Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Tuesday, 27 February 2018

MSc Computing at Northampton: Play with Web Virtual Reality (VR)

This post documents some experiments with WebVR - Web based Virtual Reality - in this case based on the wonderful A-Frame (https://aframe.io) explored with MSc Computing students.

The two insights: it is great fun (which I did expect) and nowhere near as hard as I thought it was going to be when I first started. 

1. The approach
The approach used was using A-Frame (https://aframe.io) inside Thimble (https://thimble.mozilla.org ). Thimble was selected because it is an online editor,  simple to use, it is free and you see the preview immediately. The filesizes of images and videos have to be small though.



2. How easy is it?
You can treat it as if was HTML, after you have added the script file shown in bold.

    
   

The video below shows setting up and adding a box to the scene.



This next video takes this a little further by adding rotation to an object.

 

In this video mapping an image to an object and changing camera position is looked at.

 



3. Adding video
Actual in some ways it as easy to add video as adding an image, at it's simplest adding src="" with either the URL or relative filename in the speech marks can be used for both images and video. Alternatively using  combination with again the filename or URL between speech marks adds a block and pastes the video on top. The video below shows a worked example of these two approaches



4. 360 degree video.
A-Frame allows 360 degree to be incorporated into the scene using the  tag. The video below shows a worked example of this. The video below shows another worked example.



5. 3D objects and Assets
We can also add 3D models that others have developed into our scene. In the video below a Penguin, defined externally using .obj for the model and .mtl for the material, is loaded into the scene.



To read more go to https://aframe.io/docs/0.7.0/introduction/ 




All opinions in this blog are the Author's and should not in any way be seen as reflecting the views of any organisation the Author has any association with. Twitter @scottturneruonAll views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Monday, 25 April 2016

Team ET — Virtual Reality in Education

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



'via Blog this'

Posting on the site does not imply endorsement in any way, by the blog owner or any organisations the blog owner is associated with.

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. 




All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with

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.



Related
Junkbots

Sunday, 15 December 2013

virtual reality for environmental students

An ongoing project, which is a collaboration between the Dr Naomi Holmes (Department of Environmental Sciences, University of Northampton)  Dr Scott Turner (Department of Computing and Immersive Technologies, University of Northampton) and Adel Gordon (Learning Technology Team, University of Northampton) looking at Virtual Reality devices to prepare for field trips. 

Virtual field trips are not a new idea, but with the release of the developer version of the Oculus Rift providing a more affordable immersive/virtual reality equipment, could virtual field trips become immersive virtual field trips at reasonable cost? Is this a good idea?


The Oculus Rift (http://www.oculusvr.com/), a device whose popularity with gamers is increasing, is under investigation of tool for preparing for field trips. The demo of a house and gardens in Tuscany that comes with the Oculus Rift (available through the Oculus Rift developer centre https://developer.oculusvr.com/) is being used as the basis of the test. 


Students come in, put the headset on, after an initial orientation, walk around the house, and gardens, later fill in a questionnaire on the experience, as well as talking to the two investigators. Part of the procedure is the students are told they can stop at any time and restart if they want at any time during the session.

The research questions revolve around
- Do students like the tool?
- Do students think this tool could be used for:
   - preparation before a field trip to try out ideas.
   - a way of describing a trip when they come back.
   - a replacement for field trips.
- What are the limitations of the approach?
- Where else could it be used, if anywhere?
- Is there some procedures that need to be put in place to enable effective use of these?



Preliminary results will be released in the near future.

Funding for this work has come from the University of Northampton's Innovation Fund.




Related Links:

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.""

'via Blog this'


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. 

Tuesday, 7 May 2013

Educational Software

2013





Monday, 11 March 2013

Dr Yinghui Zhang: haptics and virtual reality

Dr Zhang research interests include haptics, virtual reality, argumented reality and GPGPUs, Computer Graphics, Virtual Environment

Sample Publications

Padillia I, Zhang Y (2012)Developing a haptic interface to manipulate and section high polygon models from x-ray data,  international conference on electrical engineering and computer science (EECS201)
For more detail: http://computingnorthampton.blogspot.co.uk/2012/12/developing-haptic-interface-to.html 



Zhang Y (2010) A Multi-asperity Surface Contact Model for the Simulation of Friction in Virtual Environments, Proceedings of Virtual Reality International Conference (VRIC 2010), 7-9 April 2010, Laval, France. RICHIR Simon, SHIRAI Akihiko Editors.
For related work: http://www.academia.edu/181641/Multi-asperity_based_friction_modelling_and_haptic_rendering_in_virtual_environments



Zhao F, Turner S, Hill G, Dravid R, Zhang Y (2010) A Virtual Environment Training System for Haptic Laparoscopic Surgery 16th International Conference on Automation and Computing, University of Birmingham, Birmingham, UK, 11 September 2010
For more detail: http://nectar.northampton.ac.uk/3271/


Related



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 distinctive in that it will be more industrially focused towards the application of immersive technologies and high performance  computing principles applied to industrially relevant problems.  This industrial connection is strengthened by members of NVision being part of the course team. Having NVision as part of this course also enables access to cutting edge immersive technologies providing rare opportunities for students to work with multi-million pound immersive technologies in a meaningful and practical way.

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



For more details  about this and other MSc Computing courses go to : http://www.northampton.ac.uk/info/200170/subject-areas/291/computing

Friday, 22 July 2011

NVision improves the student experience

A project has recently been completed (see http://apslandt.blogspot.com/2010/11/five-out-of-five-bidding-success-for.html and http://www.northampton.ac.uk/info/200284/widening-participation/1132/projects/14 for more details). Originally it was to run a one day workshop for Computing students in Further Education colleges to get a taster of computing in Higher Education, building on the previous events run over the last three years.

With approval the project developed during it’s lifetime. AimHigher ran a related event (AFactor) during the time of the project which met some of the goals of the project
  •  Engaging FE students,
  • Giving them a positive experience of computing,
  • Providing a positive image of women in computing.

This enabled some new and exciting opportunities to be pursued.
1.   The activities

AFactor and the money from this project gave us an opportunity to use a resource unique in this region, NVision, to give the students (and later groups of students) a chance to ‘play’ in an immersive environment.

“NVision is a state-of-the-art technology centre designed to help businesses create better value propositions by developing and promoting products and services, using 3D immersive stereo visualisation and computational modelling. Our facilities include a 4m fully tracked ActiveWall, 512 Core High Performance Computational (HPC) Cluster and the UK’s most accessible 5 sided High Definition ActiveCube (CAVE).” NVision (2011)

Kelly Savage from NVision developed a small teaching / demonstration module that has been used in events for Widening Participation events, WISE (Women into Science and Engineering), Aim Higher, an individual Connexions event with Weston Favell, the post 16 sustainability  Conference on 14th July.

The module is a hands on experience in groups of 3 – 4 people by creating a 3d presentation using a professional class design tool called Autodesk Showcase. The students are given a short design brief and shown how to import models, select materials, shots and backgrounds then set up an animation. Designs so far have included both a landscape  garden and a high performance sports car. The students then get to present their show back to the rest of the group on one of our excellent visualisation facilities.

The outcome for each students is that it enables them the opportunity  of working in a business environment, utilising the latest professional software and accessing high-end visualisation equipment. The module encourages them to think about how to promote the best features of a product by choosing, in their opinion, the most appropriate materials, textures, colours and presentation format to suite the design brief. Finally, they benefit from the experience of presenting a 3d show to their peers in a professional setting.

Around 90 students have been through the module. It has also enabled a widening the range of students that can be engaged.


5.   Summary
  • A hands-on module has been developed that has lets students get experience with some high-end visualisation equipment that is only usually available in large companies.
  • Combining the project money with money from other projects and sources has enabled a much richer experience for the participants.
  • The range of subjects areas that this is applicable to, is wider than the original projects goals whilst still meeting those goals.
  •  Feedback has been very positive about experience both from the students who took part and the accompanying staff.  “The Computer Day at Northampton University was brilliant.  All students thoroughly enjoyed the event and those who attended are looking in depth at the courses Northampton offer.” Caroline Freeman (IT Tutor, Tresham) as sent to AimHigher.

NVision was made possible thanks to £2.5m of funding from the European Regional Development Fund (ERDF)


NVision (2011) NVision Northampton [online]. Northampton: NVision. Available from: http://www.nvision-ipt.com/ [22nd July 2011].

Saturday, 4 December 2010

BCS Northampton: 3D Immersive Environment Event

The Northampton branch on the British Computer Society (BCS) on 7th December 2010 is running an event-  3D Immersive Environment presented by members of NVision at The University of Northampton.

This an opportunity to look at a state-of-the-art technology centre designed to help businesses create better value propositions by developing and promoting products and services, using 3D immersive stereo visualisation and computational modelling. The facilities include a 4m fully tracked ActiveWall, 512 Core High Performance Computational (HPC) Cluster and the UK's most accessible 5 sided High Definition ActiveCube (CAVE).

Open to members and the general public,  at no cost.

NVision (part of the School of Science and Technology, University of Northampton, UK) is a unique 3D immersive technology centre whose remit is to work with businesses to design better products at a lower cost. This is achieved by using the latest visualisation technologies to build greater communication with project teams and reduce the number of physical prototypes required to achieve the desired solution. Virtual prototyping is a proven method of reducing the number of design errors taken forward, improving market acceptance and shortening the overall project lead time. We have a suite of high-end facilities to help your business including a 5-sided HD ActiveCube (CAVE), a 6m wide fully-tracked ActiveWall and a High Performance Computational cluster for image rendering and complex calculations. NVision has been made possible by a £3m funding package from the European Regional Development Fund (ERDF).


Speakers: Karl Downing and Stuart Wayne

Location: Newton Grand Hall, Newton Building, Avenue Campus, University of Northampton, St Georges Avenue, Northampton, NN2 6JD

Time: 7.00 for 7.30pm, teas and coffees on arrival