Searching for "360 video"

IM 690 Gear 360 tutorial

IM 690 Virtual Reality and Augmented Reality

https://stcloudstate.learn.minnstate.edu/d2l/home/4819732

Jan. 21, MC 205 (how to get to the PDR room:

Plan: learn to create, edit and use still 360 degrees images and videos.

#scalability

  1. What is 360 degrees video and how does it fit in the Virtual Reality concept?
    https://www.academia.edu/41628237/Chapter_12_VR_AR_and_Video_360_A_Case_Study_Towards_New_Realities_in_Education_by_Plamen_Miltenoff
  2. Video 360: existing materials versus materials we create
    1. how to find existing materials
      https://www.youtube.com/watch?v=nOHM8gnin8Y
      https://www.youtube.com/results?search_query=360+videos+education
    2. how to decide if we need to create materials
      https://poly.google.com/u/1/view/epydAlXlJSw
      https://poly.google.com/u/1/view/elo1OtpgzHP
      https://poly.google.com/view/8HB4l4zGSbv
  3. Tools and apps for Video 360
    1. Cameras:
      1. Samsung Gear 360: https://www.samsung.com/global/galaxy/gear-360/
        1. 2016
        2. 2017
      2. alternatives: https://filmora.wondershare.com/virtual-reality/samsung-gear-360-camera-alternatives.html
      3. Vuze: https://vuze.camera/
        https://youtu.be/peu-OavRcd8 
        Video 360 3D
    2. Samsung Android (Galaxy) phones app
      https://youtu.be/AKhfoJjcZBM?t=66
    3. Editing
      1. Gear 360 Action Director
        https://youtu.be/c2bcz77y3UY
      2. Photoshop CC

https://www.digitaltrends.com/photography/how-to-edit-360-photos-in-photoshop/

https://tonyredhead.com/adobe/360-photoshop-advanced-editing

Phot

 

      1. Premiere CC
        https://youtu.be/8g4DhBEWvak
      2. Others
  1. Issues and solutions
    1. issues connected to Windows and Apple
      https://youtu.be/2Fok2YcyNSw
      (explains all the quirks between the 2016 & 2017 cameras)
    2. issues connected to Gear 360 camera
    3. issues connected to Gear 360 ActionDirector
      in version 2.0, drag and drop, export etc.
      https://youtu.be/c2bcz77y3UY
  2. Upload
    1. local
    2. social media
      1. Facebook
      2. YouTube
        1. resolution
        2. live stream
  3. Viewing, goggles
    1. Google Cardboard
      1. why do we still consider it?
    2. Low-end goggles (examples)
      1. Pansonite 3D VR Headset
      2. Gearsone G1 VR Headset
      3. Utopia 360 VR Headset
      4. TaoTronics 3D VR Headset
      5. Destek V4 VR Headset
    3. Hi-end goggles
      1. Oculus https://www.oculus.com/
        1. Go
        2. Rift
        3. Quest
          1. haptic devices https://youtu.be/6IhQnWb44zk
      2. HTC Vive: https://www.vive.com/us/comparison/
      3. Daydream Lenovo: https://www.lenovo.com/us/en/daydreamvr/
  4. Creating content
    1. Polly Google Tour Creator: https://poly.google.com/creator/tours/
      https://poly.google.com/view/8HB4l4zGSbv
      (turn ambient audio on)

Error messages working with Action Director

Gear 360 Action Director Error Msg

Gear 360 Action Director Error MsgNVIDIA error msg

 

 

More on VR in this IMS blog:
https://blog.stcloudstate.edu/ims/2018/11/01/vendors-for-vr/

https://docs.google.com/document/d/1efFVsOIwxlTO2Qy-onKbG0dgr8qum3onq3bgFkaVfec/edit?usp=sharing

first snow in 360

Well, technically not the first for 2016, but certainly beautiful:

https://app.viar360.com/media?leaf=2LlIRQqu1Wto

Best experience with VR goggles: Google Cardbox, HTC Vive etc. (please ask for more info if needed). If you have goggles, choose “VR Mode” (1), if viewing on your computing device (desktop, laptop, smart phone, tablet) and/or don’t have goggles, choose “Panorama Mode” (2)

Virtual Reality

Save

If you would like to brainstorm ideas to apply Virtual Reality, Augmented Reality and/or 360 video in your courses, please let us know…

museums worth visiting in VR

10 Museums We Recommend You Visit (Using Virtual Reality)

https://ph.asiatatler.com/life/10-museums-we-recommend-you-visit-using-virtual-reality

please contact pmiltenoff@stcloudstate.edu, if you need Google Cardboard set for your classes.
please contact mcgill@stcloudstate.edu for Oculus Go set for your classes.

Directions:
– Open YouTube
– Type / Voice Command: e.g. Smithsonian 360 or British Museum 360 or Ufizzi 360 and choose 360 video files suitable for the content of your course.
– e.g., Smithsonian has an excellent 360 degree tour of the Space Shuttle + narrative about the deployment of the Hubble Telescope: https://youtu.be/o3XS_5L–Qg, which can be an excellent intro to Astronomy class
– e.g., Smithsonian offers a 360 degree tour of the Museum of American History: https://youtu.be/TkUPzRB7p5g
– e.g., Ufizzi Gallery, British Museum present 360 degree tours of artifacts for Ancient History, Art, History of Art: https://youtu.be/SPeW0YWLVvE

If you need 360 degree resources for classes in the discipline you are teaching, please contact pmiltenoff@stcloudstate.edu

Need further assistance? please do not hesitate to contact us

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

IM690 ASVR 2D tutorial

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GoPro Fusion 360 video camera

Upload materials to your computer:

  1. Using GoPri Fusion Studio:
  2. Using the SD card and reader: https://wiki.nus.edu.sg/display/cit/Transferring+360+footage+from+GoPro+Fusion+to+your+computer
  3. Using a phone: https://gopro.com/en/us/shop/softwareandapp
  4. GoPro Fusion manual: https://gopro.com/content/dam/help/fusion/manuals/Fusion_UM_ENG_REVC.pdf

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more on IM 690 in this IMS blog
https://blog.stcloudstate.edu/ims?s=IM+690

Immersive Teaching for SCSU

As part of our involvement with the Extended Reality Community of Practice, InforMedia Services and SCSU VizLab are offering the following workshops / introductions in augmented and virtual reality:

         Wednesday, March 18, 3PM, MC 205  (directions to MC 205: https://youtu.be/jjpLR3FnBLI )
Intro to 360 Video: easy adoption of virtual reality in your classroom

Plamen Miltenoff will lead exploration of resources; capturing 360 images and videos; hands-on session on creating virtual tours with existing and acquired imagery. 

         Wednesday, March 25, 3PM, MC 205   (directions to MC 205: https://youtu.be/jjpLR3FnBLI )
Intro to Augmented Reality
Alan Srock and Mark Gill will demonstrate the use of the Merge Cube and other augmented reality tools in their courses.
Plamen Miltenoff will lead hands-on session on creating basic AR content with Metaverse.

         Wednesday, April 1, 3PM, MC 205  (directions to MC 205: https://youtu.be/jjpLR3FnBLI )
Intro to  Virtual Reality 

Mark Gill, Alan Srock and Plamen Miltenoff will demonstrate AltSpaceVR and Virbela.
Hands-on session on creating learning spaces in virtual reality. 

These sessions will share ready-to-go resources as well as hands-on creation of materials suitable for most disciplines taught on this campus.

VR in Vizlabmerge cube IM 690

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: https://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”
        https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/

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Enhance your XR instructional Design with other tools: https://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

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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

IM 690 VR and AR lab

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

IM 690 lab plan for Feb. 18, MC 205:  Experience VR and AR

What is an “avatar” and why do we need to know how it works?

How does the book (and the movie) “Ready Player One” project the education of the future

Peter Rubin “Future Present” pictures XR beyond education. How would such changes in the society and our behavior influence education.

Readings:

each group selected one article of this selection: https://blog.stcloudstate.edu/ims/2020/02/11/immersive-reality-and-instructional-design/
to discuss the approach of an Instructional Designer to XR

Announcements:
https://blog.stcloudstate.edu/ims/2020/02/07/educators-in-vr/

https://blog.stcloudstate.edu/ims/2020/01/30/realities360-conference/

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers

Inter

Inter-cognitive and Intra-cognitive communication in VR: https://slides.com/michaelvallance/deck-25c189#/

https://www.youtube.com/channel/UCGHRSovY-KvlbJHkYnIC-aA

People with dementia

https://docs.google.com/presentation/d/e/2PACX-1vSVNHSXWlcLzWZXObifZfhrL8SEeYA59IBdatR1kI7Q-Hry20AHtvLVTWQyH3XxBQ/pub?start=false&loop=false&delayms=60000&slide=id.p1

Free resources:
https://blog.stcloudstate.edu/ims?s=free+audio, free sound, free multimedia

Lab work:

  1. Video 360 as VR entry level
    1. During Lab work on Jan 28, we experienced Video 360 cardboard movies
      let’s take 5-10 min and check out the following videos (select and watch at least three of them)

      1. F2F students, please Google Cardboard
      2. Online students, please view on your computer or mobile devices, if you don’t have googles at your house (you can purchase now goggles for $5-7 from second-hand stores such as Goodwill)
      3. Both F2F and online students. Here directions how to easily open the movies on your mobile devices:
        1. Copy the URL and email it to yourself.
          Open the email on your phone and click on the link
          If you have goggles, click on the appropriate icon lower right corner and insert the phone in the goggles
        2. Open your D2L course on your phone (you can use the mobile app).
          Go to the D2L Content Module with these directions and click on the link.
          After the link opens, insert phone in the goggles to watch the video
      4. Videos:
        While watching the videos, consider the following objectives:
        – Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?

– 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?

Assignment: Use Google Cardboard to watch at least three of the following options
YouTube:
Elephants (think how it can be used for education)
https://youtu.be/2bpICIClAIg
Sharks (think how it can be used for education)
https://youtu.be/aQd41nbQM-U
Solar system
https://youtu.be/0ytyMKa8aps
Dementia
https://youtu.be/R-Rcbj_qR4g
Facebook
https://www.facebook.com/EgyptVR/photos/a.1185857428100641/1185856994767351/

From Peter Rubin’s Future Presence: here is a link https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/ if you want to learn more
Empathy, Chris Milk, https://youtu.be/iXHil1TPxvA
Clouds Over Sidra, https://youtu.be/mUosdCQsMkM

  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. e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
      – 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
    1. Post your writing in the following D2L Discussions thread: https://stcloudstate.learn.minnstate.edu/d2l/le/4819732/discussions/threads/43483637/View
  1. Lenovo DayDream as VR advanced level
    1. Recording in DayDream
      https://skarredghost.com/2018/08/17/how-to-shoot-cool-screenshots-videos-lenovo-mirage-solo-and-save-them-on-pc/
    2. Using the controller
      https://support.google.com/daydream/answer/7184597?hl=en
    3. Using the menu
    4. Watching 360 video in YouTube
      1. Using keyboard to search
      2. Using voice command to search
    5. Using Labster. https://www.labster.com/
      1. Record how far in the lab you managed to proceed
    6. Playing the games
      1. Evaluate the ability of the game you watched to be incorporated in the educational process

Assignment: In 10-15 min (mind your peers, since we have only headset), do your best to evaluate one educational app (e.g., Labster) and one leisure app (games).
Use the same questions to evaluate Lenovo DayDream:
– Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
– 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?

+++++++++++
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

storytelling AR and VR tools

Unleash the Power of Storytelling With These New AR and VR Tools

By Jaime Donally (Columnist)     Apr 4, 2018

Teachers can bring VR stories into the classroom in many different ways for meaningful learning experiences. Imagine a scavenger hunt where students narrate a story based on what they find. Or consider using objects they see to identify vocabulary words or recognize letters. Students should have purpose in their viewing and it should directly connect to standards.

Starting with virtual reality, stories in apps such as Google Spotlight Storiesand YouTube 360 videos have been popular from the start.

Similar to the new movie, Ready Player One, they provide an intense experience where the viewer feels like they are in the center of the story.

Using a mobile device or tablet, the student can start the story and look around the scene based on their interest, rather than the cameras focus. New apps such as Baobab VR have continued to appear with more interactions and engagement.

A creative way to have your students create their own virtual stories is using the app Roundme. Upload your 360 image and add directional sound, links and content. Upload portals to walk the viewer into multiple scenes and then easily share the stories by link to the story.

Newer augmented reality apps that work with ARKit have taken another approach to storytelling.  Augmented Stories and My Hungry Caterpillar.Qurious, a company that is working on a release blending gaming, making and storytelling in one app.

Storyfab, turns our students into the directors of the show

A new AR book, SpyQuest, has moved the immersive experience a big step forward as it helps define the story by bringing the images to life. Through the camera lens on a device, the stories make students the agents in an adventure into the world of espionage. The augmented reality experiences on the images use the accompanying app to scan the scene and provide further insight into the story.

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

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

 

T4TL games and VR library

Innovations and learning: The case of Video 360 in the library

When: Thursday, March 22, 3:30PM
Where: Centennial 106

and https://webmeeting.minnstate.edu/?returnUrl=https%3A%2F%2Fwebmeeting.minnstate.edu%2Ft4tl2018&path=t4tl2018&forceLogout=True

and Facebook Live: https://www.facebook.com/InforMediaServices/videos/1479058952204597/

also #backchannel with us: 1. using the Adobe Connect Chat and/or using the Facebook Live Chat and/or using Twitter: @SCSUtechinstruc #T4TLvr

Are you a disruptor?
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Book Chapter under review: https://www.academia.edu/36222178/VR_AR_and_Video_360_Toward_New_Realities_In_Education

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T4 tl 360_videos from Plamen Miltenoff

360 Videos and Students’ Learning

http://web.stcloudstate.edu/pmiltenoff/bi/

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What is VR and how does it differ from AR?

 

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What is Mixed Reality:

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the history of VR:


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Gaming and Gamification in Education:

http://web.stcloudstate.edu/pmiltenoff/bi/

code4lib 2018

Code4Lib 2018 is a loosely-structured conference that provides people working at the intersection of libraries/archives/museums/cultural heritage and technology with a chance to share ideas, be inspired, and forge collaborations. For more information about the Code4Lib community, please visit http://code4lib.org/about/.

The conference will be held at the Omni Shoreham Hotel in Washington, DC, from February 13, 2018 – February 16, 2018.  More information about Code4lib 2018 is available on this year’s conference website http://2018.code4lib.org.

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Mark Gill and Plamen Miltenoff proposal:

Gamification of Library Orientation and Instruction

Abstract

The rapid advent in the technologies of augmented and virtual reality (VR) in the last several years and the surge down in price creates possibilities for its increasing and ubiquitous application in education. A collaboration by a librarian and VR specialist led to testing opportunities to apply 360 video in academic library orientation. The team seeks to bank on the inherited interest of Millennials toward these technologies and their inextricable part of a growing gaming environment in education. A virtual introduction via 360 video aims to familiarize patrons with the library and its services: http://bit.ly/VRlib. I short Surveymonkey survey following the virtual introduction assesses learning outcomes and allows further instruction when necessary. Patrons can use any electronic devices from desktop to any size mobile devices. Patrons can also watch in panorama mode, and are provided with goggles if they would like to experience the VR mode.

The next step is an introduction to basic bibliographic instruction, followed by a gamified “scavenger hunt”-kind of exercise, which aims to gamify students’ ability to perform basic research: http://bit.ly/learnlib. The game is web-based and it can be played on any electronic devices from desktops to mobile devices. The game is followed by a short Google Form survey, which assesses learning outcomes and allows further work shall any knowledge gaps occur.

The team relies on the constructivist theory of assisting patrons in building their knowledge in their own pace and on their own terms, rather than being lectured and guided by a librarian only.

This proposal envisions half a day activities for participants to study the opportunities presented by 360 video camera and acquire the necessary skills to collect quickly useful footage and process it for the library needs. The second half of the day is allocated for learning Adobe Dreamweaver to manipulate the preexisting “templates” (HTML and jQuery code) for the game and adapt the content and the format to the needs of the participants’ libraries.

Mark Gill mcgill@stcloudstate.edu 320-308-5605

Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory.  He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc.  He holds a Masters of Science in Software Engineering.

Plamen Miltenoff, Ph.D., MLIS  pmiltenoff@stcloudstate.edu 320-308-3072

Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation: http://web.stcloudstate.edu/pmiltenoff/bi/

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more about code4lib in this IMS blog
https://blog.stcloudstate.edu/ims/2016/11/11/code4lib/

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