 Now we will move on to part two, the introduction to the Oculus Quest. So, the Oculus Quest is capable of all these activities, here is the Quest One, here is the Quest Two, the Quest One has actually been discontinued by Meta and they recently announced that they will stop supporting it in the near future. So if you have one of these devices, you have something that is going to be fairly rare. In terms of the marketplace, the Quest is probably the most prominent product. It exists in the middle tier in terms of sophistication and price. On the lower end you've got smartphone based VR systems, it typically involves a simple headset that you might or might not have to assemble yourself like a Google Cardboard product and basically you download apps to your smartphone and place it in the headset and then you can enjoy lower end VR but they don't have motion sensing controls and then you've got in the middle Quest line of products. The innovation of these products is that they are actually standalone so they do not require connection to a computer because they have computers within the visors and that's an innovation that they've made over prior Oculus products. In terms of further along the line, we've got higher end products like PlayStation VR Two, HTC Vive Pro, the latter of which you can try in a media creation lab by booking one of the two VR rooms for up to two hours. Highers higher end VR systems require connection, physical or wireless connection to a powerful computer that actually runs the software applications. The next extreme end, you've got complete VR systems that involve full body controls essentially so typically you wear a harness that's strapped to a column or something overhead to support that harness and you might have to wear shoes or slippers and stand on a special platform, turntable and not physically move your legs to move within the virtual world. Those are fairly rare and quite expensive. Okay, and motion sickness, that is definitely something to be mindful of for specifically when it comes to VR and video games. Simulated motion, that is sickness and that is common. Basically it is important to understand the root cause and it is the result of a perception discrepancy between your visual and motion balance systems. So in simpler terms it's really your brain being confused by the signals that it gets from your eyes and the signals that it gets from your ears or the fluid within the ears. So there are some things that you can do as a user to turn things in your favor. First is definitely clean the lenses using a microfiber cleaning cloth, don't use any cleaning products just use a clean microfiber cloth. All VR headsets most of them at least allow you to change the distance between the lenses manually or mechanically. Make sure you do so so that they match the distance between your pupils and always try to put yourself in a comfortable environment physically. Make sure there is sufficient air flow, comfortable temperature, if possible try to introduce persistent and tactile stimuli into your experience. So like a fan or a rug that you can feel with your bare or soft feet. Start with low intensity experiences and stay there if you find that motion sickness is a persistent problem. Most experiences, most developers and companies will indicate the expected level of intensity whether it's calm, moderate, intense just look out for that information. And also just use short sessions just start off maybe three to five minutes and if you like comfortable you can gradually work your way out. Now in terms of developer implemented options many of them tend to be vision related and the intent is to basically make the virtual world seem less realistic. Try to mitigate that confusion that your brain gets between your eyes and your ears. So things like decreased field of view, stabling motion blur, implementing, enabling a fixed on screen indicator so maybe just a dot that says a persistent position on the screen. Use stabilization so some experiences might simulate head bombing as you move through the environment. Some experiences offer alternative options for movement and turning so maybe just instead of actually moving through an environment as though you're walking or running maybe you have the option of essentially teleporting to a spot again it's unrealistic but that's the point it's to subconsciously remind you that what you're seeing is not actually what's happening to your body but going back to what I said earlier these types of options are very rare among VR experiences like unless it's a video game like Resident Evil 4 has all of these options most VR apps will not offer it. Not yet. It might be years or even decades before these types of options become standard. Okay here is an overview of the quest, the original quest headset. On the right side of the visor, the right edge of the visor is the power button so you press and hold to turn it on and press and hold to turn it off but I recommend turning it off from within the headset. And on the right side is the headphone jack, here's the silicone padding and here is the headband with Velcro straps on the top and the two sides. Here is a view of the underside of the visor so as you're putting it on the volume buttons will be on the right side of the underside and the lens spacing slider will be on the left side so the reduce volume button will be on the inside as you're wearing the headset the inside of the right side on the underside now to put on the quest the original quest first you want to pull up the headband so these sides will pivot upward just push them up as high as they will go there'll be about 45 degrees to the floor once they're high as high as they'll go press the visor into your face so that the bottom part of the padding is aligned with your cheekbones then if you're able to hold the visor in place and then pull down the headband over your head so that the back of the headband is at or below the base of your skull ideally the sides of the headband would be parallel to the floor okay and if you need to detach the velcro straps on the top and sides then tighten or loosen them as needed then reattach them okay and then to take off the headset you want to reverse the process most people will try to pull the visor away from their face but you really want to lift the headband upwards so that the sides swing as high as they'll go 45 degrees to the floor then pull the visor away from the face okay here is an overview of the quest 2 headset so there's a slightly different design the power button is actually on the right side of the body of the visor as opposed to the right edge the front right edge of the visor there's no headphone jack on the right side it's on the left side actually the quest headset I believe has headphone jacks on both sides of the visor but for the quest 2 it's on the left side so the comb padding and the strap is slightly different it only has one velcro strap and that's on top and the headband itself is more cloth there's this part is not plastic it's just all not plastic behind itself cloth essentially the volume button is in the same spot it's on the right side as you're wearing on the underside of the visor there's no lens baser slider for the quest 2 that's actually the mechanism is you just manually move the lenses in and out among and choose among three different settings and to put on the quest 2 similar principle you want to pull up the headband so if the sides are 45 degrees just pull them up as high as they'll go they'll be about 45 degrees to the floor the sides are a bit softer there is a little bit of plastic behind it now I recognize it but as with the quest the original quest headset once you pulled up the headband press the visor into your face and then pull down the headband so the back is at or below the base of your skull okay and then you can adjust the top strap as needed and then reattach it to tighten the sides there's two bands on the back the headband just pull them toward the front or pull them to or back or head to loosen but regardless of whether you're using the quest the quest 2 headset the headband should be parallel to the floor while you're wearing it the back should be at the base at or below the base of your skull and I recommend tightening the headband as much as you can right if the headband bottom of the padding is below six below your cheekbone that will tend to make your head lean forward a bit and that will cause that's likely to cause strain in your neck and again as with the quest 1 for quest 2 to remove the headset kind of avoid the instinct of just pulling the visor away from your face you want to pull up the headband then pull the visor away from your face so that's putting on and taking off the headset now we're going to look at the quest and quest 2 controllers it's a slightly different design but really the most important button for either controller design is the quest trigger so here it is in the dot photo here it is as a virtual representation there's a trigger on both controllers basically it acts as the left mouse button on the mouse of the computer press it to select confirm menu options alternatively the a button on the right controller generally serves the same purpose here it is on the quest to your virtual form and as you can see both controllers how we'll have a joystick you use the joystick to move around change your view within experiences and you can also use them to scroll through menus the alternative to scrolling through menus would be to press and hold the trigger button and then move the controller physically to move the manual page I don't want to forget the safety strap so strongly recommend put your wrist through the strap tighten them so that you can let them dangle if you need to I'm demonstrating it right now you can look at my simulated hands yes in terms of knowing which controller goes to which hand assuming you have two hands to use the controller might have stickers left and right but you can always look at the grip buttons on the side of the handle so the left controller the grip button will be on the right side of the handle and then the right controller the grip button is on the left side of the handle so in other words the grip button is always supposed to be on the inside of the handle so in addition to well besides the trigger button which is as I said the most important button to a lesser extent a button which essentially replicates the trigger button but that you really want to know the one that you want to be able to locate and press that looking is the office button that serves to access the universal menu and bring up the quit prompts at any given time so for the quest one it is located at the base of the face on the right controller below the a button the quest to it's in a slightly different position it is you can see it is below the analog stick the joystick so just practice until you can reach for and press the office button without even thinking or looking at it so I'm gonna press the office button it's not represented in my virtual hand but here is the universal menu and you can access very various apps and menus so what I'm doing right now is I'm using the trigger button to scroll through these slides so let me and here I'm actually using the a button instead of the trigger button but like I said a button essentially kind of replicates the trigger button so here's the guardian this is a as far as I know an interesting innovation of the quest products basically a system that is a virtual boundary that serves to warn you when you approach that boundary and that warning comes in the form of an automatic to switch to pass through mode which switches the headset's camera to show the external world there's two types of guardians you can use a station at guarding guardian that uses a predetermined radius and then there's a room scale guarding which allows you to manually draw the boundary so I'm just gonna briefly demonstrate so I'm using I'm seated I'm using a station or guardian I'm looking down I don't think you won't be able to see but I see a glowing blue ring you can actually customize the color of that ring if I approach the edge more specifically if the headset approaches the edge the system will switch over to pass through mode so I'm just gonna shift away from it slightly okay okay now I am in pass through mode and you might be able to see the prompt on screen return to play area you've left your guarding battery please return or create a new battery moving past your mode can increase risk of injury so we return to pass through mode so when I'm in pass through mode I can see the real world through the camera of the headset but it's in gray scale and it's blurry but you won't be able to see what I'm seeing because that's a built-in privacy design feature of the guardians so I'm gonna return to my play area and now you can see what I see and I see the virtual environment so I'd strongly recommend enabling double tap for pass through mode so one way of enabling pass through mode is to actually go or approach your guardian boundary but let's just go here so I bring up the Oculus the universal menu quick quick settings go to not guardian but settings and then in the guardian menu select guardian menu so I'm pressing the trigger and then here is the option double tap the password double tap left or right side of your headset to turn pass through on or off so I'm just gonna turn it off then turn it on basically you just double tap the sides or even the top of the headset visor the system will recognize the my new shift in the visor and then it'll automatically switch the password mode on your command so let's do that right now now the visor is not touch set touch touch sensitive headset isn't recognizing the touch itself it's recognizing the very minute shift in the headsets physical position in the real world as you touch it so you have to double tap with a little bit of force okay so that's pass through mode again regardless of whether you use stationary or room scale boundary guardian you want to be mindful of where the physical surfaces the hard physical surfaces are in your environment so what some people do is they'll set their boundary if they're doing room scale they'll set it right up against hard physical objects like furniture like walls like columns but that's not really best thing to do you want to give yourself a little bit of buffer space between your boundary and any hard objects that might damage your system or harm you so really give yourself buffer at least two feet if possible at least one foot ideally more than two feet when you're setting up a room scale guardian or even stationary guard you want to give yourself some space because the guardian doesn't physically stop you from going off beyond your clay area so here's just kind of an overview just note that when you turn on the headset after any period of activity the system will prompt you to set your controller level and set or choose your guardian type so to set the floor calibrate the floor you can physically place the controller on the floor or it can use the analog stick to move the projection of the floor to the physical floor that's what you do in password mode so in other words when you turn on headset you start off in password mode and guardian selection mode okay here's just an overview of the universal menu that I mentioned like I said practice until you can press that Oculus menu without looking at it so now we're going to go to a non-interactive non-interactive activities so we're just going to try and experience within the liminal app which is a free to try app so I'm going to press the Oculus menu to bring up the universal menu I think my headset is low on power let's go to the app library so over here is where you're most recently used apps appear but just so you're used to the app library let's use the app library and then here's the app library window you can sort a few different ways by most recent reverse and alphabetical or let's go by alphabetical order again you can use analog stick to scroll menus or you can always click and drag manually to navigate through Windows so where's liminal here's liminal welcome to liminal okay so here's a set of categories like I said this app is free to try there's content that is free to use but it rotates on a periodic basis so I am using the free version let's try off and I'm pointing and pressing the trigger and you can use other controller so right now my right controller is a primary but if I press the trigger on the left controller it switches to the primary controller see how that option hmm which one do I want to try our any meaty money oh catch a tiger by the toe if you want to let go my oh sure four minutes oh okay let's go with paper flight just because it's three minutes and that's the length that I would like so I have to click download it tells you the release date and over here the nature of the experience like the physical positioning the viewpoint whether or not controllers are used and there's a comfort rate so I've never experienced this particular experience so Columbia College Chicago what was your greatest level of awe during the experience I would say so this is your standard Likert scale you'll call it Likert but correct pronunciation is Likert I would say maybe five how much do you agree with this statement I had goosebumps I would say it's here to be honest how much did I enjoy the experience I would say four I like the concept the visuals were kind of basic but that's really more of a limitation of the quest system it's not super powerful computer I did find it a bit jarring to be honest even as someone who really experienced with first-time first-person video games I think just the movement was a bit disorienting that's where something an option like being able to limit the peripheral vision or having a fixed point on screen would actually mitigate that motion six again that's something that is not standard in VR experiences outside of VR video games that's definitely something that's holding VR back as a field for many people but I appreciate the effort thank you okay paper flight so I don't know if you notice but essentially we were on top of a paper airplane that's the name paper flight okay so to return I can click this return menu or I can always press the octopus menu so as I said I'm just kind of resume see how pulling up the controller I can't actually see that's interesting I can't see the buttons as I would normally outside of this experience that's why like I said it was really handy to be able to locate that quest button at well and I'm going to I could just exit normally but I'm gonna demonstrate how to quit an application using the octopus menu this here's the props I'm just gonna quit that will return me to the home environment which you can customize there's a set of virtual environments home environments that you can from what you can choose I like this little studio setting that's my preferred one but there are other ones that you can try okay so now we're gonna move on to an interactive app and hopefully this headset has enough battery power so for that I'm going to go to the app library because I've already installed and downloaded it it's part of my library if it's part of my library and not downloaded I can just download it from this app library menu but to find other apps you can go to the store application store menu from here you can search for games applications and so on you can download trial versions demos paid versions if you are willing to buy applications you do have to connect a credit card let's go to the app library and then it's already sorted alphabetically and here is the first steps for quests to app now if you're using original quests not surprisingly you want to use first steps for quests that's the name of that particular app this app is very brief it's intended to get you familiar with the various controls but it's on a quest request you can welcome to Oculus after this tutorial you'll be ready to explore it's time to learn about your Oculus touch controllers now try pressing all of the glowing buttons with your thumbs a on the right controller be under a controller acts on the left controller the thumbsticks can also be pressed like buttons press them in until you feel them click next use your index fingers to squeeze the triggers on your controllers locate the grip buttons and squeeze them with your middle fingers now let's see what your virtual hands can do to make a fist squeeze the grip with your middle finger and hold it down to point keep squeezing the grip and just lift your index finger now use your index finger to push the button in front of you to pick up an object squeeze and hold the grip button with your middle finger try reaching out and grabbing one of these blocks release the grip button to drop it just going back to what I mentioned earlier about biases that are inherent in design just the virtual hand just about anything go ahead play with some of these items see like they're making the assumption that I have two hands I have to index fingers that I have two middle fingers not everybody has that anatomical situation so like for example if I'm missing a finger how I can just use another finger but the language the instructions she reflect that I don't sound like a broken record but that is something that VR developers companies really need to take into consideration like you're getting the hang of it here's a few more to try squeeze trigger to drive okay I think it might be several years before we see alternative control options for VR systems to accommodate people who for example can't move their arms or don't have hands people who can't move their heads people who have hearing impairments there's no subtitles there's no options for subtitles or for example what if someone is blind in one eye or they have a lazy eye is there an option to determine to choose which lens is shown and which one is not present okay let's go with the old pistol I could just hold the bar I'm gonna try oh gosh okay it's a 575 that's a pretty good score it's enough of that I play plenty of first person sure it is when you're ready to explore another virtual world insert the cartridge into the console shake to dance when you're ready to leave this tutorial insert the exit cartridge got the basics down time to explore all that VR has to offer have fun okay let's go back to presentation so it looks at the liminal app initially chose a different app but because it's a free-to-try app the content rotates it's not always going to be the same content that's available and we looked at the first steps app pretty effective way of getting people use the controllers the buttons on those controllers it's developed by meta I believe and thoughts or questions that you have if you're interested in trying the quest of the quest to MCL does have nine quest units for loan and three quest two units for loan as of this recording you can borrow it for up to seven days just go to room 207 and Scott Lyrebury bring a u-card ideally try to reserve using the website which I'll show you later yes that's great and you as I mentioned earlier you can try out the HTC Vi pro system which is a higher end VR system you just book one of the two VR rooms on the website and you can have to wait for an approval process but yeah and then you'll get a notification with also whether you're approved for that reservation and the same thing just go to room 207 show you your card and then we'll leave you to the space but terms of thoughts or questions hopefully you've learned a little bit about VR what it is its history where it comes from kind of maybe have a sense of where it's going think of the potential the positive benefits for humanity as a whole and maybe your field of work or study but also be mindful of the pitfalls the downsides of people who might be left behind if VR and VR and Jason technologies really does advance the way that some people seem to predict or promote so my question really is where do you think VR will be throughout the course of your lifetime if we were to plot the impact and the prevalence that technology on a scale or continuum and on the one hand maybe so say there's a scale one to ten and this one would be novelty maybe VR technologies applications and products are really just more in the realm of serious enthusiasts and researchers and then at the other end of the scale a 10 VR and VR products XR as a whole maybe just VR or maybe AR maybe it becomes really a 10 like a novelty more of a novelty as opposed to necessity so maybe something as essential and every day as computers or just smartphones where do you think VR AR is right now and then where do you think it will be at its peak in your lifetime and then what needs to happen for technology to get to that point that peak that you envision or even the most extreme edge of prevalence importance in everyday society so that's just something to consider I have my opinions yeah like everyone does if you'd like to know more you can visit the MCL website here's a short URL you can email you can also visit us in room 207 scott library you're free to join a discord server that's it essentially for the presentation I will make this slide deck available online thank you so much for participating in the way you have and yeah thanks