Thursday, April 7, 2016

Module 3 – Rhymes of History Virtual Reality Technologies



     

Rhymes of History - Virtual Reality Technologies


In explaining Rhymes of History, Thornburg (2014h) presents a quote attributed to Mark Twain, “History may not repeat itself, but it sure rhymes a lot”. Thornburg goes on to tell us that the prospective of Rhymes of History differs from Evolutionary Technology, where as, Evolution, within the Rhymes of History, may be taking place, the affect or impact of a new development rekindles something from the distant past (Laureate Education, 2014h). McLuhan’s Tetrad Model also speaks to this rekindling or retrieving of distant technologies of the past.

The affect, that the following four technologies rekindles is that of Virtual Reality or the simulation of a three-dimensional appearance or setting that can be interactive in an outwardly real or objective way by the user operating the specific technology.

This blog post will illustrate the major Rhymes of Historic technologies that correspond with Virtual Reality from the current 21st Century Virtual Reality Goggles through two Rhymes of Historic Wearable Technology and one observable technology dating back to the 19th Century. Of course, there are other Rhymes of Historical significance that could have been included in this blog post, however I choose these four technologies because they really stood out in popular use.

Virtual Goggles

An example of a current technology that represents the Rhymes of History are Virtual Reality (VR) Goggles and Headsets. A virtual reality headset is a wearable device that you place over your eyes like a pair of goggles (Petry & Huber, 2015). This type of device blocks out all external light and shows the user an image on high-definition screens in front of their eyes. The objective of VR goggles is to engross the user in a virtual simulation. In VR simulations, the user’s point of view is the character’s point of view; most VR headsets track the user’s head movement, so that wherever one looks, their simulated personality looks, too. If done well, the user will feel like they are interactive inside the simulation. VR goggles use two video feeds sent to one headset display, one video feed per eye. There are also lenses which are placed between the user’s eyes and the headset’s pixels which is why the devices are often called goggles (Petry & Huber, 2015). In addition, the individual video feeds are adjustable to correct the distance between the user’s eyes which differs for each person.

For our purpose of Rhymes of Historical perspective, the most important feature of this technology is that the goggle’s lenses focus and reshapes the picture for each eye and creates a stereoscopic 3D image by angling the two 2D images to mimic how each of our two eyes views the world ever-so-slightly differently (Nurkkala & Kalermo, 2015). For quick reference, close one of your eyes, to see individual objects dance about from side to side, then do the same with your other eye and you will understand the idea behind this technology’s concept. The first prototype of this current type of technology was developed in 2012 by Palmer Luckey and is called the Oculus Rift. Facebook acquired Oculus Rift for two billion dollars in 2014. The education and medical fields are seeing more inclusive use of VR Headsets to simulate practical experiences, experiments and operations that students cannot perform in real life situations (Cassard & Sloboda, 2016; Estes, Dailey-Hebert, & Choi, 2016; Yelshyna et al., 2016).


Oculus Rift - Step in to The Rift - Reveal Trailer
Double-Click on Video to Play
https://youtu.be/fHpxcCeK1vs



GAF 3D View-Master

VR Goggles, like the Oculus Rift, rekindles the memory of one of the most popular American educational toys from the 1970’s, the General Aniline & Film (GAF) 3D View-Master. The View-Master was acquired by GAF in 1966, from the its original owners, the Sawyer Corporation, who introduced this technology to the world in 1939, at the New York World’s Fair. Like VR Goggles, the View Master employs the same premise of focusing each lens to reshape the picture for each eye to create a stereoscopic 3D image by angling the two 2D images to mimic how each of our two eyes views the world ever-so-slightly differently. You will see this same theme running through all of the iteration of devices along this technological trail of Rhymes of History. More recently, the Mattel Toy Company has envisioned and reinvented the original View-Master using its newly patented hardware coupled with the users’ Android or iOS Smartphone to create educational and gaming VR simulations much like VR Goggles, in a more cost efficient way. Below are three videos looking at the 1970’s version of the GAF View Master and the newly minted Mattel View-Master 360°, followed by a comparison video of both technologies.


1971 GAF View Master Commercial with Henry Fonda & Jodie Foster
Please use this link in your browser
https://youtu.be/O63-XGBwn-k




Mattel’s View-Master 360° Experience – How it works!
Double-Click on Video to Play
https://youtu.be/ADfThVM1TsE




 ADULTS REACT TO VIEW-MASTER (VR VS. 3D)
Double-Click on Video to Play
https://youtu.be/yyca0sHKkJ8





                          


    





The Stereoscope

The 1970’s GAF View-Master, in turn, rekindles the memory of a Victorian optical device identified as the Stereoscope. This 19th century technology created an illusion of 3-D using two side-by-side photographs of the same object taken at slightly different angles and viewed together, creating an impression of depth and solidity. Like GAF’s View-Master and today’s Oculus Rift, in the Stereoscope we see the same common theme of Rhymes of History in the premise of focusing each lens to reshape the picture for each eye to create a stereoscopic 3D image by angling the two 2D images to mimic how each of our two eyes views the world ever-so-slightly differently. The 1861 revised and cost efficient Holmes Stereoscope, reimagined by Oliver Wendell Holmes, was said to be the most popular version of this type of technology.





Panoramic Paintings

The Stereoscope was preceded by late 18th and early 19th century Panoramic paintings. This technological Rhyme of History does not use wearable hardware, but nevertheless can be envisioned as starting the journey of virtual reality simulation. If one focuses more precisely on the scope of virtual reality as a means of crafting the illusion that they are present somewhere that they are not, then the earliest effort toward virtual reality would be the 360-degree murals or panoramic paintings (Melman, 2013). These paintings were envisioned to fill the viewer’s complete field of vision, making them feel present in the midst of some historical event or scene. Here is a very interesting video of a contemporary artist’s take on creating panoramic paintings.

Yadegar Asisis panorama pictures | euromaxx
Double-Click on Video to Play
https://youtu.be/7oynuh5HnDE



In conclusion, what will be the next iteration in the succession of these VR Wearable Rhymes of History? Could the next Rhyme be that of some sort of implanted VR chip on our body or linked to our DNA, creating our ‘Virtual Self’? If so, we should be ready for an entirely new branch of psychology to work with those of us who start believing we are actually our “virtual’ self.

Resources

To find more in-depth information on the Oculus Rift VR Goggles please follow this link
https://www.oculus.com/en-us/rift/

To rekindle the history of the original 3D View-Master, please use this link:
https://en.wikipedia.org/wiki/View-Master

If you are interested in learning more about one of the least expensive, but still noteworthy and fun set of VR Goggles, please navigate over to Mattel’s View-Master 360° Experience by using this link: http://www.view-master.com/en-us

To explore the history of Panoramic Paintings, please refer to this link:
http://www.baruch.cuny.edu/library/alumni/online_exhibits/digital/2003/panorama/new_001.htm


References

Cassard, A., & Sloboda, B. W. (2016). Faculty perception of virtual 3-D learning environment to assess student learning. Emerging Tools and Applications of Virtual Reality in Education, 48.

Estes, J. S., Dailey-Hebert, A., & Choi, D. H. (2016). Integrating technological innovations to enhance the teaching-learning process. Emerging Tools and Applications of Virtual Reality in Education, 277.

Laureate Education (Producer). (2014h). David Thornburg: Rhymes of history [Video file]. Baltimore, MD: Author.

Melman, B. (2013). The power of the past history and modernity in the. Victorian World, 466.

Nurkkala, V. M., & Kalermo, J. (2015, January). Development of a tool for semi-automatic creation of virtual environments. In Proceedings of the International Conference on Modeling, Simulation and Visualization Methods (MSV) (p. 35). The Steering Committee of The World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp).

Petry, B., & Huber, J. (2015, March). Towards effective interaction with omnidirectional videos using immersive virtual reality headsets. In Proceedings of the 6th Augmented Human International Conference (pp. 217-218). ACM.

Yelshyna, D., Gago, M. F., Bicho, E., Fernandes, V., Gago, N. F., Costa, L., ... & Sousa, N. (2016). Compensatory postural adjustments in Parkinson’s disease assessed via a virtual reality environment. Behavioural brain research, 296, 384-392.


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