AR/VR Expo, March 26
Library's East Reading Room
AR/VR Luncheon, March 29
Library's East Reading Room
Register (lunch provided for registrants)
email@example.com or firstname.lastname@example.org
VR for Game Development and Research
Scott Kuhl (email@example.com)
Scott Kuhl leads the virtual environment lab in Rekhi and is the faculty advisor of the Husky Game Development Enterprise. Scott will share an example of a student-developed VR game and the active areas of VR research.
VR Learning Objects with Adobe Captivate
Sarah Bell (firstname.lastname@example.org)
Conceptually and through play exercises in the HDMZ, Sarah Bell introduces students taking the HU Intro to Digital Media course to AR/VR technologies. She is currently evaluating the latest version of Adobe Captivate, as it includes templates for creating 360 degree video based VR learning objects. She will be sharing the activities, her experiences, and her students' reactions to these technologies.
Visualizations of Keweenaw Mines
Explore an Augmented Reality visualization of Keweenaw Mines (video of tool). See the layout and depth of the mines and what sits over them on the peninsula.
Alex Mayer (email@example.com), Todd Arney (firstname.lastname@example.org), David Wanless (email@example.com), Joseph Foster (firstname.lastname@example.org), Yu Cai (email@example.com)
This virtual sandbox was built by School of Technology's Mechanical Engineering Technology students as a Senior Capstone Project. Once built and experienced, SoT Surveying Engineering students found that its use could be incorporated into topographic & watershed analysis, volume determination, and subdivision layout and site design. Further, Computer Network and System Administration students are exploring ways to build on existing public domain software so qualitative data could be extracted from various shade layers; such as topography, forest cover, soil types, snow, glaciers, etc. The Surveying Engineering program intends to include the Virtual Sandbox in its design & build of SoT's Mobile Escape Room.
Geospatial Data Collecting
Eugene Levin (firstname.lastname@example.org)
Computer Vision Tracking and Mixed Reality
Guy Hembroff (email@example.com)
GIS applications of VR/AR: Wind Energy Development Visualization, Keweenaw Time Traveler, and 3D data collection
Ryan Williams (firstname.lastname@example.org) and Don Lafreniere (email@example.com)
VR/AR offers expanded options for sharing your own local knowledge and connecting with others. Explore the Keweenaw Time Traveler, an online interactive historical atlas; a Wind Energy Development tool; and other 3D data collection options.
SimInsights develops AR/VR software for education and business uses.
/VR Exploration with Merge headset and cube
Library & CTL staff
Play with a variety of educational apps and videos using a Merge headset and Cube.
Abulrub, A.-H. G., Attridge, A., & Williams, M. A. (2011). Virtual Reality in Engineering Education: The Future of Creative Learning. International Journal of Emerging Technologies in Learning (iJET), 6(4). doi:10.3991/ijet.v6i4.1766
Barata, P. N. A., Filho, M. R., & Alves Nunes, M. V. (2015). Virtual reality applied to the study of the integration of transformers in substations of power systems. International Journal of Electrical Engineering & Education, 52(3), 203-218. doi:10.1177/0020720915583865
Bauman, A. (April 4, 2017). New OU virtual reality club collaborates with University Libraries to expand technology across campus. OU Daily.
Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning, 8(4), 44-60. doi:10.4018/ijmbl.2016100104
Greene, D., & Groenendyk, M. (2018). Virtual and Augmented Reality as Library Services. Computers in Libraries, 38(1), 4-7.
Hahn, J. F. (2018). Virtual reality learning environments: Development of Multi-user Reference Support Experiences. Information and Learning Science, 119(11), 652-661. doi:10.1108/ils-07-2018-0069
Kuykendall, H. (March 14, 2018). OU Virtual Reality Association allows students to develop technological skills, prepare for future job opportunities. OU Daily.
Oyelude, A. A. (2017). Virtual and augmented reality in libraries and the education sector. Library Hi Tech News, 34(4), 1-4. doi:10.1108/lhtn-04-2017-0019
Oyelude, A. A. (2018). Virtual reality (VR) and augmented reality (AR) in libraries and museums. Library Hi Tech News, 35(5), 1-4. doi:10.1108/lhtn-04-2018-0023
Pope, H. (2018). Incorporating Virtual and Augmented Reality in Libraries. Library Technology Reports, 54(6), 8.