Searching for "art immersive"

art and immersive teaching

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more on art and immersive teaching in this IMS blog
http://blog.stcloudstate.edu/ims?s=art+immersive

women and immersive technologies

https://www.cnbc.com/2020/05/06/women-in-tech-jobs-in-artificial-intelligence-grow-amid-coronavirus.html

International Data Corporation says it expects the number of AI jobs globally to grow 16% this year.

a new report released Wednesday, IBM found the majority (85%) of AI professionals think the industry has become more diverse over recent years

3,200 people surveyed across North AmericaEurope and India, 86% said they are now confident in AI systems’ ability to make decisions without bias.

A plurality of men (46%) said they became interested in a tech career in high school or earlier, while a majority of women (53%) only considered it a possible path during their undergraduate degree or grad school.

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

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

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

Toolkit for an Immersive VR/AR

A Toolkit for an Immersive VR/AR Experience: The Verb Collective

https://events.educause.edu/annual-conference/2019/agenda/a-toolkit-for-an-immersive-vrar-experience–the-verb-collective

Wednesday, October 16 | 1:15p.m. – 2:15p.m. CT
Session Type: Poster Session
Delivery Format: Poster Session

The Verb Collective is an open set of VR/AR assets built on Unity and designed to help nonprogrammers (arts and humanities students) that quickly transform ideas into 3D experiences. Learn how the Verb Collective is used in the classroom and explore templates to create your own action assets.

Outcomes: Help new VR/AR users quickly create their own 3D experiences using the Verb Collective framework * Access and install the framework * Add to the framework by using a simple verb-based template to outline new actions

Immersive Scholarship and Technologies in Academic Libraries

We define immersive scholarship as any scholarly work developed through or implemented utilizing technologies including Virtual Reality, Augmented Reality, Mixed Reality, Visualization (i.e., large format displays and visualization walls, GIS, Tableau), and any related hardware, programs or software.

We are seeking survey participants who are employed in an academic library and who currently support immersive scholarship and technologies at their institution.

how your academic library has developed tools, implemented third party hardware/software, and in what barriers you have identified at your institution in supporting immersive scholarship.

Link to Online Survey

K12 Immersive Technology

K–12 Teachers Use Augmented and Virtual Reality Platforms to Teach Biology

Immersive technology allows students to explore the world firsthand on a molecular level.

Eli Zimmerman

https://edtechmagazine.com/k12/article/2019/03/k-12-teachers-use-augmented-and-virtual-reality-platforms-teach-biology-perfcon

t universities and medical schools, students are already using AR and VR

Originally, AR and VR lesson plans revolved around the virtual field trip.with the HTC Vive, for example, can take a detailed, 3D-rendered journey. 

In May 2018, Google announced a partnership with Labster, a virtual lab simulator, to develop immersive high school and college biology and anatomy courses.

by Intel last year, Middle Township High School in New Jersey embraced the idea of using Oculus Rift headsets to examine virtual frogs. In California, a new bill introduced in the state legislature would swap out real animals in schools for virtual replacements to teach biology more humanely.

 

 

Immersive Storytelling and Learning

An Imaginary Interview with Lev Vygotsky on Immersive Storytelling and Learning

Ulla, Founder and CEO of ThingLink

https://medium.com/@ulla/an-imaginary-interview-with-lev-vygotsky-on-immersive-storytelling-and-learning-5bbb211c6e50

digital storytelling at the Festival Della Didattica Digitale (Digital Teaching Festival) in Italy.

the trending but undefined concepts of digital storytelling and immersive learning

definition

Storytelling is a logical form of thought. It is an analytical process including perception, labeling, organizing, categorizing real and imaginary objects and their real and imaginary relations in speech.

Q: What do you think immersive documentation technologies such as 360 images and videos can bring to this process?

V: 360 degree media and virtual reality are cultural-historically developed tools that mediate our relationship to the world in a new way. They expand the possible fields of perception transcending space and time. Perception precedes other psychological functions.

Definition

Immersive storytelling can be understood as an activity through which students use language to visualize relations and meaning in 360 degree digital environments. Naming or describing relations between objects in our field of perception using verbal or visual language awakens intellectual processes fundamental to learning.

Q: Would you say immersive storytelling is a form of creative play?

V: That is a possible interpretation. Play is a psychological process through which we create an imaginary situation or place, reflecting or separating objects and their actual meaning, or creating new meanings. The ability to digitally create and modify situations and environments can be understood as a form of play, opening a realm of spontaneity and freedom, connected with pleasure.

Q: Can robots help us learn? Is AI already the More Knowledgeable Other?

V: The More Knowledgeable Other (MKO) refers to anyone or anything who has a better understanding or a higher ability level than the learner, with respect to a particular task, process, or concept. If a robot with artificial intelligence can function as an MKO and support our problem solving, it can expand our Zone of Proximal Development.

immersive learning

VR and AR: Learners as Creators and World Builders of Our Immersive Future

Friday, December 15, 2017https://er.educause.edu/blogs/2017/12/vr-and-ar-learners-as-creators-and-world-builders-of-our-immersive-future

By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.

some key takeaways from the projects that we have seen:

  • Let the students lead: In all of these projects, students are taking the initiative. The institutions are providing the technology, the space, organizational vision, and in some cases, academic credit. At NYU Tandon, students organized the entire conference, doing publicity, registration, catering, and scheduling (see figure 4). They brought in a diverse group of speakers from academic, tech, and startup backgrounds. The event included TED-style spotlights, talks, workshops, and demos.
  • Don’t compromise on space: Brown University’s Granoff Center for the Creative Arts is designed to encourage cross-discipline collaboration. The Tandon event used the main auditorium and the flagship NYU MakerSpace. Space influences behavior and is crucial in driving collaboration and active participation. In addition, to produce VR and AR/MR experiences students need access to high-end technology and, in some cases, motion-capture studios and 360° cameras.
  • Create opportunities for social impact: Many of these programs are open to the local community or have been designed to have an impact outside higher education. At Emporia State, students are using VR and 360° video to help local businesses. The Gaspee Affair VR experience at Brown University will become a resource for teaching middle and high school students.
  • Showcase student work: So often in education, the work students do in a course is only seen by others in the same class. Like the example at Texas A&M, all of these experiences have a connection with their campus or larger community. VR and AR engender a level of excitement that gets students engaged with each other and encourage peer learning. It’s worth it to seek out opportunities to bring this work to community events.

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more on VR in education in this IMS blog

http://blog.stcloudstate.edu/ims?s=virtual+reality+education

VR Manga and Immersive Storytelling

VR Manga Is The Immersive Storytelling You Didn’t Know You Wanted

Project Hikari: Tales of the Wedding Rings lets you walk into a manga and become part of the story.

Japanese company Square Enix is looking to broaden the VR storytelling conversation by bringing 3 genres together into one incredible VR experience with Project Hikari: Tales of the Wedding Rings,

“We wanted to do something differently with this technology—we wanted to take VR into a different kind of direction,” Sou told VRScout in an interview. “We asked ourselves: how do we make content that is really unique, and something only our company can do?”

The team realized that manga could provide a creative new avenue of immersive story. Their approach was to create a style that blends animation and comic—giving you the ability to move in and out of panels. Sometimes you can see a range of still panels, others you’re engulfed in the animation of one scene.

I worried that the linear narrative of the manga might interfere with the immersion of VR, or that voiceover narration would keep me from discovering aspects of the story myself.

That worry was completely eliminated almost immediately the moment I put the headset on and the experience began. The Square Enix team was very creative with how they used narration along with the animation within the panels to bring the experience to life. I loved this VR take on the manga, and found Tales of the Wedding Rings to be an incredible experience that honored both mediums.

It’s a cross-section of a lot of different mediums because you have VR, manga (comics), and animation

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

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