Searching for "mixed reality"

Mixed Reality remote learning platform

https://www.prweb.com/releases/gigxr_announces_new_immersive_learning_system_for_fall_2020_academic_year_with_remote_and_socially_distanced_learning/prweb17183361.htm

GIGXR, Inc., a provider of extended reality (XR) learning systems for instructor-led teaching and training, announced today the availability of its GIG Immersive Learning System for the Fall 2020 Northern Hemisphere academic year. The cloud-based System was created to dramatically enhance learning outcomes while simplifying complex, real-life teaching and training scenarios in medical and nursing schools, higher education, healthcare and hospitals.

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

mixed reality

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😨 Mixed reality (MR) is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time.⁣⁣ ⁣⁣ 🔮 @sezer.yunus_ shows us how we might be experiencing reality in 2030. ⁣ ⁣ We must adapt and agree that Tony Stark really was ahead of his time 😅⁣ ⁣ #mixedreality #vr #virtualreality #augmentedreality #2030vision #mr #futuretrends

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

Nursing mixed reality

 

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INSIGHT HEART on @magicleap allows you to explore anatomy in an interactive, visually stunning, and fun way 🔎 ♥️ 😮 . Stop by the Magic Leap booth at #UniteCopenhagen for a demo! @unitytechnologies . . #madewithunity #insightheart #magicleap #copenhagen #medicaleducation #patienteducation #spatialcomputing #anatomy #humananatomy #heartanatomy #medstudent #medizin #medizinstudent #anatomie #augmentedreality #mixedreality #virtualreality

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Windows Mixed Reality

Windows Mixed Reality headsets will bring virtual reality to the masses later this year

Windows Mixed Reality headsets will bring virtual reality to the masses later this year

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

Virtual Augmented Mixed Reality

11 Ed Tech Trends to Watch in 2017
Five higher ed leaders analyze the hottest trends in education technology this year.

http://pdf.101com.com/CampusTech/2017/701921020/CAM_1702DG.pdf

new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
p. 21
combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
  • Will remote workers be able to be seen and interacted with via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
  • Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of different applications, many of which could be educational in nature)
  • How do/will these new forms of HCI impact how we design our learning spaces?
  • Will students be able to pick their preferred learning setting (i.e., studying by a brook or stream or in a virtual Starbucks-like atmosphere)?
  • Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
  • Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.

p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.

Case Western Reserve University, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.

the development of more affordable high-quality virtual reality solutions.

AR game developed by the Salzburg University of Applied Sciences [Austria] (http://www.fh-salzburg.ac.at/en/) that teaches  about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.

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15 Tech Tool Favorites From ISTE 2016

list of resources that can help educators find what they need

Google Expeditions
This virtual reality field trip tool works in conjunction with Google Cardboard and has just been officially released. The app allows teachers to guide students through an exploration of 200 (and growing) historical sites and natural resources in an immersive, three-dimensional experience. The app only works on Android devices and is free.

Flippity
This app works in conjunction with Google Sheets and allows teachers to easily make a Jeopardy-style game.

Google Science Journal
This Android app allows users to do science experiments with mobile phones. Students can use sensors in the phone or connect external sensors to collect data, but can also take notes on observations, analyze and annotate within the app.

Google Cast
This simple app solves issues of disparate devices in the classroom. When students download the app, they can project from their devices onto the screen at the front of the room easily. “You don’t have to have specific hardware, you just have to have Wi-Fi,”

Constitute
This site hosts a database of constitutions from around the world. Anything digitally available has been aggregated here. It is searchable by topic and will pull out specific excerpts related to search terms like “freedom of speech.”

YouTube
a database of YouTube Channels by subject to help educators with discoverability (hint subjects are by tab along the bottom of the document).

Zygote Body
This freemium tool has a lot of functionality in the free version, allowing students to view different parts of human anatomy and dig into how various body systems work.
Pixlr
This app has less power than Photoshop, but is free and fairly sophisticated. It works directly with Google accounts, so students can store files there.
uild With Chrome
This extension to the Chrome browser lets kids play with digital blocks like Legos. Based on the computer’s IP address, the software assigns users a plot of land on which to build nearby. There’s a Build Academy to learn how to use the various tools within the program, but then students can make whatever they want.
Google CS First
Built on Scratch’s programming language, this easy tool gives step-by-step instructions to get started and is great for the hesitant teacher who is just beginning to dip a toe into coding.
several posters about Google Apps For Education that are available to anyone for free

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More on VR in this IMS bloghttp://blog.stcloudstate.edu/ims?s=virtual+reality

eXtended Reality XR

eXtended Reality (XR): The New World of Human/Machine Interaction

Wednesday, October 31 | 9:45am – 10:30am MT |
Session Type: Breakout Session
Delivery Format: Interactive Presentation

eXtended reality (XR) technologies present opportunities to advance the higher education mission and prepare students for a new world of human/machine interaction. In this interactive session, we will explore what is being done today and what is possible in four key areas of XR: use, technology, content development, and gamification.

Outcomes:
*Identify best-of-class tools and methods available for the design and support of XR in higher ed
* Explain to campus stakeholders the potential of XR to support pedagogy, research, and student success
* Understand the areas of focus of our growing XR community of practice and how you can participate

https://en.wikipedia.org/wiki/Extended_reality
 augmented reality (AR), augmented virtuality (AV) and virtual reality (VR)

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

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

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

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

 

Augmented Reality for Educators

Augmented Reality For Educators

Published on

https://www.linkedin.com/pulse/augmented-reality-educators-robert-bilyk

my note: definitions of AR, QR code as simple form of AR

Stillwater history project to mimic PokenmonGo type of organization for by using ArmMaker (https://itunes.apple.com/us/app/armaker/id1021239002?mt=8) and LodeStar

Potential to compare and borrow/merge gamification project as described here:
http://web.stcloudstate.edu/pmiltenoff/bi/

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More on VR, AR and Mixed Reality in this IMS blog:
http://blog.stcloudstate.edu/ims?s=augmented

ARLearn

Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (in press). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science – Technolgy for learning across physical and virtual spaces.

https://www.academia.edu/29464704/ARLearn_augmented_reality_meets_augmented_virtuality

Augmented reality (AR) and AR games offer a unique opportunity to
implement this core idea in linking real world situations and problems with learning
support. The theory of situated learning [Lave & Wenger, 90] is grounded on the
assumption that learners do not learn via the plain acquisition of knowledge but they
learn via the active participation in frameworks and social contexts with a specific
social engagement structure. Kolb’s learning cycle [Kolb, 84] and the concept of
experiential learning discusses

de Freitas stresses the importance of linking the
experiences made in a game, simulation or micro world with their application in real
world practices [de Freitas, 06]. [Brown & Cairns, 04] describe game immersion as a
continuum from engagement over engrossment to total immersion.

Despite the huge potential of immersive games to overcome the gap between the real
world and the educational context and the rising market for electronic games [PWC,
10], the use of technology-enhanced immersive games in education is still quite low.
The reasons for this are manyfold:
● high game development costs meet limited educational budgets [Westera et
al., 08]
● predefined games are hard to be integrated in the educational process
[Klopfer, Osterweil & Salen, 09]
● learner support in online games does not easily scale [Van Rosmalen et al.,
08]
● furthermore, game platforms up to now could not easily be integrated with
real world environments.

mixed reality definition

 

augmented reality browsers like Layar and Wikitude

first mashups for Google StreetView (called StreetLearn) and for mobile
devices which use the Android Google Maps API (called ARLearn). StreetLearn is
intended to provide an augmented virtuality environment on a Desktop, while mobile
devices are provided with an augmented reality experience through ARLearn. By
creating scripts, adding interactive elements and by introducing gamification
elements, we believe that we can increase the learner’s motivation and provide a
richer learning experience linking mobile augmented reality and augmented virtuality.

freely available tools and offers an open REST API. From the enduser
point of view, playing games is easy for users and requires no special knowledge.
Creating scripts requires no programming skills but does impose still technical
background as scripts are to be edited either in JSON or XML.

IM 690 lab ASVR

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

IM 690 lab plan for March 31, online:  Virtual Worlds

If at any point you are lost in the virtual worlds, please consider talking/chatting using our IM 690 zoom link:https://minnstate.zoom.us/j/964455431 or call 320 308 3072

Readings:
Currently, if you go to the SCSU online dbases
,if they are working at all, don’t be surprised when clicking on EBSCOhost Business Source Complete to see this msg:

library error msg

and if you execute a search:
“AltSpaceVR” + “education”, you will find only meager 1+ results.
Google Scholar, naturally, will yield much greater number.
So, search and find an article of your interest using Google Scholar. I used “immersive learning” + “education” for my search.
I chose to read this article:
https://journal.alt.ac.uk/index.php/rlt/article/view/2347/2657
since it addressed design principles when applying mixed reality in education.
What article did you find/choose/read/are ready to share your analysis with?

Tuesday, March 31, 5PM lab

  1. As usually, we will meet at this Zoom link: https://minnstate.zoom.us/j/964455431
    All of us will be online and we will meet in the Zoom room.
    Please come 10 min earlier, so we can check our equipment and make sure everything works. Since we will be exploring online virtual worlds, please be prepared for technical issues, especially with microphones.
  2. For this lab, please download and install on your computers the AltSpaceVR  (ASVR) software:
    https://www.microsoft.com/en-us/p/altspacevr/9nvr7mn2fchq?activetab=pivot:overviewtab
    Please consider the impediment that Microsoft has made the 2D mode for PC available only for Windows. If you are a Mac user and don’t have PC available at home, please contact me directly for help.
    In addition, pls have a link to the video tutorial;
    http://blog.stcloudstate.edu/ims/2020/03/13/im690-asvr-2d-tutorial/
    pls be informed about MediaSpace issues of the last two weeks, which can result in poor rendering of the video. If issues persist and you still need help downloading and installing the software, contact me directly for help.
    Please do your best to have ASVR installed on your computer before the lab starts on Tues, March 31, 5PM, so we can use our time during the lab for much more fun activities!
  3. Intro to ASVR.
    Please watch this 5 min video anytime you feel a bit lost in ASVR

    pls consider the issues with MediaSpace and be patient, if the video renders and/or does not play right away. The video is meant to help you learn how to navigate your avatar in ASVR.
    the first 15-20 min in the lab, we will “meet” in ASVR, figure out how to work on our ASVR avatar, how to use the computer keyboard to move, communicate and have basic dexterity. We must learn to “make friends” with Mark Gill (ASVR name: MarkGill47), Dr. Park (ASVR name: dhk3600) and Dr. Miltenoff (ASVR name: Plamen), as well as with your class peers, who will be sharing their ASVR contact info in the Zoom Chat session. Once we learn this skills, we are ready to explore ASVR.
    Mark Gill will “lead” us through several virtual worlds, which you will observe and assess from the point of view of an Instructional Designer and an educator (e.g. how these worlds can accommodate learning; what type of teaching do these virtual worlds offer, etc.)
    Eventually, Mark Gill will bring us to the SCSU COSE space, created by him, where he will leave us to discuss.
  4. Discussion in the COSE ASVR room
    We will start our discussion with you sharing your analysis of the article you found in Google Scholar for today’s class (see above Readings). How do your findings from the article match your impressions from the tour across virtual worlds in ASVR? How does learning happen?
  5. Other platforms for immersive learning
    Following the discussions around your articles, we also will briefly touch on other platforms for immersive learning:
    http://blog.stcloudstate.edu/ims/2020/03/17/vr-after-conferences-cancellations/
  6. Final projects
    the rest of the time in the lab will be allocated for work on your final projects.
    Dr. Park and Dr. Miltenoff will work individually with your groups to assist with ideas, questions regarding your projects,

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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

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

2020 Immersive Learning Technology

2020 Immersive Learning Technology

https://www.jff.org/what-we-do/impact-stories/jfflabs-acceleration/2020-immersive-learning-technology/

2020-Immersion-012420 per Mark Gill’s finding

Technology is rapidly changing how we learn and grow. More and more, tools and platforms that make use of virtual reality (VR), augmented reality (AR), and extended reality (ER)—collectively known as immersive learning technology—are moving from the niche world of Silicon Valley into retail stores, warehouses, factory floors, classrooms as well as corporate education and training programs. The value is clear: these immersive learning tools help companies, training providers, and educators train workers better, faster, and more efficiently. Of course, the impact doesn’t stop at the bottom line. Immersive learning presents an opportunity to reliably train employees for situations that are expensive to support, challenging to replicate, and even dangerous. And it can be done efficiently, safely, and with better learning outcomes.

1 in every 3 small and mid-size businesses in the U.S. is expected to be piloting a VR employee training program by 2021, seeing their new hires reach full productivity 50% faster as a result.1

The worldwide AR and VR market size is forecast to grow nearly 7.7 times between 2018 and 2022.

14 million AR and VR devices are expected to be sold in 2019

By 2023, enterprise VR hardware and software revenue is expected to jump 587% to $5.5 billion, up from an estimated $800 million in 2018.

Virtual Reality VR  A computer-generated experience that simulates reality. VR may include visual, auditory, or tactile experiences.

Augmented Reality AR A live experience of a physical space, where computer-enhanced visualizations, sounds, or tactile experiences overlay the real-world environment.

Mixed Reality MR A blend of virtual experiences and the real world where virtual and augmented experiences are presented simultaneously

Extended Reality ER  An immersive experience involving interactions with the real world, virtual reality, augmented reality, as well as other machines or computers adding content to the experience.

Soft Skills Technical Skills Immersive learning technologies can help people develop human skills, such as empathy, customer service, improving diversity and inclusion, and other areas

Technical Skills.  Immersive learning technologies enable workers to learn through simulated experiences, providing the opportunity for risk-free repetition of complex or dangerous technical tasks.

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

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