If you search Twitter effectively, there are not only great resources but great people to help you teach differently and keep the classroom more entertaining. You can grow your own personal learning network.
Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education
Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens
many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.
the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.
2) Hand Controllers That Will Bring Increased Interactivity
AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.
Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.
a 360-degree projection space, getting ready to open a virtual reality studio with “room-scale” VR sporting Oculus Rift and Vive gear, the idea of the “graduate students’ commons,” with access limited to those students as well as faculty
2) Sometimes Innovation Just Comes Knocking
3) Hire People With New Ideas
Rather than innovation being directed from the top down, it bubbles from the bottom up.
4) Plan on “Making” Your Own Resources
5) Make Tech as Accessible as Possible
Another intention is to bring different disciplines together in the hopes of sparking new ideas.
In February, Google added WebVR to Chrome on Daydream-ready phones (like Pixel and ZenFone). The WebVR standard allows users to view virtual reality (VR) experiences in a browser like Chrome by simply tapping a link and putting on a compatible headset. Yesterday, the company revealed it added support for Google Cardboard and launched a new homepage for web-based VR experiments.
WebVR support on Chrome for Oculus Rift and HTC Vive is “coming soon.”
Issues with displaying 360 video on mobiles and regular computers
this is time sensitive information; it can change at any moment. Please enter in the comment section your most recent findings and I will update the list
Finding:
360 video does not display properly in Mozilla Firefox and Internet Explorer. The only known browser to display properly is Google Chrome. Reason:
360 video needs HMTL5 Player and does not play on the Flash platform Sources:
Web support isn’t quite so good for a couple of reasons. One is that only certain web browsers support such content. Chrome and Opera are compatible, for example, whilst Safari and Firefox are not.
Arguably the best way to experience YouTube’s 360-degree content, however, is through Google Cardboard.
Facebook is the other major portal through which 360-degree video content can be enjoyed, though it came to the game far later than Google.
Unlike Google’s YouTube implementation, however, there’s no Google Cardboard support on the VR side. Rather, Facebook recently opened out support to Samsung’s Gear VR ahead of the inevitable support from its own Oculus Rift when that launches early in 2016. http://www.trustedreviews.com/opinions/how-can-i-watch-facebook-360-videos-1
———————
360° video only works when you use the HTML5 player. Currently it’s available on Android devices and Chrome browsers. Go here –> http://youtube.com/html5 to check if you’re using the HTML5 player. https://productforums.google.com/forum/#!topic/youtube/7sk92Fs1juk
———————-
How do you get html5 to work with Firefox? https://support.mozilla.org/en-US/questions/958124 Videos to test:
in browser: http://bit.ly/VRlib
in YouTube: http://bit.ly/SCSULIB Panorama to test: http://bit.ly/scsuvrlib
Finding:
360 video does not display properly on Apple and Android mobile devices neither through Google Chrome browser for mobile devices nor through YouTube Reason:
360 video needs HMTL5 Player and does not play on the Flash platform Sources:
Arguably the best way to experience YouTube’s 360-degree content, however, is through Google Cardboard.
Facebook is the other major portal through which 360-degree video content can be enjoyed, though it came to the game far later than Google.
Unlike Google’s YouTube implementation, however, there’s no Google Cardboard support on the VR side. Rather, Facebook recently opened out support to Samsung’s Gear VR ahead of the inevitable support from its own Oculus Rift when that launches early in 2016. http://www.trustedreviews.com/opinions/how-can-i-watch-facebook-360-videos-1 Videos to test:
in browser: http://bit.ly/VRlib
in YouTube: http://bit.ly/SCSULIB
Conclusion/Resolutions:
– make sure desktop/laptop has installed Google Chrome browser. – if instructor’s station and you cannot and/or don’t have time to install, Chrome, bring your own laptop
– if possible, identify which of the students’ phones are displaying correctly (HTML5) 360 video and panorama and collaborate with students to use their phones and demonstrate to other students the Google Cardbox experience.
EdSim Challenge, the competition is aimed squarely at developing students’ career and technical skills — it’s funded through the Carl D. Perkins Career and Technical Education Act of 2006 — and calls on developers and ed tech organizations to develop concepts for “computer-generated virtual and augmented reality educational experiences that combine existing and future technologies with skill-building content and assessment. Collaboration is encouraged among the developer community to make aspects of simulations available through open source licenses and low-cost shareable components. ED is most interested in simulations that pair the engagement of commercial games with educational content that transfers academic, technical, and employability skills.”
all five finalists prizes of $50,000 to help them further develop their concepts. Finalists will also receive access to expert mentors to help with the process, along with gear and development tools, including Samsung Galaxy S7 Edge, Galaxy Tab S2 9.7″, Gear S3 watch and Gear VR headset, as well as an Oculus Mobile software developer kit. ED noted that other prizes may also be added later.
In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.
Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..
As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.
Ethical Considerations
In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:
VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”
It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.
1. Long-Term Effects and Prolonged Exposure
2. The Impact of Environment on Agency and Behavior
3. Aggravating Preexisting Psychological or Emotional Issues
4. (Un)Reality and Diminished Real World Interactions
immersive augmented (elements 4D, comes with iPAD) reality. MS Hololens
Google imcardboard.com
HTC Vive (comes with two handheld controllers), Oculus (special relation in front of user), OSVR, laser towers, spacial awareness in the room,
Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.
according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.