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HNRS 353: Virtual Reality

HNRS 353 Virtual Reality

Manmohan Singh

on 1 April 2015

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Transcript of HNRS 353: Virtual Reality

Virtual Reality
History of Virtual Reality

Started in 1860s : 360-degree murals

1930s: goggle-based VR system with smell and touch

1950s: use of computer screens for both input and output

1966: Thomas Furness III-Air Force visual flight simulator

History of VR (continued)

1968: First VR augmented reality and head-mounted display (HMD)

1977: MIT Aspen Movie Map-3D simulation of Aspen, CO

1991: Sega VR headset for arcade games introduced

History of VR (continued)

1991: Antonio Medina MIT-system to drive Mars rovers

2007: Google introduces Street View in Google Maps

2013: Nintendo files patent for VR system which produces 3D experience on 2D TV sets...camera tracks viewer
ex: tree in forest
Applications (Cont.)
Seeing Inside the Body
Allows for a virtual, immersive view of the human body
The “Glass Brain” premiered at 2015’s SXSW Festival this past month.
LiveScience - “by putting on a set of Oculus Rift goggles, users could see the brain activity in real-time of a person wearing a cap studded with electroencephalogram (EEG) electrodes attached to their head.”
Applications in medical education, drug development, and treatment
Using same technology, simulator to model childbirth in 3D is being developed
“taking into account patient-specific anatomy, the position of the baby and the basic forces exerted by the cervix, abdominal muscles and the doctor.”

Controlling Robots on Mars
Researchers at NASA have adapted a function of Oculus Rift that allows an operator to see through the eyes of a robot avatar
Includes the MS Kinect software to monitor and transfer the operator's movements
May lead to robots on Mars being entirely controlled by corresponding human beings on Earth

NASA video of operator controlling a robot avatar:
By Bilal Elsayed, Emma Bleker, Enrique Carrero, Manmohan Singh, and Mason Pazhwak
Applications (Cont.)
Treatment for PTSD:
Treatments include virtual simulations of the battlefield that allow soldiers suffering from PTSD to confront their fears
Journal of Cyberpsychology, Behavior, and Social Networking: there were significant reductions in PTSD symptoms when soldiers were given the opportunity to “confront and tolerate” environments like those of Iraq and Afghanistan.
Applications (Cont.)
The Experience of Brain Damage through Virtual Reality Tech
After Jane Gauntlett suffered a brain injury that prevented her from continuing her previous work on the production of theatre
Develop a piece entitled “In My Shoes”, an immersive experience reliant almost entirely on virtual technology
The Guardian: “The piece recreates the producer's own disorientating experience of waking up in Slough after a seizure, with no idea how she got there... Virtual reality takes over and is augmented further by the manipulation of touch, taste and smell, though exactly what happens should probably be saved for the performance itself."
Audience members wear Vuzix 920 glasses, and earbuds connected to an iPod which deprive them of familiar senses
The goal of the project is to create an element of shared experience
In My Shoes has been performed in both New York and London, and largely falls into both the interactive and immersive theatre genres.

Works Cited
Potential Benefits of Virtual Reality
Almost any situation can be modeled- real or imaginary
Highly interactive, engaging
Can appeal to all senses
Situations that might be risky or dangerous can be experienced safely
Potentially expensive situations can be made cheaper
Situations that someone might be unqualified can be experienced in virtual realm
Experience more memorable and novel, retention higher
Categories of Benefits and Liabilites
Training and Education
Entertainment and Gaming
Help and Healing
Architecture and Planning
Potential Benefits in Theater
Directors not limited by constraints of reality
Impossible made possible
Possibilities for special effects, mood, atmosphere, interactivity, etc. are limitless
Costs could be lowered
Virtual reality can potentially remove expenses associated with physical stages, sets, costume designs, etc.
Remote access to theater experience
Plays can achieve new depth, novelty
Potential Negatives of Virtual Reality
Physical Effects
Motion sickness- "Cybersickness"
Equipment sanitation
Cost/Time Restraints
Time requirement to prepare
Potential for poor quality
Psychological Effects
Affect real world perceptions/choices
Virtual reality over real life
Situation too real, could cause trauma
Equipment unreliable

1.) I wish to attend an event hosted by the N.Y. Virtual Reality Meetup (“NYVR”) where I will have the opportunity to try out various Virtual Reality and other technology demonstrations (“demos”).

I recognize and understand that trying out various technology demos involves certain risks. Those risks include, but are not limited to, the risk of injury resulting from possible malfunction of the equipment used in the demos, possible negative reactions to virtual reality including but not limited to feelings of nausea, dizziness, and disorientation, and possible transmission of contagious conditions due to use of the equipment used in the demos. I further understand and acknowledge that since virtual reality is a new technology, there may be unknown and non obvious risks associated with the technology demos.
Liabilities for Theater
Expense of equipment, environment development
Technical Problems, device failures
Focus on immersion proves distracting, detracts from story
Cybersickness- everyone might react different
Unenjoyable or traumatic experience
Limits of current technology
Dr. Iryna Kuksa
Senior Researcher for the Centre for Arts and Technologies at Staffordshire University
Trained as a Researcher at three of the U.K.'s (Oxford, LSE, and Warwick)
Explores the role of multimedia within the field of theatre studies and cultural heritage research, investigating how novel methodologies, including 3D reconstruction of historical artefacts and events, can be applied to pedagogical and creative practices
Wrote an article about new developments and applications of virtual reality in theatre education and design practice

Theatre production in which projected holograms inhibit the stage with live actors
Tribute to pioneer filmmaker Norman McLearen
Directed by Michel Lemieux and Victor Pilon
1968 Head-Mounted Display
Virtual Reality Parachute Trainer
Modern-day HMDs
Google Maps Street View
Oculus Rift - $300
Microsoft Hololens - In Development
Project Morpheus - In Development
Virtuix Omni - $700
Leap Motion - $80
Military Training
VR being used to train, prepare, and educate soldiers on the environment of war before they are deployed
The army's “Dismounted Soldier Training System” uses a headset helmet with virtual reality goggles and properties whose purpose is to replicate realistic environments
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