Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
3. DESCRIPTION
Join us as we explore research opportunities and breakthroughs in VR technology.
This session will explore recent topics in virtual reality and how it is used in virtual
worlds and for strengthening communities.
Highlights from the research conducted at social good agencies, such as the Nonprofit
Commons, Virtual Ability, and the Infinite Metaverse Alliance are the tip of the iceberg
for how people benefit from VR and from dissertation research. In addition, we’ll
discuss opportunities for simulation design and game design to support simulating
experiences and provide educational opportunities.
The use of VR in business spans prototyping designs, strengthening leadership and
trust to modeling ideas and forming strong team relationships. In addition, the
research community has a call for support from Information Assurance and Cyber
Security researchers as well as the prototyping of entertainment games and the
development of serious game designs for education, research and development,
nonprofits, and business.
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4. OBJECTIVES
1. Examine the terminology and its research implications.
2. Identify the types of virtual reality technology and certain usability factors.
3. Explore the virtual world communities, including the Nonprofit Commons,
and how researchers can work with these groups to gain support for their
studies.
4. Visualize the experience of conducting research and work in virtual worlds.
5. Discover opportunities for further study and how to get connected to the
research community.
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5. PRESENCE
The connection between people and content
Where people meet and intersect with technology
Without people, 3D spaces are lifeless as art
Lovely and moving, but lacking a certain substance
6. TERMINOLOGY
Virtual Reality (VR)
Virtual Worlds (VWs)
Head-mounted display (HMD) devices
Head tracking
Gesture-based recognition
Facial tracking
Photogrammetry
Animation and motion capture (Mocap)
Games
3D VR Games
7. MIT’s Action Research Global Wellbeing and Gross National Happiness Lab
Presencing Institute
8.
9. VIRTUAL REALITY CHARACTERISTICS
• A 3D environment that exists inside the system to simulate an experience
• A computer-generated, simulated environment with sensory stimuli that
responds to user interaction
sight, sound, vibration, simulated sensations
• Immersion
An immersive VR environment uses
a head-mounted display (HMD) device
some mix of gesture or facial recognition
navigation devices
10. VR IN VIRTUAL WORLDS
Virtual Worlds – virtual reality environment with presence and interaction
• Simulated spaces and experiences with people, communication, and interaction
• Ability to create, modify and destroy elements within the virtual world
• Ability to simulate real-life places, animate avatars, gestures, & use physics
11. VR-VW COMPARISONS
Virtual worlds do not require HMDs
3D content on a 2D display monitor
Use camera controls to look at content
Interaction: mouse, pad or trackball
Sit at a desk
Animations use an animation override
Mesh virtual worlds may use HMDs
VR users view 3D content on a HMD
Gesture and motion tracking device
Sit or stand in a multidirectional pod
Capture expressions for use in world
Motion capture suit for real-time movement
12. VIRTUAL REALITY RESEARCH AREAS
Simulation – uses virtual reality to render & support a simulated experience
• Healthcare – stroke therapy, medical education, burn treatment, surgery
• Psychology – symbolic modeling
• Whole Brain Health
• VR Experiences – EcoRIft – Mojave Desert
• Societal problems
• Experiential media
• Safety training
• Military education
• Virtual Human Interaction Lab
13. RESEARCH GROUPS
Infinite Metaverse Alliance (IMA)
Military OpenSimulator Enterprise Strategy (MOSES)
Virtual Harmony & the AU Metaverse
Women in Virtual Reality
Virtual Human Interaction Lab (VHIL)
14. IMA RESEARCH WORKING GROUPS (WGS)
Software Standards
Commerce WG
Web-Worlds WG
Community WG
Education WG
Security WG
Test Management WG
The Arts WG
15. NONPROFIT COMMONS & SOCIAL GOOD
The world’s nonprofit agencies http://nonprofitcommons.org/
Meet in Second Life on Friday’s at 8:30AM Pacific time (10+ years)
Share technology strategies
Create 3D simulations, games & apps
Present at conferences, host workshops, & events
Collaborate on nurturing social good
Organizations
Virtual Ability http://www.virtualability.org/
Caravan Studios - Safe at Night http://www.caravanstudios.org/
One Billion Rising (VAWA)
And many universities, healthcare agencies, & groups for people in need
23. WOMEN IN VIRTUAL REALITY
New forms of journalism - Nonny de la Peña – Emblematic Group
VR experience called Hunger on the L.A. streets
Art education – Elizabeth Reede WoofbertVR
VR & AR – Christina Heller of VR Playhouse
ARVR academy – Liv Erickson – next gen of VR developers
VR, Robotics & AI – Alisha Seam at AT&T Foundry
31. VIRTUAL REALITY & VIRTUAL WORLDS
Virtual Reality – 3D environment that exists inside the system that simulates reality
• A computer-generated, simulated environment with sensory stimuli (sight, sound,
vibration, sensations) that responds to user interaction. Immersive VR may use a
head-mounted display (HMD) device, gesture or facial recognition, & navigation.
Virtual Worlds – virtual reality environment with presence and interaction
• Simulated spaces and experiences with people, communication, and interaction
• Ability to create, modify and destroy elements within the virtual world
• Ability to simulate real-life places, animate avatars, gestures, & use physics
What is the difference? At this time, most virtual worlds do not have viewers or
client software driven by head-mounted display devices with head-tracking. Users view
3D content on a 2D display monitor using a mouse, pad or trackball. A PC or laptop that
can play streaming videos & 3D games is often suitable for virtual world use.
32. VIRTUAL WORLD SIMULATION
VW Simulation – uses virtual reality to render & support a simulated experience
• Presence – avatar or mouselook
• Interaction – with objects & others
• Animation – avatar movement within the world
• Communication – between avatars and with objects
• Scripts – control of object and world behavior
• Camera – control of where an avatar looks
• Snapshot – camera for taking photos in world
• Terrain – the ground textures
• Objects – primitive, sculpty or 3D mesh objects using vector graphics
• Textures – transforms a block of wood into a realistic-looking shape
33. VR RESEARCH REALISM
Photogrammetry
• Avatar realism - simulating your real self in a virtual space
• Used 72-90 cameras to capture a person to render in 3D
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
37. U.S. ARMY & MOSES RESEARCH
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
Assembling 90
images into a 3D
mesh avatar
Rigging the
bones for
animating the
avatar with
gestures
39. Robo Recall
The Climb
EVE: Valkyrie
Need for Speed No Limits VR
Star Wars Battlefront:
Rogue One X-Wing VR Mission
Minecraft VR
Werewolves Within
40. VR GAMES 2016-2017
Werewolves Within – VR version of the party game Werewolf or Mafia
• Cross-platform, Oculus Rift, PlayStation VR, HTC Vive
Minecraft VR
• Oculus Rift (Mojang/MS & Doom mastermind John Carmack)
Star Wars Battlefront: Rogue One X-Wing VR Mission
• PlayStation VR
Need for Speed No Limits VR
• Google Daydream
EVE: Valkyrie - EVE Online Universe of New Eden
• Oculus Rift, PlayStation VR, HTC Vive
The Climb
• Oculus Touch or HTC Vive controllers for scaling mountains
Robo Recall – included with the Oculus Touch
Gaudiosi, J. (2017, January 10). The 10 best virtual reality games you can play right now. Men’s Journal. Retrieved from
http://www.mensjournal.com/gear/collections/the-10-best-virtual-reality-games-you-can-play-right-now-w460325/werewolves-within-w460335
41. GAME TERMINOLOGY & EXAMPLES
Games – digital games in 2D or 3D for simulating play or life experiences
• Massive Multiplayer Online Roleplaying Games (MMORPGs) – World of Warcraft
• Action, First Person Shooter, and Real-time Strategy Games – Call of Duty
• Pervasive Games & Augmented Reality Games – Pokémon Go, Ingress
• Alternate reality games – Halo 2 I Love Bees, The Black Watchmen
• Simulations - The Sims, SimCity, Spore, EVE Online, Minecraft
• Serious games– FoldIt, Re-Mission 2, Pain Squad
• Gamification – Super Better, Khan Academy
• Social games – Farmville, Mafia Wars
• FreePlay – Sims FreePlay
Niantic. (2016). Ingress [Software]. Retrieved from https://www.ingress.com/
42.
43. VR & AR GAMES RESEARCH
43
Defining the future of military education
Emphasizing character strengths, values, and role of the Soldier Guardian
Location: Virtual Harmony & the AU Metaverse
Hosted by The Air University Innovations & Integrations Division
Research Lead, Simulation & Game Designer: Dr. Andrew Stricker
CTU team members: Dr. Cynthia Calongne and Dr. Barbara Truman
Cynthia Calongne &
Andy Stricker at MIT
Barbara Truman
44. VR & AR GAME EXAMPLES
44
Examples from research games designed for research & educational use
1. Hostage Rescue Game
2. The Mars Expedition Strategy Challenge
3. Mars Geothermal
4. Slippery Rock Falls
5. PADDIE
6. Aircraft Crew Communications
7. SurvivalSim – based on a Special Forces game
8. The Enigma Challenge – cyber ops game
-- based on Alan Turing’s The Imitation Game
45. VR HARDWARE TECHNOLOGY
HMDs for VR
• Oculus, Microsoft HoloLens, HTC Vive, PlayStation VR
360 Degree Video for VR on a Smartphone
• Google Cardboard ~ free to $12
• More sophisticated clones ~ $30-35
Navigation in 3D space – movement
Realism in motion capture, gesture-based tracking, facial tracking
46. THE NEED FOR VR RESEARCH
Research topics for games, virtual worlds, VR, & 3D VR games
• Interaction devices, presence, multiplayer controls
• Social issues, cyber bullying, ethics, VAWA
• Applied contexts for learning skills
• Modeling cities of the future, climate models, scientific studies
• Mapping Google Earth to VR environments with interactive models
• Interdisciplinary – healthcare, education, STEM, military, environmental, etc.
47. RESEARCH EXAMPLES
Hardware – wearable, motion capture, realism, gesture & facial tracking
Software – 3D games, simulations, entertainment, social
User Experience – comfort, ergonomics, synthesis, deep immersion
Business Cases – learning, entertainment, work, simulation, what-if
Research – studying what is not possible today
Strengths-based Research
• Enigma Challenge – a pervasive game with a 3D immersive virtual world simulation
• Uses the Thomas-Kilmann Conflict Mode Instrument, the Kolb Learning Style Inventory,
the Values in Action Character Strength Survey
48. SIMULATION RESEARCH PRINCIPLES
48
Designing VR & AR games to explore the future of the Soldier Guardian
Foundations in character strengths and virtue-based research
Featuring:
Virtual world simulation
Unity3D development
Mobile apps
Analytics dashboards for tracking behavior, game responses & feedback
56. xBase Virtual World
Simulation using
OpenSimulator
Players visit geo-
locations noted on
the mobile app,
gather intelligence.
Decode cyphers,
interpret, & report
for debrief in the
simulation.
58. Mutually exclusive
and collectively
exhaustive teams
have a hierarchical
structure
Participants do not
need to know or
communicate with
other members &
have stratified roles.
Non-MECE are for
unpredictable
situations. Improvise
& have overlapping
responsibilities.
59. Roles in the game
Simulated terrorist
threats
Operators
Forward Ops, Cyber
Ops, Analysts,
Decoders,
Interpretors
With the virtual
Engima machine for
decoding &
interpreting
60. They use an app
created from the
Unity 5 version of
the game to collect
the clues.
They decode them
using an Imitation
Device similar to
Alan Turing’s work.
61. VIRTUAL REALITY RESEARCH LINKS
Research on equipment, interfaces, and educational use
• http://www.stantec.com/about-us/news/2016/stantec-launches-second-virtual-reality-research-
initiative.html
• https://artsmediaengineering.asu.edu/research-and-initiatives/research-projects
• http://www.sciencemag.org/news/2016/08/robo-suit-and-virtual-reality-reverse-some-paralysis-people-
spinal-cord-injuries
• https://learning.blogs.nytimes.com/2016/08/31/reader-idea-new-york-times-virtual-reality-in-the-
classroom/?_r=0
• https://www.eschoolnews.com/2016/09/19/survey-schools-still-havent-tried-virtual-reality/
• https://www.oswego.edu/news/story/new-partnership-advances-virtual-reality-research-suny-oswego
• https://vpr.colostate.edu/virtualreality/press/
62. NAVIGATION DEVICE LINKS
Navigation devices for simulating movement
Virtusphere
http://www.roadtovr.com/virtual-reality-virtusphere-omnidirectional-treadmill/
Virtusphere image
http://www.roadtovr.com/wp-content/uploads/2014/12/Optimized-
20141207_152309.jpg
Video https://www.youtube.com/watch?v=2e5Qvac3BB8
63. HOSTING AND GRAPHICS LINKS
SnickSnoodle’s Easy OpenSim Server Setup Ubuntu
http://jayrcelasecondlifetechnologist.blogspot.com/2017/07/opensim-hypergrid-sniksnoodle-factor.html
OpenSimulator Server Setup:
https://github.com/sniksnoodle/opensim_server
Additional Hardware Considerations on Graphics Cards
https://venturebeat.com/2016/08/25/nvidia-geforce-gtx-1080-review-insane-gaming-and-vr-power-in-one-
graphics-card/
64. VR Simulations & Games
How can you get involved?
For More Information:
ccalongne@coloradotech.edu
Dr. Cynthia Calongne
Lyr Lobo in the Metaverse
Lyr Lobo
calongne@pcisys.net