virtual reality

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Navigation Panel Area Text Area Pre1suf Need SubTitle We are required to have parent involvement at our school Parents need 24/7 access to what the school has to offer Teachers need to collaborate so that all of the information is in one place Parents need to feel part of the school process; support, resources, confidence, and availability

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Week 4 Assignment on the diffusion of Virtual Reality.

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Page 1: Virtual reality

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• We are required to have parent involvement at our school• Parents need 24/7 access to what the school has to offer• Teachers need to collaborate so that all of the information is in one place• Parents need to feel part of the school process; support, resources, confidence, and availability

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Pre2sufDevelopment of Virtual Reality:

Where did it come from? 1950’s: Morton Heilig develop Sensorama; A motorcycle riding

experience where wind blew in your face, seat vibrated, and a 3D view. His plan was to create theaters of the future

Issues: High is cost, couldn’t find financers…He lacked a social system

1961: Philico corporation created the first Head mounted display unit. It used a closed circuit video system to project to show an image.

Issues: Computers and image creation were not yet available

!968: Ivan Sutheralnd created the first virtual reality head set called “Ultimate display. This was completely generated by a computer and was very life like in depth.

Issues: The head-mounted display was extremely heavy and had to be hung from the ceiling.

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Pre3sufDevelopment of Virtual Reality:

Where did it come from?

Most of the 1980’s were spent working on flight simulators for the US Army. There was some success with this and computers began to get faster and have more memory.

1984: Michael Mcgeevy envisioned and created a ways to enhance the human-computer interface (HCI) and got the attention of the media in respect to Virtual Reality.

Issue: The media presented Virtual Reality in a way that caused people to have unrealistic expectations for virtual reality and this caused them to not believe in its effectiveness.

1990’s: This perception of Virtual Reality continued in the public eye, however virtual reality has moved on and is used for entertainment, training, research, and education.

Issue: It is more or less taking place behind closed doors, but is slowly beginning to get some attention

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Pre4sufToday

Virtual Reality is being integrated into many arenas

Virtual Worlds Augmented Reality Virtual Pets 3-D Graphics/models for VR HD Video Backgrounds\ Video Animation Virtual Tours 360-degree display 360-degree training

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Pre5sufResearch/Active World

Virtual Worlds Are Bottom up diffusion Active World is an Open source software

developed at Indiana University This world allows researchers to look at diffusion

patterns in a Virtual Environment There are currently 80 education worlds in Active

World The activity ranges from interaction,

experimentation, meetings, and projects Educational Packaging prices are available There is Support for educators in the Active Worlds

Educational Universe

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Pre6sufCommercialization

“Virtual worlds are where the World Wide Web was in the early 1990s, when most people did not fully grasp or anticipate what the business implications would be and when performance, lack of applications, and poor usability hampered mass-market adoption” (Strategic Business Insights, 2010)

Virtual Worlds continue to gain popularity in training, marketing goods, interactive areas for collaboration, economic trade, and educational environments.

The most widely spread commercialization at this time is with the younger generation: Open Sims, Play Station, Wii, Webkins…

It is likely that as the next generation proceeds, and technology advances, it will bring the virtual world into all aspects of our lives creating a social shift within society.