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REAL APPLICATIONS OF VIRTUAL REALITY IN HIGHER EDUCATION
Ben Fineman Internet2
© 2015 Internet2
Chris Collins University of Cincinnatti
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CONTENTS
Real Applications of Virtual Reality In Higher Education
• Introduction • Applications
• Field Trips • Training • Recruiting • Distance Learning • Collaboration • Research
• Implications for Campus IT & Infrastructure
© 2015 Internet2
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Introduction
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vir·tu·al re·al·i·ty ˈvəәrCH(əәw)əәl rēˈaləәdē Noun
technology that replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world.
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1968: Philco Headsight
10/5/15 5
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1968: Philco Headsight
10/5/15 6 1991: CAVE Automatic Virtual Environment
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2013: Oculus Rift
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[ 10 ] Photo Credit: Technology Network
2014: Google Cardboard
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[ 11 ] Photo Credit: Technology Network Photo Credit: Slash Gear
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Field Trips
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The Jackson School Victoria, Australia Photo Credit: Education Week
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Arlington Science Focus School Arlington, VA Photo Credit: The Synapse
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[ 15 ] Photo Credit: Mat’s Classroom
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[ 17 ] Photo Credit: Extreme Tech
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[ 19 ] Photo Credit: Technology Network
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[ 20 ] Photo Credit: Technology Network
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[ 21 ] Photo Credit: Technology Network
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[ 22 ] Photo Credit: Technology Network
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Archaeology Site Training:
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Photo Credit: CalIT2
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Image Credit: CalIT2
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Naval Training Simulation
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“Charlie”: VR Trainer for Landing Signal Officers
Photo Credit: Naval Postgraduate School
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Virtual Surgery Recording
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[ 31 ] Photo Credit: Medium.com
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Recruiting
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Football Recruiting
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Photo Credit: Sports Illustrated
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Historical Recreation
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Architecture Design
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[ 42 ] Photo Credit: Archinect News
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Distance Learning
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Realtime Lecture In VR
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Oculus Rift DK2
Kinect 2
VR Chat Software
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Online Degree Program Offered Over VR
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Distance Learning for Disaster Recovery
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Improving Online Learning
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[ 54 ] Photo Credit: Tom Flach
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Collaboration
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Augmented Reality Rift
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Lifesize 3D Video Avatars
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Injury Prevention & Rehabilitation
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Implications for Campus IT & Infrastructure
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Early-Adopter Students Campus IT and Infrastructure
• Entertainment and Curiosity - early drivers
• Residence Halls – VR rooms, physical safety
• Classroom – Probably limited initial applications, but students may drive faculty curiosity and adoption
© 2015 Internet2
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Early-Adopter Faculty Campus IT and Infrastructure
• Entertainment and Curiosity - early drivers
• Pedagogy – Faculty development funding, training, workshops
• Classrooms & Labs – VR HMD requires PCs with more horsepower (GTX 970/980, 16GB RAM)
© 2015 Internet2
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Network Considerations Campus IT and Infrastructure
Latency • Cell phone latency 450 milliseconds • Need latency between 50 – 100 milliseconds for believable emotion capture in VR
Video • Oculus Rift CV1 – 1080P
• Next generation Rift – 4k
• Youtube 10 minutes of 1080p video: 3774*60*10/8/1024 = 277 MB * 5 for 360 video (est.) = 1.3GB
• NextVR used an 8 Mbps stream, at 6k resolution and 80 frames-per-second.
Motion Tracking (Head + Body + Hands) • The raw amount of data streamed from one Kinect is 22 MB/s
© 2015 Internet2
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Metaverse Working Group [email protected]
Meeting: 7am tomorrow, Room 13 Demos run through Weds
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REAL APPLICATIONS OF VIRTUAL REALITY IN HIGHER EDUCATION
Ben Fineman Internet2
© 2015 Internet2
Chris Collins University of Cincinnatti