Team ET — Virtual Reality in Education: "Virtual Reality in Education
Virtual Reality has been tipped to make great strides in the technology industry over the last few years. Big names like Samsung, HTC, Google and Facebook have attached themselves to the tech, and released some pretty powerful kit.
Another growing field in VR is fieldtrips. With the improvement in graphical representations of landscapes and detail virtual reality fieldtrips are becoming more popular in education. They serve to prepare a person for a trip, re-cap details of a trip, or even replace the trip and give users the ability to visit areas they would not usually have the chance to. Dr Naomi Holmes (Sheffield Hallam), Dr Scott Turner (Northampton) and I conducted a small scale research project a couple of years ago in this field.
To read more go to: Team ET — Virtual Reality in Education
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Posting on the site does not imply endorsement in any way, by the blog owner or any organisations the blog owner is associated with.
Computing within Northamptonshire is dynamic with interests in many aspects of computing and engineering. All views are the author and the site is the property of the author.
Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts
Monday, 25 April 2016
Tuesday, 14 July 2015
A Serious Games MSc - Computing, virtual reality
MSc Computing (Serious
Games) University of Northampton
Serious Games are those
that are designed with the main purpose not being pure entertainment,
including but not exclusive to applications in defence, education and training,
engineering, planning environment, medicine and behavioural change. This
pathway is delivered to provide skills in necessary for serious games including,
programming, modelling, internet programming and mobile devices.
Examples of the modules include:
Media Techniques
Computers now make use of a
wide variety of digital media that is sound, images and graphics. The
technology behind this media and the associated problems are very easy to
overlook. This module describes the way in which each media is stored and
manipulated within a computer system. The module guides the student through the
techniques used which are all demonstrated by practical examples. The student
is equipped with the techniques necessary to manipulate the media, using
standard programming languages, in the same way as a commercial media package
would do.
Programming
This module is designed to
give the student an awareness of programming using a commercially available
portable language. The student will gain programming skills, an awareness of
developing client side programs and an appreciation of a computer
language. Also focus on skills needed in
the analysis, design, implementation, testing and maintenance when developing a
software programme. This will enable the student to make an effective contribution
to a software development project. Experience will be gained to understand and
implement graphic applications, consisting of two-dimensional graphics,
three-dimensional graphics and animation.
Modelling for Serious Games
This
module is designed to give the student an awareness of common modelling
software and practices, as well as give an insight into the background and
history of modelling. It will teach students to think around common problems
presented over the course of a modelling project and help them develop
visualisation solutions that are suitable in terms of functionality,
performance and affordability for the given application. The module will also
develop a wider understanding of industry applications and standards as well as
imbuing the ideas and philosophies behind modelling for enterprise. Students
will be exposed to cutting edge modelling technologies, including the NVision
suite of immersive technologies
Immersive
Technologies
This module gives students a
deeper understanding of the principles and practicses of Virtual Reality
technology.
Monday, 14 July 2014
Minecraft in 3d virtual reality
As a little experiment with the Oculus Rift I wondered if I could view a Minecraft world through the oculus Rift. The answer is yes and relatively easily (certain easier than I though it was going to be).
Download Minecrift from: https://share.oculusvr.com/app/minecrift
Unzip the files and run the installer file.
You should get something similar to figure 1. All I did then was press OK.
Run the Minecraft launcher and create a new profile. After creating a new profile, edit it to change Use version to release minecrift-1.6.4-b12-nohydra which can be found in the drop down menu now. Now save the profile.
Now play the Minecraft normally but with the Oculus Rift on (it helps to have two people one wearing the Oculus Rift, the other pressing keys to control the movement).
Most people who have tried enjoyed it but could only play for a short while. If I was susceptible motion sickness I wouldn't try this.
Related links
http://minecraft-vr.com/
http://www.theriftarcade.com/minecrift/
http://vrwiki.wikispaces.com/Minecrift
http://www.pcgamer.com/2013/05/10/minecraft-is-the-latest-game-to-get-oculus-rift-support-with-minecrift-mod/
http://riftmod.com/how-to-setup-minecraft-for-oculus-rift/
All views are the author's and do not necessarily reflect the views of any organisations the author is associated with in any way. Nor is post advocating the use of approach described above, but is reporting on an experiment.
Download Minecrift from: https://share.oculusvr.com/app/minecrift
Unzip the files and run the installer file.
![]() |
| figure 1 |
![]() |
| Figure 2 |
Now play the Minecraft normally but with the Oculus Rift on (it helps to have two people one wearing the Oculus Rift, the other pressing keys to control the movement).
![]() |
| Figure 3 |
Most people who have tried enjoyed it but could only play for a short while. If I was susceptible motion sickness I wouldn't try this.
Related links
http://minecraft-vr.com/
http://www.theriftarcade.com/minecrift/
http://vrwiki.wikispaces.com/Minecrift
http://www.pcgamer.com/2013/05/10/minecraft-is-the-latest-game-to-get-oculus-rift-support-with-minecrift-mod/
http://riftmod.com/how-to-setup-minecraft-for-oculus-rift/
All views are the author's and do not necessarily reflect the views of any organisations the author is associated with in any way. Nor is post advocating the use of approach described above, but is reporting on an experiment.
Sunday, 25 May 2014
Computing at Northampton 2018
A recent workshop presented by Scott Turner, Naomi Holmes, Adel Gordon and Janet Jackson at Northampton Learning andTeaching Conference 2014- Northampton 2018: Planning, Designing and Delivering Student Success gave participants an opportunity to 'play with' some of the computing technologies they have been investigating as tools for Environmental and Geography Students.
A recent paper was presented by John Sinclair and co-authored by Stuart Allen, Linda Davis-Sinclair, Trish Goodchild, Julie Messenger, and Scott Turner at Northampton Learning and Teaching Conference 2014- Northampton 2018: Planning, Designing and Delivering Student Success about STEM outreach and employability.
Enhancing student employability skills through partnership working in STEM outreach
John Sinclair, Stuart Allen, Linda Davis, Trish Goodchild, Julie Messenger, Scott Turner
Contact details:
Abstract:
For over a decade, University of Northampton staff and students have delivered successful STEM outreach activities, master classes and co-working opportunities to learners in schools and FE colleges. In addition, the University works with the local STEMNET contract holder to gain national recognition for staff and students STEM Ambassadors and recognises STEM Ambassadors through awards (staff and student) as part of its annual celebration of volunteer achievement. Both developments derive from a culture of empowering students as partners and enhancing the student journey.
The University has developed a co-ordinated programme of training and events to empower students and staff to engage with school and community outreach. A cross-University STEM Steering Group (SSG) which features both management and grass roots-level representation from the across the University (Science and Technology, Health, Education, the Arts and its Centre for Employability and Engagement) manages the activities, including recruiting representation from the student body. As such, SSG is uniquely well-placed to champion STEM activities across the University and to make these available to the wider community. Local schools are able to access inspirational science activities, whilst University students gain employability-related skills in leadership, communication, project-delivery and self-motivation and staff gain valuable CPD. Students also identify more strongly with the University. The total package plays a major role in contributing to University aspirations in widening participation and is hugely popular with participants. This paper will outline the project and will showcase the positive enhancements which it offers to University of Northampton students and school participants.
Monday, 5 August 2013
3D, immersive, virual reality, human body experience
It's the first time in the UK that a 5-sided active Cube will have been used to educate students about human anatomy.
Taken from Northampton Academy students to visit University for 3D human body experience Friday 5th July 2013
Pupils from Northampton Academy will be visiting the University of Northampton's School of Science and Technology at Avenue Campus on 8 July to investigate the human body.
The event will be led by University health ambassadors, and consist of two different workshops alongside a 3D experience at NVision, the UK's leading immersive 3D visualisation centre based at Avenue Campus.
James Powell, Manager of NVision explains: "Students attending the event will be able to experience and learn about the human anatomy via the deployment of Virtual Reality technology. The University's NVision department has created 3D stereoscopic content that will enable students to step into the immersive Cube housed at the Newton building and come face to face with life size 3D virtual humans. Students will be able to explore the virtual reality humans (both male and female) and see skin layers removed to reveal muscle structures, internal organs, blood vessels, lymph system, nerve system and skeletal structure. It's the first time in the UK that a 5-sided active Cube will have been used to educate students about human anatomy.""
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Taken from Northampton Academy students to visit University for 3D human body experience Friday 5th July 2013
Pupils from Northampton Academy will be visiting the University of Northampton's School of Science and Technology at Avenue Campus on 8 July to investigate the human body.
The event will be led by University health ambassadors, and consist of two different workshops alongside a 3D experience at NVision, the UK's leading immersive 3D visualisation centre based at Avenue Campus.
James Powell, Manager of NVision explains: "Students attending the event will be able to experience and learn about the human anatomy via the deployment of Virtual Reality technology. The University's NVision department has created 3D stereoscopic content that will enable students to step into the immersive Cube housed at the Newton building and come face to face with life size 3D virtual humans. Students will be able to explore the virtual reality humans (both male and female) and see skin layers removed to reveal muscle structures, internal organs, blood vessels, lymph system, nerve system and skeletal structure. It's the first time in the UK that a 5-sided active Cube will have been used to educate students about human anatomy.""
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The University of Northampton's, Department of Computing and Immersive Technologies offers five courses within the MSc Computing postgraduate provision (shown below) all available either part-time or full-time.
Friday, 27 April 2012
New immersive course
This MSc pathway at the University of Northampton, UK aims to
complement the already established pathways on the MSc Computing programme, but
at the same time is also a collaboration between the Departments of Computing
and Immersive Technologies; Engineering and nVision.
This pathway is
also supported by the research interests of the course team in haptics (force
feedback), visualisation of data, high performance and distributed software and
hardware.
Typical
modules
·
Immersive Technologies
·
Media Technologies
·
Distributed Systems
·
Mathematical Modelling
·
Modelling for Enterprise
·
Programming
·
Dissertation
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