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January 2016 NTU Libraries presents
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Mashable Explains in this video Mashable Explains in this video
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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.
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Said to have the world’s largest personal collection (over 50) of VR devices. 2014: Facebook bought Oculus for $2 billion. Born in 1992. 23-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
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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.
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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.
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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
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Sony’s VR headset: See The Straits Times (left, right) on 23 Sep 2015leftright
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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.
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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
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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.
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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. http://www.jauntvr.com/http://www.jauntvr.com/ https://www.youvisit.com/virtual-reality https://www.youvisit.com/virtual-reality https://startwithv.com/ https://startwithv.com/ Some news organisations have also taken to mobile VR. Notable ones include: New York Times VR: See thisSee this VRSE: See thisSee this
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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 https://ozo.nokia.com/JUMP: http://gopro.com/spherical
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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.
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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.
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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.”
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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
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https://youtu.be/TC_9suXEswY
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http://www.theverge.com/2015/9/11/9309727/ virtual-reality-drawing-glen-keane-disney http://www.theverge.com/2015/9/11/9309727/ virtual-reality-drawing-glen-keane-disney Video https://vimeo.com/138790270#t=157s
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https://youtu.be/--WyN7wJ5bI
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https://youtu.be/HJ4AtzQaGiw
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https://youtu.be/WiHlVPj6i-o
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Video https://vimeo.com/122948501 Video https://vimeo.com/122948501
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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 6. 10 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), 40-49.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
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1. Road to VR Road to VR 2. Virtual Reality Reporter Virtual Reality Reporter
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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.
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