Showing posts with label vr. Show all posts
Showing posts with label vr. Show all posts

Friday, October 4, 2019

Check out our VR Experience Library

Educational Technology has compiled and published our VR Experience Library, which provides an overview of the various apps, adventures, and games available on our Oculus Rift and Rift S systems. Highlights of our library include:

If you have recommendations on what else we might add to our library or would like to schedule a VR demo, feel free to reach out to us at edtech@lclark.edu.

Tuesday, May 7, 2019

Virtual Desktop on Oculus Rift: A Review

Context

VR technology has been available for several years at this point. From lightweight smartphone-based solutions like Google's Cardboard to desktop-integrated solutions like HTC's Vice or the Oculus Rift, there are many points of entry for perusing VR content. Much of the content has focused on games, media, or digital art. While those uses are entertaining, they are often not inherently productive.


Image from https://techgage.com
Virtual Desktop is an application available through Steam and the Oculus store. It brings your desktop to a virtual environment, where it is rendered as a stand-alone screen of nearly any size. One of the common complaints about VR, is that there is not enough content. Virtual Desktop addresses that issue by allowing you to run any application you can otherwise run on your computer, in VR.

But, why?

Virtual Desktop is interesting because it allows you to selectively focus and magnify your activities. With virtual screens larger than your field of vision, you have the opportunity to fill your view with single focused intent. The Oculus Rift headset has built-in headphones which, when paired with audio input, allow you to further separate yourself from your physical space and immerse yourself in your chosen digital space. With multiple virtual monitors, you can relegate different tasks to different spaces that become available with the turn of a head.

So, you're too good for switching Spaces/Desktops now?

In reviewing the functionality of Virtual Desktop, the comparison to multiple workspaces was inevitable. On MacOS, Linux, and Windows, users have to ability to create separate workspaces (called Spaces, or Desktops, or Workspaces) for whatever workflow advantages might be had from such a delineation. The primary advantage of Virtual Desktop is that switching between desktops is as smooth as turning your head. Even with a trackpad or mouse configured to switch between Spaces with a gesture, the hard break between screens can be jarring. Something about shifting focus naturally through looking elsewhere reduces that disruption and makes fast-switching better.

Caveat Emptor

If you are motivated to explore virtual possibilities, there are a few things to bear in mind. Firstly, while VR technology has come a long way, it is still an imperfect tech. Currently, text rendering on the Oculus Rift is crude at best. On a white background, text tends to display a yellow shadow or echo. On a related note, VR headsets operate with the expectation that you will move your head to look around. This means that looking with your periphery generally yields low-quality visuals. Text input also suffers in VR. While Virtual Desktop includes an interface to allow input from controllers, it is time-consuming to enter large blocks of text. Even for users adept at touch typing, having a headset on makes it difficult to verify that your hands are properly aligned with your keyboard. Putting a headset on in a work environment can present other unexpected non-technical issues. A user will find themselves generally less aware of the physical world around them and, more importantly at times, the other people in it. Bystanders often find themselves having to resist the urge to take advantage of a VR user's lack of awareness. And finally, the more immersed you are in virtual space, the more jarring it is to finally decouple and enter the physical world.

The Future is Now

If you're someone who is consistently looking for ways to enhance your focus, give Virtual Desktop a try. New hardware is being developed constantly to address the issues identified above. Also, there is nothing quite like writing a blog post on a ten foot screen.

Monday, April 22, 2019

A Virtual Courtroom





In March,  EdTech hosted a two day VR showcase at our Law School.  As students walked by, we encouraged them to try out a VR experience on the Oculus Rift.  As usual "Richie's Plank Experience" was a big hit and great conversation starter.  And conversation is really what we're after as we explore the meaningful, educational aspects of virtual reality.

One conversation revolved around how we could leverage VR in a courtroom setting to help law students practice speaking to a judge and the court.  The idea here is that virtually practicing speaking could help a student be more polished when they have to speak in a real-life courtroom with real-life judges.

As fate would have it, the law student who presented this idea was able to secure time in a courtroom downtown.  Julio and I packed up our InstaPro 360 VR camera and spatial audio mics and headed to the Multnomah County Courthouse.  We were led to a courtroom where we set up our equipment,  had to opportunity to don Judge's robes, sit at the bench and silently impersonate a Judge for 15 minutes.  This was ok-ed by the real Judge, so I believe Julio and I are not in any legal trouble!

Afterwards,  I processed and edited the VR video and posted it to YouTube where, if you have a set of VR goggles, you can virtually be in the courtroom to experience what it's like to have judges and a bailiff stare at you for ten minutes while you practice speaking to them.

The video is fairly simple in it's current form.  The next step would be adding layers of interactivity to the video, like fielding questions from the judges or having virtual notes to guide as you speak.

If you, of the LC community, have an idea of how VR could enhance or complement your work, EdTech is all ears.  Grab some VR goggles and check out the video below:


https://youtu.be/QdyR7LrYCjI

Thursday, April 18, 2019

Lenovo Mirage Solo with Daydream Standalone Review


Lenovo Mirage Solo with DaydreamLooking for a VR experience using the Google Daydream platform that doesn't require a Pixel phone? The Lenovo Mirage Solo delivers a standalone VR experience similar to that of the Oculus Go. Unique to the platform is WorldSense, a location tracking tech that can add an additional layer of interactivity into VR Experiences.
Interested in giving one a try or have a VR project in mind that uses the Daydream platform? Contact a member of the Educational Technology team or email us at edtech@lclark.edu

Tuesday, September 12, 2017

Resource Lab Refresh

This summer we've refreshed Resource Lab equipment and software.  The updates include new 27" iMacs with retina screens that can handle 4k video editing, virtual reality development, and 3D modeling.   Software upgrades include the addition of the full Adobe Creative Suite on each machine. That means all of the computers have the most recent versions of Photoshop, Premiere, Illustrator, Lightroom--there are really too many to list, so check it out here.

Another excellent upgrade is the addition of a Lulzbot Taz 6 3D printer.  This printer will allow us to print a wider range of materials like magnetic plastic, circuit printing media, and industrial strength plastics.
Ain't she a beauty


LC community members are encouraged to try out the printer. Where to start? There are loads of free models available from sites like Thingiverse that you may download and print.  If you're worried about costs, don't be!  3D printing is deducted from your LC print balance.  The process to get your print is easier than you might think. Either visit the Resource Lab with a file in hand, or send a file with a print request to itservice@lclark.edu.  We'll help you prep and print the file, or let you know if it's just not something our printer can handle.

So that's what's new in the Rlab.  Don't forget we still have fabulous color printers available to create your academic posters and photo projects.  Give us a call at 503-768-7225 for more information.

Friday, November 11, 2016

Will Google Make Us Daydream Believers?

If you are wanting to dive into Virtual Reality, there are currently a multitude of options to choose from. High end headsets currently on the market include the HTC Vive (currently available for demo from EdTech!), Oculus Rift, and recently the Sony PlayStation VR. However, if you're looking for something a step above Google Cardboard, but aren't prepared to drop $399 and up (not counting the cost of supporting computer/console hardware), there is a new option: Google's Daydream, released yesterday.


With a price tag of only $79, Daydream boasts a high quality, yet simple VR experience. At the time of release, it is unfortunately only compatible with Google's also newly released Pixel phone, however broader Android compatibility is expected to come soon. Paired with a controller, the headset is comparable to Samsung's Gear VR, but due to its partially fabric construction, it is nearly 100 grams lighter and based on early reviews, much more comfortable to wear. 

Aesthetics and comfort aside, what sets the Daydream apart? The answer lies not within the headset itself, but its accompanying accessory. The Daydream's motion-tracked controller is a small and sleek device comparable to a presentation remote. Its intuitive use and lack of wires make it accessible when compared to the Gear's offerings.

As far as app offerings go, so far they are relatively slim. For those still under the spell of Pottermania, the Fantastic Beasts and Where To Find Them VR App is a safe bet. Also included at launch are a number of games, museum tours, and VR experiences produced by news sources such as The Wall Street Journal, CNN, and USA Today. 



        

Tuesday, June 7, 2016

The Philosophy of Virtual Reality




The virtual reality (VR) industry is currently in its infancy, but in just a few decades it’s possible that virtual environments will be nearly indistinguishable from reality. Along with transforming everyday life, a VR revolution could fundamentally change how we understand and define what is real. In this video, the renowned Australian philosopher and cognitive scientist David Chalmers considers how VR is reframing and shedding new light on some of philosophy’s most enduring questions about cognition, epistemology and the nature of reality.

Click to watch

Wednesday, April 8, 2015

Virtual reality is here...and it's made of cardboard.

Last June at the Google I/O software developer conference, Google unveiled Google Cardboard, a DIY virtual reality headset aimed at giving the public an idea of the potential possibilities awaiting users in virtual reality. Compatible with Android phones and the iPhone 6, a user inserts their mobile device running a Google Cardboard app, turning their phone into a virtual reality device for less $25. Rather than sell the design, Google has made the specs freely available, allowing those wishing to try Google Cardboard to either purchase parts and build one themselves, or order versions made from cardboard or EVA foam.

We recently purchased four devices made from EVA foam for evaluation on our end. Our first impressions:
  • The device responds remarkably well to head movement., which is a large part of the immersive experience
  • If you're looking to enjoy the full experience privately, it can be tricky to attach headphones and still fit the phone inside the headset
  • Since the interface is limited to a single button on the side of the headset, interaction is often passive, and limited to head movement and single clicks.
  • There's roughly a 50/50 chance the device may give you motion sickness
Let us know if you're interested in giving one a try!

Further Reading: