Adding Hybrid Reality technologies (i.e., virtual/augmented/mixed realities) to the long and growing list of experiences that libraries offer is keeping libraries on the bleeding edges while allowing their users to engage with these emerging technologies. Libraries that offer these experiences are opening the minds of their users to understand what is possible today and giving opportunities to see what they can possibly create in the future. In this presentation,
• Learn the differences between virtual, augmented, and mixed realities.
• Understand how these technologies will change everything ranging from gaming to education.
• Discover various products on the market now and those that are soon to be released.
• Explore 360° video and photograph technologies to include in a variety of formats.
• See how libraries are making use of various hybrid technologies to create new user experiences.
2. Agenda:
• Learn the differences between virtual, augmented, and mixed realities.
• Understand how these technologies will change everything ranging from
gaming to education.
• Discover various products on the market now and those that are soon to
be released.
• Explore 360° video and photograph technologies to include in a variety
of formats.
• See how libraries are making use of various hybrid technologies to create
new user experiences.
7. "Reality is merely an illusion,
albeit a very persistent one.”
~ Albert Einstein
8. Virtual - not physically existing as such, but
made by software to appear to do so.
Source: http://goo.gl/Mck38L
9. Read more at http://goo.gl/51gGTb
Basically, it is a computer trying to trick
your brain into believing that you are in
a different environment.
A headset displays an image. That image
will be modified when you move your
head and/or interact with it.
What is virtual reality?
10. Depth of Information - amount and quality of data
in the signals a user receives when interacting in a
virtual environment.
Components of Immersion (Jonathan Steuer):
Source: http://goo.gl/uVAKTa
Breadth of Information - the number of sensory
dimensions simultaneously presented.
11. Origin/Timeline
• Cinematographer Morton Heilig in the 1950’s conceptualized an all
sensory theater experience.
• First Head Mounted Display (HMD) developed in 1961.
• Ivan Sutherland’s “Ultimate Display” concept guided almost all the
developments within the field of virtual reality. In 1966, he built an HMD
that was tethered to a computer system.
• In 1984, Michael McGreevy started exploring human-
computer interface (HCI) designs.
• Jaron Lanier created the term “Virtual Reality” in 1987.
• Facebook acquires Oculus Rift for $2 billion in 2014.
Source: http://goo.gl/em55d
19. Blocks: Easily create 3D models in VR
Video: https://youtu.be/1TX81cRqfUU
Gallery: https://poly.google.com/
20. Adding AR Features to Chrome’s Desktop Browsers!
Source: https://goo.gl/vopDg6
21. Adding AR Features in Mobile Chrome Browsers!
“The unique power of AR is to blend digital content with the real world” so
we can “surf the web, find a model, place it in our room to see just how
large it truly is, and physically walk around it.”
~ Reza Ali and Josh Carpenter, Google’s Daydream WebXR team Source: https://goo.gl/vopDg6
47. Enhancing History and Other Subjects using VR
Unabomber Investigation VR Terra-Cotta Warriors
Pearl Harbor
Medieval Bruges
48. VR in other industries
• Gaming, film, and entertainment industry will be huge!
• Car companies use it to test virtual prototypes.
• Architects build virtual models of new building designs.
• Medical, military, space etc. use VR to train. Flight simulators.
• Some surgeons have done procedures remotely using VR.
• Therapists use it to help safely treat people’s fears.
• Will people actually read and study in VR?
• I hope so. I would prefer my surgeon, for example, to have explored the
interior of the human body in 3D vs. the 2D textbook. Both would be ideal!
56. PlayStation VR
There is no noticeable Screen Door Effect (SDE). The SDE is a grid-like
appearance (i.e., space between pixels) that you see inside VR. Your
eyes don’t go out of focus in VR and these pixels are noticeable as a
result.
How does a lower resolution screen have less SDE? Each pixel in
PSVR's display actually has three subpixels (red, green, blue). The
PSVR actually has a higher subpixel resolution than Rift and Vive,
resulting in less screen door effect:
Rift/Vive: 2 displays x 2 subpixels x 1080 x 1200 = 5,184,000 subpixels
PSVR: 1 display x 3 subpixels x 1920 x 1080 = 6,220,800 subpixels.
(Source: https://goo.gl/z6Fiy5)
57. Star Wars Battlefront VR Mission = Possible VR Sickness
Source: https://goo.gl/Exg6cN
64. Use your smartphone in Facebook and experience Mars in 360 degrees.
Check it out! http://goo.gl/WTp9qr
65. Dreams of Dalí: 360º Video
Experience it! https://youtu.be/F1eLeIocAcU
On a computer look for the
navigation dial to move around
inside the video!
Or use Google Cardboard to
move around inside the video!
66. Live 360° Video in Facebook
Add Server URL and Stream Key using https://obsproject.com
75. Rhonda B. Trueman
(Abbey Zenith in Second Life, President of
Community Virtual Library)
In real life: Acquisitions & Access Services Librarian
at Northwest Florida State College.
abbeyzen@gmail.com
76. AltspaceVR – experience the web, from anywhere, with anyone, through
virtual reality.
http://altvr.com
77. VARLibraries is a national network of libraries implementing Virtual and Augmented
technology into their communities. Virtual reality stations have been implemented at more
than 90 libraries throughout California, through a partnership between the California State
Library, VR developer Oculus, and nonprofit library consortium Califa.
http://www.varlibraries.com