html5-img
1 / 10

VR and AR In Education

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.

Audrey
Télécharger la présentation

VR and AR In Education

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. VR and AR In Education 010/10/2017

  2. 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.

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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.

  8. 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.

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

  10. Allion – A Vital Enterprises company

More Related