Immersive Technologies and Platforms – Reflection Document

Virtual Reality, Augmented Reality and Mixed Reality are technologies that hold a significant place in the 21st Century, with a wide application to a variety of industries – being used for onboarding, healthcare training via simulations, entertainment and educational purposes (Sala, 2021; Bueno, Gallego and Noyes, 2020; Pottle, 2019).

Virtual Reality, often displayed as VR is commonly defined as a computer simulated environment that can be interacted with through the use of VR Head Mounted Displays (HMDs), immersing the user in the experience. The environments can be realistic and mimic the real world, or completely different from what we know and see on a day to day basis (Wong, 2021; Lowood, 2018). As mentioned previously, VR can be used for entertainment purposes, such as playing games or socialising, but can also be used for educational purposes, such as training simulations for healthcare providers

SimX, a VR platform for medical training (SimX, 2024)

Augmented Reality, often displayed as AR, is commonly defined as a technology that enhances the real world with virtual elements, such as 3D models, animations or information for the user to view or interact with in some degree (Carmigniani, 2011; Arena et al, 2022; Microsoft, 2024). One example of AR technology being used for entertainment is Pokemon Go, released by Niantic in 2016 for Apple and Android devices (Niantic Inc, 2016). The application uses GPS along with the camera of the device, and allows for the user to interact and play with 3D models through the use of the AR view.

Pokémon Go’s AR Capability

Mixed Reality, often displayed as MR, is commonly defined as a technology that has the capability to blend VR and AR elements together (Microsoft, 2023; Intel, 2019). Real-world elements are integrated with virtual objects, and both can influence each other. As an example, virtual objects might appear in the user’s space that can be interacted with, and upon interaction, the object then reacts to the space around it (Biba, 2023). MR can also be applied to wider fields than just entertainment, such as productivity through a virtual workspace, healthcare and retail (Apple, 2023; Jenkins, 2022; Gil‐Lopez et al., 2023).

Meta’s MR Game First Encounters

The mentioned technologies fall underneath the umbrella term of Extended Realities, which can also displayed as XR. Extended Realities encompasses VR, AR, and MR technologies which blend the physical and digital worlds together to create new interactive environments for users. The submissions for the first section of the assignment have touched on the aforementioned technologies.

The Reality – Virtuality Spectrum (Steele, 2019)

PROJECT MANAGEMENT

Trello was used for project management over the course of this assignment to aid in the process. Each section of the assignment (FrameVR, AR, VR) had set dates that I had assigned in order to keep the project progressing. By having a structured schedule, the project stayed on course, and in turn resulted in an healthy and manageable workload.

TASK 1

Image
Initial Plan for the FrameVR Template
Example of how the FrameVR would be used as an additional teaching resource.

For Task 1, I built up an educational FrameVR scene that covered the evolution of Technology – spanning from the prehistoric era to the digital age, with the intention of being an additional resource for students to use, collaborative with others and enhance their learning (Robinson, 2022). As not every student learns the same way, students potentially would gain from a different approach and platform for their learning – making it accessible for students who may be unable to physically attend lessons. FrameVR was chosen as the software is accessible on a number of different devices and is free to use, which would be fitting for a school resource, rather than restricting the experience to expensive hardware.

For this project, I utilised a smaller scene that provided the user the freedom to proceed and learn at their own pace, but not allowing them to disengage. Larger frames that were provided as base templates had multiple corridors and branches that the user could explore – which would potentially be distracting and limit how effective of a resource it could be. I focused on creating exhibits for specific time periods, whilst having a timeline running along the outer walls – further utilising the space provided.

Challenges did arise with the software occasionally, often due to technical issues. I had previously attempted to include audio narration zones for the information boards in order to provide another method for information delivery, yet this did not work as intended and resulted in all audio playing together at once. As a result of this not working, I opted to remove the audio and focused on creating a collaborative learning space.

TASK 2

Initial Plan for the AR Task 2

For Task 2, I continued with the idea of building for educational purposes and decided to create an AR view of the Saturn V rocket from the Apollo 11 mission, with the intention of this being a resource to work alongside the sciences and history. Due to the content levels of the aforementioned subjects, students may potentially disengage – whereas AR experiences can enhance topics and engage students (Herb, 2023), encouraging interaction with the content on their devices (Sinha, 2021).

For this section of the project, I created two AR experiences covering the journey of the Apollo 11 mission and the Saturn V rocket. Originally, this project was going to have multiple QR codes and trigger images for each stage of the Saturn V rocket, but this idea was set aside in favour of animating the model and stages. The first experience shows the steps that the Saturn V rocket had taken, with the stages falling away to be hidden underneath the trigger image. The second experience shows the Saturn V in an exploded view, with each part separating from each other before eventually reforming.

Both experiences use a custom tracking image that I created in Adobe Photoshop, relating to the Apollo 11 mission and the journey of the Saturn V rocket. The image has a detailed design with minimal blank space in order to create a better tracking performance (Zapworks, 2023).

At the start of this project, I did have some significant challenges with the software and getting the experience to deploy correctly. My model of the Saturn V rocket during the initial stages of my AR experience was displaying with the rotation incorrect, despite not changing any of the values in the inspector. This was eventually solved with the assistance of staff on the project, which fixed the issue of the model rotating incorrectly.

BIBLIOGRAPHY:

Apple (2023) Introducing Apple Vision Pro: Apple’s first spatial computer. Apple Newsroom (United Kingdom). Available online: https://www.apple.com/uk/newsroom/2023/06/introducing-apple-vision-pro/.

Arena, F., Collotta, M., Pau, G. and Termine, F. (2022) An Overview of Augmented Reality. Computers, [online] 11(2), 28. Available online: https://www.mdpi.com/2073-431X/11/2/28/htm.

Biba, J. (2023) What Is Mixed Reality? Built In. Available online: https://builtin.com/articles/mixed-reality.

Bueno, S., Gallego, M.D. and Noyes, J. (2020) Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. Applied Sciences, 10(5), 1644.

Carmigniani, J. (2011) Handbook of Augmented Reality. New York, NY: Springer New York.

Gil‐Lopez, C., Guixeres, J., Marín‐Morales, J., Torrecilla, C., Williams, E. and Alcañíz, M. (2023) Is mixed reality technology an effective tool for retail? A vividness and interaction perspective. Frontiers in virtual reality, 4.

Herb, J. (2023) Using Augmented Reality to Enhance Science Learning: A Comprehensive Guide. Instructional Tech Talk. Available online: https://instructionaltechtalk.com/using-augmented-reality-to-enhance-science-learning-a-comprehensive-guide/.

Intel (2019) Virtual Reality Vs. Augmented Reality Vs. Mixed Reality – Intel. Intel. Available online: https://www.intel.com/content/www/us/en/tech-tips-and-tricks/virtual-reality-vs-augmented-reality.html.

Jenkins, R. (2022) How Dynamics 365 Mixed Reality on HoloLens 2 is accelerating ROI for the healthcare industry – Microsoft Dynamics 365 Blog. Microsoft Dynamics 365 Blog. Available online: https://www.microsoft.com/en-us/dynamics-365/blog/business-leader/2022/04/27/how-dynamics-365-mixed-reality-on-hololens-2-is-accelerating-roi-for-the-healthcare-industry/.

Lowood, H. (2018) Virtual Reality. In: Encyclopædia Britannica. [online] Available online: https://www.britannica.com/technology/virtual-reality.

Microsoft (2023) What is mixed reality? – Mixed Reality. learn.microsoft.com. Available online: https://learn.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality.

Microsoft (2024) What is augmented reality or AR? Microsoft.com. Available online: https://www.microsoft.com/en-us/dynamics-365/topics/augmented-reality/what-is-augmented-reality.

Niantic Inc (2016) Pokémon GO. Pokémon GO. Available online: https://pokemongolive.com/.

Pottle, J. (2019) Virtual reality and the transformation of medical education. Future Healthcare Journal, [online] 6(3), 181–185. Available online: https://www.rcpjournals.org/content/futurehosp/6/3/181?fbclid=IwAR19CU54MurxlOyz97FcPkDMQZcNXrme1JMCk2vQTwPi_jxC-9NO5zNDpjw.

Robinson, A. (2022) Enhancing Student Lessons With Immersive Reality. Immersive reality. Available online: https://www.immersivereality.co.uk/immersive-reality-enhances-existing-lessons/

Sala, N. (2021) Virtual Reality, Augmented Reality, and Mixed Reality in Education. Current and Prospective Applications of Virtual Reality in Higher Education, 48–73.

SimX (2024) Empowering Nurses: 5 Ways SimX is Transforming Nursing Education. Virtual Reality Medical Simulation | SimX. Available online: https://www.simxvr.com/blog/empowering-nurses-5-ways-vr-is-transforming-nursing-education/.

Sinha, S. (2021) Augmented Reality In Education. eLearning Industry. Available online: https://elearningindustry.com/augmented-reality-in-education-staggering-insight-into-future.

Steele, D. (2019) The Present State of the Virtuality-Reality Continuum. Medium. Available online: https://medium.com/@dmsteele89/the-present-state-of-the-virtuality-reality-continuum-96ed4e94d32e

Wong, D. (2021) Research guides: Virtual Reality in the Classroom: What is VR? guides.library.utoronto.ca. Available online: https://guides.library.utoronto.ca/c.php?g=607624&p=4938314.

Zapworks (2023) What Makes a Good Tracking Image? Zap.works. Available online: https://docs.zap.works/general/design/what-makes-good-tracking-image/

Task 1 – Asset References:

eexaw (2022) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/medieval-mill-080f516a0b6b402092c1314913341db8

Florida Public Archaeology Network (2022) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/newnan-point-sj13-91-0e11e397a2d54240a5f16512ff9a6003

howittworks (2023) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/plough-89c8ad3be6dc44e9be58c4a7ce840765

KIFIR (2019) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/printing-press-42c694acac9840679692ab06db4ce98e

Lauren.Snuderl (2023) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/water-mill-d9a14c89766747c08d4f718695998630

Lilium Arts (2020) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/acquedotto-rudere-in-pietra-48d6dfa51a264be08ea24e3ad88fc33e

LiliumLetifer (2023) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/old-pc-5aa0b296714b4347ac796c0774653cf4

Mark.Jeffcock (2024) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/ess-bf3563-bronze-age-socketed-axehead-88b2f15420d044568b15c547a0e9bfc9

MeowLord (2022) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/motorola-dynatac-8000x-232d758436ea4adcadb69bfb7cf1d394

Natural History Museum Vienna (2024) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/iron-hatchet-nhmw-prae-23817-09db9594b30b4a0cb95ae1d4473b8aae

Rollins College Archaeology (2022) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/papyrus-scroll-new-kingdom-dc20401e0b75486bb34de07956739c4f

Sketcher (2024) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/iphone-16-pro-max-white-a6e53194519448e4885cecfa162dbfcb

The Smithsonian Institution (2020) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/morse-vail-telegraph-key-a5b108e3132d46b696c36310c2314ed8

Virtual Museums of Małopolska (2021) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/refracting-telescope-4d606254893b418998483e1f38a4c127

Virtual Museums of Małopolska (2022) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/model-of-the-watt-steam-engine-with-animation-36e57c231b6546b7bdd19bf4dba8063d [Accessed 4 Dec. 2024].

Windows Xp Pc (2024) Sketchfab. Sketchfab. Available online: https://sketchfab.com/3d-models/mac-os-2013-2017-macbook-69078d4119eb45f195656f1737dc605b

Task 2 – Asset References:

Albert_Buscio (2022) PS1 style low poly Moon. Sketchfab. Available online: https://sketchfab.com/3d-models/ps1-style-low-poly-moon-a0800eda5580488092cbb48c415180a9.