2. Virtual Reality
• Virtual reality is all about the creation of a virtual
world that users can interact with. This virtual
world should be designed in such a way that
users would find it difficult to tell the difference
from what is real and what is not. Furthermore,
VR is usually achieved by the wearing of a VR
helmet or goggles similar to the Oculus Rift.
• http://www.techtimes.com/articles/5078/20140406/augmented-reality-vs-virtual-reality-
what-are-the-differences-and-similarities.htm
3. The Virtual World Framework:
A Foundation for the
Augmented Conversation
• The Virtual World Framework (VWF) is an HTML-5
based virtual worlds environment and virtual worlds
construction environment. The VWF kernel allows
seamless real-time collaboration and communication
between any users that have a modern web browser
on virtually any device.
• developed by David Smith et. al. Lockheed Martin and Department
of Defense
• David A. Smith (computer scientist) (Lockheed Martin Chief Innovation Officer – project oversight, design, architecture), David Easter (LM Engineer -
Development/Architecture), Richard Boyd (Lockheed Martin Virtual world Labs Chief Architect - governance and ecosystem design), Allison Corey (LM Engineer –
development), Scott R. Haynes (LM Engineer - Development), Michael J. Vacirca (LM Engineer - Development), Steven D. Carr (LM Engineer - Development), Cynthia
L. Moore (contractor, OSD(P&R) TRS – design, future specs, governance), Carlton Rosengrant OSD(P&R) TRS – overall Program Manager, Frank C. DiGiovanni
(Director, OSD(P&R)TRS),[9] Coles/RDECOM (Edge interfacing), Robert Chadwick (ADL – code efficiency and applications), and emerging partners as new functions and
libraries are proposed.
4. VWF: Virtual World Framework
• Collaborative
• Immersive
• Integrated
Demo: Sandbox to build your own environment
• https://virtual.wf/demos.html
• https://virtual.wf/
6. VWF Command Center App
• A virtual representation of a joint op center, a
collaborative training classroom.
• https://virtual.wf/demos.html
• GitHub@virtual-world-framework
7. Virtual Reality
An attendee tries out the Virtuix Oculus Rift setup this month at the Electronic Entertainment
Expo in Los Angeles. CNN June 17, 2014
http://www.cnn.com/2014/06/16/tech/gaming-gadgets/virtual-reality-e3/
10. “The more that virtual world
wraps around you, the more
important it will be for it to move
immediately and exactly to
reflect the motion of your head.
If it doesn’t it leads to something
called “simulator sickless”. And
the culprit is something called
“latency”.”
• Peter Rubin, Senior Editor,
Wired
14. Oculus has found a way to combine stereoscopic
3-D, 360-degree visuals, and a wide field of
view—along with a supersize dose of
engineering and software magic—it hacks your
visual cortex.
Your brain cannot perceive a difference
between experiencing something on the Rift
and experiencing it in the real world.
15. “This is the first time that we’ve
succeeded in stimulating parts of the
human visual system directly, I don’t
get vertigo when I watch a video of the
Grand Canyon on TV, but I do
when I stand on a ledge in VR.”
Abrash, the Valve engineer
16. • “Imagine enjoying a courtside seat at a game,
studying in a classroom of students and
teachers all over the world, or
• consulting with a doctor face-to-face—just by
putting on goggles in your home.” That’s the
true promise of VR: going beyond the idea of
immersion and achieving true presence—the
feeling of actually existing in a virtual space.
• Mark Zuckerberg
17. Facebook buys Oculus VR for
$2 billion
"This is really a new communication platform,"
Zuckerberg wrote. "By feeling truly present, you
can share unbounded spaces and experiences
with the people in your life. Imagine sharing not
just moments with your friends online, but
entire experiences and adventures.”
• http://techradar.com/news/portable-devices/other-devices/facebook-buys-
oculus-vr-for-2-billion-1237102
18. • June 24, 2014: released a first of its kind: a 3D
fully spherical virtual reality video player for
your browser.
• Vi Hart, Emily Eifler, Andrea Hawksley, CDG Labs/SAP
19.
20.
21. Augmented Reality
• blending of virtual reality and real life, as
developers can create images within
applications that blend in with contents in the
real world.
• users are able to interact with virtual contents
in the real world, and are able to distinguish
between the two.
• http://www.techtimes.com/articles/5078/20140406/augmented-reality-vs-virtual-
reality-what-are-the-differences-and-similarities.htm
22. Difference and similarities
• Both VR and AR immerse the user
• With AR, users continue to be in touch with
the real world while interacting with virtual
objects around them.
• With VR, the user is isolated from the real
world while immersed in a world that is
completely fabricated.
• http://www.techtimes.com/articles/5078/20140406/augmented-
reality-vs-virtual-reality-what-are-the-differences-and-similarities.htm
24. Gesture recognition
Enables humans to communicate with the machine
http://www.engadget.com/gallery/microsoft-surface-surface-and-gesture-based-computing-lands/
28. Geotagging and Geolocation
• Geotags are GPS
coordinates that
associates media
content to a
location.
• AR applications draw
on tags created by
companies and by
everyday users.
33. ARIS
(Augmented Reality and Interactive Storytelling)
Open source authoring platform that enables
users to create place-based or narrative gaming
activities designed for teaching and learning.
34. ARIS Education Examples
• Middle school students walk the University of Wisconsin-Madison
campus using mobile phones to view footage of Vietnam war
protests that occurred in the same locations.
• Albuquerque students are using the ARIS engine to practice Spanish
language skills by talking with real people and virtual characters
while visiting a local neighborhood.
• The Smithsonian has expressed interest in building an interactive
narrative to help kids relate to artifacts in the collection.
• DOW DAY
•arisgames.org, www.newlearninginstitute.org/digital-media-
programs/community-based-programs/aris-platform-debuts-placework-studio-
program-rolls-out
35. DOW DAY VIRTUALLY PLACES YOU IN 1967, ON THE CAMPUS OF THE
UNIVERSITY OF WISCONSIN – MADISON, WHEN THE STUDENTS BEGAN A
PROTEST AGAINST THE DOW CHEMICAL CORPORATION FOR MAKING NAPALM
FOR THE WAR. YOU TAKE THE ROLE OF A NEWS REPORTER AND INVESTIGATE
THE DIFFERENT INTERESTS AND PERSPECTIVES OF STUDENTS, POLICE AND
DOW EMPLOYEES.
37. Aurasma AR
Aurasma uses advanced image and pattern
recognition to blend the real-world and GPS
with rich interactive content such as videos and
animations called “Auras”.
38.
39. Layar AR
A mobile browser that allows a digitally
enhanced view of the real world and
interactive print.
40. LAYAR
Uses a combination of the mobile
phone’s camera, compass and GPS
data to identify the user’s location and
field of view, retrieve data based on
those geographical coordinates, and
overlay that data over the
camera view.
43. Virgin Atlantic will permanently implement
Google Glass at London Heathrow airport
following a successful six-week trial.
44. Drchrono AR
• a complete healthcare EHR and EMR platform,
with medical billing, and a patient portal.
• Includes drawing tools, referrals, labs, alerts,
photos, and videos.
45. Drchrono
enables doctors to record and save surgeries
and consultations as videos
Start-up Drchrono has launched its “wearable health record” Google Glass app
47. AR Glasses Future?
If all goes as planned, people may
eventually be able to watch HD movies or
become fully immersed in a video game
entirely through a pair of lightweight
eyeglasses that make it seem like you're
watching a 240-inch TV.
http://www.cnet.com/news/future-vision-wearable-tech-that-requires-fda-approval/
48. Hybrid Reality
• Also called Mixed reality
• Encompasses both augmented reality and
augmented virtuality
• Merges real and virtual world to produce new
environments and visualizations where
physical and digital objects co-exist and
interact in real time.
• http://en.wikipedia.org/wiki/Mixed_reality
50. Reality-virtuality continuum
The area between the two extremes, where
both the real and the virtual are mixed, is the
so-called mixed reality. This consists of both
augmented reality, where the virtual augments
the real, and augmented virtuality, where the
real augments the virtual.
• http://en.wikipedia.org/wiki/Virtuality_Continuum
51. The Hybrid Age
•a new sociotechnical era
unfolding as technologies merge
and humans merge with
technology.
•technology is ubiquitious (trillions
of sensors coating the
environment)
•technology is intelligent(devices
communicating with each other
and us)
•technology is social (encouraging
us to have relationships with it)
52. Hybrid Reality: Thriving in the Emerging
Human-Technology Civilization
Technology no longer just processes our
instruction; it has its own agency, and we
respond to it as much as it responds to us. What
this means for societies and individuals, as well
as communities and nations, is truly
world changing.
How will we respond and adapt?
http://www.amazon.com/dp/B0085BLPW8
53. Augmented & Hybrid Reality
Affordances for learning?
• Immersive
• Gives students an up close look at objects
• Creative platforms
• Makes learning visible
• Increases engagement, motivation
54. Hybrid Reality
Learning Affordances BEYOND AR
• Makes the physical location more relevant to the task
• Bridging of physical and digital spaces
• Fosters collaboration by making them CRUCIAL to the
tasks at hand
• Forces players to look at familiar spaces from an
unfamiliar perspective
• Looks at classroom content from a different viewpoint
using social, experiential and situated learning
• De Souza e Silva, A., Delacruz, G.C., “Hybrid Reality Games Reframed”, Games and Culture, Volume
1, Number 3, 2006. http://gac.sagepub.com/content/1/3/231.abstract
Editor's Notes
Many homes have gesture recognition devices such as WII or Kinect.
QR=Quick Response, 2D tags is Microsofts own tag:More advanced marker based AR involves image recognition with or without a custom marker.The following applications are examples of more advanced marker based AR.