Searching for "holo"

Hololens in academic library

Blurred Lines—between virtual reality games, research, and education

http://library.ifla.org/2133/

p. 5 a LibGuide was created that provided a better description of the available software for both the Microsoft Hololens and the HTC Vive and also discussed potential applications for the technology.

Both the HTC Vive and the Hololens were made bookable through the library’s LibCalendar booking system, streamlining the booking process and creating a better user experience.

When the decision was made to bring virtual and augmented reality into the McGill University Library, an important aspect of this project was to develop a collection of related software to be used alongside the technology. In building this software collection a priority was placed on acquiring software that could be demonstrated as having educational value, or that could potentially be used in relation to, or in support of, university courses.

For the Microsoft Hololens, all software was acquired through Microsoft’s Online Store. The store has a number of educationally relevant HoloLens apps available for purchase. The app ARchitect, for example, gives a basic sense of how augmented reality could be used for viewing new building designs. The app Robotics BIW allows user to simulate robotic functions. A select number of apps, such as Land of the Dinosaurs and Boulevard, provide applications for natural history and art. There were a select number of apps related to science, mathematics and medicine, and others with artistic applications. All of the HoloLens applications were free but, compared to what is available for virtual reality, the experiences were much smaller in size and scope.

For the HoloLens, a generic user account was created and shared with person who booked the HoloLens at the time of their booking. After logging into this account – which could sometimes prove to be a challenge because typing is done using the headset’s gesture controls – the user could select a floating tile which would reveal a list of available software. An unresolved problem was that users would then need to refer to the HoloLens LibGuide for a detailed description of the software, or else choose software based on name alone, and the names were not always helpful.

For the Microsoft HoloLens, the three most popular software programs were Land of the Dinosaurs, Palmyra and Insight Heart. Insight Heart allow users to view and manipulate a 3D rendering of a high-resolution human heart, Land of the Dinosaurs provided an augment reality experience featuring 3D renderings of dinosaurs, and Palmyra gave an augmented reality tour of the ancient city of Palmyra.

p. 7 Though many students had ideas for research projects that could make use of the technology, there was no available software that would have allowed them to use augmented reality in the way they wanted. There were no students interested in developing their own software to be used with the technology either.

p. 8 we found that the Microsoft HoloLens received significant use from our patrons, we would recommend the purchase of one only for libraries serving researchers and developers.

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Getting Real in the Library: A Case Study at the University of Florida

Samuel R. Putnam and Sara Russell GonzalezIssue 39, 2018-02-05

Getting Real in the Library: A Case Study at the University of Florida

As an alternative, Microsoft offers a Hololens with enterprise options geared toward multiple users for $5000.

The transition from mobile app development to VR/AR technology also reflected the increased investment in VR/AR by some of the largest technology companies in the world. In the past four years, Facebook purchased the virtual reality company Oculus, Apple released the ARKit for developing augmented reality applications on iOS devices, Google developed Google Cardboard as an affordable VR option, and Sony released Playstation VR to accompany their gaming platform, just to name a few notable examples. This increase of VR/AR development was mirrored by a rise in student interest and faculty research in using and creating new VR/AR content at UF.

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Arnhem, J.-P. van, Elliott, C., & Rose, M. (2018). Augmented and Virtual Reality in Libraries. Rowman & Littlefield.
https://books.google.com/books?id=PslaDwAAQBAJ&lpg=PA205&ots=HT7qTY-16o&dq=hololens%20academic%20library&lr&pg=PA214#v=onepage&q=hololens%20academic%20library&f=false
360 degree video in library instruction
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Hammady, R., & Ma, M. (2018). Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide. In Proceedings of the 4th International AR & VR Conference 2018. Springer. Retrieved from https://eprints.staffs.ac.uk/4799/
‘HoloMuse’ that engage users with archaeological artefacts through gesture-based interactions (Pollalis, Fahnbulleh, Tynes, & Shaer, 2017). Another research utilised HoloLens to provide in-situ assistant for users (Blattgerste, Strenge, Renner, Pfeiffer, & Essig, 2017). HoloLens also used to provide magnification for low vision users by complementary finger-worn camera alongside with the HMD (Stearns, DeSouza, Yin, Findlater, & Froehlich, 2017). Even in the medical applications, HoloLens contributed in 3D visualisation purposes using AR techniques (Syed, Zakaria, & Lozanoff, 2017) and provide optimised measurements in medical surgeries(Pratt et al., 2018) (Adabi et al., 2017). Application of HoloLens extended to visualise prototype designs (DeLaOsa, 2017) and showed its potential in gaming industry (Volpe, 2015) (Alvarez, 2015) and engaging cultural visitors with gaming activities (Raptis, Fidas, & Avouris, 2017).
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van Arnhem, J.-P., & Spiller, J. M. (2014). Augmented Reality for Discovery and Instruction. Journal of Web Librarianship, 8(2), 214–230. https://doi.org/10.1080/19322909.2014.904208

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Evaluating the Microsoft HoloLens through an augmented reality assembly application
Proceedings Volume 10197, Degraded Environments: Sensing, Processing, and Display 2017; 101970V (2017) https://doi.org/10.1117/12.2262626
Event: SPIE Defense + Security, 2017, Anaheim, California, United States
To assess the HoloLens’ potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting.
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Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing Engagement with Archaeological Artifacts Through Gesture-Based Interaction with Holograms. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (pp. 565–570). New York, NY, USA: ACM. https://doi.org/10.1145/3024969.3025094
https://www.researchgate.net/publication/315472858_HoloMuse_Enhancing_Engagement_with_Archaeological_Artifacts_through_Gesture-Based_Interaction_with_Holograms
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Gračanin, D., Ciambrone, A., Tasooji, R., & Handosa, M. (2017). Mixed Library — Bridging Real and Virtual Libraries. In S. Lackey & J. Chen (Eds.), Virtual, Augmented and Mixed Reality (pp. 227–238). Springer International Publishing.
We use Microsoft HoloLens device to augment the user’s experience in the real library and to provide a rich set of affordances for embodied and social interactions.We describe a mixed reality based system, a prototype mixed library, that provides a variety of affordances to support embodied interactions and improve the user experience.

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Dourish, P. (n.d.). Where the Action Is. Retrieved November 23, 2018, from https://mitpress.mit.edu/books/where-action
embodied interactions
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls “embodied interaction”—an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality—reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.

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Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing Engagement with Archaeological Artifacts Through Gesture-Based Interaction with Holograms. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (pp. 565–570). New York, NY, USA: ACM. https://doi.org/10.1145/3024969.3025094
HoloMuse, an AR application for the HoloLens wearable device, which allows users to actively engage with archaeological artifacts from a museum collection
pick up, rotate, scale, and alter a hologram of an original archeological artifact using in-air gestures. Users can also curate their own exhibit or customize an existing one by selecting artifacts from a virtual gallery and placing them within the physical world so that they are viewable only using the device. We intend to study the impact of HoloMuse on learning and engagement with college-level art history and archeology students.
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Dugas, Z., & Kerne Andruld. (2007). Location-Aware Augmented Reality Gaming for Emergency Response Education: Concepts and Development. ResearchGate. Retrieved from https://www.researchgate.net/publication/242295040_Location-Aware_Augmented_Reality_Gaming_for_Emergency_Response_Education_Concepts_and_Development

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Library Spaces II: The IDEA Lab at the Grainger Engineering Library Information Center

https://prism.ucalgary.ca/bitstream/handle/1880/52190/DL5_mischo_IDEA_Lab2.pdf

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more on Hololens in this IMS blog
http://blog.stcloudstate.edu/ims?s=hololens

Hololens info

how to start

https://support.microsoft.com/en-us/help/12642/hololens-turn-hololens-on-or-off

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https://hololens.reality.news/how-to/hololens-dev-101-get-started-creating-for-windows-mixed-reality-0174598/

 

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How to holograms with Unity for Hololens

https://hololens.reality.news/how-to/hololens-dev-101-build-basic-hololens-app-minutes-0175021/

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Learning objects, teaching w Hololens

Teaching Maths With Microsoft HoloLens

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more on Hololens in this IMS blog
http://blog.stcloudstate.edu/ims?s=hololens

alternatives
https://youtu.be/RatFVf7LqUw

psychology fake news

The Psychology Of Fake News

March 27, 201810:21 AM ET

https://www.npr.org/sections/13.7/2018/03/27/597263367/the-psychology-of-fake-news

During the past two years, fake news has been a frequent topic of real news, with articles considering the role of social media in spreading fake news, the advent of fake videos and the role these play in the political process.

Lazer, D. M. J., Baum, M. A., Benkler, Y., Berinsky, A. J., Greenhill, K. M., Menczer, F., … Zittrain, J. L. (2018). The science of fake news. Science, 359(6380), 1094–1096. https://doi.org/10.1126/science.aao2998
Baum and David Lazer, M. A. (2017, May 11). Social media must be held to account on fake news. Winnipeg Free Press (MB). p. A7.
In a paper published in March in the journal Science, David Lazer, Matthew Baum and 14 co-authors consider what we do and don’t know about the science of fake news. They define fake news as “fabricated information that mimics news media content in form but not in organizational process or intent,” and they go on to discuss problems at multiple levels: individual, institutional and societal. What do we know about individuals’ exposure to fake news and its influence upon them? How can Internet platforms help limit the dissemination of fake news? And most fundamentally: How can we succeed in creating and perpetuating a culture that values and promotes truth?
 Steven Sloman, professor of cognitive, linguistic and psychological sciences at Brown University, and one of the paper’s 16 authors. Sloman is also author of The Knowledge Illusion: Why We Never Think Alone, a book about the merits and failings of our collaborative minds, published in 2017 with co-author Philip Fernbach.
Sloman, S. A. (2017). The knowledge illusion: Why we never think alone. New York: Riverhead Books.

 

 

psychology of social networks

The Blogger’s Guide To Understanding The Psychology Of Social Networks

Last Updated: By

http://www.bloggingwizard.com/psychology-of-social-networks/

Social media is eating the world.

Facebook alone has over 1.5 billion users – nearly 50% of the entire internet’s population.

Throw in LinkedIn, Twitter, Pinterest, Instagram and region specific social networks like Vkontakte and Sina Weibo and WeChat, and you’d be hard pressed to find anyone who’s online but isn’t on social media.

What has led to the rise of these social networks? What kind of people do they attract?

What is their psychology? What kind of content do they like to consume? And most importantly for bloggers and marketers – what works, what doesn’t on social media?

Facebook has become the ‘home base’ for most people online. While they may or may not use other networks, a majority maintain a presence on Facebook.

  • Popular: Used by 72% of all adult internet users in America.
  • More women users: 77% of online female users are on Facebook.
  • Younger audience: 82% of all online users between 18-29 are on Facebook
  • USA (14%), India (9%) and Brazil (7%) form the three largest markets.

Twitter’s quick flowing ‘info stream’ attracts an audience that swings younger and is mostly urban/semi-urban.

  • Younger: Used by 37% of all online users between 18 and 29.
  • Educated: 54% of users have either graduated college, or have some college experience.
  • Richer: 54% of online adults who make over $50,000+ are on Twitter.

nstagram recently overtook Twitter to become the second largest social network. Pew estimates that 26% of all online adults are on Instagram in the US.

  • More women than men: 29% of all online women are on Instagram, vs. only 22% of all men.
  • Overwhelmingly younger: 53% of all 18-29 year olds are on Instagram.
  • Less educated: Only 24% of Instagram users are college graduates, while 31% have some college experience – fitting since its audience is largely younger.

Google+ is a mysterious beast. It is ubiquitous, yet doesn’t attract nearly a tenth of the attention as Instagram or Facebook. Some marketers swear by it, while others are busy proclaiming its death.

  • More male: 24% of all online men are active users of Google+. For women, this number is 20%.
  • Younger users: 27% of all 16-24 year olds online are active members of Google+. In contrast, only 18% and 14% of 45-54 and 55-64 year olds are active on Google+ at the moment.
  • Large non-US user base: Only 55% of Google+ users are American. 18% are Indian and 6% are Brazilian. One reason for this international user base is Android’s popularity outside the US (since Google+ is baked right into Android).
  • Even income distribution: According to GlobalWebIndex.net, 22% of people in bottom 25% of income earners are on Google+. For the top 25% of income earners, this number is 24%, while for the mid 50% earners, this number is 23%. This means that nearly all levels of income earners are nearly equally represented on Google+.

Pinterest’s visual nature makes it a fantastic marketing tool for B2C businesses. And it’s got the potential to drive a large amount of traffic to your blog if you have a solid strategy.

Here’s what you should know about Pinterest demographics:

  • Overwhelmingly female: 42% of all online female users are on Pinterest, vs. only 13% of men.
  • Older audience: 72% of Pinterest’s audience are 30 years or older. Only 34% are between 18 and 29. Significantly, 17% are over 65 years old.
  • Distinctly suburban: Suburban and rural users form the largest share – 29% and 30% respectively. This is distinctly different from other networks where urban users rule.
  • Higher income: Given the higher average age, Pinterest users also have higher disposable income, with 64% of all adults making $50,000+ on Pinterest.

The professional networking site LinkedIn attracts an older audience that is largely urban, wealthier, and more educated.

  • Older: Only 23% of users are between 18-29 years old. 21% are over 65 years, and 31% are between 30 and 49 years of age.
  • Urban: Very limited number of rural users – only 14%. 61% are either urban or suburban.
  • Wealthier: 75% of users earn over $50,000.
  • Highly educated: 50% of LinkedIn users are college graduates. Another 22% have some college experience.

Snapchat is the newest social networks on this list, but also one of the fastest growing. Here’s what you need to know about its demographics:

  • Dominated by women: 70% of Snapchat’s users are females.
  • Overwhelmingly young: 71% of users are younger than 25.
  • Limited income: 62% earn under $50,000 – fitting given the average age of Snapchat’s users.

ere’s what you should take away from all these stats:

  • If you’re targeting younger users, stick to Instagram, Twitter and Snapchat.
  • If you’re targeting women with disposable income, head over to Pinterest.
  • For professionals with better education and income, use LinkedIn.
  • For everyone, go with Facebook.

The psychology of social media users

Facebook is a ‘closed’ network where your friends list will usually be limited to family, friends and acquaintances you’ve met in real life. Privacy is a big concern for Facebook’s users, and all posts are private by default.

This ultimately affects the way users interact with each other and with businesses on Facebook.

According to a Pew Internet study:

  • Facebook users are more trusting (since the network is closed).
  • Facebook users have more close relationships. Pew found that heavy users of the platform are more likely to have a higher number of close relationships.
  • Facebook users are politically engaged and active.

To understand why people share or follow on Twitter, researchers at Georgia Tech and UMichigan analysed over 500M tweets over 15-months. They found that the three biggest reasons why people share/follow on Twitter are:

  • Network overlap: Your network is similar to your followers’ network.
  • User tweet-RT ratio: The number of tweets vs. the number of RTs for a user.
  • Informational content: The more informative the content, the better.

As per one study, a person’s Pinterest boards represent his/her “ideal self”. That is, it is a representation of everything the user would want to be or have. This is in opposition to Facebook that represents the user’s “real self”.

keep the following in mind:

  • Instead of marketing yourself on every network, pick the network whose demographics matches your target audience’s.
  • Positivity always wins – unless you’re deliberately trying to create controversy (not a good option for most non-media businesses).
  • Rules of content: Informative content on Twitter and LinkedIn, aspirational content on Instagram and Pinterest, fun/positive/uplifting content on Facebook.

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

Social Media Psychology

How Social Media Psychology Makes You Look More Attractive

G+ link: https://plus.google.com/+WadeHarman/posts/1YCiL7JeGhS

http://www.buildyourownblog.net/blog/social-media-psychology-wade-harman/?social=matplus18aug

Wade Harman is a digital business consultant specializing in Social Media Psychology. He is also a keynote speaker and hosts The Social Brain Podcast.

What Do You Mean By, ”Social Media Psychology Strategy”?

ninety-percent of purchasing decisions are made subconsciously and you know that’s a pretty big purchase thing there. Products that evoke emotions, they will always win with your customers.

George Lowenstein says “a major part of our brain is busy with automatic processes, not conscious thinking.” Ain’t that funny?

We all know social media is the front door to our content. But why aren’t they coming in? So if they’re not coming to your – quote unquote ”door”. If they’re not coming to your door, then you’ve not impacted them on a positive psychological level. Social media psychology is the back door.

It’s All About Making An Attractive ”Doorway”

how people clique on Twitter, what causes that clique. What causes that conversion, that lead. Topics like this are what make up social media psychology.

I will be bringing in, like I said certain influencers every month. Talking about their own experiences with social media and blogging content marketing and what have you in these lab classes.

So I needed help with people with large followings. People that had trust with their audience. I needed those people to share my content. So my voice could be heard quicker and so I began to stop blogging so much… I still blog, but I was blogging three time s a week and that’s a lot to blog. That really is.
So I began to understand that I needed to start building relationships. Now I’m blessed to have a lot of different resources at my fingertips. I have built those relationships with a lot of people from average Joe’s like me to influencers like Jay Baer and understand how a small business owner can go and get their voice heard online.

Reticular Formation

So that’s why there’s a huge need for The Think Tank Community I believe. Not only are we showing you how to target you audience, but we’re also showing you how to wake them up using social media psychology.

my note: do we need a think tank community for educators?

What Do You Do When There’s No More Engagement?

So wake somebody up out of their reticular formation, you target that audience and you already know that, you’ve already done that. You’re going to be an expert on Twitter, okay and so you’re not getting any feed back. You’re not getting any engagement.

So what do you do?

You niche down, you niche down. This is the way you wake these people up. Yes, when you niche down your audience gets a little bit smaller, but you keep nicheing.

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[much] more on social media in this IMS blog:

http://blog.stcloudstate.edu/ims?s=social+media

holography in education

DARPA’s holographic imaging system hopes to show objects behind a wall or around a corner – Eraser anyone?

04/28/2016 – 18:21 Kim Cobb

SMU’s Lyle School of Engineering will lead a multi-university team funded by the Defense Advanced Research Projects Agency (DARPA) to build a theoretical framework for creating a computer-generated image of an object hidden from sight around a corner or behind a wall.

The core of the proposal is to develop a computer algorithm to unscramble the light that bounces off irregular surfaces to create a holographic image of hidden objects.

Similar technologies purused by MS Hololense as reported in this IMS blog entry:

MS Hololens in nursing

MS Hololens in nursing

Could HoloLens’ Augmented Reality Change How We Study the Human Body?

Case Western Reserve University is helping to revolutionize medical-science studies with a new technology from Microsoft.

Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.

“With a computer or tablet, we always have to look at a screen. … The technology is always in between the people. With HoloLens, the technology very quickly becomes invisible, and we have seen groups of people have very intense interactions around models that are completely digital — they aren’t really there.”

More on wearables in this IMS blog:
http://blog.stcloudstate.edu/ims?s=hololens

Save

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Google Glass versus Microsoft HoloLens

Here’s one thing Google and Microsoft agree on (and they’re right)

http://www.businessinsider.com/google-and-microsoft-embrace-ar-over-vr-2016-4

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.

More on augmented reality in this IMS blog

http://blog.stcloudstate.edu/ims/?s=augmented&submit=Search

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