Research

Virtual Nature is the main technical thrust for the design and development of the research program. It is a digital media artifact represented of the real environment, both in quality and accuracy of visual information and data of the real plants. It solves the technical problem of fusing sparse information and data sets of high information accuracy to generate realistic and beautiful representations of nature. As such, virtual nature may be used to study the role of beauty in the human-computer-environment interaction dynamics as it impacts perception, emotion, learning, decisions and actions in humans. These models are constructed in real-time game engines capable of display in AR, VR, walls, and CAVE based installations, as well as integration with various input systems beyond the typical mouse and keyboards on PCs, making several lines of future research possible.

Virtual Nature Projects Delivered to Date:

The Virtual UCF Arboretum project (2016 – present) is a Virtual Nature model annotated to work as an educational simulation. Constructed as a large open world, using sparse GIS data sets required for information fusion and domain expertise to achieve accuracy and realism, the data are visualized with photorealistic accuracy to match the real environment. The ambient bioacoustics are accurate representations of insects, amphibians, and birds found in the environment. All photorealistic 3D plant models are botanically correct, and each is dispersed using actual plant population data to simulate realistic dispersion and densities. The 100 hectare (247 acres) virtual model was constructed in the Unreal game engine. The virtual environment is unique because it integrates a complementary website with a digital media plant atlas that includes facts and concepts, which allows individual users to pursue deeper inquiry at the moment of personal encounter and curiosity.

The Virtual UCF Arboretum project is an augmented reality (AR) and virtual reality (VR) collaboration between The Harrington Lab in the Nicholson School of Communication and Media, in the College of Arts and Humanities, and the UCF Arboretum, Landscape and Natural Resources in the Department of Biology, in the College of Sciences, at the University of Central Florida.

Harrington, Maria C. R., Bohlen, P., Beck, K., Bledsoe, Z., Jones, C., Miller, J., Pring, T., Elliott, J., Jarrett, R., Lindsay, A., and Guziejka, J. (2016- 2018). The Virtual UCF Arboretum Project. Unreal Game engine level complete October 2018. VR complete November 2018. STEAM.com  (launch in process, 2018)

Harrington, Maria C. R., Bohlen, P., Beck, K., Bledsoe, Z., Jones, C., Miller, J., Pring, T., Elliott, J., Jarrett, R., Lindsay, A., and Guziejka, J. (2016- 2018). The Virtual UCF Arboretum Project Website  (Launched October 2018. https://arboretum.ucf.edu/virtual/ )

VirutalUCFArboretumFigure 1: The Virtual UCF Arboretum Virtual Nature Model and Educational Simulation, credits: The Harrington Lab, UCF, 2018.

The AR Perpetual Garden (2015-2018), is an Augmented Reality App for use inside and outside museums to extend the learning impact of real dioramas and gardens. Knowledge and complex causal chain interactions previously locked in traditional artifacts become accessible with immersive data visualizations and bio acoustics reflecting scientific data sets to show two contrasting scenarios - Woodland in Balance and Woodland out of Balance. This Augmented Reality implementation is unique as it is uses the vision tracking features of the most recently released ARCore and ARKit SDKs producing a perceptual experience on parity with reality. The concepts and knowledge are easily accessible at a click of a button to hear the curator’s interpretive narrative and access a complementary website of facts, The Virtual Garden Timeline. The AR Perpetual Garden App was developed in part, as an international collaboration between The Harrington Lab at the University of Central Florida, The Powdermill Nature Reserve at the Carnegie Museum of Natural History, and the MultiMediaTechnology program of the Salzburg University of Applied Sciences, Austria. Undergraduate and graduate students were involved in the production of the app. The multidisciplinary effort was developed with my partners, Dr. John W. Wenzel, Director, Powdermill Nature Reserve, CMNH and Dr. Markus Tatzgern, FH-Professor, Head of Game Development and Mixed Reality, MultiMediaTechnology program of the Salzburg University of Applied Sciences, Austria.

Harrington,  Maria C. R., Tatzgern, M., Langer T, Wenzel, J. W. (Nov 2018, accepted with minor revisions). Augmented Reality Brings the Real World into Natural History Dioramas with Data Visualizations and Bioacoustics at the Carnegie Museums. Curator: The Museum Journal.

Harrington, Maria C. R., Wenzel, J. W., Tatzgern, M., Langer T., Oliver, M., Isaac, B., Guffey, A., Bledsoe, Z., Jones, C. , Dinic, R., and Tiefengrabner, M. (2017-2018). The AR Perpetual Garden Apps.

 

Harrington, Maria C. R., Wenzel, J. W., Oliver, M., Isaac, B., Guffey, A., Bledsoe, Z. and Jones, C. (2015-2017) The Virtual Garden Timeline Website  (Launch 2017.  https://virtualgarden.powdermill.org/ )

 

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Figure 2: The AR Perpetual Garden App - Woodland in Balance, Carnegie Museum of Natural History, Powdermill Nature Reserve

Figure 3: Video of The AR Perpetual Garden App.

The Virtual Trillium Trail (2003-2008), research project objective was to simulate a real world field trip for testing of digital media design factors and impacts on emotions and learning outcomes. It was a dissertation investigation into the design, construction, testing, and evaluation of the child-computer environment interface and the simulation to support children at the moment of curiosity, with access to knowledge at points of interest, much like an expert naturalist teacher or guide. The research used ethnographic design and empirical investigation into the design parameters and proved that photorealistic, open navigational environments outperform non-photorealistic, restricted navigational environments on knowledge gained, inquiry, and emotional outcomes, due to salient events triggered by salient features in the ambient array of the virtual nature model.  A pilot study showed that the real field trip outperformed the virtual in total learning, but when content is identical, identical learning outcomes were measured and transfer, reinforcement gains indicated that best educational practices are to use the virtual to reinforce the real, not as a replacement.

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Figure 3: The Virtual Trillium Trail, credits: Maria C. R. Harrington , 2008.