What s the reality of using Virtual & Augmented Reality in Research?

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1 What s the reality of using Virtual & Augmented Reality in Research? NFAIS - Beyond the PDF Webinar March 23, 2017 Carl Grant, Associate Dean/CTO Matt Cook, Emerging Technologies Coordinator

2 Agenda Introduction Adoption of VR/AR in pedagogy/research Content Creation Peer Review Publishing Archiving Conclusion

3 What is the the Edge? Located in Bizzell Memorial Library center of campus. Combination of Makerspace/FabLab/Startup Incubator, Classroom, Seminar Room, Laboratory Applied work space. Knowledge Creation. A culture (or mindset) of creating new knowledge using the latest hardware and software. Constant training, workshops, clubs, and events to build a supportive, interdisciplinary culture. Introduction

4 Introduction What is the Innovation Hub? Located in the Research Park 20K sq ft w/high-end equipment (VR, 3D, cutters, wood-working, steel fabrication, etc) Supporting new methods of pedagogy, research, innovation and creativity

5 Introduction Opened the Edge in January 2016 in Bizzell Memorial Library, Main Floor (heart of campus) Opened Innovation Hub in September 2016 in Research Park

6 Introduction What is available at the the Edge? Microcontrollers o Classes taught in use of microcontrollers o Low barrier to entry o Supports reproducible research Informatics 3D Printing

7 Introduction Virtual Reality Featuring the O.V.A.L. Oklahoma Virtual Academic Laboratory

8 Introduction Public facing VR workstations (Oculus Rift, Vive and Google Cardboard) Shared analysis and manipulation of 3D assets across a network of virtual reality headsets 360 degrees of interactive, educational content What is OVAL?

9 Introduction Virtual Reality Benefits Content Manipulation Perspectival changes Fragile, distant, expensive, microscopic, specimens Embodied Interactions No VR gatekeeper natural interface Networked headsets Shared experiences Remote access

10 Introduction Books/Serials are tools for creating & conveying information So are Innovation Labs that utilize new forms of physical expression of new information.

11 Introduction Dr. Madura's team (our NASA collaborator s) hints at the potential long-term value of these systems when describing how, "...3D prints and visualizations reveal important, previously unknown [information]...", and, provide new means for, "conveying complex ideas.." (Madura et al. 2015). Visualized supercomputer data from Our NASA collaborator team.

12 Content Creation Humanities St. Chad Gospels

13 Content Creation Architecture Finally having some time to watch the videos and reflect I am deeply moved. I have been trying to teach my students spatial skills for 10 years now. I have gone from chalk and cardboard refrigerator boxes in the Lloyd Noble parking lot in my first trials to now working with you and using the OVAL platform. The impact on the students this week was immeasurable and the impact on me has been profound. Professor Elizabeth Pober, College of Architecture

14 Content Creation Education / Pedagogy

15 Content Creation Education / Pedagogy The teacher told us: I literally smiled so many times hearing my students squeal with delight, sigh with wonder, and literally say out loud that this is the best day of school they have ever had.

16 Content Creation

17 Content Creation Cancer Research

18 Content Creation Cancer Research

19 Content Creation Your session provided (students) an opportunity to visualize the future development in the technical area, and to evaluate the potential clinical applications of the new display methods. Both your introduction and the lab session are very well-received by students. Your medical image data base is wonderful. Students are happy to be able to touch the lung tumor displayed in virtual 3D Dr. Hong Liu

20 Content Creation Virtual reality systems, like the OVAL platform, can greatly assist designers in explaining their design solutions to others by providing more realistic spatial experiences. Impacts include communication between designers, between students or professionals in the built environment disciplines and also between designers and clients. Use of this technology is also making its way into design firms primarily as an alternative method of communication for clients. Students who are able to utilize and understand the advantages of these virtual reality systems during their academic careers have a competitive advantage for future employment. Elizabeth Pober, Professor of Architecture & Matt Cook, Emerging Tech Coordinator

21 Content Creation VR has been shown to lead to better discovery in domains whose primary dimensions are spatial Donalek et al FOR + Stereo + Parallax = Search, Quantitative estimation, Shape Description, Pattern recognition, Spatial Judgement, etc. In Medicine, Engineering, Architecture, Archaeology, Art + Art History, and more. Ragan, Eric D., Regis Kopper, Philip Schuchardt, and Doug A. Bowman. "Studying the effects of stereo, head tracking, and field of regard on a small-scale spatial judgment task." IEEE Transactions on Visualization and Computer Graphics 19, no. 5 (2013):

22 Content Creation Medical Imaging DICOM analysis Architecture ( Pioneers ) SLIS Spatial thinking Scanning + Web Deployment Chem/Bio-Chem Outputting video Gateway (UCOL) Anthropology Virtual Field Trips Hominid fossil skull comparison Public Schools - outreach FJJMA sculpture visualization Journalism 360 Storytelling Pober, E., & Cook, M. The Design & Development of an Immersive Learning System for Spatial Analysis and Visual Cognition Conference of the Design Communication Association, Bozeman MT, 2016.

23 Content Creation the Edge Metrics (January-December 2016) Research and Pedagogical Consultations: 120 Unique departments/organizations by semester: Spring: 20 Summer: 18 Fall: 42 Outside OU consultations: 36 3D print jobs: 606 Total workshop participants: 292 Total course touchdowns in I-Edge: 25 Number of tours given: 51

24 Peer Review Be thinking about how: AR/VR models will be shared among reviewers? To supply the AR/VR equipment to reviewers? Ensure compatibility between types of equipment that reviewers want to use? Assigning DOI s, ORCID s to AR/VR objects & creators.

25 Peer Review Producing 21 st century research Being written up using 20 th century tools Using a peer review process developed in 17 th century To package in format developed in 17 th century Anyone see a problem here?

26 Peer Review Making use of visible knowledge networks

27 Peer Review Making use of visible knowledge networks with a new tool

28 Publishing College of Law & Architecture Data from [3D scanning] instruments have been accepted as both scientific and demonstrative evidence in U.S. courts. 38

29 Publishing Embedded 3D Content

30 Colladata/XML Scanning vs. modeling vs. abstract data Remote uploading Publishing Metadata

31 Archiving Working towards shared asset repositories Metadata / Access 3D Scanning Can be downloaded here: raftofroadmapdocumentversion1_2_1.docx?dl=0

32 Archiving AR/VR technology is advancing rapidly! Backward compatibility? Ability to use across multiple platforms? (Standards needed!) Scalable?

33 Conclusion AR/VR as part of research is coming at you!

34 Conclusion AR/VR takes hardware Oculus Rift 8 affiliated across three campus locations Two Touch units HTC Vive Architecture; EDGE; ihub (new) OVAL rig 8 public-facing VR workstations Google Cardboard 10+, for classroom or field use Halolens OU VR Association

35 Software Unity3D LeapMotion API Oculus API PUN Custom code Dropbox Interface tools Networking Now on Github! Uploader Syncing models Conclusion VR needs a mix of componentry

36 Conclusion VR needs software OVAL Networked analysis of any 3D asset. Remote uploading Measurement + Annotation IrisVR Gould Hall Google TiltBrush Google Earth Subject Specific Calcflow Ancient Rome The Body VR

37 Conclusion Plan to support several types of VR devices, especially Google Cardboard

38 Our Plans for Future Conclusion Ability to manipulate/interact w/objects and API s Weather research Become part of grant funded research Annotation of objects Distance learning across VR Develop broad/deep VR collections Metadata/Content creation

39 Carl Grant Associate Dean for Knowledge Services & CTO University of Oklahoma Libraries M: E: Twitter: Blog: libraries.ou.edu/edge Matt Cook Emerging Technologies Coordinator University of Oklahoma Libraries Office: (405) E:

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