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VR discussion Plovdiv University

***** reserve space: register here |  запазете си място: регистрирайте се тук ******

Open Discussion: VR in Education |  Тема: Виртуалната реалност в образованието

Where | Университет Пловдив  https://goo.gl/maps/bLBYXkp5S1S2 and online ( виртуално)
When | Кога: 3. май, 2018, 15 часа |  May 3, 2018, 3PM local time (Bulgaria)
Who | Кой: преподаватели и суденти  |  faculty аnd students
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

 

Facebook Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

VIdeo 360 recording: part 1, part 2, part 3

Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Virtual reality in teaching and learning – theory and hands-on

Уточняване на понятията относно различните видове реалност: виртуална реалност, video 360 ; разширена реалност;  смесена реалност. VR/AR/MR in education.
Подход и усвояване на различните видове реалност в образованието. Връзка между трите вида реалност в образованието и конструктивизма като теория на преподаването. Връзка между трите вида реалност в образованието и игровия подход и игрофикацията на образованието. Оценяване на обучението базирано на различните видове реалности.

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
http://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: http://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
http://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност

  1. Дискусия относно методиката на приложение в учебния процес

2 min video from the entrance of your University is viewable through Google Cardboard and your laptops. Study the video and seek answers to the following questions:

******  https://youtu.be/VmOpsrVhEQE  ********
– what are the advantages of Video 360 to all other known-to-you media formats?
кои са предимствата на Видео 360 в сравнение с всички други медийни формати, които познавате?
– what would you do better in terms the video footage?
какво бихте заснимали, което да подобри видео материала за преподавателски и учебни цели (например: както друго място бихте избрали)
– how is / can be this medium advantageous to implementing core learning / teaching techniques
как този медиен формат може да се използва за да се подобрят съществуващите условия за успешно преподаване и обучение

  1. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  2. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: http://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

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Additional Information |  Дoпълнителна литература/информация

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

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

2018 MN IT conference Craigun

++++++ short link http://bit.ly/Craigun2018 short link +++++++

https://guidebook.com/guide/117831/event/18107364/

FACEBOOK LIVE: https://www.facebook.com/InforMediaServices/videos/1514153152028510/

Mark Gill: https://www.facebook.com/SCSUVizLab/

Plamen Miltenoff: http://web.stcloudstate.edu/pmiltenoff/faculty/

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When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system

Education teched frenemies

frenemies

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VR/AR/MR and Video 360

Definitions for VR/AR/MR
http://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

Gaming and Gamification

The Intersection between IT | faculty | students during the adoption of educational technologies

instruments and methods for formative assessment

********* reserve space: register here |  запазете си място: регистрирайте се тук *********

Open Discussion: Instruments and Methods for Formative Assessment: by invitation of teachers from Plovdiv region |  Тема: Инструменти и методи за актуални училищни занятия

Where | Къде: СУ „Димитър Матевски“  https://goo.gl/maps/rojNjE3dk4s and online ( виртуално)
When | Кога: 2. май, 2018, 14 часа |  May 2, 2018, 2PM local time (Bulgaria)
Who | Кой: преподаватели и педагози  |  teachers and faculty
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

short link: http://bit.ly/teachassess

open URL on cell phone

qr code formative assessment event

Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

https://youtu.be/oYBtJSzUvrk

  1. Intro | Представяне – 5мин.
    Who are we (please share short intro about your professional interests) | Кои сме ние: споделете накратко професионалните си интереси (използвайте “comment” section под този блог)
    http://web.stcloudstate.edu/pmiltenoff/faculty/
  2. Plan | Защо сме се събрали? Представяне на плана. – 5-10мин.
    http://blog.stcloudstate.edu/ims/2018/04/15/ed-leadership-and-edtech/
    Edtch why | защо учебни технологии? how to choose edtech | как избираме технологии? who chooses/decided | кой решава кои технологии?
    http://blog.stcloudstate.edu/ims/2016/02/09/collaborative-tools/
    virtual collaborative board | да се срещнем тук: https://www.notebookcast.com/en/board/showboard/fw56dmgj/
  3. Reality Check (before we do tech) | минута за откровение (преди да започнем с технологии):
    who is our audience | кого учим/обучаваме?
    http://blog.stcloudstate.edu/ims/2018/04/21/in-memoriam-avicii/
    http://blog.stcloudstate.edu/ims/2018/04/17/edtech-implementation-fails/
    why technology application fails | защо се проваля използването на технологии в обучението?
    Understanding Purpose | какъв е смисълът
    Insufficient Modeling of Best Practices | недостатъчен или несподелен опит
    Bad First Impressions | лоши първи впечатления
    Real-World Usability Challenges | ежедневни проблеми
    The Right Data to Track Progress | кои данни определят успеха
    Share your thoughts for the fails | Сподели твоите мисли за провала

Тема1. Сравняване на Kahoot, Edpuzzle и Apester –  1-1, 1/2 час продължителност
Topic 1: A comparison of Kahoot, Apester and EdPuzzle

definitions | термини : BYOD (BYOx), flipped classroom, formative assessment (vs summative assessment)

Kahoot (https://kahoot.it/) – 10 мин.
 kahoot
Apester (https://apester.com/ )– 10-15мин.
 apester
    • Представяне | short demonstration
    • Споделяне на опит | ideas and experience exchange.
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с ЕдПъзил и тн)

Edpuzzle (https://edpuzzle.com )– 10 – 15мин.
 edpuzzle
    • Представяне | short demonstration
    • Edpuzzle виртуална класна стая | interactive virtual classroom
    • Създаване на акаунт | account creation and building of learning objects
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с Еиптстър и тн)

https://edpuzzle.com/assignments/5ad4cad48f4df34107c58bd0/watch

Тема 2. Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Topic 2. Virtual reality in teaching and learning – theory and hands-on

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
http://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: http://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
http://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност
  1. Дискусия относно методиката на приложение в учебния процес
  2. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  3. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: http://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

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Additional Information |  Дпълнителна литература/информация

http://blog.stcloudstate.edu/ims/2016/02/22/formative-assessment-ideas/

Formative Assessment Tools:  http://blog.stcloudstate.edu/ims/2016/01/13/formative-assessment-tools/

http://blog.stcloudstate.edu/ims/2014/12/09/formative-assessment/

IM 554 discussion on GBL 2018

Course title: IM 554 Developing Skills for Online Teaching and Learning

Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business

7:20 to 8:20 PM, Thursday, March 29.  Instructor: Yun Claire Park

  1. What did we learn from last year: http://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/
    1. definitions and delineation of gaming and gamification
    2. the connection to BYOD
  2. What do we want to learn this year/today?
    1. more on gaming and gamification
    2. more on realities
      1. what is VR – virtual reality

Virtual reality (VR) is “a computer technology that uses virtual reality headsets or multi-
projected environments, sometimes in combination with physical environments or props, to
generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment” (“Virtual Reality” n.d.) VR is accomplished by using headsets, such as HTC Vive, Oculus Rift, PlayStation VR, and Samsung Gear VR. The use of the headsets creates (and enhances) digitally constructed “reality,” thus providing excellent opportunities for simulations and learning through training and practice. Among a myriad of other definitions, Noor (2016, 34) describes Virtual Reality (VR) as “a computer-generated environment that can simulate physical presence in places in the real world or imagined worlds. The user wears a headset and through specialized software and sensors is immersed in 360- degree views of simulated worlds.”

from our book chapter: Video 360: The new type of visualization to help patrons enter the era of VR, AR and Mixed Reality (under review).

what is AR – augmented reality

“Augmented Reality (AR) supplements the physical environment with computer-generated sensory input such as sound, video, graphics, or other useful information – essentially overlaying the digital information on top of the physical world. Some consider the smartphone popular game “Pokemon Go” a form of consumer AR.”

from my book Chapter 12: VR, AR and Video 360: A Case Study Towards New Realities in Education by Plamen Miltenoff (under review)

what is MR – mixed reality

mixed reality

 

 

 

https://commons.wikimedia.org/wiki/Category:Mixed_reality#/media/File:Mixed_Reality_Scale.png

  1. Video 360
    1. how to create non-expensive VR = Video 360 degrees

A two-dimensional flat frame

 

 

 

A two-dimensional flat frame

Consumer types of cameras

Consumer types of cameras

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More information on GBL in this IMS blog:
http://blog.stcloudstate.edu/ims?s=%22game-based+learning%22

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

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

SpringboardVR and Steam in libraries

Springboard Vr and Steam for virtual reality in libraries

A bit more information from SpringboardVR for anyone interested:
Here is a link to their setup guide – https://docs.google.com/document/d/1dYp4-hoHcJD3I8_YdyNh8PI-4CFvkWfVT3HJ-NK6FvY/edit
It is currently built specifically for arcades, but they think there are a lot of features that libraries could still find useful.
They also have a booking system:
https://docs.google.com/document/d/14-HvD-F1Kt7aTrlwiKdq8aXouU5d4l0lszPo6TwlM1w/edit

I heard back from Steam, with exactly the response I expected: Our service model (users reserve our own PC and VR headset, using our Steam software) needs to use their site license program. And even if it’s just on that one PC, we’d still have to run their site license server locally to manage it.

We did an inventory of what it would cost us to purchase a site license for our most popular games: Of our top 25 most played VR games, only 10 have site licenses available at all. Those 10 games would in total cost us slightly more than $3000 per year to license, which strikes me as ridiculous.

But Tara, thanks for pointing out Springboard VR! At a glance it looks really promising. I’m really glad to hear about another option.

-Chad

We ran into the same problem last year with Steam. However, we are now working with Springboard VR. Our head VR specialist says you can test run their interface on a machine for free and that they are putting together an academic package that should be available soon!  https://springboardvr.com/
Tara
Amazing timing, Laura! I was just looking into the site license program this week. I wrote up what I’ve learned so far for someone else this morning, shared below. But to sum up, it’s not very promising either from a financial or practical view of the way we use Steam currently (one PC with Steam titles that we’ve purchased under our account, with an attached HTC Vive).
I originally thought this was just a different kind of license for each game, one which allows public use in a library, cafe, etc. But I got some clarification questions answered by Steam support – it’s actually designed for users to log into one of our computers using their own Steam account. They can then check out a game we’ve purchased a site license for, and play it under their account while they’re on our computer.
 
This also requires running some sort of server locally to handle the checkouts.
 
So I don’t think this is going to work for us. The pricing is also pretty wild. One of our most popular titles is Space Pirate Trainer – currently $10 paid one time to own individually, or $30/month/seat for a site license subscription. And I’ve seen at least one title that’s free for individual ownership, but somehow costs $20/month/seat for site license.
 
Much of their documentation is contradictory and out of date.
 
Even more annoying is that you can’t even see the site license prices until you sign up for a site license account and fill out some legal forms.
 
Last but not least, many titles, even free ones, do not have site licenses available at all.
 
I have one more request into Steam support asking how they prefer we purchase things as a library. I’ll let you know what I hear.
 
Oh, also – you can’t convert an existing Steam account or purchases. You need to create a new one and start from scratch.
 
-Chad
We’d also like to know if any other libraries had set up the Steam/Valve Site license, which we were just starting to look into ourselves:  https://support.steampowered.com/kb_article.php?ref=3303-QWRC-3436  – which sounds like it solves many of these problems. Our general counsel has a few issues with the license terms but are willing to consider especially if I can find examples of other institutions utilizing it!
 
____________________________________________________________________
Laura K. Wiegand
Interim University Librarian
Associate Director Library Information Technology and Digital Strategies
Echoing what Peter said there are no good solutions right now.  It would be great if Steam or HTC or Oculus offered site licenses or group accounts, but they don’t.  We have 2 HTC Vives that share an account.  This causes problems occasionally as it doesn’t like it if two headsets are using the same program.  Going offline usually takes care of it.  Our 4 Oculus Rifts also share an account but the Oculus store is less problematic than Steam since it only contacts the mother ship when doing an update.  If you have the option prepaid cards and individual accounts would be the best way to go but our purchasing department said no.
Edward Iglesias
In our library’s VR Studio, we have a separate library-owned Steam account for each of 7 VR workstation computers. Some have Vives, some have Oculus Rifts at them. We purchase content for each account. We also allow patrons to download free games/tools to those computers.
If a patron owns Steam content that we don’t, they may log in to their personal account and download the game to our computer. So far, this hasn’t posed a problem, except that the added game will show up in that workstation account’s game list, but will not be playable to other patrons. I occasionally delete personal games that are causing confusion to other patrons.  Not too many patrons have downloaded content yet so if it gets to be too troublesome we may disallow it in the future.
For the Oculus Rift stations, there is a Steam account as mentioned above, plus the Oculus library. For Oculus, I’ve been able to use one account for all of the workstations. We purchase content once and it’s usable on all the computers from the one account. This has worked fine so far except for playing multi-player online. The single account will not support multiple instances of online play for the same game.
None of these is a perfect solution but they are mostly working as this is a continuous work in progress. Feel free to get in touch off list if you’d like more specific info, etc.
Thanks,
Pete
Hi all,
I was curious if any of your libraries have Steam from Valve installed on your public workstations to drive PC gaming and an HTC Vive? Any tips on how to set that up? Obviously the licensing issue with purchased programs/games through Steam is a problem when you are providing access for a large user base. There are multiple free games/programs available.
How do you handle providing each user with HDD/SSD space on your machines for downloaded games/programs through Steam?
Thanks,
Alex
Elisandro Cabada
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian

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more on Virtual Reality in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+library

VR headset future

VR’s future depends on you buying a dorky headset

Oculus, the VR company that Mark Zuckerberg bought for more than $2 billion, has a problem: It’s struggling to convince people to buy its gear.

https://www.cnet.com/news/vr-virtual-reality-future-depends-on-you-buying-a-dorky-headset-oculus-zuckerberg-playstation-vive/

Oculus Connect, starting Wednesday in San Jose, California. Facebook’s Oculus VR division promises discussions on how health care, movies and video games are adapting to this still nascent technology. One panel will explore how the disability community can benefit from VR gear and presentations.

Facebook chief competitors, Sony and HTC, followed suit. The PlayStation VR dropped to $400 from $500, and the Vive dropped to $599 from $799 all in the past three months.

Survios made Raw Data more widely available for Oculus, Vive and PlayStation VR. Survios is also looking beyond VR for customers, redesigning Raw Data to work in arcades as well.

Over the summer, Apple and Google announced new technologies called ARKit and ARCore, respectively, that are designed to help iPhones and iPads or any device powered by Google’s Android software marry computer-generated images with the real world.

A $2.99 app, Star Guide AR, highlights stars and constellations in the sky once you point your phone at them. Another, Ikea Place, previews furniture in your home with a tap. Walk around your living room and you can see the furniture you placed while looking through the screen on your phone. So far, both are available only for the iPhone.

App developers I spoke with say they’re excited by augmented reality and believe it may help spur people to buy VR systems as well.

Microsoft’s focusing on both AR and VR. In an October update to its Windows 10 software for PCs, the company is partnering with device makers like Lenovo, Dell, HP, Acer and Samsung to create headsets based on its designs. They’ll sell for as little as $300 each when they begin hitting store shelves Oct. 17.

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

VR and AR doubles each year

Report: VR and AR to Double Each Year Through 2021

By Joshua Bolkan  08/07/17

https://thejournal.com/articles/2017/08/07/report-vr-and-ar-to-double-each-year-through-2021.aspx

a new forecast from International Data Corp. (IDC).

Canada will see the fastest growth, with a CAGR of 145.2 percent over the forecast period. Other leaders in terms of growth include Central and Eastern Europe at 133.5 percent, Western Europe at 121.2 percent and the U.S. at 120.5 percent.

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Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom

An interview with the former Apple K–12 systems engineer, who will participate in multiple sessions during ISTE.

By Richard Chang 05/12/17

https://thejournal.com/Articles/2017/05/12/Leslie-Fisher-Presents-at-Ed-Tech-Conferences-for-a-Living.aspx

THE Journal: What do you think about virtual reality (VR) and augmented reality (AR) in the classroom? Is the cost point for VR prohibitive?

In virtual reality, one of my favorite apps is CoSpaces. It allows anyone to design a 3D space, and then interact with it in virtual reality.

Virtual reality can be quite affordable with Google Cardboard. We can get into basic interaction in VR with Cardboard. There are 40 or 50 VR apps where you can simply use Cardboard and explore. Google Street View allows you to do virtual viewing of many different locations. That technology augments what the teacher is doing.

Most kids can’t afford to buy their own Oculus headset. That price point is quite a bit higher. But we don’t need to have 30 kids using Oculus all of the time. Two or three might work

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

VR and AR in the classroom

Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom

05/12/17

https://thejournal.com/Articles/2017/05/12/Leslie-Fisher-Presents-at-Ed-Tech-Conferences-for-a-Living.aspx

Most kids can’t afford to buy their own Oculus headset. Google Cardboard. Google Street View

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.

Versal

Quizlet

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

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

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

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

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

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

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.

 

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

WebVR experiments

Google Cardboard Users Can Now Play WebVR Experiments

By Sri Ravipati  04/13/17

https://thejournal.com/articles/2017/04/13/google-cardboard-users-can-now-play-webvr-experiments.aspx

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.”

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more on Google Cardboard in this IMS blog
http://blog.stcloudstate.edu/ims?s=cardboard

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