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Virtual Reality and Anaglyph Stereoscopic Technology

Lesson Focus 
With the mass production and availability of low cost and robust head-mounted displays (HMDs), there has been increasing interest in virtual reality technologies - for example the Oculus Rift, HTC Vive, Samsung VR Gear, Microsoft HoloLens, and Sony’s PlayStation VR. These display technologies are based around artificial stereo images, and provide a view with illusions of 3D depth in virtual environments. Students will use the scientific method to study ‘anaglyph’ (movie 3D) technologies to model computer science design and learn how stereo images create the illusion of 3D.

Age Levels:

11 - 14
Objectives 

Introduce students to

  • how VR technologies exploit human depth perception,
  • the use of stereo images to provide the illusion of 3D depth,
  • use the scientific method to compare anaglyph technologies.
Lesson Activities 

Students will use the scientific method to study ‘anaglyph’ (movie 3D) technologies to model computer science design and learn how stereo images create the illusion of 3D. 

Alignment to Curriculum Frameworks

Curriculum alignment sheet is included in PDF.


Alignment to Curriculum Frameworks
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