Virtual Reality in the Classroom - Trent U
Transcript of Virtual Reality in the Classroom - Trent U
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Virtual Reality in the Classroom
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• What we at Trent have done
• What is available for purchase but is still really useful
Two Categories For Today
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• Google Cardboard
• Gear VR (Samsung only)
• Vive/Rift/Microsoft augmented Reality headsets
• Sony PlayStation VR
• HoloLens
Hardware
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• Student Group Projects: HTC Vive, Oculus (Facebook) Rift
• One student (Alexandre Karimov) has a couple of Hololenses and has
done some cool stuff on his own, and as part of hackathons
Our Focus
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• VR anatomy
• Forensic reconstruction
• We’ve seen some work in games (including VR) seeing experiments
for things like training retail for black Friday, firefighters for gas
leaks/attacks etc.
VR for Training
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• Movement
• Interaction
• Controls
Practical Design Problems
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1. Controller/gamepad/keyboard. At high speeds this is really jarring,
weirdly
2. Just walking around. Constrained by cables/space
3. Point -> Teleport. Works well but isn’t smooth motion in the
experience
4. Automatic (where the game just moves you around). Depending on
the thing this can be very nausea inducing
Movement
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Controls And Interaction
• Can’t actually throw controller
• Not the same mass
• Shape/Feel is wrong
• Depth and scale perception in
3D/VR
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• There are now many video games (some which are actually good)
using VR
• All of them struggle with the same issues we faced
Video Games
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• Tripping
• Pulling
• Punching
• Nausea
Safety Issues in VR
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• We set up shop in GCS 105
• Hopefully people had time to give it a go before now, because it looks
like this talk was scheduled towards the end of the day.
• We have both our own student projects (and one of the guys who
helped build one, who’s a Peterborough boy named Sean Baxter) and
a number of commercial products that are worth playing with.
Try For Yourself!