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Virtual Reality (VR), Simulations and Games:
Research Opportunities
Dr. Cynthia Calongne
July 12-13, 2017 Workshops
CTU Symposium Summer 2017
AGENDA
TERMINOLOGY
VR RESEARCH
VIRTUAL WORLDS
PHOTOGRAMMETRY
VR AR GAME RESEARCH
AREAS FOR VR RESEARCH
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.
Bottom area
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.
Bottom area
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
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
MIT’s Action Research Global Wellbeing and Gross National Happiness Lab
Presencing Institute
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
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
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
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
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)
IMA RESEARCH WORKING GROUPS (WGS)
Software Standards
Commerce WG
Web-Worlds WG
Community WG
Education WG
Security WG
Test Management WG
The Arts WG
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
Nonprofit Commons Attends a SLMOOC17 Jeffersonian Dinner
Education Conferences in VR and in the Physical Space
Medical and Classroom Simulations
VR Spaces are Better
with People
Medical Simulation at a Hong Kong University
Dancing While Answering Workshop Questions
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
CTU Virtual World Simulation Class
From Pedagogy to Game Elements: Designing While Inside the Game
Simulating Life: AI and Medical Simulations
OPEN SOURCE VR
Hypergrid – the 3D Metaverse
Neal Stephenson’s Snow Crash – avatar interaction in 3D
IMA RESEARCH INITIATIVES
Innovations in Head-mounted display (HMD) devices
Depth of focus issue
Ergonomics
Safety
User experience
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.
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
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
PHOTOGRAMMETRY
STUDIO
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
ASSEMBLING
THE IMAGES
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
PHOTOGRAMMETRY
RESEARCH
BUILDING A
LIFELIKE
3D AVATAR
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
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
AVATAR REALISM
CRITICAL FOR
MILITARY
TRAINING
SIMULATIONS
Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
The mesh avatar
looks like the user
Stretches to sit,
walk,
gesture,
and move
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
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
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/
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
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
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
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.
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
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
Draw me a sheep – a study in perspectives
The Little Prince and sheep with Lyr Lobo at Burning Man
It is only with the heart that one can see clearly
What is essential is invisible to the eyes
The interface above
The scene
Objects derendered
or made invisible
around it
Simulating the desert
The Little Prince and the Fox – Primitive Shapes Twisted & Animated
Simulating the Desert
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.
A Team-of-Teams
blended reality
challenge
As player move
around physical
locations,
Simulated threats
occur.
They obtain clues
that they decode in
multiples of small
teams.
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.
Roles in the game
Simulated terrorist
threats
Operators
Forward Ops, Cyber
Ops, Analysts,
Decoders,
Interpretors
With the virtual
Engima machine for
decoding &
interpreting
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.
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/
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
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/
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

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Calongne vr simulations games ctu doctoral july 2017

  • 1. Virtual Reality (VR), Simulations and Games: Research Opportunities Dr. Cynthia Calongne July 12-13, 2017 Workshops CTU Symposium Summer 2017
  • 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. Bottom area
  • 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. Bottom area
  • 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
  • 16. Nonprofit Commons Attends a SLMOOC17 Jeffersonian Dinner
  • 17. Education Conferences in VR and in the Physical Space
  • 18. Medical and Classroom Simulations
  • 19. VR Spaces are Better with People
  • 20. Medical Simulation at a Hong Kong University
  • 21. Dancing While Answering Workshop Questions
  • 22.
  • 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
  • 24. CTU Virtual World Simulation Class
  • 25. From Pedagogy to Game Elements: Designing While Inside the Game
  • 26. Simulating Life: AI and Medical Simulations
  • 27. OPEN SOURCE VR Hypergrid – the 3D Metaverse Neal Stephenson’s Snow Crash – avatar interaction in 3D
  • 28. IMA RESEARCH INITIATIVES Innovations in Head-mounted display (HMD) devices Depth of focus issue Ergonomics Safety User experience
  • 29.
  • 30.
  • 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
  • 34. PHOTOGRAMMETRY STUDIO Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
  • 35. ASSEMBLING THE IMAGES Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry
  • 36. PHOTOGRAMMETRY RESEARCH BUILDING A LIFELIKE 3D AVATAR 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
  • 38. AVATAR REALISM CRITICAL FOR MILITARY TRAINING SIMULATIONS Maxwell, D. (2016). Photogrammetry. Retrieved from https://militarymetaverse.org/photogrammetry The mesh avatar looks like the user Stretches to sit, walk, gesture, and move
  • 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
  • 49. Draw me a sheep – a study in perspectives
  • 50. The Little Prince and sheep with Lyr Lobo at Burning Man
  • 51. It is only with the heart that one can see clearly What is essential is invisible to the eyes
  • 52. The interface above The scene Objects derendered or made invisible around it
  • 54. The Little Prince and the Fox – Primitive Shapes Twisted & Animated
  • 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.
  • 57. A Team-of-Teams blended reality challenge As player move around physical locations, Simulated threats occur. They obtain clues that they decode in multiples of small teams.
  • 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