I’ve been exploring the potential of user-generated mobile VR using Google Street View and YouTube 360 video as a cross platform publication framework. This is a rapidly developing environment with most smartphone ecosystems delivering their own slice of the pie. While the Google Street View App allows a user to create 360 degree panoramas via a mobile devices camera stitching multiple images can lead to mixed results. Dedicated 360 degree cameras that link via Bluetooth and wifi to a mobile device App produce better and quicker 360 panorama and spherical image results. These cameras also support 360 degree video capture and sharing via YouTube and the updated YouTube App which now provides Cardboard compatible playback for any video.
The first two mobile 360 cameras available in NZ are the LG 360 Cam and the Samsung Gear 360. We’ve managed to get both of these working on iOS and Android smartphones with both Google Street View and YouTube. Here’s how:
- Download the Street View App for your smartphone
- Put your LG 360 or Gear 360 camera in wifi mode
- Connect your smartphone to the camera wifi network
- Start the Street View App
- Click the ‘+’ button to capture an image, choose wifi camera, voila you can preview the cameras 360 image in the Street View App and remotely trigger the shot.
- Transfer the image to the Street View App via the cameras wifi
- Add a location
- Publish to Street View
- Share the URL
You can also capture 360 images with more options via the cameras dedicated App and then share to Street View.
- Download the Samsung Gear 360 Manager App (only for specific Galaxy devices) via the Galaxy App – also available in the Google Play Store – although not yet in NZ!
- The LG 360 Cam manager App is available for both iOS and Android.
- With these Apps you can also capture and share 360 videos to YouTube for viewing on a wide range of devices
Beware – the LG USB driver for MacOS bricked my El Capitan system – requiring a system reinstall! AVOID – simply transfer files via wifi or micro SD card.
The LG 360 Cam is a better cross platform choice and much easier to throw in your bag than the baseball sized/shaped Gear 360.
The Google Street View mobile App provides a quick way for users to create and share 360 degree panorama’s that are compatable with Google Cardboard – creating a simple platform for user-generated mobile VR.
In a visit to Coventrey Univerity (UK) last September (2015), I created and shared a few 360 degree panoramas of some of the architecture and archeaology – it was a great way of sharing the experience with family and friends back in NZ. Last week I received an email from Google congratulating me for over 50000 views of these panoramas! To me this illusrates the potential of mobile VR within a user-generated shareable social media ecosystem.
The link to the panoramas on Google maps is:
If you have a smartphone and a Google Cardboard HMD kit – download the Google Street view App and search for “Holy Trinity Church” (Coventry, UK), and then you can view the panorama in VR.
To learn more about creating and sharing mobile VR check out my overview at http://is.gd/YDrbRF
We are almost one week in to the #mosomelt cMOOC for 2016, with some great activity on the G+ Community
Mosomelt WordPress stats for 2015 were great, and hoping to achieve even more interaction in 2016:
#mosomelt will return for 2016 starting on 14th March – get ready! Use the signup form to participate and join the G+ Community linked from the main menu above. Looking forward to our journey…
Source: #mosomelt 2016 relaunch
Altmetrics offers research metrics tools to show the impact of research publications through social media such as Twitter, Mendeley, LinkedIn and YouTube: http://www.altmetric.com/about-altmetrics/our-sources/
Badge code can be generated from any Altmetrics details page, for example:
generates the following https://d1bxh8uas1mnw7.cloudfront.net/assets/embed.js
Unfortunately WordPress strips out the script tags, but a screenshot of the result is below.
TAGSExplorer analysis of the #NPF14LMD Twitter hashtag shows over the past 2 years of the project there have been 126 Twitter users involved in 663 conversions around the project.
Below is a video screen grab of playback of 2 years of #npf14lmd project tweets:
Continuum from Reality to Virtual Reality
Figure 1: (Fitzgerald et al., 2013, p44)
The development of VR in education: From the fringe to the mainstream
- Interest in education peaked 2008-2009 e.g. (Warburton, 2009)
- Continued niche interest http://ift.tt/W4CtjB
Google Cardboard (2014)
- QTVR Studio (1994)
- Google Maps (2005)
- Google Street View (2007)
- Google Street View Mobile App integrates Google Cardboard (2015)
- Example Google Street View Photo spheres
Apple – bought Metaio 2015
Virtual Tours (2013)
integrates Google Maps, Google Earth, Google Photos and YouTube videos,
allowing you to create an interactive virtual tour or event guide.
VR and Journalism (2015)
Amer, A., & Peralez, P. (2014). Affordable altered perspectives: Making augmented and virtual reality technology accessible. Paper presented at the Global Humanitarian Technology Conference (GHTC), 2014 IEEE. http://ift.tt/1LMNXO3
Bruns, A. (2008). Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang Publishing. http://ift.tt/1H04dw5
Chen, S. E. (1995). Quicktime VR: An image-based approach to virtual environment navigation. Paper presented at the Proceedings of the 22nd annual conference on Computer graphics and interactive techniques. http://ift.tt/1LMNVWt
Cochrane, T. (2007). Developing interactive multimedia Learning Objects using QuickTime. [Journal]. Computers in Human Behavior, 23(6), 2596-2640. http://ift.tt/1H04dw7
FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning, 5(4), 43-58.
Hussein, M., & Natterdal, C. (2015). The benefits of virtual reality in education: A comparison study. Unpublished Student essay, Chlamers University of Technology, University of Gothenburg, Göteborg, Sweden. http://ift.tt/1LMNVWw
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. http://ift.tt/1ikkWhg
Maggi Savin-Baden (2013): Spaces in between us: a qualitative study into the impact of spatial practice when learning in Second Life , London Review of Education, 11:1, 59-75 http://ift.tt/1LMNXO9
Sontisirkit, S. (2014). SPECIAL STUDY ON VIRUAL REALITYTECHNOLOGY: VIRTUAL REALITY HEAD-MOUNTED DISPLAY AND INTERACTION DEVICE. Asian Institute of Technology. http://ift.tt/1H04dwb
Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414-426. http://ift.tt/1LMNXOb