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AHMADU BELLO UNIVERSITY, ZARIA

DEPARTMENT OF EDUCATIONAL FOUNDATION AND


CURRICULUM

INSTRUCTIONAL TECHNOLOGY SECTION


FACULTY OF EDUCATION
COURSE TITLE: ADVANCE STUDY OF INNOVATIVE
TECHNIQUES

COURSE CODE: EDIT 809

QUESTION:

MICROSOFT BAND

BY

Fayomi Joseph Ajayi


P16EDFC8080

Course Lecturer
DR. GAMBARI, A. ISIAKA
1. Introduction

A head-mounted display for displaying an image that matches a viewer's head movement has a

head tracker for detecting the viewer's head movement, an eye tracker for detecting the viewer's

eye movement, and an adaptive filter for adaptively filtering the output of the head tracker in

accordance with the output of the head tracker and the output of the eye tracker, and when tracker,

and when the viewer is watching a particular object in the displayed image, the adaptive filter is

set as a low-pass filter, and this and the output gain of the head tracker is lowered; in other cases,

the adaptive filter is set as an all-pass filter, and this prevents minute shaking of the head from

being reflected on the displayed image, while retaining image display response to head motion,

and furthermore, this serves to keep the particular object from being shifted outside the field of

view.

Head-mounted displays (HMDs) are small displays or projection technology integrated into

eyeglasses or mounted on a helmet or hat. Heads-up displays are a type of HMD that does not

block the user’s vision, but superimposes the image on the user’s view of the real world. An

emerging form of heads-up display is a retinal display that “paints” a picture directly on the

sensitive part of the user’s retina. Although the image appears to be on a screen at the user’s ideal

viewing distance, there is no actual screen in front of the user, just special optics (for example,

modified eyeglasses) that reflect the image back into the eye. Other heads-up displays that are not

worn by the user but are projected on a surface (for example, on a car or plane windshield) are not

covered in this discussion. Some HMDs incorporate motion sensors to determine direction and

movement (for example, to provide context-sensitive geographic information) or as the interface

to an immersive virtual reality application.


3. Definition & Meaning

A head-mounted display (HMD) is a type of computer display device or monitor that, as the name

implies, is worn on the head or is built in as part of a helmet. This type of display is meant for a

total immersion of the user in whatever experience the display is meant for, as it ensures that no

matter where the user’s head may turn, the display is positioned right in front of the user's eyes.

4. History/Historical Background

Back in the 1960’s, a cinematographer named Morton Heilig had a crazy idea: what if instead of

watching movies from the couch like everybody else, you could wear the experience on your head

and have the content beamed directly into your eyeballs instead?

Since the earliest steps of the technology up until today, nearly every major electronics

manufacturer has dipped their toes into the water with one device or another. Many are now

defunct with names you’d never recognize, but a few standouts throughout the years include the

Victormaxx Cybermaxx, Sony’s 3D TV viewer, and everyone’s favorite 90’s flop, the Nintendo

Virtual Boy

6. Features/Characteristics

A head mounted display comprising:

a display part which displays images to a wearer of the display, a supporting part which supports

the display part, and which is movable so as to move the display part between a position in front

of an eye of the wearer and a position that is not located in front of a face of the wearer, and a

mounting part which:

(i) comprises two holding parts and a linking part connecting the two holding parts,

(ii) holds the supporting part,


(iii) is mountable on the wearer not in front of the face of the wearer,wherein the supporting

part is movable around a side of a head of the wearer and along a contour of the head

of the wearer; and wherein an inner surface of the supporting part has a curvilinear

shape that conforms to the side of the head of the wearer, and wherein when the display

part is in the position that is not located in front of the face of the wearer, the supporting

part and the linking part are substantially combined together.

7. Advantages

1. One Size Doesn’t Fit All.

2. Immersive Learning.

3. We All Make Mistakes.

Disadvantages

1. Integration.

2. Costly Investment.

3. Breathing Space.

9. Educational Uses

With the help of head mounted display, teachers are now able to expand their curriculum and teach

subjects in new and exciting ways. Head mounted display has advanced to a point where schools
don’t even need to have Wi-Fi or VR goggles to use it. As long as they have a tablet or a mobile

device, they can implement virtual reality in the classroom.

Popular educational applications of head mounted display in education includes

 teaching of history

through virtual trips to places such as the Great Wall of China, a face-to-face lesson on Louis

XIV of France, videos and slides on the Vietnam War, and much more. Nearpod’s platform

is giving students the ability to interact and engage with historical content like never before.

 Teaching of sciences

students can go on scientfoc field trips to places outside the reach of the common man.

teaching of arts.

Instead of visiting a museum to see Vincent van Gogh’s famous painting “The Night Café,”

you can experience the painting in real-time through virtual reality.

10. Classroom Application

head mounted display can eb integrated into lesson plans to help students with different learning

styles grasp what’s being taught to them

head mounted display allow teachers to actually track student engagement and performance. These

real-time tracking capabilities are extremely helpful in guiding, observing, and controlling

classroom activity and behavior.


In addition, it can make learning real and vivid through the 2D and 3D display it offers.

11. Care and Maintenance

Handle your device, battery, charger and accessories with care. The following suggestions help

you keep your device operational.

 Keep the device dry. Precipitation, humidity, and all types of liquids or moisture can

contain minerals that corrode electronic circuits.

 Do not use or store the device in dusty or dirty areas.

 Do not store the device in high temperatures. High temperatures may damage the device

or battery.

 Do not store the device in cold temperatures. When the device warms to its normal

temperature, moisture can form inside the device and damage it.

 Do not open the device other than as instructed in the user guide.

 Unauthorized modifications may damage the device and violate regulations governing

radio devices.

 Do not drop, knock, or shake the device or the battery. Rough handling can break it.

 Only use a soft, clean, dry cloth to clean the surface of the device..

 Keep the device away from magnets or magnetic fields.

During extended operation, the device may feel warm. In most cases, this is normal. To avoid

getting too warm, the device may automatically slow down, close apps, switch off charging, and

if necessary, switch itself off. If the device is not working properly, take it to the nearest authorised

service facility.
12. References

https://www.ashford.edu/blog/technology/virtual-reality-in-the-classroom

https://elearningindustry.com/virtual-reality-in-learning-and-development

https://www.nokia.com/en_int/phones/support/nokia-130-user-guide/take-care-of-your-device

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