Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

11 January 2023

Launching The Metaverse Series

 


David and regular Daden collaborator Prof. Maggi Savin-Baden have been appointed as series editors for Taylor & Francis' new series of books on the Metaverse - simply titled The Metaverse Series! More info at http://themetaverseseries.info/. David has already started on The Metaverse: A Critical Introduction.

The series aims to cover both "vertical" applications areas such as learning, training, the arts, digital twins, heritage, the military metaverse etc as well as cross-cutting issues such as identity, governance, psychology, ethics etc. See http://themetaverseseries.info/ for a provisional list.


7 November 2022

Free Pedagogy for Virtual Reality Training and Education eBook Released

 


Last year David and Prof. Maggi Savin-Baden and Dr Victoria Mason-Robbie (both of the University of Worcester and regular Daden collaborators) produced a 56pp eBook for the Defence Science and Technology Laboratory (DSTL) of the UK's Ministry of Defence on the pedagogy of virtual reality. Whilst that version was approved for public release earlier this year we thought it might be nice to have a copy with non-military imagery and which removed the (few) military specific references. This new civilian version of "Pedagogy for Virtual Reality Training and Education" has now also been approved by MOD for public release and you can download a free copy of it right now!

If you've got any comments we'd love to hear them - just email info@daden.co.uk, and if we can help you think through VR and Metaverse issues more generally then again just drop us a line.


16 August 2022

What Goes Into a Metaverse?

 


I've just posted a new article to Medium on What Goes Into a Metaverse? It updates a diagram and presentation I did for PICNIC in Amsterdam on the Metaverse back in 2008.


10 August 2022

1 November 2021

Jon Radoff's 7 Layer Metaverse Model and Market Map

 


Jon Radoff has an interesting "7 layer model of the Metaverse" at https://medium.com/building-the-metaverse/the-metaverse-value-chain-afcf9e09e3a7 and a mapping of the recent Facebook/Meta announcements at https://medium.com/building-the-metaverse/facebook-as-a-metaverse-company-d5712198b22d.

Needless to say we all have our own variations/comments on this. For me I think that Infrastructure/Decentralisation/Spatial should be the bottom 3 layers, and really the Human Interface should be the outer one - you don't (or shouldn't) build you virtual experience on the human interface, you should build the experience and then open up to as many interface types as you can. Discovery could perhaps be split between internal discovery (how you find out about stuff in the world) and external discovery (how you find out about experiences, and particularly how one experience links to another).  And should the Creator economy sit on top of the experience as in a true Virtual World prople are using the experience to create the economy, and then enhance the experience (so circular!). Perhaps something more like a network model would be more realistic (if less eye-catching) given the interconnectivities involved - it's not quite the ISO 7 Layer model diagram.

I'll have to dig out one of my old models.

Jon also has a Market Map of the Metaverse at https://medium.com/building-the-metaverse/market-map-of-the-metaverse-8ae0cde89696 - which is likely to be quite dynamic!


Jon also has a Metaverse Canon Reading Guide at https://medium.com/building-the-metaverse/the-metaverse-canon-reading-guide-9eb1b371b505



15 March 2021

David Burden on the Dr Zero Show

Daden MD David Burden was interviewed about virtual worlds and virtual reality on the Dr Zero YouTube show hosted by Serdar Temiz over the weekend. David's piece starts at 34:42



20 November 2020

Revisiting AltSpaceVR

 



I haven't really been in AltSpaceVR much since we were doing some data visualisation experiments with its wonderful (but now I think discontinued) Enclosures feature - such as this pic of visualising USGS Earthquake data though an AFrame web page into AltSpaceVR). And this was back before the rescue of AltSpaceVR by Microsoft.

So it was fun to spend some time in there this week and see what's going on. The initial driver was an ImmerseUK informal meetup, held on the Burning Man site - some nice builds and all very reminiscent of SL circa 2008.



The avatars are less blocky than the originals, but still deliberately cartoony, but better proportioned than the VirBela ones. Things I liked (this was all via Oculus Quest):

  • Voice seemed pretty seamless
  • Very much an "SL" type experience
  • Big spaces to explore
  • Point-and-click movement was functional
  • The simple interactables (eg fireworks) were fun
  • Tutorial was good, and quick and easy to install on Quest
  • The barebones Friends system let you message and send Teleport lures
  • The menu disc worked pretty well, and pics were available from the web and didn't need downloading from the Quest
  • There is flying
Things I was less keen on:
  • When you do joystick movement your field of view is blinkered to about half - totally wrecking any immersion and making it hard to keep track of people you are following. This one issue alone makes me reticent about doing much else in the world - which is a pity
  • Rotational movement is in degree blocks not smooth - again destroys immersion and you temporarily lose your sense of location
  • When you fly your still vertical
  • No run ability - lost of multiple point-and-clicks the only answer
So a pity, if it wasn't for those basic movement issues it would be a pretty good place.

The next question for me of course was can I build there? AltSpaceVR has the concept of Universes and Worlds. The Burning Man thing was a Universe, and then each of the artistic sites you went to from it were Worlds. I think its hierarchical, so one world has to be part of one Universe, and access/permissions is controlled by the Universe owner, but I think can then vary between Worlds.

As a user (think you have to click the Beta Programme and Worlds boxes) you get a default Universe which contains your "home" World where you start each time - so you can customise that which is nice. From the web you can then create new Worlds (and I guess new Universes), choosing a starting template (you cant do this from VR). You then go into VR, and choose the World you want to go into and edit.

The main edit panel


Most templates have the same low-poly look as the rest of AltSpaceVR, and most are single room type size- although some are bigger. From the edit menu you can edit the objects in there, change the skybox, and then place new objects. There is quite a good library of objects already (arranged into sets), and you can import individual objects in glTF format. Textures/images can be loaded too - but a lot of this import looks like its via the web interface.

I found most of the templates too claustrophobic so I loaded one which is just a skybox, then rezzed a plane object and made it 50m+, so I started to have a nice place to play with. I then tried placing some objects from the libraries to get a feel for the thing. Manipulation in 3D/VR was OK but not as quick as 2D, and I'd hate to do precision work in there. There's also no scripting at present. Anyway here's a few pics:




The really interesting thing (for us) is that since AltSpaceVR is built on Unity the object sets are just Unity Asset Bundles, and there is a community built importer for them - as well as for location templates. And of course Trainingscapes also uses Unity, and Unity Asset Bundles for locations and inventories. So it might "just" be possible that we can import Trainingscapes assets into AltSpaceVR. Of course with no scripting there's not much we could do, but if there was some simple scripting and a basic API then possibly we could keep the Trainingscapes "engine" on the web, and play the exercise in AltSpaceVR - just as we used to with SL! Of course even though our builds tend to be relatively low poly they are nowhere near as low as AltSpaceVR - so that may be a blocker or just kill performance, but is might be worth a try.

Otherwise it's good to see how AltSpaceVR has come one, and if they fix that blinker issue I might be tempted to come in and build some meaningful spaces - and I'll certainly look out for some decent events and gatherings to join in world - far closer to an SL experience than VirBela or EngageVR for me ( but then that's more what its designed to be).




27 August 2020

Virtual Reality - A Future History?

 A few days ago I got together with a group of experts in 3D immersive learning and virtual reality and together we brainstormed what we saw as the major challenges facing 3D immersive learning/training and VR over the next decade or so.

The graphic below summarises our thoughts.

In the short-term (0-3 years) we identified the big challenges as being:

a) To make access easy and seamless. If people are going to use these environments they’ve got to be dead easy to use, and for organisations dead easy to manage. Oculus Quest is a good step forward (totally self-contained, automatic roomscale sensing), as is WebXR (no need to download to a headset or PC). But even within the experience, the “grammar” of how you navigate and use and interact with the space has got to be self-evident and common-sense. And no crashes or glitches or other “odd” happenings otherwise any sense of immersion is totally lost. And they need to integrate with your other digital presences - be that your desktop or work/social media accounts.

b) To make the applications desired. People and organisations have got to want to use this stuff. There has got to be user pull. For entertainment the experience has got to be worth all the hassle of setting up and clearing a space and totally isolating yourself from reality for a while, otherwise a film on Netflix or a game on Steam is going win out. For organisations the benefits of virtual learning and training have got to be clear and well understood. Yes there are lots of different case studies that show the benefits, but they aren’t well distributed or consolidated, and often aren’t too rigorous when comparing to BOTH the main alternatives (physical training and 2D eLearning).


In the medium-term (5-10 yrs) we identified two major challenges:

a) Mobility. Immersive learning needs to be available where and when people want to use it - it needs to be mobile. Yes an Oculus Quest is pretty mobile (I’ve even used it in my garden!), but in normal, non-COVID times, it's not feasible to use it on the bus or train into college, or sat in a cafe (locked away from the outside world with a purse or laptop ready to be stolen by your side), or sat on the sofa with half an eye on Love Island. Headset Mounted Display (HMD) VR needs to be complemented by mobile/tablet (and even laptop) based versions of the same experience. Yes there are advantages to HMDs (visceral immersion, scale, isolation), but there are also disadvantages (social isolation, nausea, convenience, cost). The user should decide HMD or non-HMD, not the software developer or trainer. 

b) Integration. We need to move away from walled gardens and towards standard based environments and applications. VR today is a bit like the pre-web Internet, different walled gardens, different access devices, multiple accounts. Users don’t want that - they want to hear about something and just access it with whatever device they have to hand, and with their long-standing personalised avatar. WebXR is helping here, and yes even the web still has many of these issues, and I know that asset wise we have broad portability between the platforms, but not in the scripting of the experience, or the management of the data associated with it. And does the “virtual world” approach of Second Life and Snowcrash offer a better model than the “app” approach of most current offerings. Many have talked about the Metaverse or Multiverse, being able to seamlessly (that word again) move from one virtual environment to another. There have been metaverse initiatives in the past - is it time for another one?


For the long term the group again identified 2 main issues:

a) Radical Interfaces. The VR HMD is a great step forward, but they are  still large, clunky, moderately uncomfortable for prolonged use, and not very portable. I’m pretty convinced that we need another big step change in HMDs before they become real consumer items where everyone one in they way that they currently (probably) have a tablet. What I have in mind is more like the holobands of Caprica than the Quest. Something that integrates VR, AR and MR, lets us readily see the physical world, tracks our hands, and, perhaps most important, manages to give us the “feeling” of locomotion, and perhaps the other senses. My guess is that this is as much a neurological interface as it is a visual one, and hence probably a decade or more out. 

b) Societal Change. VR is not just impacted by attitudes to it, but could also impact society itself. COVID has made us re-evaluate remote working and remote relationships. Popular media is full of stories based around virtualised people and places (Devs and Upload being just the latest examples). Even a decade ago virtual worlds were being used by hostile actors,  I doubt today’s environments are any different. How would a Caprica style virtual world, readily accessible by all, and with the capacity to do almost anything effect the way we all live and interact? Would it be for good or ill - and would it let us weather a second COVID that much better?


So there you are, 6 perspectives, 2 each for the short, medium and long term. You may not agree with all the details, but I hope that you can appreciate the general thrust of each, and each offers a timely call to action for the VR community.


Now scroll down a bit.











OK, I told a little white lie at the beginning there. The gathering of immersive learning experts wasn’t a few days ago, it was about 3,285 days ago at the ReLive (Research Into Learning in Virtual Environments) Conference. held at the Open University way back in 2011. Here's the original graphic - and you can find a fuller presentation I did later that years based upon it at https://www.slideshare.net/davidburden/virtual-worlds-a-future-history



But I think you’ll agree that the general vision and issues being raised back in 2011 differ little from what a similar analysis would yield in 2020 or even early in 2021 - ten years later! Some of the specifics might be different, and my commentary above reflects a contemporary take, but the big picture items are pretty much the same:

  • This stuff still isn’t seamless, although with Quest and WebXR we’re taking some great strides
  • The entertainment and business case is still struggling to be made. I know that Quests sold out early in lockdown, but I’ve also seen numerous reviews of technology to help with lockdown that haven’t even mentioned VR and immersive 3D.
  • We’ve actually made great strides in mobility if you consider non-HMD VR, I can now run avatar style experiences quite happily on my phone or tablet if they’re not too high-rez, and Quest again helps with instant set-up, but it’s still much of an either-or choice.
  • Integration seems further away than ever as VirBela, Immerse, AltSpaceVR, Sominium Space, Hubs etc all compete for users.
  • Radical interfaces is actually the one we achieved first, I was in SL in an Oculus DK1 in 2013, only 2 years after ReLive2011 - but as mentioned above there is still a long way to go for the ordinary consumer.
  • Societal change may be driven as much by COVID (and the fear of similar future outbreaks) and climate change, but VR is having far more of an impact on popular culture than it did a decade ago, and that triumvirate of VR capability, external pressures and cultural exemplars may well be driving change more quickly - although perhaps not a quickly as we thought back in 2011.


So I hope you’ll forgive my little deception, but I thought it might be a nice way to not only to illustrate how many things have stayed the same despite the apparent “improvements” in technology, but also highlights how much there is that current VR practioners can learn from the work on immersive environments that was being done a decade ago. For inspiration just check out the agenda and papers from ReLive11 (and the earlier ReLive08), still available on the OU website.

10 August 2020

Virtual Reality vs Immersive 3D - the Search for the Right Words!



As a company that been creating immersive experiences for over 15 years we find that the contemporary obsession with headset based virtual reality (HMD-VR) is often at risk of a) forgetting what valuable work has been done in the past in non-HMD immersive 3D environments and b) not highlighting to potential  clients that a lot of the benefits of "VR" can be obtained without an HMD, and not having the funds for, or access to (esp in COVID) HMDs does not need to stop a VR project in its tracks.


One problem is that we just don't have the right terminology, and what terminology we have is constantly changing.

"VR" has almost always been assumed to mean HMD-based experiences - using headsets like the Quest, Rift or Vive - or even their forerunners like the old Virtuality systems.

 But in that fallow period between Virtuality and Oculus DK1 3D virtual worlds such as Second Life, There.com and ActiveWorlds were enjoying a boom-time, and often found themselves labelled as "virtual reality".


One problem is that there seems to be no commonly accepted terms for the classic Second Life (or even Fortnite) experience, where you can freely roam a 3D environment but you have a 3rd (or sometime 1st) person avatar view of it. It's certainly not 2D. It's sort of 3D - but not as 3D as the stereoscopic experience using a VR-HMD. I've seen 2D/3D or "3D in 2D" but both are cumbersome. We sometimes refer to it as "first-person-shooter" style (but that doesn't go down well with some audiences), or "The Sims-like". 

There's also a qualitative difference between say a 3D CAD package where you're rotating a 3D model on screen (called an allocentric view) and the experience of running through Fortnite, Grand Theft Auto, or Second Life (called an egocentric view).  You feel "immersed" in the latter group, not just because of the egocentric view point but also because of the sense of agency and emotional engagement.

At a recent Engage event I went to I'd guess (from avatar hand positions) that about 50% of attendees were in VR-HMD and 50% using the immersive-3D desktop client. So should it be described as a VR or immersive 3D system? Our Trainingscapes is the same, we can have users on mobile, PC and VR-HMD devices all in-world, all interacting. And Second Life is often "dismissed" as not being "proper VR" - but when Oculus DK1 was around I went into SL in VR - see below - so did it stop being VR when they went from DK1 to DK2?


So if a system can support both - is it a 2D/3D system or a VR system? That is why we tend to refer to both the 2D/3D  approach and the VR-HMD approach as being "immersive 3D" - as long as you have a sense of agency and presence and the egocentric view. It's the experience and not the technology that counts.

And don't get me started on what "real" and "virtual" mean!

No wonder clients get confused if even we can't sort out what the right terms are, and its far too late for some de jure pronouncement. But perhaps we all could try and be a little bit more precise about what terms we do use, and whether they are just referring to the  means by which you access an experience (e.g. VR-HMD) or to the underlying experience itself (such as a virtual world or virtual training exercise).

In later posts I'll try and look more closely at the relative affordances of the 2D/3D approach (better name please!) vs the VR approach, what researchers experiences of virtual worlds can teach us about VR, and also how "virtual worlds" sit against other immersive 3D experiences.



30 July 2020

Garden VR



OK, why has it taken me 4 months of lockdown to realise that I've got the ideal room-scale VR space out in my garden! Having thought of the idea I did have some doubts about a) were there too few straight lines for it to manage the tracking, b) would rough grass flag as intruders in the scene and c) what happened if the dog walked through, but in the end it all worked swimmingly.

Wifi reaches about half way down - so that may be an issue, although I found it hard to draw out more  the first half the garden as a space. Oculus kept putting its "draw boundary" panel right where I was looking and walking and drawing didn't help - but I'll see if I can do better another time. I ended up with a space 15 paces by 7 - far bigger than the attic (and no slopey ceilings).

The image below shows a rough mapping of the space to the WebXR demo room - so I could walk about half of it (Oculus hides the warning barriers in photos - annoying in this case as I'd set myself up to show the exact extent!)



After that everything worked just as though I was indoors - apart from the occasional need to walk back closer to the recover the wifi. I certainly lost all sense of where I was in the garden and alignment, the soft grass didn't interfere with the immersion, and the slight slope up to the house end was a useful warning!

Not related to being in the garden I did notice that I felt more latency/unease with the 3D photospheres (and even more with the stereophotospheres) than with the true 3D spaces - where I felt none at all. Perhaps one reason why there were a lot of reports of unease with VR is a lot of people were having photosphere experiences - although admittedly true latency issues remain (but made worse by doing "crazy" things in VR - like rollercoasters - rather than just walking around in a room!

One experience which was heightened was the Mozilla vertigo experience - walking on ever smaller blocks over nothing. I suppose because I could move more in the garden I could better explore it and fully immerse myself in it - and it certainly made me check I could feel grass under my feet before I stepped - particularly when I just stepped off the blocks and into space.

Anyway all the space allowed me to have a good walk around the solar system model without using teleports and actually get the planets lined up for the first time! Even in the garden they are proving too big so need to at least halve the sizes!






13 July 2020

Further Adventures in WebXR - Playing with the Solar System



Having a bit more of a play with WebGL/WebXR and now have a nice draggable solar system! Could be a neat learning tool once finished to get the planets in the right order, too  look at their globes in more detail, and perhaps access further information about them. With World Space Day/Week going virtual might be time to set up a gallery of experiences for people to try that week. 

Need to sort a few more things first though - like rings for Saturn, a starscape backdrop, and change the highlight colours. Maybe also the option to check your order and give the you the right one. Also need to add a sun, and shrink the planets even further!



The more we play with WebGL/WebXR the more excited we are by it as a tactical solution, quickly creating small but powerful bespoke VR experiences that can be instantly accessed by anyone with a WebXR compatible VR headseat without any need for an install!


9 July 2020

Virtual Archaeology Review publishes Virtual Avebury Paper




The Virtual Archaeology Review has just published Professor Liz Falconer's paper on the Virtual Avebury project we did last year. The paper looks at the response to the VR experience by visitors to the National Trusts Avebury Visitor Centre - where two people at a time could collaboratively explore the Avebury site as was - i.e. without a village being built in the middle of it and all the missing stones replaced!

You can read the paper at: https://polipapers.upv.es/index.php/var/article/view/12924/12360


Key findings included:

  • More than 1200 members of the public experienced a 3D, fully immersive simulation of Avebury Henge, Wiltshire, UK over a nine-month period.
  • Patterns of use and familiarity with information technology (IT), and using mobile technologies for gaming were found that did not follow age and gender stereotypes.
  • There was little correlation between age, gender and IT familiarity with reactions to Virtual Avebury, suggesting that such simulations might have wide appeal for heritage site visitors.

Some of the key data are shown below:


Emotional Responses to Virtual Avebury



Experiences of Virtual Avebury


Responses to the Virtual Avebury Soundscape


Read the full paper at: https://polipapers.upv.es/index.php/var/article/view/12924/12360




23 September 2019

New Infographic on VR vs Physical Learning and eLearning



Here's a new infographic from us about why you should use immersive 3D and virtual reality in comparison to physical training or conventional eLearning. Of course the bottom line is that all forms are valid - but you need to know the advantages and disadvantages of each in order to develop an appropriate blended training and education programme.

Download as PDF.



30 August 2017

Gartner Hype Cycle 2017 - A Critique

Every year the Gartner Group (well known tech analysts) publish their "hype-cycle" - showing whereabouts emergent technologies are on the journey from first conception to productive tool. We've watched Virtual Worlds ( and then Virtual Reality) work its way along the curve over the last decade, but this year's chart has a number of interesting features which we thought might be worth discussing. We focus here only on the areas of keenest interest to us at Daden, namely AI/chatbots and 3D immersive environments.

First off, it's interesting to see that they have VR now pulling well out of the Trough of Disillusionment, and only 2-5 years to mainstream adoption. This seems reasonable, although a more detailed analysis (which we may do later) would probably put VR in different sectors at different points on the cycle - so whilst this position seems OK for gaming and training I'd be tempted to put it still up on the Peak of Inflated Expectations when it comes to mass media entertainment or personal communications.

As a side-line it's interesting to look at these two Gartner charts from 2012 and 2013. Spot the difference?

2012 Hype Cycle

Clue - look at the Trough of Disillusionment....

2013 Hype Cycle

In 2012 Virtual Worlds (Second Life and it's ilk) were at the bottom of the Trough, in 2013 (as the Oculus Rift hype started) they were replaced by Virtual Reality! Virtual Worlds (and SL) are still around - although often rechristened Social Virtual Realities - and we'd guess they are still lingering in the Trough as their potential is still a long way from being realised.

One tech that was in 2016 but is missing from 2017 is Virtual Personal Assistants. Now if we take this to mean Siri, Alexa and co that seems reasonable - I have Siri in my pocket and Alexa on my desk as I write. But they are a far cry from the virtual PAs that we were promised in the mobile phone videos of the 90s and 00s. In fact if we compare the 2012/2013 and 2017 charts we can see that "Virtual Assistants" 4-5 years ago were just over the Peak, but now in 2017 "Virtual Assistants" is actually just approaching the Peak! So Gartner appear to have split the old Virtual Assistant into a simpler, now mainstream, Virtual Personal Assistant, and a new Virtual Assistant representing those still hard to do elements of the 1990s vision.

Back to 2017 - the new entrants on the Hype Cycle of interest since 2016 are Artificial General Intelligence and Deep Learning. Deep Learning is really just a development of Machine Learning, and its interesting that they have them both clustered together at the peak. In fact I'd have thought that Machine Learning is probably approaching the plateau as it appears to crop up everywhere and with good results, and Deep Learning is not far behind. Interestingly neither appeared on the 2012/13 charts!

Artificial General Intelligence is far more interesting. It's been mooted for years, decades, and progress is certainly slow. We'll be writing far more about it in coming months but it is a lot closer to what most people call "AI" than the things currently being touted as "AI" (which are typically just machine learning algorithms). As its name suggests its an AI which can apply general intelligence (aka common sense) to a wide variety of problems and situations. Gartner have it about right on the chart as its still a back room focus and hasn't yet hit the mainstream media in order to be hyped - and still seems decades away from achievement.

There are some other technologies of interest on that initial slope too.

It's interesting that Speech Recognition has now gone off the chart as a mainstream technology - whilst it may not be 100% yet its certainly come on in leaps and bounds over the last 4-5 years. But was is in the initial slope is Conversational User Interfaces (aka chatbots) - divorcing what was seen as the technical challenge of speech recognition from the softer but harder challenge of creating a Turing capable chatbot interface. I'd have thought that the Peak for CUI was probably some years ago (indeed Gartner had Natural Language Query Answering near Peak in 2013) and that we've spent the last few years in the trough, but that intention based CUI as we're seeing with Alexa and Messenger are now coming of age, and even free text CUI driven by technology such as Chatscript and even AIML are now beginning to reach Turing capable levels (see our recent research on a covert Turing Test where we achieved a 100% pass rate). So I'd put CUI as beginning to climb the slope up out of the Trough.

By the way, we got excited when we saw "Digital Twin" on the chart, as it's a subject that we have a keen interest and some involvement in. But reading their definition they are talking about Internet of Things "digital twins" - where a piece of physical equipment has a virtual simulation of itself which can be used to predict faults and ease maintenance and fault finding. Our interest is more in digital twins of real people - cyber-twins as they have been called - perhaps we'll see those on later charts!

The final technology of interest is Brain Computer Interfaces. Putting them only just behind Conversational Interfaces reinforces the point that CUI should be a lot farther through the cycle! Useful Brain Interfaces (I'm not talking Neurosky type "brain-wave" headsets here - Gartner may differ!) still seem to be decades away, so sits about right on the chart. In fact it's moved a bit forward since 2013, but still at 10+ years to mainstream - can't argue with that.

So all this is pretty subjective and personal, and despite its flaws the hype cycle is a useful model. As mentioned though the same technology (eg VR) may have different cycles in different industries, and we also feel that each point on the curve is a bit of a fractal - so composed of smaller versions of the cycle as each step forward gets heralded as a great leap, but then falls back as people actually get their hands on it!

We look forward to reviewing the 2018 chart!






1 June 2016

Carding Mill Valley VR Photosphere App Launched

Today we've launched our 3D Photosphere VR app for Carding Mill Valley. You can download it from the Android Play Store (just search "cardingmill") to your Android phone, and it works with or without a Google VR Headset.

This app is intended as a counter-part to our FieldscapesVR app so that people can compare the two approaches to virtual reality field trips. With this app there are three photospheres which give you a photo-realistic view of the valley at 3 key points. However you cannot visit any other part of the valley, or fly around.

By contrast FieldscapesVR provides a 3D model of the valley which is less realistic looking than the photospheres, but which allows you to move anywhere around (and above) the detailed 3D model. In due course we will also be able to provide far more interactivity in the 3D model version than in the Photosphere.

The valley is a popular site for school field trips and the application is primarily intended to allow schools to:

  • virtually visit the site whilst planning their field trip
  • to use when back at school as part of their further studies and during revision

The application is very much intended as a "beta" of the final product, so we'd be delighted to hear your views.

The application can be used without a VR Headset in a normal "single-screen" mode but we recommend buying an Amazon Cardboard to get the full benefit (and it makes it a lot easier to use out on the ground in bright sunlight!). If you do need a headset, ensure that you get one which has a button or trigger, as that is (currently) required to use the app in VR mode.

Do try both versions and let us know how they compare either:

13 May 2016

iCentrum VR Photosphere App Launched





We've just completed a photospheres virtual reality app for Innovation Birmingham Campus for their new iCentrum building. The app lets you step through half a dozen locations in the building, each with audio narration, and view an information zone with further details about the project.

The app will be used by the iCentrum business development team to win new tenants, and they will also be mailing out branded Google Cardboards to key contacts. The app currently works on Android and an iOS version is coming. It also works with or without Google Cardboard.

Visit the Play Store and search for icentrumvr to download the free app. Read more about photosphere apps, and get in touch if you'd like us to build one for you.

**Update: Now available on Apple App Store as well! Just search "icentrumvr".

Three Basic VR App Types

In trying to work out how best to explain Virtual Reality and the application options open to clients I think we've decided that there are fundamentally three different types of VR app:

- The Photosphere

- The Object Viewer

- The Environment Explorer

Of course there will by hybrids of these, and more advanced versions may look nothing like the simpler versions, but considering how one interacts with the environment, and how the experience is technically prepared we think that these three sum it up pretty well - especially for those trying to grapple with how they can use VR in their business. Over the next month we hope to release examples of all three to the Android Play store, with releases to the iOS app store in May. 

Photospheres

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What is it?   Use a camera to take a set of photos to build a complete spherical photo, and then in VR put the user in the centre of that sphere so they can look all around. You can even take such spherical photos of 3D model builds  (e.g. architects models) so as to deliver them to VR at lower bandwidths/file sizes. It is also possible to put 3D objects on/in front of the sphere in order to create some animation and interactivity. Jury out as to whether they are "2D" or "3D" photospheres!
Pros/Strengths   Very quick to produce - about a couple of hours per sphere, including taking photos (about 150ish) and stitching them together.
Can use a standard DSLR or a dedicated 360 degree camera. Can also do as video.
Can link spheres together to provide a virtual tour. 
Lets you show users exactly what you want them to see.
Great for showing off new buildings/property developments or doing very simple "virtual tours" of heritage sites.
Cons/Weaknesses    Limited interactivity
Need access to site
Can't see "round the corner" if it hasn't been photographed.


Object Viewer

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What is it?   Create a 3D digital model of an object and then let the user look "around" the object in 3D. So whilst the Photosphere is about looking out from a central point the 3D object explorer is about looking in at a central point/object. Could use a photosphere as a backdrop to provide some context.
Pros/Strengths   Can link multiple objects together to create a 3D catalogue.
Can include animation of the object and "exploded view" type models to show detail and workings
Great for showing off manufactured products, heritage objects, and for STEM education
Cons/Weaknesses    Need to create 3D model - either by handbuilding (if want animation etc) or by photogrammetry or LIDAR scanning
Don't fully see context
Can't really "use" the object


Environment Explorer

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What is it?   Create a 3D landscape or other environment (including building interior, body interior etc) and then let the user explore the environment with as much structure as you wish to add - from pure exploration to a very focussed lesson. Can also include virtual characters - both bot driven and other users. This is about trying to give users the real "virtual world" experience. Most of the more "advanced" forms of VR (e.g. simulators/simulation) and games are versions of this.
Pros/Strengths   Can let the user explore and interact with the environment at will.
Can model real-life/real-world, or something fantastic or otherwise unreachable due to distance/size/cost/risk.
Can make multi-user, and/or use bots
Can overlay a full educational/training experience
Cons/Weaknesses   Need to create 3D environment - cost/time will be very proportional to extent and complexity
Graphic quality may not be as good as photosphere - but can be changed dynamically, unlike a photosphere

You can download a summary of all three in our new  Get Started in VR pdf.

25 April 2016

FieldscapesVR on Android Play Store!

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On 25th April we launched our initial FieldscapeVR app for Android and Google Cardboard. This is very much a teaser for the final Fieldscapes application, but is also potentially a useful tool for tutors and students in its own right as it lets you take a virtual walk (and fly) through and around the Carding Mill Valley in the Long Mynd in Shropshire, England. This valley is heavily used by school groups doing field studies.

We hope that the Virtual Reality tour will be used:

  • to help them get a better idea of the valley before they go,
  • as a “virtual drone” whilst in the valley to get to places they haven’t time to visit, and to improve their sense of context, during a visit
  • after the visit to place their analysis in context, and to use as an exam revision aid.
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    The current version has no learning content as such, but this will be in the final version. The application can be used without a VR Headset in a normal "single-screen" mode but we recommend buying an Amazon Cardboard to get the full benefit (and it makes it a lot easier to use out on the ground in bright sunlight!). If you do need a headset, ensure that you get one which has a button or trigger, as that is (currently) required to use the app in VR mode!

    To download a copy of the app onto your Android smartphone just search for “fieldscapes" or "fieldscapesvr” on the Play Store.

    We’d love to hear how you get on with the app!


    Later versions of the application, and the final version, will overlay teacher-defined educational content onto the model, guiding students through a virtual geography or biology field trip, or better understanding the physical or social history of the valley. The desktop version features far better landscape graphics, which we have had to reduce in quality in order to get better performance on standard smartphones.

    The application is very much intended as a "beta" of the final product, so we'd be delighted to hear your views.


    The web page is at: http://daden.co.uk/conc/trainingscapes/fieldscapes/fieldscapesvr-google-cardboard

    The Facebook group is at: https://www.facebook.com/Fieldscapes-907277346045945/

    The Support and Discussion forum is at: http://daden.co.uk/phpbb/viewforum.php?f=8

    The Support Wiki is at: https://dadenwiki.atlassian.net/wiki/display/FIEL/FieldscapesVR

    21 April 2016

    Imperial College Engineer - VR without the Hype

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    Imperial College has published a version of our VR Without the Hype white paper in their Imperial College Engineer magazine. You can download a copy of the article (pdf). You can also visit the Imperial Engineer web site and read the whole magazine.

    Our thanks to the editorial team at Imperial Engineer for making this possible. Imperial College is David's alma mater.

    23 March 2016

    Trying out the HTC Vive

    On the way back from a meeting in London yesterday I was able to find time to queue up at the Curry's on Tottenham Court Road to try out the HTC Vive. There queue was about a dozen people longer (and longer by the time I left) and with a 15 min demo each I had about an hours wait. There was an amiable and knowledgeable HTC expert supervising the whole thing, and ready to answer questions, and on his monitor (above) you could see what the Vive user was experiencing. The space was about 5m x 5m with the positional sensors in each corner.

    So what was the experience like?

    First the graphics was actually underwhelming. There was a definite step change from DK1 to DK2, but now DK2 is worse than the best smartphone solutions, and Vive really was no different from those. Still a slight "gauze" over the screen, and edges of the screen visible (perhaps better headset adjustment?), so no real sense of higher rez or wider field of view. It may be that the HTC is a few percentage points better, but not enough difference that you (or at lest I'd) notice. I also thought that the headset was heavier than the DK2, but apparently I was the only person who'd commented on its weight.

    Where the HTC did score was in the integration of the peripherals. The handset controllers were OK, a little oddly shaped, but the meant that whatever you were holding in world appeared where your hands/controllers were. The first demo is a simple shoot-em up, and you can hold either a shield or gun in each hand - just flinging a hand back over your shoulder to change. Using the shield/guns was totally natural, just point and shoot. You could also move around the platform a bit (although there was little need), and a green fence appeared when you began to stray to the limit of the area (no evidence of the forward facing camera bleed-through of reality).

    The second demo was Job Simulator. You're in a cartoony office cubicle just full of stuff to play with. The controllers now appear as white gloved cartoony hands (no arms), and pulling the trigger causes them to grip an object (although its then more a case of it moving with the hands rather than being gripped by them). I had great fun trying to build a jenga stack out of donuts and coffee cups. You could fill a  mug with coffee and tip the coffee all over the store. Throw physics worked well, both for donuts and paper-planes. There was a computer that you could access, but just very large font text (forgot to see what was the smallest font fize I could see to read - a good test of resolution). When I dropped a donut on the floor I could kneel down and peer under the virtual desk and the trackers did their job of keeping everything in sync - all very natural.

    And that was it. I only realised later that the person before me (image above) had also had the chance to use the painting app, but I guess the guy through the queue was building too long. Pity as I'd hoped to see if I could draw a solid looking house.

    Conclusions?

    Graphics are OK but not wonderous, and the £200+ price hike over the Oculus probably wont be worth it for that (or possibly even over the Samsung or Cardboard with a decent phone - and can't say I noticed lag was significantly better). The peripheral integration was great through, but in reality you could build that into any system - but it is hassle to do, and having it all working out the box is pretty neat.

    Thinking of use cases though, to get the fullest benefit you do need that 5m x 5m area and a minder to make sure you don't trip over the cable - so apart from the geekiest of gamer geeks I'm stil not sure its going to be a mass market entertainment system - and particularly at that price. And if you just want a sit-in-a-chair VR experience the other solutions are a lot cheaper.

    Where I am excited though is in our core area of training. People spend a lot of money on cave type 3D set-ups. But with a £700+ Vive you can have a fully portable spatial trainer. Just think of projects we've done such as this nursing trainer:

    With HTC Vive a student could actually walk around the bed, place and adjust equipment, do basic medical inspections etc. There would still be challenges with reading patient notes and talking to the patient ( a real need for voice recognition), but all do'able. We could probably even make it multi-user.

    So, great to have tried the Vive out. A pity its not another step beyond the current display quality, but really neat peripheral integration.