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DeVirtuele Bibliotheek
Robin de Lange
De Weetfabriek
20 September 2016
Wat betekenenVirtual en Augmented Reality voor
de bibliotheek?
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Robin de Lange - CV
Bachelor
Physics
Philosophy
Artificial Intelligence
MSc. MediaTechnology
Focus: Extended cognition &
Augmented Reality
EDUCATION WORK
Owner tutoring company
Video production 1st MOOC in
the Netherlands
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Graduation project
• Augmented
Reality prototype
• Raise discussion
• PhD proposal
https://dl.dropboxusercontent.com/u/20732302/Demo
%20ARMath.wmv
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Graduation project
• Augmented
Reality prototype
• Raise discussion
• PhD proposal
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Robin de Lange - CV
Bachelor
Physics
Philosophy
Artificial Intelligence
MSc. MediaTechnology
Focus: Extended cognition &
Augmented Reality
EDUCATION WORK
Owner tutoring company
Video production 1st MOOC in
the Netherlands
PhD researcher @ MediaTechnology
Promotor: Bas Haring
Founder Lyceo CodeLab
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
2013: Oculus Rift
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Hack the Brain: Project Brainstorm
• Live EEG data visualization for Oculus Rift
• With Eva Delincakova & Bert Spaan @ Hack the Brain
hackathon
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Focus of research: phase I
• In what ways canVR be used as a tool for
learning?
• What are the obstacles and opportunities
for implementingVR in the field of
education?
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Method
• Elective research course
• Explorative qualitative research
• Symposium
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality for Science & Education
• Elective research course for 25 bachelor and
master students
• Exploring the potential of VR for science &
education;
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality for Science & Education
• ExperienceVR and analyze it as a medium
• Obtaining skills to create interactiveVR content
using e.g. Unity3D and 360˚ film technology;
• Creating aVR prototype as final project
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Symposium
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
https://www.youtube.com/watch?v=hfYI9IJB4vc
Student projects
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Student projects
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
https://www.youtube.com/watch?v=D7PfdWZTSB4
Student projects
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Student projects
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
https://www.youtube.com/watch?v=bVaE968FnUc
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality Learning Lab
Research & prototyping
Honours Class ‘Learning through
Virtual Reality’
Development & implementation in
educational practice
Open for collaboration
A Brief History ofVR
Virtual Reality is not new
WWW. ROBINDELANGE .COMWWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
Sensorama
• 1955 by Morton Heilig
• ExperienceTheater
• Multi-sensory
• No financial support
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
Headsight
• 1961 by Philco Corp.
• First Head Mounted
Display
• Magnetic tracking system
• Live stream from camera
system
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
LEEP Cyberface
• 1989
• By Eric Howlett
• First commercial HMD
• Very wide angle stereoscopic
optics
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
NintendoVirtual Boy
• 1995
• Monochromatic display
• No head-tracking, fixed position
• Commercial failure
• FromVR hype to disappointment
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
https://youtu.be/tdAaU0CRHng?t=1m51s
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
Oculus Rift
• 2012: Kickstarter campaign
• Much wider FOV
• Low latency tracking
• Aimed at consumer market
• Benefits from developments in
computer hardware
• Acquired by Facebook in 2014
• Consumer version ships Q1
2016
https://www.youtube.com/watch?v=DhcOMOWRMnA
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
A Brief History ofVR
Google Cardboard
• Gift at 2014 Google I/O
• Open source design
• Starting from $2
• Start of mobileVR
• Magnet as input button
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
State of the art
DesktopVR
• Powered by desktop
• Best image quality
• Interactive possibilities
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
State of the art
DesktopVR
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
State of the art
DesktopVR
• Powered by desktop
• Best image quality
• Interactive possibilities
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
• ~ €2000 per system
• Needs lot of space
State of the art
MobileVR
• Powered by smartphone
• ~ €500 per system + BYOD
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
• Okay – good image quality
• Limited interaction
State of the art
MobileVR
• Powered by smartphone
• ~ €500 per system
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
• Okay – good image quality
• Limited interaction
DesktopVR
• Powered by desktop
• Best image quality
• Interactive possibilities
• ~ €2000 per system
• Needs lot of space
VR content creation
GAME ENGINES
e.g. Unity3D
Combination of 3D
designing and coding
environment
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
VR content creation
PHOTO /VIDEO
RicohTheta or GoPro-
based setup
Workflow similar to
regular video
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
VR content creation
USER GENERATED
ExistingVR
applications where
users create
content
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Bibliotheek als toegangspoort tot kennis
VR als nieuwe informatiedrager
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
https://www.youtube.com/watch?v=MXGSvjryXSo
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Bibliotheek als toegangspoort tot kennis
VR content lenen in de bibliotheek
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Bibliotheek voor mediawijsheid
VR als nieuw medium
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Bibliotheek als toegangspoort tot kennis
VR als ‘nieuwe poort’
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
http://www.erikvlemmix.nl/images/LOOP.mp4
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Virtual Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
https://www.youtube.com/watch?v=EYMJKDTBTao
Augmented Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
State of the art
Screen-based AR
• Readily available
• BYOD
• Impressive results
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
• Too much effort
• No real 3D effect
State of the art
Glasses-based AR
• Integration with your
experience of the world
• ‘Always on’
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
• > €2000 per system
• Bulky
• Not consumer-ready
State of the art
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Augmented Reality in de bibliotheek
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Bibliotheek verrijken met digitale informatie
ARBieb
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
https://www.youtube.com/watch?v=LMc7_bgCuOU
Workshops
Op wat voor manieren kunnen we inVR de digitale
collecties verkennen?
Met wat voor informatie kun je de bibliotheek
verrijken?
Moet de bibliotheekVR content aanbieden?
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Workshops
MogelijkhedenVR & AR voor bibliotheek verder verkennen
Meer demo’s ervaren
Ideeën genereren en concepten maken
Aantal deelnemers: max 15
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
Demo & discussie
WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE

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Weetfabriek KB: Virtual & Augmented Reality

  • 1. DeVirtuele Bibliotheek Robin de Lange De Weetfabriek 20 September 2016
  • 2. Wat betekenenVirtual en Augmented Reality voor de bibliotheek? WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 3. Robin de Lange - CV Bachelor Physics Philosophy Artificial Intelligence MSc. MediaTechnology Focus: Extended cognition & Augmented Reality EDUCATION WORK Owner tutoring company Video production 1st MOOC in the Netherlands WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 4. Graduation project • Augmented Reality prototype • Raise discussion • PhD proposal https://dl.dropboxusercontent.com/u/20732302/Demo %20ARMath.wmv WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 5. Graduation project • Augmented Reality prototype • Raise discussion • PhD proposal WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 6. Robin de Lange - CV Bachelor Physics Philosophy Artificial Intelligence MSc. MediaTechnology Focus: Extended cognition & Augmented Reality EDUCATION WORK Owner tutoring company Video production 1st MOOC in the Netherlands PhD researcher @ MediaTechnology Promotor: Bas Haring Founder Lyceo CodeLab WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 7. 2013: Oculus Rift WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 8. Hack the Brain: Project Brainstorm • Live EEG data visualization for Oculus Rift • With Eva Delincakova & Bert Spaan @ Hack the Brain hackathon WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 9. Focus of research: phase I • In what ways canVR be used as a tool for learning? • What are the obstacles and opportunities for implementingVR in the field of education? WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 10. Method • Elective research course • Explorative qualitative research • Symposium WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 11. Virtual Reality for Science & Education • Elective research course for 25 bachelor and master students • Exploring the potential of VR for science & education; WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 12. Virtual Reality for Science & Education • ExperienceVR and analyze it as a medium • Obtaining skills to create interactiveVR content using e.g. Unity3D and 360˚ film technology; • Creating aVR prototype as final project WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 13. Symposium WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE https://www.youtube.com/watch?v=hfYI9IJB4vc
  • 14. Student projects WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 15. Student projects WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE https://www.youtube.com/watch?v=D7PfdWZTSB4
  • 16. Student projects WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 17. Student projects WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE https://www.youtube.com/watch?v=bVaE968FnUc
  • 18. WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Virtual Reality Learning Lab Research & prototyping Honours Class ‘Learning through Virtual Reality’ Development & implementation in educational practice Open for collaboration
  • 19. A Brief History ofVR Virtual Reality is not new WWW. ROBINDELANGE .COMWWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 20. A Brief History ofVR Sensorama • 1955 by Morton Heilig • ExperienceTheater • Multi-sensory • No financial support WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 21. A Brief History ofVR Headsight • 1961 by Philco Corp. • First Head Mounted Display • Magnetic tracking system • Live stream from camera system WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 22. A Brief History ofVR LEEP Cyberface • 1989 • By Eric Howlett • First commercial HMD • Very wide angle stereoscopic optics WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 23. A Brief History ofVR NintendoVirtual Boy • 1995 • Monochromatic display • No head-tracking, fixed position • Commercial failure • FromVR hype to disappointment WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 24. A Brief History ofVR https://youtu.be/tdAaU0CRHng?t=1m51s WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 25. A Brief History ofVR Oculus Rift • 2012: Kickstarter campaign • Much wider FOV • Low latency tracking • Aimed at consumer market • Benefits from developments in computer hardware • Acquired by Facebook in 2014 • Consumer version ships Q1 2016 https://www.youtube.com/watch?v=DhcOMOWRMnA WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 26. A Brief History ofVR Google Cardboard • Gift at 2014 Google I/O • Open source design • Starting from $2 • Start of mobileVR • Magnet as input button WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 27.
  • 28. State of the art DesktopVR • Powered by desktop • Best image quality • Interactive possibilities WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 29. State of the art DesktopVR WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 30. State of the art DesktopVR • Powered by desktop • Best image quality • Interactive possibilities WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE • ~ €2000 per system • Needs lot of space
  • 31. State of the art MobileVR • Powered by smartphone • ~ €500 per system + BYOD WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE • Okay – good image quality • Limited interaction
  • 32. State of the art MobileVR • Powered by smartphone • ~ €500 per system WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE • Okay – good image quality • Limited interaction DesktopVR • Powered by desktop • Best image quality • Interactive possibilities • ~ €2000 per system • Needs lot of space
  • 33. VR content creation GAME ENGINES e.g. Unity3D Combination of 3D designing and coding environment WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 34. VR content creation PHOTO /VIDEO RicohTheta or GoPro- based setup Workflow similar to regular video WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 35. VR content creation USER GENERATED ExistingVR applications where users create content WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 36. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 37. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Bibliotheek als toegangspoort tot kennis VR als nieuwe informatiedrager
  • 38. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE https://www.youtube.com/watch?v=MXGSvjryXSo
  • 39. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Bibliotheek als toegangspoort tot kennis VR content lenen in de bibliotheek
  • 40. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Bibliotheek voor mediawijsheid VR als nieuw medium
  • 41. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Bibliotheek als toegangspoort tot kennis VR als ‘nieuwe poort’
  • 42. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 43. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE http://www.erikvlemmix.nl/images/LOOP.mp4
  • 44. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 45. Virtual Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE https://www.youtube.com/watch?v=EYMJKDTBTao
  • 46. Augmented Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 47. State of the art Screen-based AR • Readily available • BYOD • Impressive results WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE • Too much effort • No real 3D effect
  • 48. State of the art Glasses-based AR • Integration with your experience of the world • ‘Always on’ WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE • > €2000 per system • Bulky • Not consumer-ready
  • 49. State of the art WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 50. Augmented Reality in de bibliotheek WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Bibliotheek verrijken met digitale informatie
  • 51. ARBieb WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE https://www.youtube.com/watch?v=LMc7_bgCuOU
  • 52. Workshops Op wat voor manieren kunnen we inVR de digitale collecties verkennen? Met wat voor informatie kun je de bibliotheek verrijken? Moet de bibliotheekVR content aanbieden? WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 53. Workshops MogelijkhedenVR & AR voor bibliotheek verder verkennen Meer demo’s ervaren Ideeën genereren en concepten maken Aantal deelnemers: max 15 WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  • 54. Demo & discussie WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE

Notes de l'éditeur

  1. Welcome everybody Kind of ironic that I’m on the Digital Entertainment Stage, as I’m actually interested in any use of Virtual Reality other than entertainment.
  2. In my graduation project I could bring a lot of interests together. I created an Augmented Reality application and focused on the influence it could have on the way we solve problems. The app was an early prototype and mainly tried to raise questions and discussion. How does this change the way we solve problems? How should education respond to these developments?
  3. In my graduation project I could bring a lot of interests together. I created an Augmented Reality application and focused on the influence it could have on the way we solve problems. The app was an early prototype and mainly tried to raise questions and discussion. How does this change the way we solve problems? How should education respond to these developments?
  4. In my graduation project I could bring a lot of interests together. I created an Augmented Reality application and focused on the influence it could have on the way we solve problems. The app was an early prototype and mainly tried to raise questions and discussion. How does this change the way we solve problems? How should education respond to these developments?
  5. After my graduation project I wanted to continue doing research, so I started doing part-time PhD research as a buitenpromovendus and went searching for funding. At the same time I started doing all sorts of freelance work. The biggest project at the moment is the Lyceo CodeLab, where we teach high school children how to code.
  6. Around 2014 I decided to change my focus of research from Augmented Reality to Virtual Reality. Devices like Google Glass were still a bit disappointing, while at the same time the Oculus Rift showed very promising results. I bought an Oculus Rift in 2014 and was impressed with the experience. I played around with the different demos and started experimenting with creating VR content myself using Unity3D. After this playing around it was time for a real project.
  7. A good occasion for this came by as I joined the Hack the Brain hackathon, organized by the Waag. During this three day event the participants were challenged to hack the human brain. The Waag arranged EEG scanners and lots of help from neuroscientists, to see what people outside of the field could do with those devices. Our project was a live visualization of the data from the EEG scanner through the Oculus Rift. You would put the Rift on, wear a cap full with electrodes and find yourself in a huge model of a brain. In this model you would see a live visualization of the alpha waves of your brain, measured by the different electrodes. It’s quite hard to get useful data from EEG sensors, but you could clearly see an increase in alpha waves when you became relaxed. This created an interesting form of feedback.
  8. This project was a lot of fun and more importantly: it made me realize that it was possible to create an interesting VR prototype in just three days. This made me change the focus of my research to these two research questions:
  9. Parallel to this research course I did explorative, qualitative research myself. The challenge of my research is to form some sort of theoretical framework to understand the potential of VR for education a little better. For this, I have read a lot of papers, experienced many VR applications, went to VR meetups, hosted workshops, gave talks, written a lot and spoke to many different people.
  10. …called Virtual Reality for Science & Education. This was an elective course for bachelor and master students with participants from many different directions. Media Technology, Computer Science, Psychology, Chemistry and archeology. Part of the challenge of the course was to obtain skills to create interactive VR content. As a final project all the students created a VR prototype with a small group.
  11. Analyse VR as a medium. During the course we took the time to analyze VR intensively. What sets it apart from screen-based media? What are the main characteristics. During an earlier course we focussed on the relation between cinema and VR. In the first part of the course they learnt about the history of cinema. In the second part they explored to what extent the visual effects of cinema can be used in VR. Can we use editing? How does a green screen work? What does a split screen look like? Hier ook met studenten vanuit allerlei verschillende richtingen Toen vooral nog veel first person ervaringen, zonder cuts of wat dan ook
  12. To start answering these questions I started doing research. An important part of this was an elective course.
  13. Let’s first zoom out a bit and talk about the history of VR The first thing to notice is that Virtual reality is not new.
  14. Everything that is needed for a VR experience is present in a recent smartphone. Gyroscopes for tracking
  15. The first way is to use a game engine, such as Unity3D. This is a combination of 3D designing and coding environment.
  16. The second way is to use 360 cameras. The consumer versions, like this one, create a spherical photo or video with the click of a button. More advanced cameras usually consist of a clever combination of GoPro action cameras.
  17. A third type of creating VR content is within existing applications. Programs like VRChat or Beloola are large multiplayer worlds where you can easily create your own spaces and fill them with content for your class for example.
  18. Bibliotheek als toegangspoort tot kennis
  19. Bibliotheek als toegangspoort tot kennis
  20. Bibliotheek als toegangspoort tot kennis
  21. Bibliotheek als toegangspoort tot kennis
  22. Een bibliotheek nabootsen in Virtual Reality is misschien niet zo spannend. Maar wat als je een virtuele bibliotheek helemaal kunt inrichten voor de individuele gebruiker? Een bibliotheek die aansluit op wat de gebruiker al eerder heeft gelezen en wat anderen aanraden? Niet beperkt tot de beschikbare boeken. Maar alle
  23. Een bibliotheek nabootsen in Virtual Reality is misschien niet zo spannend. Maar wat als je een virtuele bibliotheek helemaal kunt inrichten voor de individuele gebruiker? Een bibliotheek die aansluit op wat de gebruiker al eerder heeft gelezen en wat anderen aanraden? Niet beperkt tot de beschikbare boeken. Maar alle
  24. Een bibliotheek nabootsen in Virtual Reality is misschien niet zo spannend. Maar wat als je een virtuele bibliotheek helemaal kunt inrichten voor de individuele gebruiker? Een bibliotheek die aansluit op wat de gebruiker al eerder heeft gelezen en wat anderen aanraden? Niet beperkt tot de beschikbare boeken. Maar alle
  25. Bibliotheek als toegangspoort tot kennis
  26. However, many brainstorm sessions also showed that there are potential use cases for almost any field of study. Some fields are somewhat obvious, as 3D objects have an important role in that field of study. But there are also possibilities for fields which wouldn’t come directly to mind.
  27. However, many brainstorm sessions also showed that there are potential use cases for almost any field of study. Some fields are somewhat obvious, as 3D objects have an important role in that field of study. But there are also possibilities for fields which wouldn’t come directly to mind.
  28. However, many brainstorm sessions also showed that there are potential use cases for almost any field of study. Some fields are somewhat obvious, as 3D objects have an important role in that field of study. But there are also possibilities for fields which wouldn’t come directly to mind.