 Thank you very much for the introduction. I'm Susana Loshkovskaya, I'm a professor at the Faculty of Computer Science and Engineering at Sierra Land Methodist University in Skopje, North Macedonia. I'm by background, I'm an engineer and my story with OER started three years ago with the Open Education for Better World project as a hobby and now it's more systematic approach, more systematic research or field of interest for me. I will discuss something that I'm very familiar now that are augmented reality and virtual reality technologies for all years because I'm teaching virtual realities in 2008 at my faculty. In order to define what I will talk about, I will start from the very common definition of open educational resources. I will not repeat the definition, but I will use the activities that can be done with OERs according to the defined or fulfilled circumstances. Having this in mind that we can do something with these OERs, the major questions that I'm trying to answer here are which technology is required to use or renews OERs, where to retain and how to redistribute these kinds of materials and what is necessary to develop, remix or revise the materials. I will start with the definition of both terms, virtual reality and augmented reality and what is interesting, there are a lot of definitions, they all seem similar, but they're quite different in their meaning. I will use the definitions that are more common for me and that are more acceptable for me. According to the most acceptable definition for me, virtual reality is a meteor that is composed of interactive computer simulation that sends the participant position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed or present in the simulation. That means we have a technology who tries to convince us that we are on the place that we are really not in. That means we are in a world that doesn't exist, but we feel that it exists. On the opposite side, augmented reality is enhanced version of the reality, created by a computer by the use of the technology that overlay digital information on an image to something being viewed through the device. But this definition is not completely enough for me, so I will add some statements from Azuma, one of the pioneers in the field to this definition that augmented reality in fact combines real worlds with virtual objects, that means adds virtual into the real world and it seems that it is completely in the full world. It is interactive in real time and registered in 3D means that all virtual objects are placed on the proper place in an appropriate time. In order to define the technology we need to define first the key elements of each of these technologies. The key elements for the virtual reality include a virtual world, immersion, sensory feedback and interactivity. A virtual world is the content of the virtual reality, that means it consists of description of the objects and everything that is happening into the virtual world. Two main characteristics are important. The first one is that objects have 3D appearance and behavior and the next is that objects or the world exist independently from the user. We require technology to develop the virtual world and to manage its behavior. Immersion is a term that is not related too much to the technology and it somehow measures the feeling of the user, how much he is present in the virtual environment. You can use the technology but you will not feel the present in the virtual technology but you can also read the book and you will be fully immersed if the topic is completely interesting for you. Sensory feedback is related to the way how the virtual world presents the output to the user. In fact, if any virtual world will react to the user actions but the output will be not standard output devices of the computer system, the output will be sensory that will stimuli sensory system of the humans. The stimuli can be visual, audio, tactile or factory, even the taste. We need technology to generate those stimulus to the proper sensory system of the of the participant and finally interactivity. You cannot consider a system to be a virtual reality if it's not interactive. A virtual world should react to the user comments similarly like real world. That means at least a virtual world should react of the change of the viewing point of the user. That means if you turn around the virtual world will react by presenting different view of the scene of the world where you are placed. So if we are going to the 3D Max Studios we are experiencing in fact 3D. We have a 3D experience. We do not have any interactivity because everything is prerecorded and we have only 3D experience with the world that is presenting to us. We need technology also for the interactivity. Let's look at the technology. It's not a complete slide. I do not want to scare you. I purposely omitted the computer itself. That means the processing unique and all its characteristics will be skipped in my definition. Then I will not discuss about all of these things that are written in the slide. I will discuss about the most specific things that are currently used in the attempts or the projects related to the OER in education in the world. We have a virtual world. We can interact with the virtual world by giving some input. That means taking some actions and the virtual world will respond by presenting some output to the user. Related to the input we can divide the devices or the technology into main categories. The first one is tracking device. The second one are user actions. We can use classical or specially designed input devices for user actions. We can use speech as input. We can use haptic equipment. Haptic in fact are specially designed devices that in fact take commands by force or using the human tactile system. But I will point out more about the tracking devices. I previously mentioned that at least we need the tracking device in the virtual environment to become interactive. Why? Because this tracking device in fact monitors the position and orientation of our eyes and defines how it will render or present which view of the virtual world will be rendered or presented to the user. Tracking device can provide two different kinds of information for the virtual world. This is the position of the tracked object and the orientation of the tracked object. According to which body part should be tracked at minimum the hat should be tracked because it is the most important what to represent to the user. But if you are using gesticulation for interaction, usually even the hands and other parts of the human body will be tracked. Again, it's not necessary always to provide both information about the position and orientation. It depends which kind of virtual reality system to use. In the low cost virtual reality or non-immersive virtual reality when you are using the ordinary computer system, usually you are tracking only the position of the hat because it is supposed that you are looking at the computer screen when you are working with the virtual world. On the opposite side, when you have a fully immersive virtual reality, that means you are using a special device for visual output, that this fully immersive computer virtual reality system, in fact, I have this head mounted device in front of the user. So the orientation is the most important part. When we are looking at the point of output of the virtual reality system, we can also divide the signals that will be generated or presented to the users according to the sensory that will be generated. We will not discuss about audio and haptic equipment. Audio uses speakers or earphones or earpads to generate stimuli. Haptic equipment uses force or tactile information to transfer the result. But we will discuss about the visual devices. The point is that the objects in virtual world should exist in 3D. So to the user, we cannot present a two-dimensional image of 3D work. We should present a 3D virtual world. In that context, a very simple trick or very simple approach is used. The virtual system presents a picture or an image of the world for each two different images of the world for each eye of the user. So the images could be presented on a computer monitor. Projectors could be used also to project the images on the wall or some other surface. We can use a stack of the monitors to project the images and so on. The main point here is in order to sort out which image should be presented to which eye we require additional technologies that are special designing glasses, which can be developed in different kinds of technologies, use different approaches, how they will separate the picture for the left or the right eye. There are additional two technologies that can be used to present the output to the first out of stereoscopic devices. This is the new approach in the research where you will not require any additional glasses, but additional optics will be used in front of the computer display in order to sort out or to split the image for each of the eyes. And finally, something that we really connected with the virtual reality are so-called HMDs or head mounted devices. They're headsets equipped with the two displays, one for each eye, and the images are presented for each eye separately. They use also the optic to properly present the image to the user. And these headsets can be equipped with tracking sensors, airpods or airpones in order to provide audio signal and so on. At present, the most probably frequently used... Five minutes left. Oh, I'm sorry. The most used virtual reality system is a mobile virtual reality system that has a minimal, with minimal configuration, it uses a smartphone and internal sensors for tracking. A smartphone display is used to present the pictures. This slide presents several examples, and thinking into account the time that I have spent, I will skip to the most important part of the rest of the slides. The key elements of the IRX experience, IRX application that takes the input from the world, combines the logic of the system and presents the output. The content is similarly defined as in the VR interaction, minimal interaction requires tracking of the user, and physical work is part of the IR system. Again, we have the similar way of input and output devices for the artificial augmented reality here. The tracking system is required in order to take the information where the user is looking at and to provide this information to the processing unit in order to present the properly the output of the system. We can use classical display or we can use any equipment for virtual reality to present the output of the system. Here is also several examples, HoloLens as a standalone headset and mobile IR which uses smartphone to present the IR information. When we are discussing about the software technology, we have three different points to discuss about. The first one is the tools for content development. That means the tools that we are using for developing the content on the virtual or augmented reality part of the virtual world. Then development tools that connects everything inside the one system and finally the application that considers the management of everything into the final system. That means application takes the input, process the output and renders the world. The next two slides, in fact, somehow are not intended to provide you a very big information about what is going on with virtual development tools but to ask us how you will select the development tools. You need to ask yourself which equipment your user will use, on which platform the system will be deployed, or which platform you will use to develop the system, what is the price of the tool, do you need a programming experience or an additional programmer and who will develop or modify the system. This is similar with augmented reality development tools. Taking into account the last point about the repositories, we can find assets or digital description of the objects into the virtual world from the public repositories or development tool repositories free of pay. We can use even the public repositories that we use for downloads but there is no general purpose repository into the, like for example, Merlot or any other elements. Mostly repositories are project related websites and applications with several characteristics. Websites, services, world viewers, development tools, repositories, they also provide applications that are available from mobile platforms. Some websites offer a viewer experience if you have a viewer set and are related to the specific topic. Examples are given on the slide. Susana, can you wrap up? Finally, this is my last slide. I'm sorry. And finally, this is my conclusion around about virtual technology. It's a dedicated technology and software is required. Technology can be very costly. Users should learn the technology. Users and teachers also need to figure out how to use the technology and how to incorporate the technology in their courses. Sometimes courses should be redesigned. It takes time. It can be time consuming and costly. You need a special developer that will face the problem of how to select proper developing tools. If you want your resource to be accessible for multiple platforms, you need additional work and it's not optimal just to transfer the content from one platform to another platform. My ultimate wish, all who are lovers to start French will know what I'm thinking about for VR is the existence of Holodeck and for augmented reality. Thank you very much. I have to stop you now.