Posts Tagged ‘AR’

Virtual Augmented Mixed Reality

11 Ed Tech Trends to Watch in 2017
Five higher ed leaders analyze the hottest trends in education technology this year.

http://pdf.101com.com/CampusTech/2017/701921020/CAM_1702DG.pdf

new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
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combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
  • Will remote workers be able to be seen and interacted with via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
  • Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of different applications, many of which could be educational in nature)
  • How do/will these new forms of HCI impact how we design our learning spaces?
  • Will students be able to pick their preferred learning setting (i.e., studying by a brook or stream or in a virtual Starbucks-like atmosphere)?
  • Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
  • Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.

p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.

Case Western Reserve University, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.

the development of more affordable high-quality virtual reality solutions.

AR game developed by the Salzburg University of Applied Sciences [Austria] (http://www.fh-salzburg.ac.at/en/) that teaches  about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.

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15 Tech Tool Favorites From ISTE 2016

list of resources that can help educators find what they need

Google Expeditions
This virtual reality field trip tool works in conjunction with Google Cardboard and has just been officially released. The app allows teachers to guide students through an exploration of 200 (and growing) historical sites and natural resources in an immersive, three-dimensional experience. The app only works on Android devices and is free.

Flippity
This app works in conjunction with Google Sheets and allows teachers to easily make a Jeopardy-style game.

Google Science Journal
This Android app allows users to do science experiments with mobile phones. Students can use sensors in the phone or connect external sensors to collect data, but can also take notes on observations, analyze and annotate within the app.

Google Cast
This simple app solves issues of disparate devices in the classroom. When students download the app, they can project from their devices onto the screen at the front of the room easily. “You don’t have to have specific hardware, you just have to have Wi-Fi,”

Constitute
This site hosts a database of constitutions from around the world. Anything digitally available has been aggregated here. It is searchable by topic and will pull out specific excerpts related to search terms like “freedom of speech.”

YouTube
a database of YouTube Channels by subject to help educators with discoverability (hint subjects are by tab along the bottom of the document).

Zygote Body
This freemium tool has a lot of functionality in the free version, allowing students to view different parts of human anatomy and dig into how various body systems work.
Pixlr
This app has less power than Photoshop, but is free and fairly sophisticated. It works directly with Google accounts, so students can store files there.
uild With Chrome
This extension to the Chrome browser lets kids play with digital blocks like Legos. Based on the computer’s IP address, the software assigns users a plot of land on which to build nearby. There’s a Build Academy to learn how to use the various tools within the program, but then students can make whatever they want.
Google CS First
Built on Scratch’s programming language, this easy tool gives step-by-step instructions to get started and is great for the hesitant teacher who is just beginning to dip a toe into coding.
several posters about Google Apps For Education that are available to anyone for free

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

technologies to disappear

Top 10 Education Technologies that Will Be Dead and Gone in the Next Decade

In our 2016 Teaching with Technology survey, faculty members offered their predictions on what the future holds for technology in teaching — including what hardware and systems will bite the dust over the next 10 years.

By Dian Schaffhauser, Rhea Kelly 11/02/16

https://campustechnology.com/articles/2016/11/02/top-10-education-technologies-that-will-be-dead-and-gone-in-the-next-decade.aspx

 

top ten ed technologies will be dead next decade

top ten ed tech that faculty wish to be dead

will technology play a role

top ten tech ed that will be important

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more on tech trends in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=tech+trends

VR, AR and IoT beyond Second Life

VR, AR, and the Internet of Things: Life Beyond Second Life

https://campustechnology.com/Articles/2016/12/06/Life-Beyond-Second-Life-VR-AR-IoT.aspx

But it gets even more interesting when virtual and augmented reality meet the Internet of Things

when Second Life began, there was a lot of interest, but the toolset was limited — just because of the timeframe, not that the toolset wasn’t a good one for that period. But, things matured. I think it was, in particular, the ability to work in HD that improved things a lot. Then came the ability to bring in datasets — creating dashboards and ways for people to access other data that they could bring into the virtual reality experiment. I think those two things were real forces for change.

A dashboard could pop up, and you could select among several tools, and you could get a feed from somewhere on the Internet — maybe a video or a presentation. And you can use these things as you move through this hyper reality: The datasets you select can be manipulated and be part of the entire experience.

So, the hyper reality experience became deeper, richer with tools and data via the IoT; and with HD it became more real.

We can’t deny the fact that curriculum and the way we teach is becoming unbundled. Some things are going to happen online and in the virtual space, and other things will happen in the classroom. And the expense of education is going to drive how we operate. Virtual reality tools, augmented reality tools, and visualization tools can offer experiences that can be mass-produced and sent out to lots of students, machine to machine, at a lower cost. Virtual field trips and other kinds of virtual learning experiences will become much more commonplace in the next 5 years.

 

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more on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=VR

ePub3 and more

Hello OLC Colleague,

Are you preparing students for job skills required in 2020?

 

Attend our webinar to see how the Embellisher™ Mobile Publishing, Training and Education platform can give you  a way to move your organization’s mobile collaboration and publication systems to a powerful new level.

 

Whether you are in the public or the private sector, you can benefit from learning how to use VR/AR as well as seeing how multimedia (ePub3) and live streaming technologies can enhance your collaborative and publishing skills.

Student-Centered Instruction Webinar
Nov. 8, 2016 | 1 PM (UTC-7)

 

We will be covering:

  • How to use live streaming video to collaborate on projects and assignments.
  • How to use AR and VR to create “empathetic” point-of-view.
  • How to give each author/teacher a publishing platform to feature live broadcasts of new books, book trailers, live chat with readers/students, and even “casting” a virtual book tour to bookstores and libraries as patrons can view on their mobile devices.
  • A guided tour of our three ePub3 Creator Studio Templates that are used for collaborative work inside our web app.

Bonus! All attendees will receive a free copy of Professor Jim Musgrave’s book, Running with the Big Dogs: A Creator’s Guide to Using Electronic Media. Also, if you teach online classes, he will give you an Insert-text Grammar Template to use when grading your students’ papers.

 

Join our free webinar on November 8, 2016 at 1 PM (UTC-7). Register today.

augmented reality by ISTE

4 AR tools to build executive function and engagement

https://www.iste.org/explore/articleDetail?articleid=496

Luis Perez and Kendra Grant 7/23/2015
Topics: Assistive and adaptive technologies, Augmented reality, Learning spaces, Mobile learning, Tools

the Universal Design for Learning (UDL) framework, which aims to develop expert learners. In addition to removing barriers and making learning accessible to the widest varied of learners possible, UDL addresses many of the metacognitive and self-efficacy skills associated with becoming an expert learner, including:

Executive functions. These cognitive processes include initiation, goal setting, attention, planning and organization.

Comprehension skills. This skillset encompasses knowledge construction, making connections, developing strategies and monitoring understanding.

Engagement principles. These soft skills include coping, focus, resilience, effort, persistence, self-assessment and reflection.

QR codes

AR apps : two types of AR apps: those for experience and for creation. Experience AR apps, such as Star Walk, are designed to provide the user with an AR experience within a specific content or context. Creation AR apps, such as BlippAR and Aurasma, allow users to create their own AR experiences.

Posters : To support comprehension and metacognitive skills, images related to classroom topics, or posters related to a process could serve as the trigger image.

iBeacons : Beacon technology, such as iBeacon, shares some similarities with QR codes and AR, as it is a way to call up digital content from a specific spot in the physical world. However, unlike QR codes and AR, you do not have to point your device at a code or use a trigger image to call up content with iBeacon. Your device will automatically sync when it is near a beacon, a small device that emits a low-power Bluetooth signal, if you have an iBeacon-enabled app. The beacon then automatically launches digital content, such as a video, audio file or webpage. Beacon technology is well suited for center-based activities, as you can set up the app to trigger instructions for each center, exemplars of what the finished work will look like and/or prompts for the reflection when the center’s activity has been completed.

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More on QR codes in this IMS blog:

http://blog.stcloudstate.edu/ims/?s=qr+codes&submit=Search

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