Furthermore research

I believe VR can be developed in many different fields.


fig 1
fig 2

There are already a number of education websites using VR program for education purpose. From the research, I found out that it costs much less and it does not really matter where you study, it can be your home or anywhere. Students will no longer need to be physically present in a classroom but can rather put on the VR headset to enter a virtual classroom environment. There are studies released that state students learn better when they immersed in virtual worlds and memorized material better. Not to mention the savings that could be made on travel and infrastructure costs.. Also, Educators can be projected into many virtual rooms at the same time. With this kind of technology, teachers can take students through many worlds in a way books and online media can’t. Interaction with objects and environments can generate a greater understanding of learning topics.


this website is one of example, and the paragraph I have quoted below is about how they advertise the VR education system, saying that regardless of where you study from or which time you prefer to study, every educator has very equal chances to learn whatever they are curious about.Also for example wherever educators want to explore the real site somewhere in the world just with seconds after one click you will be there as long as you have VR. This is a pretty amazing deal that you have access to everywhere actually.


“We know that excellent teaching has the greatest impact on pupil progress. But we also know that students only progress if they are engaged in their learning. VR can help with this; bring learning to life and set the scene for your scheme of work. Learning about volcanoes in Geography? Take your students to see a Supervolcano in Yellowstone National Park. Studying WW1 in History? Immerse yourself in the trenches. Trying to improve descriptive writing? Drop your class into the middle of Borneo rainforest.

For VR to have a meaningful impact, it should be planned alongside the requirements of the national curriculum and embedded into your scheme of work. VR can be successfully incorporated into any area of the curriculum. See below for some subject-specific examples.”


2.New way of designing

With the first trial of tilt brush invented by Google, I was shocked by the way I literary get involved inside the VR space and drawing with a brush by hand so I thought this could be a new way of designing.

New VR tools will allow architects and interior designers to create buildings and products intuitively in 3d space around them.


The movie shows the designer wearing a VR headset and using the hand-held controllers as an input device for Unreal Engine, allowing him to create walls, doors and furniture around him in 3D space. VRtisan who made this video to demonstrate the design process said that

“We wanted to make this video to show that there are already virtual reality tools out there that make it possible to approach the design in a completely new way and fundamentally rethink how we create spaces and places,” it added. “Virtual reality allows architects and designers to step directly into the project and intuitively build spaces around them in real world scale.”


fig 1 -https://www.roadtovr.com/it-time-we-started-talking-specifics-about-virtual-realitys-future-in-education/

fig 2- https://unimersiv.com/virtual-reality-education-future-learning/

Evaluative report

From all the past 8 weeks, I have done a lot of research which helped me to get the right pieces of knowledge about VR regarding history, economic basis, equipment and some software. The reason I picked this VR subject was just with a simple idea at first like I just love playing games with tools and if it is 3d it would be more exciting and what if I can design a game background by myself and playing in it? Even though there are a lot of skills to learn to approach the final goal via some software, I could say that all the steps I have followed in the lectures were very useful and fundamental enough to build up another knowledge furthermore. Stepping into virtual world gave me unlimited chances and space to draw with high technology. With these high technologies, it will give endless design inspirations to product, architect and interior designers.Also, it boosted me to learn other 3d programmes like SketchUp or Rhino.

In terms of the history I have learned so far, the machine called Sensorama which is invented by Morton Heilig who is known as a multi-media specialist was very memorable because He is the first guy who brought the idea of delivering human sensors via machine to the world which inspired future VR gears significantly. Furthermore, there were huge inventions such as headset or hand gear which is we using to game these days or for other purposes. It has not been so long to come to the today VR and still from old drawing technics we still have some crucial technics to learn. I believe there is no room for another huge step in virtual reality sooner or later.

Another enjoyable session was with Unity software. Even though we had only two sessions so far, it was really great time to know that this software is actually more useful to create a huge spatial design and Unity provides the software for free. I’m planning to make a simple game by next summer with some ideas inspired by movie ‘Tron: the legacy’

fig 1


The last task was the most enjoyable part which was designing our own VR concept and I used inspiration resources from two movies called ‘In time’ and ‘Tron’ to create a new game proposal. Movie ‘Tron’ is known as the first VR movie and I have inspired by the weapon design like the boomerang, motorcycles and map design from the movie. So the whole design pretty looks like the movie. From the movie ‘In time’ I used the definition of the time that time is the currency there and amount of time each person has is the human’s lifespan and people can transfer the time each other or there is like a life bank where people can borrow time like a money in the real world.It was really exciting part collaborating between two movies and picturing the whole game concept and I thought this could be my first game world design via unity software which is I am aiming to finish by next summer.

To sum up, My previous knowledge about VR was just the tip of an iceberg before but with all these history and new equipment, I am more interested in how VR is using in different fields such as education or designing.



fig 1 – http://www.filehorse.com/download-unity/

fig  2- https://www.codementor.io/learn-programming/software-developer-tools

VR Concept ideas

Research resources.

1.Movie: Tron


summary of the movie

Tron is a 1982 American science fiction actionadventure film written and directed by Steven Lisberger, based on a story by Lisberger and Bonnie MacBird and produced by Walt Disney Productions. The film stars Jeff Bridges as a computer programmer who is transported inside the software world of a mainframe computer where he interacts with programs in his attempt to escape.(from Wikipedia)





It seems like there is already an online game which can play with exactly same motorcycle called Tron light cycle in the movie.


The game Called “Deadline” has the mode four players fight against each other, each riding a different-coloured light cycle. Just like in Tron, riders will leave a coloured trail behind them, and if an opponent hits your trail, they’ll explode.

The weapon

This boomerang is the actual product players using as a weapon in the movie including the suit.This boomerang called disk which is wearable and contains each player’s identification. So simply without disk, nobody can join the fight.



The map

This is some ideas about the mapping inside of the game. It would be amazing if I can design with an actual site like London or somewhere in America like ps4 invented by Sony.




And basically inside of the game, buildings look like this with vivid neon colours





2. Movie: In time





movie In Time is a 2011 American dystopian science fiction action thriller film written, directed, and produced by Andrew Niccol and starring Justin TimberlakeAmanda Seyfried and Cillian Murphy that takes place in a society where people stop aging at 25 and each has a clock on their arm that counts down how long they have to live (from Wikipedia)

Why this movie?

This movie gave me a very fresh definition of the time. basically, inside of the movie time is everything, time is the currency which is exactly like a money in the real world and the time each person has on their forearm is the lifespan which means how long they can live more. Another interesting fact is they can transfer the time by tapping arm to arm and people can steal other’s lifespan too.In my proposal, I set the time as the player’s health points.so technically, If one player got damaged, time going to be shorter and if one player kills or damages other, they can get the amount of time other players lost. But I would like to think about in more complicated way about how players can transfer their lifetime and if there are more options to get score/time or whatever.

a3 proposal sheet

This is a collage to present the proposal in class.

Unity software

So far, I have discovered Virtual realities, history, economics and spaces. And the previous week I have experienced VR tilt brush.

Today I had some briefings about the software called Unity which is a cross-platform game engine developed by Unity technologies and primarily used to develop video games and simulations for computers, consoles and mobile devices. The official website provides a free software and there is a community where inventors and designers can share their problems and experiences. It was a great chance to look at other’s designs from the website

Even though the session was just too short to learn the software enough, I was already attracted by the software and I will go for more research and give it a try definitely. The unity does not have big differences with other software  like Autocad or Sketch-up. I guess most of 3d programmes based on similar technics.

For next week, we are on individual design task which is I was waiting for. I will keep digging into the software till I get some specific ideas.  And our tutor suggested having a group discussion to interact each other regarding problems we can face one day. I totally agree with that and if we have group session to design a game application as a group that would be really amazing. So far, all the research I have done and technics I have got from sessions were really useful and now its time to challenge myself.

Experiencing virtual realities

Session 4. Experiencing virtual realities

Google tilt brush trial 1.
Google tilt brush trial 2.



Today at Chelsea college, I have experienced VR gears for the first time and I found out it is really interesting and I had very enjoyable time. This gear called Tilt Brush invented by Google.

Once I put the gear on, I became completely blocked from the real world and jump into new three dimension space. The way I felt was there is only me standing here with hand tools literally. Inside is like whole black kind of looks like a space that made me feel like I was standing alone in silence but I could see other’s drawing in distance. After All combines together it looks like we are an alien building up our own city or something.

In terms of functions, There were pretty many types of brushes and I could choose a colour as I want and like I can put some effects such as snowing, rainbow, stars and so on. I attempted to make a door to boundary inside and outside but it is not that simple as it looks like. Even drawing one clear line was pretty hard because my hand was holding the gear is not stable enough to make a line straight down.Even it was only me but I had a moment all programme shut down all of sudden while I was playing. However, we could not figure out what is wrong. I guess still VR gear is quite complicated and fragile or it can not be used for a long time once it is on. Anyway, today experience was completely new and interesting. I would like to go and try other functions to create a spatial design by myself.



The history of Virtual Realities

History of Virtual Realities

-The Year 1426

Before VR history, I would like to introduce imaginary space from a old painting called The Holy Trinity fresco by Masaccio, 1426 in the church of Snta Maris Novella in Florence

      fig 1&2

The 1950S

I looked into this painting with curiosity because this work shows how augmented reality can help the comprehension of the geometric construction of the perspective, opening new scenarios in the demonstration of the subtle underlying geometric principles.


In terms of the very first history of VR , Morton Heiig who is known as “multimedia” specialist, invented the machine called Sensorama which is one of the earliest known examples of immersive, multi-sensory technology.He left a huge mark for future VR technology because The Sensorama is the first machine which can deliver human senses(multi-sensory) and his machine gave some inspirations for future VR devices.





In 1961, two Philco Corporation engineers (Comeau & Bryan) developed the first precursor to the HMD as we know it today – the Headsight. It incorporated a video screen for each eye and a magnetic motion tracking system, which was linked to a closed circuit camera. The Headsight was not actually developed for virtual reality applications (the term didn’t exist then), but to allow for immersive remote viewing of dangerous situations by the military. Head movements would move a remote camera, allowing the user to naturally look around the environment. Headsight was the first step in the evolution of the VR head-mounted display but it lacked the integration of computer and image generation.



Ivan Sutherland formed his ‘Ultimate Display’ concept which provided a framework for VR development as software that simulated real-life environments which users could interact with. A few years later in 1968 Sutherland invented the first augmented reality head-mounted display (HMD) called the Sword of Damocles, commonly called virtual reality glasses. This HMD used computer output and stereoscopy to create depth of vision. This model was so cumbersome that it had to be suspended from the ceiling so the user to wear the HMD. The virtual environment shown on this system were simple rooms.

1990s – SEGA announced new glasses


Virtual realities in 21 century

Recently companies like Google have released interim virtual reality products such as the Google Cardboard, a DIY headset that uses a smartphone to drive it. Companies like Samsung have taken this concept further with products such as the Galaxy Gear, which is mass produced and contains “smart” features such as gesture control.

Developer versions of final consumer products have also been available for a few years, so there has been a steady stream of software projects creating content for the immanent market entrance of modern virtual reality.

It seems clear that 2016 will be a key year in the virtual reality industry. Multiple consumer devices that seem to finally answer the unfulfilled promises made by virtual reality in the 1990s will come to market at that time. These include the pioneering Oculus Rift, which was purchased by social media giant Facebook in 2014 for the staggering sum of $2BN. An incredible vote of confidence in where the industry is set to go. When the Oculus Rift releases in 2016 it will be competing with products from Valve Corporation and HTC, Microsoft as well as Sony Computer Entertainment. These heavyweights are sure to be followed by many other enterprises, should the market take off as expected








fig 1&2 - Massaccio Trinity, 1425 Santa Maria Novella, Florence the implication of the viewer in the work

fig 3(video) - https://youtu.be/vSINEBZNCks

fig 4&5 - http://www.spinningclock.com/services/interactive-media/history-of-interactive-media

fig 6(video) - https://youtu.be/NtwZXGprxag

fig 7(video) - https://youtu.be/yd98RGxad0U

other details of informations from



The first post

Virtual Reality :

The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.


why I made the first choice as virtual realities for unit 5 project?

I would like to say that my VR experiences before brought me into this project with interests. During my first experience with VR game, I felt like I blocked completely against the real-world which made me become a more active participant and that made myself give a question about how VR is using for different purposes and there are many examples.
Like for people who don’t have enough time or can not afford the travel cost, once they put on a VR gear they can totally explore another country with almost no money in seconds.That is really amazing deal actually.And you can tell it is realistic enough.VR will let people save a lot of time and money definitely. For another example, people who have some serious mental issues like the army who has paranoid by war or something they can be given mental treatment with VR in the future which is like they can transfer the fear into joys by games after many trials.
I have dreamed of building up the game with software for myself or as an interior designer, presenting my work to clients with VR tools. I felt like this VR is more about the space can be created.That is why I have captured by VR mostly.Also During research, I have found VR has a highly bright prospect in many dimensions such as education, sport, art and some mental issue treatment etc. Even today’s premium VR set ups are capable, immersive, comfortable and increasingly affordable.VR has a long history and captured the popular imagination for a long time and it is finally delivering. Why would I resist to learn the VR?










  • definition of VR from https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
  • Fig1 (picture) from https://www.science.org.au/curious/technology-future/virtual-reality-applications