VR and AR In Education 010/10/2017.

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Presentation transcript:

VR and AR In Education 010/10/2017

Introduction Allion USA has experience with VR and AR is in both the development and production of custom user input devices, as well as the development of system level hardware and software validation solutions.

A brief history of Virtual Reality/Augmented Reality Since the invention of media people have sought an ultimately immersive experience. 1961 – Philco Head Mounted Display (HMD) Displayed video from remote camera Implemented a magnetic system to track head movements Tracked movements were used to control the position of a remote camera 1962 – Sensorama Stereoscopic display Stereo sound Played pre-recorded video content Provided wind and smells

A brief history of Virtual Reality/Augmented Reality 1968 – The Sword of Damocles Stereoscopic display Displayed computer generated wireframes Users perspective was determined by head position Head tracking was done via a mechanical fixture mounted to the ceiling 1978 – Aspen Movie Map A virtual simulation of Aspen Colorado Presented two scenarios generated form photographs and another digital model of the city

A brief history of Virtual Reality/Augmented Reality 1985 – VPL Research was Founded Founded by the ex Atari VR research team Invented the “EyePhone” an HMD incorporating inertial sensors and Fresnel lenses (featured in The Lawnmower Man) Invented the Data Suite, a full body suite capable of tracking arms, legs and torso Invented the data glove, which was licensed to Mattel and released and the Power Glove 1995 – Nintendo Virtual Boy Stereoscopic 3D graphics First widescreen display Commercial failure

Contemporary Virtua Reality/Augmented Realty In 2012 Oculus launched a kickstarter campaign to fund development of the Oculus Rift VR platform. The Success of that campaign launched a VR and AR arms race. Major Players in the Current VR/AR market: PC Platforms Oculus Rift HTC Vive Starbreeze Star VR Microsoft HoloLens (AR) Mobile Platforms Samsung Gear Google Cardboard / Daydream Mattel View-Master Numerous AR Applications

Virtual Reality vs Augmented Reality The key distinction between VR and AR is that VR is meant to immerse the user in a virtual environment, while AR introduces virtual elements onto the real world. A VR system typically uses a headset in combination with a verity of sensors to track the users movement and relay the appropriate images/feedback creating the sensation of interacting with the virtual world. An AR system will typically utilize clear lenses or a pass-through camera allowing the user to see the world around them in real time while virtual elements are projects on the lenses or rendered on the camera output.

VR and AR Applications in Education VR and AR platforms are ideally suited for a wide verity educational applications. The following is an attempt to cover what is arguably an endless list of potential applications with very broad strokes. Applicable areas include, but are not limited to: Skilled Trade Programs Music / Fine Arts Education History and Geography STEM programs Sports and Athletic Training Medical Training VR and AR applications provide controlled and repeatable scenarios rehearsing muscle memory and situational awareness. VR applications make it possible to explore places otherwise inaccessible. VR applications have the potential to proved access to resources that may be prohibitively expensive or otherwise inaccessible VR and AR applications provide innovative ways to visualize and manipulate data.

VR and AR Applications in Education VR and AR applications provide controlled and repeatable scenarios rehearsing muscle memory and situational awareness.

Allion – A Vital Enterprises company