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Virtual Reality

An emerging new medium - maybe the last medium!

physically

… and engaging!

emotionally

Remember point of view?

In VR point of view is your choice. You are the active force in the telling of a story. No other medium frees you from the tyranny of a director’s eye like VR does, and no one has really gotten a handle on it yet!

IMMERSIVE

TACTILE

KINETIC...

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Chris Milk:

How virtual reality can create the ultimate empathy machine

How will education evolve when we have immersive, emotionally powerful, first person experiences on hand? Students won’t theorize about what it was like to walk on the Moon, or storm the beaches of Normandy, or be told to give up their seat on a bus in Alabama; these things will feel like lived experience.

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How we got into VR...

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I teach computer technology, it’s always changing. If we’re not going to boldly go where no one has gone before, I should be teaching something else.

It’s emerging technology, there’s no right way to do it yet, barely anyone is… that’s why we wanted to do.

  • An opportunity for my students to build state of the art PC systems for clients
  • Research and a lot of trial and error
  • Learning by failing isn’t frustrating, it’s exploring
  • A resume building opportunity

I never get tired of bragging about my students...

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How you build a VR PC when there are no instructions?

Spring ‘16

First we threw the book at it: Intel i7extreme, 16GB DDR4ram, SSD, Radeon R9 $1000 video card - our first PC cost over $3000 to build, and it’s still the fastest PC in our school.

Fall ‘16

By now VRready parts were on the market, so we built an Intel i5, 8GB DDR3 pc with an Nvidia 1060 card for $1400.

Today

We can build a VR ready PC for about $1200, we have an order for 7 in the fall.

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What is a VR ready PC?

It needs graphic power! Both big video card manufacturers make VRready video cards nowadays, but I tend to go with AMD/Radeon because they are based in Markham. Your current best choices are the Radeon 500 series cards or the Nvidia 1000 series cards…

AMD FX or Intel i5 processors are mid-level and fairly cheap compared to the top end stuff. DDR4 is becoming common, but DDR3 ram works fine, get at least 8 gigabytes. We’ve run VR on regular hard drives, so only get an SSD if you have the budget, otherwise a modern hard drive does the business. Make sure you get Windows 10 with it - VR drivers are brand new and legacy drivers don’t exist for older versions of Windows.

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Getting VR to work within Board IT networking

Getting allowances for blocked software was our main issue. Our board is building plug in-able domains for non-board imaged PCs, so that took care of the hardware, but you need STEAM to run HTC VIVE drivers, so we had to get each machine we built excepted to access it.

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What software to use? There are free options!

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Exploring a new medium

Student research into VR educational uses

More student research into VR educational software

… but those are months old now - new VR titles are coming out quickly:

Micro Cosmic Worlds: review

Find it on STEAM

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Finding help: Foundry10

If you’re interested in exploring VR there are a lot of online resources (and more each day).

Foundry10 is an industry supported educational research and outreach group based out of Seattle. They are brilliant. You will find all sorts of data on how VR affects learning as well as information on how to impliment everything from Google Cardboard to fully immersive systems like the Vive.

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And then there were two:

Foundry10 helped us out by providing us with an Oculus. I selected it because we already had the Vive and we weren’t interested in doing the same thing twice.

How did the two compare? The Oculus was a second class citizen until they finally came out with hand controllers similar (but actually better) than the Vive’s. Both systems are comparably priced and functionally similar now.

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Working out safety protocols:

  • Dedicate space to VR immersion
  • Use a spotter
  • Clean the system regularly

On our first week up and running someone got hit in the mouth by the VR operator. The next day we had Les Nessman tape on the floor and a cordoned off area for immersion. We are stringent with how we run the systems with a PC operator running the computer and the VR operator working the system. Having a spotter is invaluable, you’re completely insensible to the world around you when you’re immersed in VR, as is cleanliness.

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One thing led to another: from Board SHSM PC building to starting a local VR research community

Our board’s SHSM led implementation of VR created a community. That community of explorers joined together to create a grant request for student led research, which we got! The result was 2 elementary and 4 secondary schools working together.

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Watching our ad hoc community become focused...

I’d applied for Ministry grants several times before without any luck, but I was surprised to learn our student led VR research grant was given the OK.

With money on hand for software, professional development, training and hardware, we were able to head off in a variety of directions. As each of our six schools discovered something, emails would circulate with how best to get something new working.

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What we did with our research grant...

We got a Ministry funded student research grant and encouraged students to explore this emerging technology. The results were wide ranging which suggests that this technology might have curriculum wide benefits. These are some of those student driven research projects:

  • Ponsonby PS: empathy & 3d modelling - using VR to place students in the shoes of other people, using VR to build 3d models and then print them (they made a whole town!).
  • Centre Wellington DHS: developing student built Unity & Blender driven VR projects in software engineering HexVR & Co/Labs
  • Spencer Ave. ES: storytelling with 3d modelling, collaborative problem solving, experiential geo-location using Google EarthVR.
  • Orangeville District SS: graphic design in 3d, using Tiltbrush to explore accessible 3d design. VR user interface design, art in virtual space.

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What do we do with this emerging, immersive technology?

  • Westside SS: curriculum wide integration of VR into everything from phys.ed (sports simulation) to essential students problem solving.
  • College Heights SS: using Unity to build a rendered, 3d model of the entire school - great for visitors, a kind of interactive map you can walk through.

Other student research looked into:

  • Safety simulation: having your hand cut off by a saw in VR produces notably higher safety habits in students! Practicing heavy equipment operation in VR drastically reduced damage to much more expensive real-world equipment.
  • Data visualization: using VR to visualize and better understand complex data. 3d aspect helps show 3d information without simplifying it onto a page or a screen. 3d in 3d.

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End of grant: here’s the research:

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End of grant: here’s the research:

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End of grant: here’s the research:

Two of our grade 9s researched Oculus Medium. This model was the result of a lunch time spent working with it. This grade 9 hadn’t made a 3d model before.

MEDIUM IMPACT

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Where we are now

Our VR research allowed us to build state of the art computer hardware and software, and develop the coop opportunities we needed to launch an ICT specialist high skills major program.

Our software engineering course produced two pieces of VR software this year.

Co/Labs HexVR

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How to VR?

We got into VR out of engineering curiosity, it has since been used as a tool for 3d modelling and software development.

We never had a problem with the ‘VR for media consumption’ thing because we use it as an engineering tool, but other teachers have struggled with making constructive use of it.

This is a problem with all edtech though. Until we start approaching technology use in learning with a pedagogical focus, we risk falling into a consumerist relationship with it.

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Experiential learning does not have to mean a field trip

Equity, safety and environmental concerns often reduce experiential learning in our schools. As VR development continues we will see increasingly immersive medium offering more and more engaging experiences for our students.

Beyond the real world experiences offered in VR, we can also offer students experiences we never could before, from simulating historical events and fictional narratives to flying to Mars.

With a bit of imagination, it’s easy to see just how powerful this technology could be in teaching and learning.

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How to get started in VR: Google it up...

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Google Earth VR...

Oculus Free Software

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The future of VR...

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What will you do with immersive media in your classroom?