Posts Tagged ‘virtual reality’

AI and VR for teaching learning

Egan, K., Foley, J., Nicholson, K., & Sloane, K. (2018, May 22). The Promise and Pitfalls of AI and VR for Teaching and Learning [Virtual]. eXtended Reality (XR): How AR, VR, and MR Are Extending Learning Opportunities. Educause. Retrieved from https://events.educause.edu/eli/focus-sessions/2018/extended-reality-xr-how-ar-vr-and-mr-are-extending-learning-opportunities/agenda/the-promise-and-pitfalls-of-ai-and-vr-for-teaching-and-learning
https://drive.google.com/file/d/1YL5bpAQeDcVUJnEuykl4KHnJMZXIWcis/view
https://events.educause.edu/~/media/files/events/eli/focus-sessions/2018/fs1801/ol03/transcript.doc
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more on AI in this IMS blog
http://blog.stcloudstate.edu/ims?s=artificial+intelligence
more on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

VR AR learning materials

New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom

New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom

the International Society for Technology in Education to publish a book, titled Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms, to offer practical insights, lesson plans, and classroom examples so educators can make the most of these experiential worlds.

Definition

Augmented reality superimposes a digital layer on the world around us, often activated by scanning a trigger image or via GPS (think Pokemon Go!). Virtual reality takes users away from the real world, fully immersing students in a digital experience that replaces reality. Mixed reality takes augmented a step further by allowing the digital and real worlds to interact and the digital components to change based on the user’s environment.

Virtual Shapes

DEVICES: iOS, Android, Chromebook, PC, COURSE: Geometry, GRADES: 2-5, 60 minutes

Storytelling

DEVICES: iOS, Android, COURSE: English Language Arts, Speaking and Listening, GRADES: K-1

Augmented and Virtual Reality with EON

DEVICES: iOS, Android, COURSE: Earth and Space Science, GRADE: 4, 45 minutes

Scavenger Hunting as a Classroom Activity

The app offers teachers a unique way to create a scavenger hunt by designing AR messages and leaving them in specific places for students to “discover.”

Waypoint App

The Waypoint App also allows for creation of educational scavenger hunts using augmented reality. Educators can easily add questions that address lesson objectives, set specific locations where the questions are hidden, and then have students hunt for questions by following the map. The hunt is easily shared with students on a variety of platforms, including text messaging and email.

Breakout EDU

Breakout EDU has become a popular game in education. Driven by creativity, teamwork, and problem-solving, the game provides a fun learning experience as it challenges students to compete in solving puzzles. The game centers on a series of questions; each solved question unlocks the next part of the activity. Students work in groups, competing against other groups to open all the locks first.

first VR optometry lab

University of Waterloo to have first virtual reality optometry lab in Canada

FRIDAY, SEPTEMBER 28, 2018 https://uwaterloo.ca/news/news/university-waterloo-have-first-virtual-reality-optometry-lab

A new virtual reality (VR) training lab at the University of Waterloo’s School of  Optometry and Vision Science, will help Canada’s next generation of optometrists learn how to diagnose vision problems and eye diseases more quickly and accurately.

The new lab, funded through an $800,000 investment by national eye care provider FYidoctors, At a total cost of $1.5 million, the FYidoctors Simulation Lab is the first of its kind in Canada and will ensure the School remains at the forefront in optometric education in North America.

Dr. Al Ulsifer, CEO and Chairman of FYidoctors and  Waterloo alumnus, said that this investment isn’t just an investment in the University, but a stake in the future generation of optometrists.

The Equipment:

The lab will initially include 5 Eyesi® Binocular Indirect Ophthalmoscopes (BIO) are state of the art augmented reality simulator for training of retinal examinations and provides a highly realistic and dynamic 3D simulation of the anatomical structures of the eye and ophthalmoscope optics.

For more detailed information visit:  https://www.vrmagic.com/simulators/feature-pages/indirect/

Phase two of the lab, to be unveiled at a later date, will include the addition of the Eyesi® Slit Lamp simulators.  This technology will allow students to practice basic handling of the device and skills required to conduct a corneal exam, retinal exam and Gonioscopy & Tonometry.

 

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more on AR Augmented Reality in this IMS blog
http://blog.stcloudstate.edu/ims?s=augmented+reality

embed AR VR in learning

How AR and VR Can Make Students Laugh and Cry Out Loud—and Embed Them in Their Learning

By Wendy McMahon     Aug 28, 2018

https://www.edsurge.com/news/2018-08-28-how-ar-and-vr-can-make-students-laugh-and-cry-out-loud-and-embed-them-in-their-learning

40 virtual reality headsets with haptic handsets for them to manipulate in the VR/AR space, and I connected them to content from New York Times VR and WITHIN. The content placed students in settings such as on the ground in a refugee crisis or in the midst of the Millions March in New York City.

At the beginning of every class, they would go into this virtual space and engage with the content instead of just reading it. They’d respond to me about what it was like to be immersed in the experience.

The content from the WITHIN app provided one of the more visceral experiences for students.

Extraordinary Stories in Virtual Reality https://www.with.in/?cid=3&csid=CQEpOXQ&pid=0

At the end of the course, for example, students met with a shark tank-type group—investors from the community, business, and industry folks—and pitched them business ideas that would utilize VR to provide a solution to problems that were local, regional, national or even global in scope.

Were you able to measure this success?

The way that I measured it was completion. How many of my students actually got through my class successfully? It was over 85%. My research from the two classes where I used VR and this approach shows students were engaged, and ultimately more successful in my classes.

zSpace  https://info.zspace.com/2018-vived-allied-health-promo

Also:

Intro To Haptic Technology

Haptics provide a critical role in making our devices more interactive.

https://www.iotforall.com/intro-to-haptic-technology-tachammer-haptic-actuator/

1. Eccentric Rotating Mass (ERM)

2. Linear Resonant Actuator (LRA)

Apple Taptic Engine

3. Piezoelectric Actuators

4. Forced Impact (Accelerated Ram)

 

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

 

virtual labs

Arizona State online biology students getting hands-on experience in virtual labs

James Paterson, Aug. 28, 2018

https://www.educationdive.com/news/arizona-state-online-biology-students-getting-hands-on-experience-in-virtua/531039/

  • Thirty students registered for Arizona State University Online’s general biology course are using ASU-supplied virtual reality (VR) headsets for a variety of required lab exercises
  • The VR equipment, which costs ASU $399 per student, allows learners to complete lab assignments in virtual space using goggles and a controller to maneuver around a simulated lab. Content for the online course was developed and assessed by ASU biology professors and was evaluated this summer. Students also can use their own VR headsets and access the content on their laptops, as 370 other students are doing.
  • A university official told Campus Technology the initiative will help online students have the experiences provided in brick-and-mortar labs as well as new ones that were impossible previously. The effort also will ease a problem on campus with limited lab space.

Similar labs are planned for the University of Texas at San Antonio and McMaster University in Canada, according to a blog post from Google, which partnered with the ed-tech company Labster to create the virtual labs. In addition, virtual labs also are available at eight community colleges in California, offering IT and cybersecurity skills instruction.

About half of colleges have space dedicated to VR, with adoption expected to increase as technology costs go down, according to a recent survey by nonprofit consortium Internet2. The survey found that 18% of institutions have “fully deployed” VR and are increasingly making it available to online students, while half are testing or have not yet deployed the technology.

Colleges are using VR for a variety of purposes, from classroom instruction to admissions recruiting to career training.

In addition, because the use of VR is growing in K–12 education, students will expect to use it in college.

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

take a look at OUR VR lab tour:

https://poly.google.com/u/0/view/epydAlXlJSw

virtual field trips

Tap your community for virtual field trip experiences

Lynne Schrum and Sandi Sumerfield 4/26/2018

https://www.iste.org/explore/articleDetail?articleid=2189

Many museums now offer makerspaces and after-school programs, and universities have developed low-cost materials to spark students’ imagination and interest, such as the Carnegie Mellon CREATE Lab

The Smithsonian National Air and Space Museum in Washington, D.C

http://www.ala.org/aboutala/offices/resources/virtualfield

https://education.microsoft.com/skype-in-the-classroom/virtual-field-trips

Art museums throughout the world offer virtual tours sorted by collection, artist or decade.

After one of these rich experiences, students can use free resources, such as Skype in the Classroom, to connect with experts to engage in scholarly dialogue to make their experience more meaningful and academically relevant or to interact with learners in other parts of the world.

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more on virtual tours in this IMS blog
http://blog.stcloudstate.edu/ims/2016/03/13/virtual-tours-museums/

http://www.ala.org/aboutala/offices/resources/virtualfield

https://education.microsoft.com/skype-in-the-classroom/virtual-field-trips

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

more on video 360 in this blog
http://blog.stcloudstate.edu/ims?s=video+360

VR AR MR apps for education

4 Augmented and Virtual Reality Projects That Point to the Future of Education

By Justin Hendrix     Jan 3, 2018

https://www.edsurge.com/news/2018-01-03-4-augmented-and-virtual-reality-projects-that-point-to-the-future-of-education

At NYC Media Lab recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.

the Lab has completed dozens of rapid prototyping projectsexhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.

Kiwi

Mobile AR

https://medium.com/@nycmedialab/14-virtual-and-augmented-reality-projects-emerging-from-nyc-media-lab-this-spring-af65ccb6bdd8

Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: http://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/

Street Smarts VR

Training and simulations for police  https://streetsmartsvr.com/

Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.

NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.

Calling Thunder: The Unsung History of Manhattan

Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.

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more on VR and education
http://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AR in education
http://blog.stcloudstate.edu/ims?s=augmented+reality+education

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