Rabey, Lisa. [Lita-L] Internet Of Things. 2016. E-mail.
A month or so ago, I asked on ALA Think Tank if anyone was using IoT in their libraries, and if so: what, how, when, where; details man, details! Other than someone asking me what the IoT is (https://en.wikipedia.org/wiki/Internet_of_Things), I got crickets.
I heard back from Steam, with exactly the response I expected: Our service model (users reserve our own PC and VR headset, using our Steam software) needs to use their site license program. And even if it’s just on that one PC, we’d still have to run their site license server locally to manage it.
We did an inventory of what it would cost us to purchase a site license for our most popular games: Of our top 25 most played VR games, only 10 have site licenses available at all. Those 10 games would in total cost us slightly more than $3000 per year to license, which strikes me as ridiculous.
But Tara, thanks for pointing out Springboard VR! At a glance it looks really promising. I’m really glad to hear about another option.
We ran into the same problem last year with Steam. However, we are now working with Springboard VR. Our head VR specialist says you can test run their interface on a machine for free and that they are putting together an academic package that should be available soon! https://springboardvr.com/
Amazing timing, Laura! I was just looking into the site license program this week. I wrote up what I’ve learned so far for someone else this morning, shared below. But to sum up, it’s not very promising either from a financial or practical view of the way we use Steam currently (one PC with Steam titles that we’ve purchased under our account, with an attached HTC Vive).
I originally thought this was just a different kind of license for each game, one which allows public use in a library, cafe, etc. But I got some clarification questions answered by Steam support – it’s actually designed for users to log into one of our computers using their own Steam account. They can then check out a game we’ve purchased a site license for, and play it under their account while they’re on our computer.
This also requires running some sort of server locally to handle the checkouts.
So I don’t think this is going to work for us. The pricing is also pretty wild. One of our most popular titles is Space Pirate Trainer – currently $10 paid one time to own individually, or $30/month/seat for a site license subscription. And I’ve seen at least one title that’s free for individual ownership, but somehow costs $20/month/seat for site license.
Much of their documentation is contradictory and out of date.
Even more annoying is that you can’t even see the site license prices until you sign up for a site license account and fill out some legal forms.
Last but not least, many titles, even free ones, do not have site licenses available at all.
I have one more request into Steam support asking how they prefer we purchase things as a library. I’ll let you know what I hear.
Oh, also – you can’t convert an existing Steam account or purchases. You need to create a new one and start from scratch.
We’d also like to know if any other libraries had set up the Steam/Valve Site license, which we were just starting to look into ourselves: https://support.steampowered.com/kb_article.php?ref=3303-QWRC-3436 – which sounds like it solves many of these problems. Our general counsel has a few issues with the license terms but are willing to consider especially if I can find examples of other institutions utilizing it!
Associate Director Library Information Technology and Digital Strategies
Echoing what Peter said there are no good solutions right now. It would be great if Steam or HTC or Oculus offered site licenses or group accounts, but they don’t. We have 2 HTC Vives that share an account. This causes problems occasionally as it doesn’t like it if two headsets are using the same program. Going offline usually takes care of it. Our 4 Oculus Rifts also share an account but the Oculus store is less problematic than Steam since it only contacts the mother ship when doing an update. If you have the option prepaid cards and individual accounts would be the best way to go but our purchasing department said no.
In our library’s VR Studio, we have a separate library-owned Steam account for each of 7 VR workstation computers. Some have Vives, some have Oculus Rifts at them. We purchase content for each account. We also allow patrons to download free games/tools to those computers.
If a patron owns Steam content that we don’t, they may log in to their personal account and download the game to our computer. So far, this hasn’t posed a problem, except that the added game will show up in that workstation account’s game list, but will not be playable to other patrons. I occasionally delete personal games that are causing confusion to other patrons. Not too many patrons have downloaded content yet so if it gets to be too troublesome we may disallow it in the future.
For the Oculus Rift stations, there is a Steam account as mentioned above, plus the Oculus library. For Oculus, I’ve been able to use one account for all of the workstations. We purchase content once and it’s usable on all the computers from the one account. This has worked fine so far except for playing multi-player online. The single account will not support multiple instances of online play for the same game.
None of these is a perfect solution but they are mostly working as this is a continuous work in progress. Feel free to get in touch off list if you’d like more specific info, etc.
I was curious if any of your libraries have Steam from Valve installed on your public workstations to drive PC gaming and an HTC Vive? Any tips on how to set that up? Obviously the licensing issue with purchased programs/games through Steam is a problem when you are providing access for a large user base. There are multiple free games/programs available.
How do you handle providing each user with HDD/SSD space on your machines for downloaded games/programs through Steam?
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian
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Collins, J., Hoermann, S., & Regenbrecht, H. (2016). Comparing a finger dexterity assessment in virtual, video-mediated, and unmediated reality. International Journal Of Child Health And Human Development, 9(3), 333-341.
Epure, P., Gheorghe, C., Nissen, T., Toader, L. O., Macovei, A. N., Nielsen, S. M., & … Brooks, E. P. (2016). Effect of the Oculus Rift head mounted display on postural stability. International Journal Of Child Health And Human Development, 9(3), 343-350.
Sánchez, J., & Espinoza, M. (2016). Usability and redesign of a university entrance test based on audio for learners who are blind. International Journal Of Child Health And Human Development, 9(3), 379-387.
Eden, S. (2008). The effect of 3D virtual reality on sequential time perception among deaf and hard-of-hearing children. European Journal Of Special Needs Education, 23(4), 349-363. doi:10.1080/08856250802387315
Eden, S., & Bezer, M. (2011). Three-dimensions vs. two-dimensions intervention programs: the effect on the mediation level and behavioural aspects of children with intellectual disability. European Journal Of Special Needs Education, 26(3), 337-353. doi:10.1080/08856257.2011.593827
Lorenzo, G., Lledó, A., Roig, R., Lorenzo, A., & Pomares, J. (2016). New Educational Challenges and Innovations: Students with Disability in Immersive Learning Environments. In Virtual Learning. InTech. https://doi.org/10.5772/65219
Oculus Connect, starting Wednesday in San Jose, California. Facebook’s Oculus VR division promises discussions on how health care, movies and video games are adapting to this still nascent technology. One panel will explore how the disability community can benefit from VR gear and presentations.
Over the summer, Apple and Google announced new technologies called ARKit and ARCore, respectively, that are designed to help iPhones and iPads or any device powered by Google’s Android software marry computer-generated images with the real world.
A $2.99 app, Star Guide AR, highlights stars and constellations in the sky once you point your phone at them. Another, Ikea Place, previews furniture in your home with a tap. Walk around your living room and you can see the furniture you placed while looking through the screen on your phone. So far, both are available only for the iPhone.
App developers I spoke with say they’re excited by augmented reality and believe it may help spur people to buy VR systems as well.
Canada will see the fastest growth, with a CAGR of 145.2 percent over the forecast period. Other leaders in terms of growth include Central and Eastern Europe at 133.5 percent, Western Europe at 121.2 percent and the U.S. at 120.5 percent.
Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom
An interview with the former Apple K–12 systems engineer, who will participate in multiple sessions during ISTE.
THE Journal: What do you think about virtual reality (VR) and augmented reality (AR) in the classroom? Is the cost point for VR prohibitive?
In virtual reality, one of my favorite apps is CoSpaces. It allows anyone to design a 3D space, and then interact with it in virtual reality.
Virtual reality can be quite affordable with Google Cardboard. We can get into basic interaction in VR with Cardboard. There are 40 or 50 VR apps where you can simply use Cardboard and explore. Google Street View allows you to do virtual viewing of many different locations. That technology augments what the teacher is doing.
Most kids can’t afford to buy their own Oculus headset. That price point is quite a bit higher. But we don’t need to have 30 kids using Oculus all of the time. Two or three might work
If you search Twitter effectively, there are not only great resources but great people to help you teach differently and keep the classroom more entertaining. You can grow your own personal learning network.
Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education
Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens
many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.
the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.
2) Hand Controllers That Will Bring Increased Interactivity
a 360-degree projection space, getting ready to open a virtual reality studio with “room-scale” VR sporting Oculus Rift and Vive gear, the idea of the “graduate students’ commons,” with access limited to those students as well as faculty
2) Sometimes Innovation Just Comes Knocking
3) Hire People With New Ideas
Rather than innovation being directed from the top down, it bubbles from the bottom up.
4) Plan on “Making” Your Own Resources
5) Make Tech as Accessible as Possible
Another intention is to bring different disciplines together in the hopes of sparking new ideas.
In February, Google added WebVR to Chrome on Daydream-ready phones (like Pixel and ZenFone). The WebVR standard allows users to view virtual reality (VR) experiences in a browser like Chrome by simply tapping a link and putting on a compatible headset. Yesterday, the company revealed it added support for Google Cardboard and launched a new homepage for web-based VR experiments.
WebVR support on Chrome for Oculus Rift and HTC Vive is “coming soon.”