraLeap MotionControllers

+ MORE?

DEMO

VR: Next generation gaming?

• Oculus Rift started as a gaming

device

• Interactive

• Navigate through virtual world

• Non-linear story-telling

VR: Immersive Cinema?

Development of spherical cameras

Enormous increase in content

• Embodied Vision 2015: relation between cinema and VR

• How is editing different in spherical video?

• How to draw focus to certain parts of the scene?

• Where to hide the crew?

• Experiments with cinematic effects in VR: green screens, stop-motion,

split-screens, the dolly zoom and timelapses

• Interactive cinema with gaze detection

VR: Future of Theatre?

VR: Interactive story-telling?

VR: A new medium

• A new medium with different rules and characteristics

• ‘The last medium’ suggested by some

• A reproduction of our perceptual experience of the world

• Other media can be simulated in VR

• A new language will emerge in the following years

• Strongly influenced by existing media

• Different rules for different experiences

Course objectives

• Explore the potential of this new medium for science &

education;

• Obtain skills to create interactive VR content using e.g.

Unity3D and 360˚ film technology;

• Create a VR prototype that has potential value for education,

science communication and/or research.

Course work

Final project (50%)

• Groups of 1-3 people

• Create VR prototype with e.g. Unity3D or Ricoh Theta

• Possibility to present on symposium on 22 January

• Collaboration with teacher or researcher is encouraged

Essay assignment (30%)

• Related to project

• Precise instructions will follow

Course contribution (20%)

• Few small assignments with feedback

• Activity in class and on Slack

Slack

• Channel overview

• Posts and comments

• Dropbox, Google Drive, etc.

• Liking posts

• Direct messaging & Private channels

• Mobile app

Lecture 1: Homework assignment

• Join Slack and the different channels.

• Upload a photo

• Write a short introduction of yourself in #introduceyourself

• Study (and experience) the projects in #inspiration

• Do some research on your own and post if you find

something interesting

HARDWARE USE