VR Open House

Come join us!

The CTLT will be hosting a Virtual Reality Open House in the Jepson C&P room on February 9th and 23rd from 1-4 pm. All on campus (faculty, staff, & students!) interested in virtual or augmented reality are invited!

During this open house you’ll have the chance to interact with new VR technology that uses positional tracking (which basically means it knows where you are in space) to mimic your movements in the virtual world. Our positional tracking device is called the HTC Vive and using it really gives you a sense of how powerful VR can be.

We in the CTLT believe in exploring emerging technologies that can create new educational opportunities.  Positional tracking VR has the potential to pave many new avenues in learning and research here on campus. To help guide your journey, we’ve outlined a few different experiences to choose from.

Amulette (cinematic / storytelling)


  • Described as the first VR masterpiece, this animated tale gives you a taste of how virtual reality creates new storytelling challenges and opportunities.
  • http://www.penrosestudios.com

Destinations (presence / social)


  • A promise of VR has always been to take you places you’ve never been. Destinations and Realities.io are apps that push the envelop of imaging technology to take you to far off places and allow you to experience medieval churches or mountaintops from the comfort of Jepson Hall.
  • Destinations

Tilt Brush (Content Creation)


  • Technological advancements are so important to the educational landscape because they create new opportunities that were never before possible, opening new avenues for educations to guide their students down. Tilt Brush is an app that creates a completely new opportunity: to create in virtual space. You can create paintings, sketches, buildings, even volcanos and then walk around and interact with them.
  • Tilt Brush

Ping Pong (task simulation)


  • What’s the difference between a virtual experience and a real experience? As virtual experiences become more prevalent we must ask ourselves whats the difference between virtual and actual reality? Experience what virtual reality ping pong has to offer?
  • Paddle Up

The Lab (gaming: bow and arrow)


  • Let’s be honest, most content available on VR are games. This is probably one of the most fun. Protect your castle from stickman in this fantastic game from Valve.
  • The Lab

Engage (virtual classroom)


  • Have you ever been frustrated with the laws of nature when teaching in the classroom? Have you wanted to show a microscopic structure with your hands or demonstrate a dangerous interaction for your students? With virtual reality, there is potential to engage with your students in new ways. Just as a fair warning – this app is early in development but will give you a glimpse into the direction the field is going.
  • http://immersivevreducation.com/engage/

Hope to see you at the open house!

January Newsletter

Doing Augmented Reality well is going to require significant improvements in optical technology.

I still think we are further away from a successful consumer product than most think.


Digital Storytelling with VR technology becoming mainstream. Google’s Virtual Reality Spotlight Story ‘Pearl’ Gets Oscar Nomination. 

I highly recommend experiencing both “Pearl” and a short animated VR experience (it’s more than a movie) Allumette with the Vive. Both experiences give you a glimpse of how this new technology can be a beautiful storytelling tool.


Designing for Virtual Reality

Designing for virtual reality presents new challenges to a UX designer because good VR prioritizes presence over simplicity and function. How can we design for presence?

The devices that formerly relied on more external cues now rely heavily on how our minds are built and wired. Although user-experience designers have traditionally accounted for cognitive science in how they design mobile and desktop interfaces, the user-experience of virtual reality is different because it does not prioritize function but instead prioritizes displacement.

As a neuroscientist, I don’t know if I 100% agree with the author’s conclusions about the brain on virtual reality but I think they are onto something with how impactful sublime experiences are in VR (i.e. Google Earth).


Samsung on the Possibilities of VR in Education

An immersive experience in a virtual reality classroom, however, would be a fundamentally different proposition. The study of anatomy could go beyond frogs to embrace large mammals and even humans, whose computer-imaged insides could be examined in detail. (emphasis is mine)

I’m really looking forward to the day when we can start writing and reading articles that address actual VR education software/hardware instead of hypotheticals.