Virtual Reality, Augmented Reality, 360° video: how can these enliven the classroom? Explore our resources here, and suggest new ones.
The STELAR Technology Showcase, in the O'Shaughnessy-Frey Library's Lower Level (LIB LL20), currently includes the following VR devices for you to test out on site:
Stop by and get some basic instruction from our graduate assistants or instructional technologists, and climb aboard!
Virtual Reality is the use of software and devices to simulate a 'real world' environment in which the user feels completely immersed. Often, this includes not just sight, but sound and gestures.
Examples include: Oculus Rift, HTC Vive, Leap Motion and Google Cardboard.
Augmented Reality, a mix of real world surroundings and digitally added features, is a similar concept that has become more popular as technology improves.
Examples of augmented reality include: Microsoft Hololens, the Pokemon Go! app, and the Fetch app for the Structure Sensor (available at the Tech Desk).
360-degree videos, also known as immersive videos or spherical videos, are video recordings where a view in every direction is recorded at the same time, shot using an omnidirectional camera or a collection of cameras. During playback the viewer has control of the viewing direction like a panorama. 360-degree video is typically recorded using either a special rig of multiple cameras, or using a dedicated camera that contains multiple camera lenses embedded into the device. The resulting footage is then stitched to form a single video. Most 360-degree video is monoscopic (2D), meaning that it is viewed as a one (360x180 equirectangular) image directed to both eyes. Stereoscopic video (3D) is viewed as two distinct (360x180 equirectangular) images directed individually to each eye. (Wikipedia).