Archive of ‘VR’ category

Varjo Aero headset

Varjo announces Aero, the highest-end prosumer headset

https://gfycat.com/equatoriallastingbronco

Specifications

  • Displays: Dual Mini LED LCD; 2880 x 2720 px per eye
  • Refresh rate: 90 Hz
  • Optics: Custom-made variable resolution aspheric lenses with 35 PPD peak fidelity
  • Field of View: Horizontal: 115°, Diagonal: 134° at 12 mm eye relief
  • Interpupillary Distance: Automatic IPD adjustment with motor, Supported IPD range: 57–73 mm
  • Audio: 3.5 mm audio jack, In-ear headphones with mic in-box
  • Weight: 487 g + headband 230 g (including counterweight)
  • Dimensions: Width 200 mm, height 170 mm, length 300 mm
  • Connectivity:
    • Headset adapter and USB-C cable (5-metre) in-box
    • PC connections: DisplayPort and USB-A 3.0
  • Positional Tracking: SteamVR™ 2.0/1.0
  • Eye Tracking: 200 Hz with sub-degree accuracy; 1-dot calibration for foveated rendering
  • Comfort & Wearability:
    • 3-point precision fit headband
    • Replaceable, easy-to-clean polyurethane face cushions
    • Active cooling

PC Requirements

4-core CPU
For example: Intel Core i5-4590, Intel Xeon E5-1620, AMD Ryzen 5 1500X equivalent or better

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More on goggles in this blog
https://blog.stcloudstate.edu/ims?s=goggles

VR training for hospitals

Nepean Hospital partners with Vantari VR for ICU training

https://www.healthcareitnews.com/news/anz/nepean-hospital-partners-vantari-vr-icu-training

“By integrating Vantari VR into our education programme, trainees will already have advanced knowledge of the procedure before requiring clinician input. In addition, we hope Vantari VR will help our trainees have a more homogenous approach, as well as give repeated exposure to lesser performed procedures,”

Aside from Nepean Hospital, Vantari’s technology is also being used for training critical care practitioners at three other tertiary hospitals across Australia

Featuring flight-simulator technology, the Vantari VR training platform provides medical training through a VR headset and a laptop. Its modules cover most medical procedures and deliver steps recommended by college guidelines. Vantari sees its technology being applied beyond the ICU to other critical care specialities, such as emergency medicine and anaesthetics.

The startup said it is in the process of securing A$2 million ($1.5 million) in funding as part of its capital raise, which will close in December. This comes as it received a $100,000 grant from American video game company Epic Games early this year.

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More on immersive and nursing in this blog
https://blog.stcloudstate.edu/ims?s=Immersive+and+nursing

emotional value of immersive virtual reality in education

Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141–1164. https://doi.org/10.1007/s11423-018-9581-2
an affective path in which immersion predicted presence and positive emotions, and a cognitive path in which immersion fostered a positive cognitive value of the task in line with the control value theory of achievement emotions.
business analyses and reports (e.g., Belini et al. 2016; Greenlight and Roadtovr 2016), predict that virtual reality (VR) could be the biggest future computing platform of all time.
better understanding of the utility and impact of VR when it is applied in an educational context.
several different VR systems exist, including cave automatic virtual envi-ronment (CAVE), head mounted displays (HMD) and desktop VR. CAVE is a projection-based VR system with display-screen faces surrounding the user (Cruz-Neira et al. 1992). As the user moves around within the bounds of the CAVE, the correct perspective and stereo projections of the VE are displayed on the screens. The user wears 3D glasses insidethe CAVE to see 3D structures created by the CAVE, thus allowing for a very lifelikeexperience. HMD usually consist of a pair of head mounted goggles with two LCD screens portraying the VE by obtaining the user ́s head orientation and position from a tracking system (Sousa Santos et al. 2008). HMD may present the same image to both eyes (monoscopic), or two separate images (stereoscopic) making depth perception possible. Like the CAVE, HMD offers a very realistic and lifelike experience by allowing the user to be completely surrounded by the VE. As opposed to CAVE and HMD, desktop VR does not allow the user to be surrounded by the VE. Instead desktop VR enables the user to interact with a VE displayed on a computer monitor using keyboard, mouse, joystick or touch screen (Lee and Wong 2014; Lee et al. 2010).
the use of simulations results in at least as good or better cognitive outcomes and attitudes
toward learning than do more traditional teaching methods (Bayraktar 2000; Rutten et al.
2012; Smetana and Bell 2012; Vogel et al. 2006). However, a recent report concludes that
there are still many questions that need to be answered regarding the value of simulations
in education (Natioan Research Council 2011). In the past, virtual learning simulations
were primarily accessed through desktop VR. With the increased use of immersive VR it is
now possible to obtain a much higher level of immersion in the virtual world, which
enhances many virtual experiences (Blascovich and Bailenson 2011).

an understanding of how to harness the emotional appeal of e-learning tools is a central issue for learning and instruction, since research shows that initial situ-ational interest can be a first step in promoting learning
several educational theories that describe the affective, emotional, and motivational factors that play a role in multimedia learning which are relevant for understanding the role of immersion in VR learning environments.

the cognitive-affective theory of learning with media (Moreno and
Mayer 2007),

and

the integrated cognitive affective model of learning with multimedia
(ICALM; Plass and Kaplan 2016)

control-value theory of achievement emotion CVTAE
https://psycnet.apa.org/record/2014-09239-007

Presence, intrinsic motivation, enjoyment, and control and active learning are the affective factors used in this study. defintions

The sample consisted of 104 students (39 females and 65 males; average age =23.8 years)
from a large European university.

immersive VR (Samsung Gear VR with Samsung Galaxy S6) and
the desktop VR version of a virtual laboratory simulation (on a standard computer). The
participants were randomly assigned to two groups: the first used the immersive VR
followed by the desktop VR version, and the second used the two platforms in the opposite
sequence.

The VR learning simulation used in this experiment was developed by the company Labster and designed to facilitate learning within the field of biology at a university level. The VR simulation was based on a realistic murder case in which the participants were required to investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech laboratory in order to identify and implicate the murderer

 we conclude that the emotional value of the immersive VR version of the learning simulation is significantly greater than the desktop VR version. This is a major empirical contribution of this study.

 

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