January 2016 NTU Libraries presents.  Mashable Explains in this video Mashable Explains in this video.

Slides:



Advertisements
Similar presentations
Term 2, 2011 Week 1. CONTENTS Sending and receiving devices Mobile devices connected to networks – Smart phones – Personal digital assistants – Hand-held.
Advertisements

MOBILE STRATEGY IN PUBLIC RELATIONS How to Be Mobile Ready for Your Campaigns.
Objectives Overview Define an operating system
Objectives Overview Differentiate among laptops, tablets, and servers Describe the purpose and uses of smartphones, digital cameras, portable media players,
Objectives Overview Differentiate among laptops, tablets, and servers Describe the purpose and uses of smartphones, digital cameras, portable media players,
Immersive Solutions Vin Sumner – CEO. Agenda Virtual Reality ( Immersive 3D ) Immersive Platforms (Games) Immersive Applications Demo of Oculus Rift DK2.
Discovering Computers: Chapter 1
Virtual Reality Virtual Reality involves the user entering a 3D world generated by the computer. To be immersed in a 3D VR world requires special hardware.
Digital Literacy.
Rapid Mobile Development Enterprises are having a tough time keeping up with the demand for mobile apps. With these growing demands, businesses are expecting.
VIRTUAL REALITY Elvin Cruz & Joshua Chambers. Overview  What is Virtual Reality?  History  Applications  Future of Virtual Reality  Ethical Analysis.
Welcome to the world of G.V.Ram Mohan Reddy G.V.Ram Mohan Reddy.
Converging Contemporary Technologies Intermediate 2 Computing MMT Topic 6.
Chapter 18 Buying a PC. Getting Started FAQs: − So many options—where do I begin? − Where can I find prices and specifications? − How much computing power.
SD1230 Unit 8 The Mobile Landscape. Course Objectives During this unit, we will cover the following course objectives: – Identify the characteristics.
FIRST SCREEN In 1929, we were introduced to the “First Screen” Still today, Television advertising is a tremendously effective way to market.
People in multimedia Systems. Multimedia Systems Multimedia systems are designed by a team of people who specialise in a particular field, For example:
Introduction to Mobile Computing CSE 390 Fall 2010.
Windows 8 An overview.
Where’s the Reality in Augmented Reality? Mark Billinghurst HIT Lab NZ University of Canterbury.
What does a Computer Do?. What is a Computer? A computer is an electronic device, operating under the control of instructions stored in its own memory,
Unit I: 1.2 Trends in the Game Market
Explain the purpose of an operating system
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
Your Guide to Internet Safety Family Learning Service 2015 Family Learning Service Top Tips for Parents 1.Introduce children to the CEOPS button Clicking.
VIDEO GAMES CONSOLES PAST, PRESENT, AND FUTURE JONATHAN RIVERA ENGL 231 PROF. CYNTHIA GARCIA TURABO UNIVERSIT Y.
 Multi (Latin): Many/Much  Media (Latin): An intervening substance through which something is transmitted on.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
My People Project By Simon Owens Fig 1. My Idea With technology in simulation and virtual gaming consistently being developed, the thought of integrating.
A current or potential development in ICT. The advantages and disadvantages regarding the impact on business or society.
WINDOWS 8. INTRODUCING WINDOWS 8 TECHNOLOGY FEATURES The built-in assistive technologies in Windows 8 work with both Windows 8 applications and with.
1. Where to use Multimedia ? 2  Business  Government  Education  Broadcasting & Entertainment  Research & Development  Health.
Teaching Robots There are two ways to teach a robot how to do something: Type a program of instructions into the controlling computer. Use lead-through.
What are the different types of 2014 Desktop computers Laptop computers Servers Other types of computers.
Tutor: Course ID: C22 Week 2 of 6 Dates 15 hours Absolute Beginners IT.
1 Perception and VR MONT 104S, Fall 2008 Lecture 14 Introduction to Virtual Reality.
Unit 8 AO2. 1. Learn about a recent technological innovation 2. Research and present information including:  What the innovation is  How it works 
Chapter 9 Operating Systems Discovering Computers Technology in a World of Computers, Mobile Devices, and the Internet.
Definition Players & Hardware Use Cases Expert Opinions The Magical Unicorn Paradigm CS 150 – Technology Presentation - Virtual Reality
Oman College of Management and Technology Course – MM Topic 7 Production and Distribution of Multimedia Titles CS/MIS Department.
Learning Aim B.  In this section, you will consider the resources necessary for designing your website.  You will also think about any constraints that.
The types of computers and their functionalities.
1 Get All Answers Get All Answers. Contents History of Android Android Fragmentation The Role of Google Features and Architecture Android Software Development.
Gomer App Launch and IT. Why have we created an App? To enhance existing communication: monthly newsletter, website, Face Book, text service and additional.
Chapter 6 Game systems, Personal Computers, and Hardware.
History of Windows Operating System. Windows 1.0 Debuted in 1985 First version of Windows that was set up to use bitmap displays and mouse pointing devices.
Virtual Reality In The Classroom: Is Virtual Reality Making A Comeback In
Google. Android What is Android ? -Android is Linux Based OS -Designed for use on cell phones, e-readers, tablet PCs. -Android provides easy access to.
Altspace VR A Social VR Platform.
Introduction to Virtual and Augmented Reality
Game Systems, Personal Computers, and Hardware
How To Use Hulu On Samsung Gear VR Device?
Top 10 Strategic Technology Trends for 2013
Introduction Abbreviations: VRTECH
How Do You Know if it’s #OKtoPlay?
TASK Windita Kusumaningtyas 윈디따 꾸수마닝띠아스
Google Cardboard.
Introduction Abbreviations: VRTECH
Virtual Reality and Immersive Journalism
Google Cardboard and VR
Virtual Reality and Immersive Journalism
VR and AR In Education 010/10/2017.
Introduction to Mobile Devices
Top 10 Strategic Technology Trends for 2013
Smart Television.
Development of a new VR app HGV Blind Spots Awareness
Customer needs.
VR Introduction By Chris Chen Immersive interactive imaginative
Presentation transcript:

January 2016 NTU Libraries presents

 Mashable Explains in this video Mashable Explains in this video

 Interest was high during the 80s and early 90s, when the consumer PC took off. However, the computer hardware and software technologies then were not good enough. VR still continued but remained niche and high-end ($$$), such as training simulators for soldiers, pilots, doctors.during the 80s and early 90s  Since 2012, all the stars aligned…  Computer processing power, Memory and hard-disk space, High-end graphics, 3D technologies, Software developments, Materials technology, e.g. OLED display screens, Understanding of how human brains and senses work, etc.

Said to have the world’s largest personal collection (over 50) of VR devices. 2014: Facebook bought Oculus for $2 billion. Born in year old Developed his own prototype that was spotted by John Carmack 2012: Aimed to raise $250k from Kickstarter. Received $2.4 million Opted out of college

 On 6 January, Oculus announced the taking of pre- orders for the consumer version of the Rift (CV1).  It is available at USD$599 and ships to selected countries (Singapore is not one of them yet). The first shipments will start from late March.  Along with the sale of Oculus Rift, we can expect more and more VR content to be made available in the next few years.  Most content available in the market now are beta (trial) versions.

 For VR experiences delivered from a PC (PC VR), you need a high-end VR headset (Oculus Rift, Sony’s Project Morpheus, or HTC’s Vive), a compatible or VR-ready PC, and headphones (optional, but recommended for a more immersive experience). You will need to download (purchase may or may not be required) the VR software application to run from the computer.  For VR experiences delivered from a mobile phone (Mobile VR), you need a mobile VR headset and earphones. You will need to download (purchase may or may not be required) the VR software apps to run from your mobile phone.  Note that different mobile apps will have different (mobile phone) system requirements to run smoothly (if at all). In general, apps will run better on mobile phones with better processors, memory and graphics capabilities. Many VR apps are still at its beta (trial) stages.

 Takes over your vision  Quality/price range from high-end (PC VR) to low- end (mobile VR):  Oculus Rift / Sony Morpheus / HTC Vive: ~USD350 ▪ Used with a PC (not laptop)  Samsung Gear VR: SGD299 ▪ [Review from The Straits Times]Review from The Straits Times  Google Cardboard: Range from USD3 to USD20+ Google Cardboard

Sony’s VR headset: See The Straits Times (left, right) on 23 Sep 2015leftright

 Try it at Samsung Experience stores  Works with selected Samsung phones  Pros: Very comfortable  Cons: A little expensive, and you need to have the designated phone  Content from Milk – their proprietary VR app store Other manufacturers in the US are also coming up with alternatives for Samsung Gear VR, but their price point is still rather high.

 Developed and made in China  Suitable for 4.7” to 6” smartphone  Unit Price: ~USD43.85  Pros: More affordable, comfortable, suitable for various devices From website: 99RMB about USD$16website

 A 20% project by David Coz from the Google Cultural Institute in Paris.  See also: Google Expeditions See also: Google Expeditions  Manufacturing specs publicly available  You can actually DIY, but the usual problem is finding good lenses.  Can be easily purchased online. There are many variants of Google Cardboard.

 The majority of VR content to be launched this year looks to be games. From these, we are likely get a better understanding of the potential of VR technologies beyond entertainment, in areas such as education, training and marketing.  Here are some companies (non-games) that we know are producing or compiling VR content.     Some news organisations have also taken to mobile VR. Notable ones include:  New York Times VR: See thisSee this  VRSE: See thisSee this

 At the minimum, 360-degree video capture (e.g. GoPro Odyssey) or animation is required. Special editing software (e.g. VideoStitch or Jump Assembler) is required to stitch the images together such that it will display in response to the viewer’s movements and positions. For VR environments such as games that allows additional interactivity using input controllers (e.g. a game controller), special computer programming (e.g. Unity) is required.GoPro OdysseyVideoStitchJump AssemblerUnity

 Consumer VR is exciting new ground, so we need to tread carefully. Here are some advice from Oculus.com  VR is not for children under the age of 13. Adults should monitor children above the age of 13.  Like with video games or television, some people (1 in 4000) may experience severe dizziness, seizures, or blackouts triggered by light flashes or patterns.

 Take note of your environment before you experience VR.  As you may be so immersed in the content, check your surroundings for physical hazards or anything that may compromise your personal safety.  You are advised to remain seated when experiencing VR, and do not use the VR headset while in a moving vehicle such as a car, bus, or train.

 You are advised to “ease into the use of the headset to allow your body to adjust; use for only a few minutes at a time at first, and only increase the amount of time using the headset gradually as you grow accustomed to virtual reality.”  You are advised to “take at least a 10 to 15 minute break every 30 minutes, even if you don’t think you need it.”

 Stop when you experience any symptom similar to motion sickness. Some symptoms can become more apparent hours after use. Do not drive or operate machinery until you have fully recovered from any symptoms.  Pregnant women, elderly, or anyone diagnosed with visual problems should seek medical advice prior to using VR. When in doubt, always consult a doctor first.  See also: Oculus’ webpage on Health and Safety WarningsHealth and Safety Warnings

 virtual-reality-drawing-glen-keane-disney virtual-reality-drawing-glen-keane-disney Video 

 Video  Video 

1. A Brief History of Oculus A Brief History of Oculus 2. The Inside Story of Oculus Rift and How Virtual Reality Became Reality The Inside Story of Oculus Rift and How Virtual Reality Became Reality 3. The Inside Story of Google’ Bizarre Plunge Into VR The Inside Story of Google’ Bizarre Plunge Into VR 4. What is Virtual Reality, and what role will Android play? What is Virtual Reality, and what role will Android play? 5. The Rise and Fall and Rise of Virtual Reality The Rise and Fall and Rise of Virtual Reality mind-blowing Oculus Rift experiments that reveal VR's practical potential 10 mind-blowing Oculus Rift experiments that reveal VR's practical potential 7. Microsoft Hololens Microsoft Hololens 8. Cubitt, Sean. (2011). Virtual Reality. In Donsbach, W. (Ed.). International encyclopedia of communication online. Malden, MA : Wiley/Blackwell.Virtual Reality 9. Stein, J. (2015). Inside the Box. (Cover story). Time, 186(6), Inside the Box 10. (2015). Virtual Reality Adoption in Enterprise and Industrial Markets Will Be Driven by Training, Simulation, Virtual Prototyping, and 3D Modeling Applications, According to Tractica. Marketing Weekly News.Virtual Reality Adoption in Enterprise and Industrial Markets Will Be Driven by Training, Simulation, Virtual Prototyping, and 3D Modeling Applications, According to Tractica

1. Road to VR Road to VR 2. Virtual Reality Reporter Virtual Reality Reporter

 Libraries have been curating content and providing access in various forms, physical and electronic. We see consumer VR as an emerging content form.  There may be VR content that the Library would want to collect and provide access to for our users. In particular, we are interested to see how VR will be used for educational, training, or research, and the costs involved to acquire or access such content.  With the launch of affordable VR headsets like the Oculus Rift and mobile VR headsets like the Google Cardboard, the Library is also keen to understand VR as a communication and information medium, and how this medium could affect the usage of other mediums.  We are still in the process of learning more about VR technologies.