Posts Tagged ‘XR extended reality’

XR in Libraries

https://account.altvr.com/events/1429400228640850063

Wednesday, March 18, 2020 from 9:00 PM to 10:00 PM (CDT)

The XR in Libraries meetup brings librarians & library allies together to discuss the role that libraries can play at making XR technologies available to our communities. Come along to our second meeting to discuss VR/AR/MR in libraries, share your experiences and get ideas for new ones.

#XRinLibraries #AugmentedLibraries

Virbela VR in ed

https://sites.google.com/view/venconference/home

https://www.virbela.com/download

IM 690 VR and AR lab part 2

IM 690 Virtual Reality and Augmented Reality. short link: http://bit.ly/IM690lab

IM 690 lab plan for March 3, MC 205:  Oculus Go and Quest

Readings:

  1. TAM:Technology Acceptances Model
    Read Venkatesh, and Davis and sum up the importance of their model for instructional designers working with VR technologies and creating materials for users of VR technologies.
  2. UTAUT: using the theory to learn well with VR and to design good acceptance model for endusers: http://blog.stcloudstate.edu/ims/2020/02/20/utaut/
    Watch both parts of Victoria Bolotina presentation at the Global VR conference. How is she applying UTAUT for her research?
    Read Bracq et al (2019); how do they apply UTAUT for their VR nursing training?

Lab work (continue):

revision from last week:
How to shoot and edit 360 videos: Ben Claremont
https://www.youtube.com/channel/UCAjSHLRJcDfhDSu7WRpOu-w
and
https://www.youtube.com/channel/UCUFJyy31hGam1uPZMqcjL_A

  1. Oculus Quest as VR advanced level
    1. Using the controllers
    2. Confirm Guardian
    3. Using the menu

Oculus Quest main

    1. Watching 360 video in YouTube
      1. Switch between 2D and 360 VR
        1. Play a game

Climbing


Racketball

View this post on Instagram

Hell yeah, @naysy is the ultimate Beat Saber queen! 💃 #VR #VirtualReality #BeatSaber #PanicAtTheDisco

A post shared by Beat Saber (@beatsaber) on

Practice interactivity (space station)

    1. Broadcast your experience (Facebook Live)
  1. Additional (advanced) features of Oculus Quest
    1. https://engagevr.io/
    2. https://sidequestvr.com/#/setup-howto

Interactivity: communication and working collaboratively with Altspace VR

https://account.altvr.com/

setting up your avatar

joining a space and collaborating and communicating with other users

  1. Assignment: Group work
    1. Find one F2F and one online peer to form a group.
      Based on the questions/directions before you started watching the videos:
      – Does this particular technology fit in the instructional design (ID) frames and theories covered
      – how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
      – what models and ideas from the videos you will see seem possible to be replicated by you?
      exchange thoughts with your peers and make a plan to create similar educational product
    2. Post your writing in the following D2L Discussions thread
  2. Augmented Reality with Hololens Watch videos at computer station)
    1. Start and turn off; go through menu

      https://youtu.be/VX3O650comM
    2. Learn gestures, voice commands,
  1. Augmented Reality with Merge Cube
    1. 3D apps and software packages and their compatibility with AR
  2. Augmented Reality with telephone
  3. Samsung Gear 360 video camera
    1. If all other goggles and devices are busy, please feel welcome to use the camera to practice and/or work toward your final project
    2. CIM card and data transfer – does your phone have a CIM card compatible with the camera?
    3. Upload 360 images and videos on your YouTube and FB accounts
  4. Issues with XR
    1. Ethics
      1. empathy
        Peter Rubin “Future Presence”
        http://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/

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Enhance your XR instructional Design with other tools: http://blog.stcloudstate.edu/ims/2020/02/07/crs-loop/

https://aframe.io/

https://framevr.io/

https://learn.framevr.io/ (free learning of frame)

https://hubs.mozilla.com/#/

https://sketchfab.com/ WebxR technology

https://mixedreality.mozilla.org/hello-webxr/

https://studio.gometa.io/landing

+++++++++++
Plamen Miltenoff, Ph.D., MLIS
Professor
320-308-3072
pmiltenoff@stcloudstate.edu
http://web.stcloudstate.edu/pmiltenoff/faculty/
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs

UTAUT

Unified Theory of Acceptance and Use of Technology (UTAUT)

and Technology Acceptances Model (TAM)

Bracq, M et al (2019). Learning procedural skills with a virtual reality simulator: An acceptability study. Nurse Education Today79, 153–160. https://doi.org/10.1016/j.nedt.2019.05.026

https://linkinghub.elsevier.com/retrieve/pii/S0260691719302370

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Technology Acceptance and Learning Process: Victoria Bolotinahttps://cdnsecakmi.kaltura.com/p/812561/sp/81256100/thumbnail/entry_id/1_ynhbapfy/version/100001/width/400/height/285

https://cdnsecakmi.kaltura.com/p/812561/sp/81256100/thumbnail/entry_id/1_7j74u379/version/100001/width/400/height/285

immersive reality and instructional design

please use this D2L discussion thread to log your thoughts regarding the readings below
https://stcloudstate.learn.minnstate.edu/d2l/le/4819732/discussions/threads/43535382/View

Instructional Design in Virtual Reality Experiences

reading this short article, what are the questions, VR poses to IDs (e.g. SCORM for things like learner picked up the correct tool.)
why do you think creating higher order thinking learning objectives for a virtual reality training

Instructional Design in VR Training

In this conversation between Monica Price and David Cleverdon, what is the most striking idea, you gathered?
Do you think Monica is right when she says that only “see and hear” is not that potent to let us learn?
Can you elaborate on Monica’s thoughts regrading the connection between simulation and retention (e.g. Imo’s group final project can argue that their project for new employees training is superior to the current training with the ability for the employee to repeat the simulation until they think, it is retained)

The Future of Instructional Design: Experience Design

A glimpse inside the role of instructional design for Immersive Learning

Allen claims that traditional ID does not translate to VR ID. Do you agree and why?
VR is supposed to be more engaging then 2D. Why?
Which of the six steps do you find important and why?

 

3 Instructional Design Strategies For Virtual Reality Learning

https://elearningindustry.com/instructional-design-strategies-virtual-reality-learning

which of the three instructional design strategies you find most appealing and why?

 

Virtual Reality | VR in Education | Instructional Design for VR from Hugh Seaton

REALITIES360 CONFERENCE

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As the new year begins, it’s important to look towards what’s coming in 2020. The augmented and virtual reality landscape is shifting rapidly, and it’s crucial to fully understand what place AR and VR have in your organization’s L and D strategy. Take time at the front of the new year to come up with a clear and informed strategy on how AR and VR should, can, and will impact learning in your organization. Spend a few days taking a deeper dive into the topic by joining us March 31 – April 2, 2020 in Orlando at Realities360 Conference and Expo.

Learn more: http://elgd.co/r20-conal

FEATURED KEYNOTE: HOW XR WILL SHARE THE FUTURE OF ENTERPRISE

We’ve just added a new keynote to the lineup! During this focused keynote, Stephanie Llamas will explore how XR is on its way to revolutionizing enterprise and what this means for the enterprise XR industry as a whole. She will look at the key opportunities for content creators, where commercial organizations are investing their money, and finally, the ROI. You’ll leave this keynote with insights into how to take advantage of XR’s enormous opportunities and how the market’s future will affect your bottom line.

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AI and XR and Educational Gaming

AI and Mixed Reality Drive Educational Gaming into ‘Boom Phase’

By Dian Schaffhauser 09/16/19

https://campustechnology.com/articles/2019/09/16/ai-and-mixed-reality-drive-educational-gaming-into-boom-phase.aspx

Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari. A five-year forecast has predicted that educational gaming will reach $24 billion by 2024, with a compound annual growth rate of 33 percent and a quadrupling of revenues. Metaari is an analyst firm that tracks advanced learning technology.

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