C. Brian Cleveley
Virtual Technology & Design
University of Idaho
875 Perimeter Drive MS 2481
Moscow, Idaho 83844-2481
My journey began in the field of architecture designing and building user experiences in commercial, educational, housing and resort development. As digital tools emerged in the 1980s, I incorporated highly accurate 3D visualization into my design process. The mid-1990s saw the continued emergence of technologies supporting user inhabited virtual spaces and extending 3D experiences into interactive 4-Dimensional places. These technologies have, over the past 22+ years, enabled me to explore how users inhabit virtual worlds and engage in social, problem solving and experiential learning activities. My cross-reality (XR) explorations include creating single/multiuser virtual and augmented reality environments and simulations to:
- Experience/Visualize the human body through interactive VR and AR immersion
- Develop experiential learning XR tools for workforce safety and situational awareness training
- Develop virtual worlds to engage Doctor of Physical Therapy students in pediatric gait analysis
- Develop virtual worlds to engage Wildland Urban Interface (WUI) property owners in experiential learning addressing the hardening of their properties against wildfires
- Enable the coupling of the indigenous and scientific knowledge to address climate change
- Create multiuser virtual spaces to connect patients to support groups and healthcare providers (tele-medicine)
- Create multiuser virtual spaces to learn about personal finance
- Create multiuser virtual spaces to learn about nutrition
- Explore the possibilities of training risk management teams
- Blend live theatre with the virtual
As a mentor for senior design capstone projects we have explored:
- Developing virtual simulations (learning tools), incorporating emotional intelligence, addressing Classroom Management (education) and Anti-Bribery awareness (international business)
- Adjunct medical processes for patient centric healthy body visualization, meditation and mindfulness
- Teaching home sewists and students about the relationship of 2D patterns to 3D garments
- Engaging 2-6-year-olds in digital block play to teach shape recognition, physics and problem solving
- Learning about early American history through role playing (EduTainment) simulations
The conceptual foundation for my ‘user experience’ designs is achieved through the blending of the virtual realm, established and emerging technologies, and process of design. Many of these projects are also a part of a ‘concept-to-commerce’ process I am involved with through my association with business and entrepreneur faculty from the College of Business and Economics. Through this process we explore how these explorations can be turned into viable startups.
- Master of Architecture, University of Idaho, 1987
- Bachelor of Architecture, University of Idaho, 1986
- Bachelor of Environmental Studies, University of Manitoba, 1983
- Honours Diploma in Architectural Technology, Northern Alberta Institute of Technology, 1979
- Designing and developing the user experiences and engagement through virtual and augmented reality worlds in support of experiential training, education, simulation, visualization and commerce.
- Exploring projects through a ‘concept-to-commerce’ process to promote viable design concepts as potential startup ventures.
Experiential Safety Training: Virtual Reality for Multilingual Forest Workers, 2020, Department of Labor & Industries, Safety & Health Investment Projects (SHIP) Grant, Sub-Award with Department of Environmental and Occupational Health Sciences, Continuing Education Programs, University of Washington, PI
- Designing, developing and implementing immersive, interactive and experiential learning tools for Forest Workers. The XR tools are designed to connect with multicultural workers in the classroom and in the work zone.
Digital Apprenticeship: Training simulator for the 21st century, 2018, Northwest Center for Occupational Health & Safety (NWCOHS), Professional Training Opportunities Program (PTOP) in Occupational Health & Safety 2017 – Title of Project: Digital Apprenticeship: Training simulator for the 21st century, PI
- Designing, developing and implementing an immersive, interactive simulator for workforce safety training. Outcomes are tested in learning environments including OSHA supported courses.
Region II Juvenile Detention Center Virtual Tour Simulation Pilot Project, 2018, State of Idaho Department of Juvenile Corrections, PI
- A pilot study for using interactive virtual environments in providing informative virtual tours of correctional facilities.
Using biophysical protein models to map genetic variation to phenotypes, 2017, National Science Foundation, RII Track-2 FEC, Visualization Supervisor
- Visualizing the complexity of protein models in Augmented and Virtual Reality environments for use by scientists and educators, and for public science engagement.
Polymorphic Games – An Interdisciplinary Game Design Studio for Vandals, 2016, Vandal Ideas Project (University of Idaho funded grant program) CO-PI
- “Polymorphic Games,” a video game design studio developing video games based on principles of evolutionary science, requiring collaborators from science, engineering, humanities, and education.
Hydrodynamic Simulator for Brain Therapeutic Development, 2016, Vandal Ideas Project (University of Idaho funded grant program) CO-PI
- The specific goal of this project is to build the world’s first hydrodynamic simulator for brain therapeutic development, including a 3D printed model and immersive virtual environment of the Cerebrospinal fluid space.
Schitsu’umsh Relationships with Their Dynamic Landscapes: Identifying, Managing and Applying Indigenous Knowledge and Praxis: 2015 Consultant: Virtual World Developer, Funded by DOI Northwest Climate Science Center and USGS National Climate Change and Wildlife Science Center, in Cooperative Agreement #G11AC20490
- Create a virtual world simulation with the objects:
- Authentically describe the Schitsu’umsh knowledge, termed hnkhwelkhwlnet, associated with sqigwts (Sagittaria latifolia) and render that knowledge accessible to USGS climate scientists.
- In consort with scientific knowledge, demonstrate the relevance of indigenous knowledge in addressing issues associated with climate change.
- Provide a means to effectively integrate seeming “mutually exclusive” ways of knowing.
Lighting the Education Fire with Virtual Environments and Oculus Rift Technology: 2015, CO-PI, eXtension Foundation Innovation Grant
- Studying the use of emerging technologies as tools for user engagement within the Extension community.
- A key outcome is the creation of an interactive virtual world to engage property owners in the Wildland Urban Interface to learn how to harden their property again wildfires.
Creating a Virtual Learning Environment for Historical Archaeology: 2015, Senior Personnel, College of Letters Arts and Social Sciences: Summer Research Grant
- Designing and implementing an interactive virtual world to teach historical archaeology.
Edutainment, 2012-2013, CO-PI, Sponsored Research Agreement with Inland Games LLC
- Working with a serial entrepreneur to ideate techniques in using game engines to teach early American history to middle school students.
Making The Impossible Possible: Changing The Educational Landscape With 4D Virtual Learning, 2010-2011, CO-PI, SBOE Idaho Technology Incentive Grant
- Designing and implementing two multiuser interactive virtual reality simulators to study the effectiveness of teaching personal finance and healthy lifestyles to high school students – engaging students in learning through play.
Effectiveness of Second Life® in Promoting Diabetes Management, 2010 – 2011, Virtual World Development Director, National Institute of Health, CO-PI
- Designing and implementing a Second Life® region to study the effectiveness of using a multiuser interactive virtual world as a support/tele-med environment for young adults who are managing type 2 diabetes.
Connecting Educators Across Idaho Through Virtual Worlds, 2009 - 2010, CO-PI, SBOE Idaho Technology Incentive Grant
- Designing and implementing multiple regions in Second Life® to study the effectiveness of multiuser interactive virtual environments as teaching environments for Idaho teachers.
3-D Avatar-Based, Virtual World Learning in a Second Life Educational Metaverse, NWACC and SBOE Technology Grant, 2007-2008
- Designing and implementing the first University of Idaho Second Life® region to study it effectiveness as a teaching environment.
A Time Machine for Exploring Architectural History, NWACC, 2000-2001, CO-PI
- Using Virtual Reality to interactively explore the construction techniques and final outcomes of Filippo Brunelleschi's Dome on the Florence Cathedral, Italy.