Assistant Professor of Instructional Technology and Innovation at Kennesaw State University.

Kennesaw, GA
Joined October 2014
Updated my #mixedreality ball shooter demo to include shadows for added realism. Built with #WebXR and #ThreeJS. Use “Space Setup” in the #quest3 Settings->Physical Space. Press X to hide meshes. Try it: jasonharron.github.io Also works on Quest 1/2/Pro with walls/furniture.
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Quest 3 Ball Shooter / Mesh Export with visual occlusion made with #webXR and #threeJS. Here is a public version that you can try on your own headset! LINK: jasonharron.github.io Please see the video for instructions. #MixedReality , #MR, #XR, #VR, #MetaQuest3, #meta, #Quest3
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I've just pushed an update, now the balls have shadows. Really adds to the realism!
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This will also work on Quest 1 (walls only) and Quest 2/Pro (walls and furniture). Quest 3 is required for the depth mesh.
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Great to see the release of #OctoScript, a mobile block-based coding language from #LifelongKindergarten at #MIT. Similar to #Scratch, but provides access to mobile sensors and camera. Here is a short GIF of my corgi exported from OctoScript.
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I was able to export the depth mesh from #meta #quest3 and add it to #Threejs and #webxr with #Rapier physics + visual occlusion. Super cool to watch the balls disappear behind walls/furniture. This demo shows an example with and without the mesh visible. #MR #MixedReality #XR
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Hey everybody in #ITEC7481, I look forward to hearing what you have to share about Universal Design for Online Learning!
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Finally was able to borrow a #QuestPro to try my project in mixed reality. First video shows basic interaction, second video shows the 3D voxel heat map. Made with #webxr #threejs #glitch #socketio #meta. Really looking forward to the #quest3 for mixed-reality research!
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Finally working on the data visualization tools for my new project. This is a volumetric heatmap generator for spatial data. This video shows where the raycaster from VR controllers intersected with the interactive buttons. #webxr #threejs #quest2 #dataviz
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Testing out the AR version of my project in my driveway. This video is pre-recorded data playing back with synchronous audio. With these features I can create on demand lessons/guided tours. Made with #threejs #webxr #glitch #socketio
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Today marks 2 months since I started my collaborative VR project. This demonstrate data logging (~2MB/min) with VR capture and synchronized audio. This will allow for pre-recorded tutorials and data logging for research. Built with #ThreeJS, #WebXR, #Glitch, #SocketIO, & #Quest2.
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Turned gravity off in my latest #threejs and #webxr project. Ended up making a gas diffusion simulator that uses a nanofiber filter as a semi-permeable membrane.
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Continuing to make progress on my AR/VR project. I can now hide the room for higher color contrast, scale objects, and rotate objects. Made with #threejs, #webxr, and #glitch on a #meta #quest2 headset.
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Proof of concept to teach about STL models, wireframes, and G-code in our 3D Printer Lab at #KSU. Built using #threejs #webxr and #glitch.
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Added manual rotation/position calibration to my latest project. I am pushing a room from one #Quest2 headset to another, but the rotation is off due to lack of compass access. Now I can align rotation to an edge of the room and position to a corner of the table. #threejs #webxr
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#Meta #Quest2 and #Quest headsets in my living room. Room/furniture is pushed from Quest 2 to server and other clients from the web browser using #Socketio, #ThreeJS, #WebXR, and #Glitch. I can also push the room to my iPhone and iPad for AR. Excited about my progress so far!
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#Quest2 Room with plane-detection (walls, floor) and mesh-detection (furniture) in the web browser made with #ThreeJS and #Glitch. Left is my PC in "spectator mode" and right is the VR headset. The VR headset broadcasts the planes and meshes to all other devices upon connection.
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#Quest2 (ver. 55) with room tracking and plane detection in the browser using #ThreeJS, #WebXR, and #Glitch. You need to setup the room in experimental features on the Quest. This is a modified version of ThreeJS AR hit-test with plane detection and rapier physics added manually.
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Further improvements on my #Threejs #sockeio and #glitch demo. The rectangle is my smartphone sharing position and rotation. The virtual space is 6x6x6m (20x20x20ft) and you can see me walking around my living room. Next step is to allow multiple clients in the VR/XR space.
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