VR/AR Development for Student Learning at

Similar documents
2015 Technology Fee Full Proposal. Title: Virtual Reality for Good (UFVRfG)

Getting Real with the Library. Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida

Is This Real Life? Augmented & Virtual Reality in Your Library

Immersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019

Campus Space Planning for VR/AR

About Us and Our Expertise :

Introduction.

Step. A Big Step Forward for Virtual Reality

Future Rehabilitative and Assistive Technology

Augmented & Virtual Reality. Grand Computers Club May 18, 2016

VR/AR Concepts in Architecture And Available Tools

interactive laboratory

your LEARNING EXPERIENCE

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

SUNY Immersive Augmented Reality Classroom. IITG Grant Dr. Ibrahim Yucel Dr. Michael J. Reale

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst

LEVERAGING VIRTUAL REALITY Visualizing Risk & Opportunity Mike Prefling & Greg Martin Autodesk Join the conversation #AU2016

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

WebVR: Building for the Immersive Web. Tony Parisi Head of VR/AR, Unity Technologies

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

Title: Self-service, Express Digital Scanning: KIC Bookeye High Speed Scanners

A Guide to Virtual Reality for Social Good in the Classroom

Executive Summary Copyright ARtillry 2017

Visual & Virtual Configure-Price-Quote (CPQ) Report. June 2017, Version Novus CPQ Consulting, Inc. All Rights Reserved

INTRODUCING THE VIRTUAL REALITY FLIGHT SIMULATOR FOR SURGEONS

VIRTUAL REALITY LAB Research group Softwarevisualisation in 3D and VR

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

New Trends in. Digital Reality. The Democratization of. Presenter: Trevor Leeson

VR/AR Innovation Report August 2016

immersive visualization workflow

INTEGRATING IMMERSIVE TECHNOLOGIES IN HEALTHCARE CONSTRUTION. A Case Study of Virtual Reality

LEARNING TECHNOLOGIES THE. Immersive. Reality. Revolution

Realizing Augmented Reality

HARDWARE SETUP GUIDE. 1 P age

Exploring Cost Effective AR & VR Options for your Library. Sandy Avila, MLIS, MA Interim Science Librarian University of Central Florida Libraries

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

Home Building Industry Innovations BIM and VR

The Reality in Virtual Reality: A Conversation with Practitioners at MIT Enterprise Forum of NYC

Exploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird

TOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry

lity a Re tual Vir ot g in ttin

Restricted Siemens AG 2017 Realize innovation.

When Virtual Reality Meets the Classroom:

MIXED REALITY BENEFITS IN BUSINESS

HARDWARE SETUP GUIDE. 1 P age

II. PROJECT INFORMATION

Exploring Geoscience with AR/VR Technologies

Introduction To Immersive Virtual Environments (aka Virtual Reality) Scott Kuhl Michigan Tech

Executive Summary. Questions and requests for deeper analysis can be submitted at

Large Format Scanning in the Libraries

Creating original VR content from creation up to distribution. Grégoire PARAIN NOVELAB

Is VR the auto industry s sleeping giant?

YULIO VR FOR BUSINESS. Industry and Implementation Overview

Learning technology trends and implications

Blurred Lines between virtual reality games, research, and education

State Of The Union.. Past, Present, And Future Of Wearable Glasses. Salvatore Vilardi V.P. of Product Development Immy Inc.

Wintel Recreating the PC Revolution in VR?!!

Augmented and Virtual Reality

PRESS KIT 2018 VENTURE BUILDER & ENTREPRENEURS ACADEMY OF IMMERSIVE TECHNOLOGIES DOCUMENT NAME 1

Choosing virtual and augmented reality hardware for virtual rehabilitation: process and considerations

BIM & Emerging Technologies. Disrupting Design process & Construction

Virtual Reality for Real Estate a case study

Interim Results For the six months ended 30 June September 2018

ReVRSR: Remote Virtual Reality for Service Robots

YOUR PRODUCT IN AR & VR

Yale University Art Students Explore Painting in 3D with VR and Tilt Brush

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

Making Virtual Reality a Reality in STEM Education. Mrs Rhian Kerton and Dr Marc Holmes

Enhancing Shipboard Maintenance with Augmented Reality

Head Tracking for Google Cardboard by Simond Lee

Introduction and Agenda

Virtual Reality Development ADD ANOTHER DIMENSION TO YOUR BUSINESS

Carol McAuliffe Head, Map & Imagery Library

Best Practices for Virtual Reality in Higher Education

How Contractors and Technology Solutions Providers are Partnering to Bring Advanced Technology

Knowledge Exchange Strategy ( )

PKG Token (PKG) Whitepaper V2.4

Virtual Reality in Neuro- Rehabilitation and Beyond

Prepare Checkout and download some of the apps in preparation for our session today. AR Runner MetaVerse CoSpaces

Guidelines for the Professional Evaluation of Digital Scholarship by Historians

Virtual SATURN : Saturn launches Europe s first virtual reality shopping world for consumer electronics

Virtual Reality as Innovative Approach to the Interior Designing

LTPL 5 Year Technology Plan FIVE-YEAR TECHNOLOGY PLAN FOR LYON TOWNSHIP PUBLIC LIBRARY

LANEY COLLEGE COURSE OUTLINE

Assignment 5: Virtual Reality Design

Proposer: Peggy Carr, Associate Dean (PO Box , 331 Architecture, Voice: x308, Fax: )

2016 China s VR Marketing Trends Report. www. i r e s e arc h.com.cn

COLOR MANAGEMENT FOR CINEMATIC IMMERSIVE EXPERIENCES

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21

Virtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015

Team 4. Kari Cieslak, Jakob Wulf-Eck, Austin Irvine, Alex Crane, Dylan Vondracek. Project SoundAround

Augmented/Mixed Reality for Manufacturing Applications George N. Bullen, FSME, CPIM Technical Fellow, Northrop Grumman Corporation

Virtual Reality Based Scalable Framework for Travel Planning and Training

Virtual Reality for Foodservice Design

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series

OASIS. The new generation of BCI

Quality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies

Irvin L. Young Memorial Library Expansion Project. Frequently Asked Questions

Transcription:

VR/AR Development for Student Learning at MADE@UF Proposer: Samuel R. Putnam, Assistant University Librarian, Marston Science Library, srputnam@ufl.edu; Sara R. Gonzalez, Ph.D., Assistant University Professor, Marston Science Library, saragonz@ufl.edu; Matthew Pendleton, Senior Director, Department of Information Technology, UF Division of Student Affairs, MattP@ufsa.ufl.edu; Sriram Kalyanaraman, Professor of Journalism, College of Journalism and Communications, sri@jou.ufl.edu Sponsoring Organization: Marston Science Library, George A. Smathers Libraries Purpose and Specific Objectives: To enable and enhance virtual and augmented reality (VR/AR) development for the University of Florida community. Marston Science Library (MSL) and Infinity Hall's Made@UF development environments have become hubs for virtual and augmented reality development at UF. Within Made@UF, students can develop VR/AR on VR-capable computers using technology such as Oculus Rift, HTC Vive, Microsoft Hololens, Samsung Gear VR, Google Daydream, and OSVR. As technology advances and VR/AR become more ubiquitous, Made@UF seeks to forge ahead and provide the tools, opportunities, and training for UF to become notable in VR/AR development. This team seeks to leverage these assets already in place at MSL and Infinity Hall to achieve this goal. With the funds from this technology fee proposal, the project team will: Increase access to new technology in MADE@UF in order to enable development that incorporates gesture control, brain-computer interface (BCI), and wireless VR by fall 2018; and, Expand student use of VR/AR technology beyond the libraries by circulating VR backpacks, VR gaming systems, and AR headsets by fall 2018. Impact/Benefit: MSL is the most visited library on campus, with over 600,000 patrons during the fall 2017 semester alone, while Infinity Hall houses 312 student entrepreneurs. Marston Science Library and Infinity Hall are the only places on campus where patrons can borrow this variety of equipment. For example, Oculus Rift was circulated 264 times in 2017. From October through December 2017 alone, collaborative development spaces in Made@UF were reserved 230 times. From fall 2017 to the present, Made@UF hosted 5 workshops and 2 events serving approximately 200 participants learning and experiencing VR/AR; 3 workshops are yet to be hosted before the end of the spring 2018 semester. The project team posits that it is important to capitalize on this VR/AR development climate by expanding and increasing access for students. This development climate is not strictly beneficial to computer science and engineering students. Several different disciplines have benefited from VR/AR development in Made@UF. 1

Below are examples of the different VR/AR projects developed in Made@UF during the fall 2017 semester, representing the integration of several disciplines across campus: Interior designers used a VR project called Empathy in Interior Design that put the user in a wheelchair as they attempt to navigate a store they designed. The experience helps interior designers make their spaces more accessible for all users. Building construction benefited from a project that allowed students and instructors to visit job sites virtually and examine potential safety issues. The experience allows students to experience multiple job sites in a short period of time without any travel or risk associated with being on a live construction site. Non-native English speakers who are on a tour of the UF campus can experience the tour translated in their native language using augmented reality and Bluetooth beacons, making campus more accessible to all people. Students with an autism spectrum disorder can work with therapists to interact with potentially stressful situations through VR. This experience walks students through the TSA screening process at the airport to prepare them for a fraught situation. Pediatricians can use VR to hear the difference between normal and abnormal heart sounds. This interactive training for pediatricians can reduce hospital referrals for their patients, which saves patient time and money as well as hospital resources. Doctors benefit from an AR application developed to overlay patient information on the doctors glasses. This immediate access can help eliminate medical errors, the third leading cause of patient death in the United States. Every discipline on campus benefits from virtual and augmented reality. Made@UF is the only place on campus where this development can happen due to its accessibility by all those in the UF community. Students can use this equipment and space as a valuable career building tool. Alec Hoffman, UF student and former president of Gator VR, told the team: Thanks to the Made@UF program, UF students have access to industry grade hardware that enables us to get an invaluable head start in an industry that didn't exist just a few years ago. I am immensely grateful for Made@UF's investment in us students, and it has been a great help in Gator VR's efforts to grow a VR community here at UF. Shannon Butts, Ph.D. candidate in English, uses Made@UF to hold workshops that benefit her research areas. Butts told the team: Working with Made@UF has helped me advance my research with mobile writing technologies, 3D printing, virtual reality, and community literacy initiatives. For the past three years, I have used Made@UF equipment and resources to build several augmented reality applications based in Paris, France; Atlanta, Georgia; and in Paynes Praire State Park in Gainesville, Florida. In addition, I have partnered with Made@UF to teach technology workshops and develop community resources for the University of Florida as well as open source making communities online. Working with Made@UF has enabled me to learn more about emerging technologies, while also building my research portfolio and extending my pedagogical practice. Faculty also benefit from Made@UF as a resource for their teaching. Dr. Stephen H. Arce, Lecturer and Primary Faculty member in Biomedical Engineering, told the team: I chose Made@UF because Marston is a common resource for all students, located centrally on campus, and the Made@UF space is visible to everyone passing through to study in the bottom floor. The space was also equipped with the tools I needed to demonstrate the process of coding and compiling apps for mobile devices. In the future, I plan to focus the workshop on only a few students and do more one-onone instruction with each student at their own work station. 2

With funds from this technology fee, Made@UF users will be able to expand the potential of their creations through access to proposed technology hardware. The following introduces equipment to be purchased and a summary of each item's applicability. Leap Motion Universal VR Bundle in conjunction with the Oculus Rift or HTC Vive allows users to incorporate gesture recognition into their projects. Gesture recognition is when a computer interprets human gestures in order to interact with and control computer programs. Emotiv EPOC+ measures the electrical activity of the brain and uses that activity to interact with your computer. This brain-computer interface allows users to interact with the virtual world using only their brain. Playstation 4 VR will allow students to deploy VR experiences anywhere a television is present. Playstation 4 VR applications can be developed on VRcapable computers in Made@UF. However, users wishing to deploy their VR experiences outside of the libraries can do so much easier. HP Z VR Backpack Workstation removes the desktop and laptop from the VR experience by allowing users to strap their PC on their back. These backpacks work with existing VR systems to create an untethered VR experience. Magic Leap One is a cutting-edge mixed reality headset that advances well beyond the capabilities of the Microsoft Hololens, the current industry standard. HTC Vive Wireless Adapter pairs with our current HTC Vives to create an untethered VR experience. By removing the cords, users participate in a more immersive experience with greater flexibility. Equipment Storage: Marston Science Library and Infinity Hall will provide dedicated and secure storage space for all Made@UF VR/AR technology. Individually, each item will receive its own case for safe handling when being checked out from their respective locations. Checkout Procedures at MSL and Infinity Hall: To borrow equipment, patrons will visit Marston Science Library s service desk or the Infinity Hall s front desk staff to pull requested items from the secured storage area and initiate checkout procedures and review the Equipment Loan Borrower Agreement form and due date with patron. All items will be available on a first-come, first-served basis. No reservations required. An online guide and webpage will be created where patrons can browse and check availability of equipment, view equipment descriptions, and view and download manuals. Leap Motion VR Bundles, Playstation 4 VR systems, Emotiv EPOC+, HP Z VR Backpack Workstation, and Magic Leap One in Made@UF in Marston Science Library will have a checkout period of 7 days with the exception of the HTC Vive Wireless Adapters, which will be added to the current HTC Vive kits available for checkout. Leap Motion VR Bundles, Playstation 4 VR systems, Emotiv EPOC+, HP Z VR Backpack Workstation, and Magic Leap One items in Infinity Hall will be available for use in Made@UF in Infinity Hall with the 3

exception of the HTC Vive Wireless Adapters, which will be added to the current HTC Vive kits available for checkout. Extended loans will be available by special request only and granted at the discretion of Student Affairs and MSL on a case-by-case basis. Heavy-duty cases with removable padding will allow convenient transport and protection of VR/AR equipment. Sustainability: The Libraries and Student Affairs support this proposal and will maintain and support use of the equipment as needed. Maintenance costs will be absorbed by the UF Libraries and Student Affairs, respectively. Timeline: Timeframe in Month(s) Award notification July 2018 Action August 2018 Funds awarded. Technology purchased. Preliminary plan for deployment by project team. September 2018 Hardware is cataloged (MSL) and prepared for circulation (MSL & Infinity). Documentation created to accompany technology. Instructional material created to assist users. Work with IT to install necessary software on Made@UF computers. Plan 4 workshops for students to gain hands-on experience. September 2018 November 2018 Classes and campus organizations work with PIs to integrate into course or club projects. Update the Libraries webpages and Library guides to promote availability of new hardware and borrowing procedures. Create and disseminate promotional material describing new hardware availability and examples of practical applications. Email information about new technology to Made@UF mailing list. Host kick-off events for students and faculty to interact with new technology. Host workshops for the UF community related to the availability and potential benefits of integrating new technology in coursework, scholarship, and other applications. Future Semesters Classes and organizations continue to utilize the technology. Continue to offer workshops on using the technology. 4

Budget: $16,619.85 The proposed quantity and current list price of each of the equipment and software items are listed below and may be adjusted based on prices of latest available technologies at the time of the Technology Fee award. Every effort will be made to find the best prices for all of the equipment purchased. Qty Description Per Item Total Image 9 Leap Motion Universal VR Bundle (with cases) $89.99 $809.91 4 Playstation 4 VR (with cases) $749.99 $2,999.96 2 Emotiv EPOC+ 14 Channel Mobile EEG (with cases) $799.99 $1,599.98 2 HP Z VR Backpack G1 Workstation $3,299.00 $6,598.00 4 Magic Leap One (with cases) $1,003.00 $4,012.00 6 HTC Vive Wireless Adapter $100.00 $600.00 5

6