Archive of ‘gaming’ category

VR and ER tech developments

A New World: VR and AR Tech Developments

Authors: by Emory Craig and Maya Georgieva Monday, July 17, 2017

http://er.educause.edu/blogs/2017/7/a-new-world-vr-and-ar-tech-developments

device available on campus

We’re now seeing a move toward mid-range, standalone VR headsets with everything built into the device. Some include their own processors, while others, like the forthcoming Microsoft headset, will work with current desktops. Microsoft’s device claims to do both VR and a modified version of mixed reality

The low end of the VR spectrum has been dominated by Google Cardboard, with over 10 million distributed

headsets

Augmented Reality

AR burst into the public’s consciousness with the Pokemon Go craze in 2016. And Snap (formerly Snapchat) expanded the range of their social media platform with the release of Spectacles, their wearable glasses and World Lens filters that add digital objects to your environment. A second version of Spectacles may include far more extensive AR capabilities.

At Facebook’s spring F8 conference, Mark Zuckerberg made the case that our mobile cameras will be the first popular AR platform. Apple just announced ARKit for iOS at their June WWDC developers conference.

Mixed Reality

Meta Glasses has been developing its own mixed reality unit that offers a wider field of view than the 40° of HoloLens. And Intel’s Project Alloy promises a “Merged Reality” headset prototype combining both VR and AR by the end of this year.

Kickstarter Projects

Aryzon which is creating a Google Cardboard-like device for simple AR experiences. Another is the NOLO Project, which offers an HTC Vive-like experience with full freedom of movement using only a plastic headset and your phone.

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Google Glass 2.0
http://www.telegraph.co.uk/technology/2017/07/19/google-brings-back-much-maligned-google-glass-headset/

https://motherboard.vice.com/en_us/article/nevkgb/google-glass-adopters-on-glass-enterprise

https://www.wired.com/story/google-glass-2-is-here/

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Top 5 Vendors in Global AR Education Market

https://thejournal.com/articles/2017/07/14/report-top-5-vendors-in-global-ar-education-market.aspx

Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision, according to a newly published report.

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

teaching naked

Teaching Naked: How Moving Technology out of Your College Classroom Will Improve Student Learning

José Antonio Bowen, president, Goucher College

https://www.magnapubs.com/2017-teaching-with-technology-conference/plenary-sessions.html

Technology is changing higher education, but the greatest value of a physical university will remain its face-to-face (naked) interaction between faculty and students. Technology has fundamentally changed our relationship to knowledge and this increases the value of critical thinking, but we need to redesign our courses to deliver this value. The most important benefits to using technology occur outside of the classroom. New technology can increase student preparation and engagement between classes and create more time for the in-class dialogue that makes the campus experience worth the extra money it will always cost to deliver. Students already use online content, but need better ways to interact with material before every class. By using online quizzes and games, rethinking our assignments and course design, we can create more class time for the activities and interactions that most spark the critical thinking and change of mental models we seek.

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more on online teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+teaching

future blended learning

Dr. Baiyun Chen, OLC Institute faculty for the Blended Learning Mastery Series: Research into Practice, joins us to discuss the future  of blended learning in higher education

Insights from the Field: The Future of Blended Learning

The design of blended learning curriculum will be more diversified and personalized with the integration of creative in-class active learning strategies and innovative educational technologies, such as adaptive learning, virtual reality, mobile technologies

Quality assurance is the biggest challenge with implementing blended learning in the higher education environment today. I would propose institutions to adopt evidence-based standards for course evaluations. For instance, the OLC Quality Scorecard for Blended Learning Programs

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more on blended learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=blended+learning

studies virtual reality education

Three Interesting Studies on Virtual Reality in Education

http://www.freetech4teachers.com/2016/06/three-interesting-studies-on-virtual.html

Construct3D: a virtual reality application for mathematics and geometry education.

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE.

Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model.

VR chemistry

MEL Science Launches Virtual Reality Chemistry Lessons

By Richard Chang 06/15/17

https://thejournal.com/articles/2017/06/15/mel-science-launches-virtual-reality-chemistry-lessons.aspx

MEL Science, based in London, has launched a series of virtual reality (VR) chemistry lessons for K–12. The 3-year-old company this week released a MEL Chemistry VR app, featuring a virtual chemistry lab, for free on Google Daydream. This free version, which contains the first six chemistry lessons, is available at this MEL Science site.

MEL Science aims to release more than 150 lessons covering all the main topics included in K–12 schools’ chemistry curriculum. Later this year, MEL Science also aims to add support for other VR platforms, including Google Cardboard and Samsung Gear VR.

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more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

GradeCraft

University of Michigan Commercializes Gameful Learning Tool

By Rhea Kelly 06/20/17

https://campustechnology.com/articles/2017/06/20/university-of-michigan-commercializes-gameful-learning-tool.aspx

GradeCraft, the software uses gaming elements such as competition, badges and unlocks to help students progress through their courses.

GradeCraft was co-developed in 2012 by Barry Fishman, professor at the University of Michigan’s Schools of Information and Education, and Caitlin Holman, doctoral candidate in the School of Information and lead software developer at Office of Academic Innovation‘s Digital Innovation Greenhouse. The project was recognized with a Campus Technology Innovators award in 2016.

The University of Arizona has become one of the first universities to purchase a site license for GradeCraft.

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more on gamification in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

immersive reality education conference

Immerse Yourself in Learning

Realities360. The Enhanced Realities Conference

Augmented Reality

Augmented reality adds computer-generated content as a contextual overlay to the real world. This technology, often powered by devices we already carry, has enormous applications for training and development.

Virtual Reality

Virtual reality has existed for decades, but technology has finally emerged that makes it truly accessible. VR allows us to put learners in a truly immersive environment, creating entirely new opportunities for training and learning.

Expanded Realities

AR and VR are just the start of the alternate-reality conversation. There are additional technologies that we can use on their own or as part of a blend with AR and VR to increase the level of immersion in the experiences we create.

Sessions list: https://www.elearningguild.com/realities360/content/4900/2017-realities360-conference–home/?utm_campaign=r17early&utm_medium=social&utm_source=linkedin-el2#sessions-link

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more on VR, AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

Minecraft Education edition

Minecraft: Education Edition 1.0.1 Released with Code Builder Support

By David Nagel 05/22/17

https://thejournal.com/articles/2017/05/22/minecraft-education-edition-1.0.1-released-with-code-builder-support.aspx

Microsoft has released a new version of Minecraft: Education Edition that adds support for Code Builder

Code Builder is an extension for Minecraft that lets users perform typical Minecraft functions through code. It connects to ScratchX, Tynker and Microsoft’s new open source development tool, MakeCode.

Minecraft’s changelog page.

Teacher training materials for Code Builder for Minecraft: Education Edition can be found at education.minecraft.net/trainings/code-builder-for-minecraft-education-edition.

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more on Minecraft in Education in this IMS blog
https://blog.stcloudstate.edu/ims?s=+minecraft

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