PowerPoint Presentation• What is MAV - mixed, augmented and virtual
reality.
• Brief history of virtual and augmented reality. • Benefits of
mixed reality in education. • Some examples of where MAV is being
used in
CQUniversity. • Future directions for MAV in CQUniversity. • Some
easy ways to implement MAV in the
classroom. • Hands on with some virtual and augmented
reality.
MAV - mixed, augmented and virtual reality
• Augmented Reality - direct or indirect view of a physical,
real-world environment whose elements are augmented (or
supplemented) by computer-generated sensory input such as sound,
video, graphics or GPS data.
• Virtual Reality - immersive multimedia or computer- simulated
reality, replicates an environment that simulates a physical
presence in places in the real world or an imagined world, allowing
the user to interact in that world.
• Mixed Reality - is the merging of real and virtual worlds to
produce new environments and visualizations where physical and
digital objects co-exist and interact in real time.
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• 360 Video – immersive video recordings of a real-world scene,
where the view in every direction is recorded at the same
time.
• During playback the viewer has control of the viewing direction
and can also be used with virtual reality devices; e.g. Google
Cardboard.
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• Although considered an “emerging technology” the use of virtual
and augmented reality can be traced back as far as 1838.
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• 1838 – Stereoscopic photos & viewers • In 1838 Charles
Wheatstone’s research demonstrated that the brain processes
the
different two-dimensional images from each eye into a single object
of three dimensions. Viewing two side by side stereoscopic images
or photos through a stereoscope gave the user a sense of depth and
immersion.
• The later development of the popular View-Master stereoscope
(patented 1939), was used for “virtual tourism”.
• 1838 : The stereoscope (Charles Wheatstone) • 1849 : The
lenticular stereoscope (David Brewster) • 1939 : The View-Master
(William Gruber)
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1838 : The stereoscope (Charles Wheatstone)
• The design principles of the Stereoscope is used today for the
popular Google Cardboard and low budget VR head mounted displays
for mobile phones.
1939 : The View-Master (William Gruber)1849 : The lenticular
stereoscope (David Brewster)
Early stereoscopic photo
1950s – Morton Heilig’s Sensorama • In the mid 1950s
cinematographer Morton Heilig developed the Sensorama
(patented
1962) which was an arcade-style theatre cabinet that would
stimulate all the senses, not just sight and sound. It featured
stereo speakers, a stereoscopic 3D display, fans, smell generators
and a vibrating chair.
• The Sensorama was intended to fully immerse the individual in the
film. He also created six short films for his invention all of
which he shot, produced and edited himself.
• The Sensorama films were titled, Motorcycle, Belly Dancer, Dune
Buggy, helicopter, A date with Sabina and I’m a coca cola
bottle!
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1950s – Morton Heilig’s Sensorama
1960 – The first VR Head Mounted Display • Morton Heilig’s next
invention was the Telesphere
Mask (patented 1960) and was the first example of a head-mounted
display (HMD), albeit for the non-interactive film medium without
any motion tracking. The headset provided stereoscopic 3D and wide
vision with stereo sound.
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1961 Headsight – First motion tracking HMD • In 1961, the Headsight
was developed the first precursor to the
HMD as we know it today – the Headsight. It incorporated a video
screen for each eye and a magnetic motion tracking system, which
was linked to a closed circuit camera.
• The Headsight was not actually developed for virtual reality
applications (the term didn’t exist then), but to allow for
immersive remote viewing of dangerous situations by the military.
Head movements would move a remote camera, allowing the user to
naturally look around the environment.
• Headsight was the first step in the evolution of the VR head
mounted display but it lacked the integration of computer and image
generation.
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1965 – The Ultimate display by Ivan Sutherland Ivan Sutherland
described the “Ultimate Display” concept that could simulate
reality to the point where one could not tell the difference from
actual reality. His concept included:
• A virtual world viewed through a HMD and appeared realistic
through augmented 3D sound and tactile feedback.
• Computer hardware to create the virtual word and maintain it in
real time. • The ability for users to interact with objects in the
virtual world in a realistic way
“The ultimate display would, of course, be a room within which the
computer can control the existence of matter. A chair displayed in
such a room would be good enough to sit in. Handcuffs displayed in
such a room would be confining, and a bullet displayed in such a
room would be fatal. With appropriate programming such a display
could literally be the Wonderland into which Alice walked.” – Ivan
Sutherland
This paper would become a core blueprint for the concepts that
encompass virtual reality today.
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1968 – Sword of Damocles • In 1968 Ivan Sutherland and his student
Bob
Sproull created the first VR / AR head mounted display (Sword of
Damocles) that was connected to a computer and not a camera.
• It was a large and scary looking contraption that was too heavy
for any user to comfortably wear and was suspended from the ceiling
(hence its name).
• The user would also need to be strapped into the device. The
computer generated graphics were very primitive wireframe rooms and
objects.
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1987 – Virtual reality the name was born
• Even after all of this development in virtual reality, there
still wasn’t an all- encompassing term to describe the field. This
all changed in 1987 when Jaron Lanier, founder of the visual
programming lab (VPL), coined (or according to some, popularised)
the term “virtual reality”. The research area now had a name.
• Through his company VPL Research, Jaron developed a range of
virtual reality gear including the Dataglove (along with Tom
Zimmerman) and the EyePhone head mounted display.
• They were the first company to sell Virtual Reality goggles
(EyePhone 1 $9400; EyePhone HRX $49,000) and gloves ($9000). A
major development in the area of virtual reality haptics.
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• 1995 – VFX1 Headgear • 2011 – iPhone Virtual Reality Viewer •
2013 – Tactical Haptics VR Motion Controller • 2014 – Google
Cardboard • 2015 – Samsung Gear VR • 2016 – Oculus Rift • 2016 –
HTC Vive • 2016 – Sony Play Station VR
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• Virtual and augmented reality are often associated with
gaming.
• VR, AR and MVR offer many opportunities in education.
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Both virtual and augmented reality can support traditional
educational methods through: • Offering an active rather than
passive experience. • Delivering an immersive experience without
distractions. • Increasing students' engagement through engaging
interactive material. • Providing a hands-on approach that aids
with retention. • Helping students to understand complex subjects
and theories. • Giving students the opportunity to experience
situations that are “rare
events” that they may not otherwise experience.
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Both virtual and augmented reality can support traditional
educational methods through: • Letting students experience
hazardous environments in a safe way. • Reducing apprehension and
embarrassment, which otherwise impede
experimentation in activities like role-playing. • Providing a
level of visualizations that are not possible in the
traditional
classroom. • Creating a uniform and equal learning experience
between distance and
campus based students.
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Augmented Reality in Human Anatomy Atlas 2018 Edition for Apple's
iOS 11 creates a transformative learning experience that enables
students to visualise gross anatomy and microanatomy as they would
in a lab room with cadavers or specimens.
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Plane Finder AR
Sky Guide AR
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• The Blippar app lets users look at real-world objects enhanced
with text and digital graphics through their smartphone camera,
making real-world images into digital experiences
• Microsoft HoloLens is a pair of mixed reality smart glasses
developed and manufactured by Microsoft that create immersive
simulations anywhere.
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• The free Cardboard Camera app lets you use a smartphone to make
360 images that can be used in a virtual reality viewer like Google
Cardboard.
• An entry level VR experience that delivers amazing results.
• All that is required: • An iOS or Android smart phone. • Free
“FullDive” app from the app store. • Hand controllers that can be
printed • $5 Google Cardboard device
• The “FullDive” app, turns the phone into a VR device with access
to a wide range of VR content.
• CQUniversity has put together a MAV team. • Creating a
coordinated approach across the University. • Scalable AR and VR
content from distance students to VR labs. • About to commence a
Community of Practice. • Main priority of MAV in CQUniversity is
where it can add to education through
engaging content.
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• CQUniversity students have used 3D printed tools and an augmented
reality smartphone app to learn complex paramedic skills.
• This enables distance students to practice these skills before
attending residential schools.
• App helps students develop correct technique through visual and
auditory feedback as the procedure is completed.
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• Science Lab Induction • Mass Casualty Scenario • Crime Scene
Simulation • CQUniversity Beauty Salon Induction • Tour of
Capricornia College • 360 Video inside an Ambulance
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Darryl Clare OAM