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SCSU VR AR Video 360

Chapter 12: AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff

in Augmented and Virtual Reality in Libraries, EDITED BY JOLANDA-PIETA VAN ARNHEM; CHRISTINE ELLIOTT AND MARIE ROSE

https://rowman.com/ISBN/9781538102909/The-LITA-Guide-to-Augmented-Reality-in-Libraries#

Special thanks to Mark Gill, the SCSU Visual Lab Director for collaborating on the project and helping with shaping the chapter. Special thanks to Tom Hergert for in-depth proofreading.

Thanks to Cari Kenner, Kirstin Bratt and Vicky Williams for accommodating the testing of the VIdeo 360 library orientation.

video 360 compilers

https://vr.google.com/tourcreator/

Example: https://poly.google.com/u/1/view/7rfKK4–oKN

example small business promotion: https://poly.google.com/view/5vVMdnSRzVS

https://poly.google.com/u/1/view/2yTR4KVvd-0

http://www.freetech4teachers.com/2018/05/how-to-add-points-of-interest-to.html

http://www.marzipano.net/tool/index.html

360 video issues

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.

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more on 360 video in this IMS blog:
http://blog.stcloudstate.edu/ims?s=360

first snow in 360

Well, technically not the first for 2016, but certainly beautiful:

https://app.viar360.com/media?leaf=2LlIRQqu1Wto

Best experience with VR goggles: Google Cardbox, HTC Vive etc. (please ask for more info if needed). If you have goggles, choose “VR Mode” (1), if viewing on your computing device (desktop, laptop, smart phone, tablet) and/or don’t have goggles, choose “Panorama Mode” (2)

Virtual Reality

Save

If you would like to brainstorm ideas to apply Virtual Reality, Augmented Reality and/or 360 video in your courses, please let us know…

Library Technology Conference 2019

#LTC2019

Intro to XR in Libraries from Plamen Miltenoff

keynote: equitable access to information

keynote spaker

https://sched.co/JAqk
the type of data: wikipedia. the dangers of learning from wikipedia. how individuals can organize mitigate some of these dangers. wikidata, algorithms.
IBM Watson is using wikipedia by algorythms making sense, AI system
youtube videos debunked of conspiracy theories by using wikipedia.

semantic relatedness, Word2Vec
how does algorithms work: large body of unstructured text. picks specific words

lots of AI learns about the world from wikipedia. the neutral point of view policy. WIkipedia asks editors present as proportionally as possible. Wikipedia biases: 1. gender bias (only 20-30 % are women).

conceptnet. debias along different demographic dimensions.

citations analysis gives also an idea about biases. localness of sources cited in spatial articles. structural biases.

geolocation on Twitter by County. predicting the people living in urban areas. FB wants to push more local news.

danger (biases) #3. wikipedia search results vs wkipedia knowledge panel.

collective action against tech: Reddit, boycott for FB and Instagram.

Mechanical Turk https://www.mturk.com/  algorithmic / human intersection

data labor: what the primary resources this companies have. posts, images, reviews etc.

boycott, data strike (data not being available for algorithms in the future). GDPR in EU – all historical data is like the CA Consumer Privacy Act. One can do data strike without data boycott. general vs homogeneous (group with shared identity) boycott.

the wikipedia SPAM policy is obstructing new editors and that hit communities such as women.

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Twitter and Other Social Media: Supporting New Types of Research Materials

https://sched.co/JAWp

Nancy Herther Cody Hennesy

http://z.umn.edu/

twitter librarieshow to access at different levels. methods and methodological concerns. ethical concerns, legal concerns,

tweetdeck for advanced Twitter searches. quoting, likes is relevant, but not enough, sometimes screenshot

engagement option

social listening platforms: crimson hexagon, parsely, sysomos – not yet academic platforms, tools to setup queries and visualization, but difficult to algorythm, the data samples etc. open sources tools (Urbana, Social Media microscope: SMILE (social media intelligence and learning environment) to collect data from twitter, reddit and within the platform they can query Twitter. create trend analysis, sentiment analysis, Voxgov (subscription service: analyzing political social media)

graduate level and faculty research: accessing SM large scale data web scraping & APIs Twitter APIs. Jason script, Python etc. Gnip Firehose API ($) ; Web SCraper Chrome plugin (easy tool, Pyhon and R created); Twint (Twitter scraper)

Facepager (open source) if not Python or R coder. structure and download the data sets.

TAGS archiving google sheets, uses twitter API. anything older 7 days not avaialble, so harvest every week.

social feed manager (GWUniversity) – Justin Litman with Stanford. Install on server but allows much more.

legal concerns: copyright (public info, but not beyond copyrighted). fair use argument is strong, but cannot publish the data. can analyize under fair use. contracts supercede copyright (terms of service/use) licensed data through library.

methods: sampling concerns tufekci, 2014 questions for sm. SM data is a good set for SM, but other fields? not according to her. hashtag studies: self selection bias. twitter as a model organism: over-represnted data in academic studies.

methodological concerns: scope of access – lack of historical data. mechanics of platform and contenxt: retweets are not necessarily endorsements.

ethical concerns. public info – IRB no informed consent. the right to be forgotten. anonymized data is often still traceable.

table discussion: digital humanities, journalism interested, but too narrow. tools are still difficult to find an operate. context of the visuals. how to spread around variety of majors and classes. controversial events more likely to be deleted.

takedowns, lies and corrosion: what is a librarian to do: trolls, takedown,

++++++++++++++vr in library

Crague Cook, Jay Ray

the pilot process. 2017. 3D printing, approaching and assessing success or failure.  https://collegepilot.wiscweb.wisc.edu/

development kit circulation. familiarity with the Oculus Rift resulted in lesser reservation. Downturn also.

An experience station. clean up free apps.

question: spherical video, video 360.

safety issues: policies? instructional perspective: curating,WI people: user testing. touch controllers more intuitive then xbox controller. Retail Oculus Rift

app Scatchfab. 3modelviewer. obj or sdl file. Medium, Tiltbrush.

College of Liberal Arts at the U has their VR, 3D print set up.
Penn State (Paul, librarian, kiniseology, anatomy programs), Information Science and Technology. immersive experiences lab for video 360.

CALIPHA part of it is xrlibraries. libraries equal education. content provider LifeLiqe STEM library of AR and VR objects. https://www.lifeliqe.com/

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Access for All:

https://sched.co/JAXn

accessibilityLeah Root

bloat code (e.g. cleaning up MS Word code)

ILLiad Doctype and Language declaration helps people with disabilities.

https://24ways.org/

 

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A Seat at the Table: Embedding the Library in Curriculum Development

https://sched.co/JAY5

embedded librarianembed library resources.

libraians, IT staff, IDs. help faculty with course design, primarily online, master courses. Concordia is GROWING, mostly because of online students.

solve issues (putting down fires, such as “gradebook” on BB). Librarians : research and resources experts. Librarians helping with LMS. Broadening definition of Library as support hub.

Preparing Learners for 21st Century Digital Citizenship

ID2ID webinar (my notes on the bottom)

Digital Fluency: Preparing Learners for 21st Century Digital Citizenship
Eighty-five percent of the jobs available in 2030 do not yet exist.  How does higher education prepare our learners for careers that don’t yet exist?  One opportunity is to provide our students with opportunities to grow their skills in creative problem solving, critical thinking, resiliency, novel thinking, social intelligence, and excellent communication skills.  Instructional designers and faculty can leverage the framework of digital fluency to create opportunities for learners to practice and hone the skills that will prepare them to be 21st-century digital citizens.  In this session, join a discussion about several fluencies that comprise the overarching framework for digital fluency and help to define some of your own.

Please click this URL to join. https://arizona.zoom.us/j/222969448

Dr. Jennifer Sparrow, Senior Director for Teaching and Learning with Technology and Affiliate Assistant Professor of Learning, Design, and Technology at Penn State.    The webinar will take place on Friday, November 9th at 11am EST/4pm UTC (login details below)  

https://arizona.hosted.panopto.com/Panopto/Pages/Viewer.aspx?id=e15266ee-7368-4378-b63c-a99301274877

My notes:

Jennifer does NOT see phone use for learning as an usage to obstruct. Similarly as with the calculator some 30-40 years ago, it was frowned upon, so now is technology. To this notion, added the fast-changing job market: new jobs created, old disappearing (https://www.nbcnews.com/news/us-news/students-are-being-prepared-jobs-no-longer-exist-here-s-n865096)

how DF is different from DLiteracy? enable students define how new knowledge can be created through technology. Not only read and write, but create poems, stories, if analogous w learning a language. slide 4 in https://www.slideshare.net/aidemoreto/vr-library

communication fluency. be able to choose the correct media. curiosity/failure fluency; creation fluency (makerspace: create without soldering, programming, 3Dprinting. PLA filament-corn-based plastic; Makers-in-residence)

immersive fluency: video 360, VR and AR. enable student to create new knowledge through environments beyond reality. Immersive Experiences Lab (IMEX). Design: physical vs virtual spaces.

Data fluency: b.book. how to create my own textbook

rubrics and sample projects to assess digital fluency.

https://er.educause.edu/articles/2018/3/digital-fluency-preparing-students-to-create-big-bold-problems

https://events.educause.edu/annual-conference/2018/agenda/ethics-and-digital-fluency-in-vr-and-immersive-learning-environments

Literacy Is NOT Enough: 21st Century Fluencies for the Digital Age (The 21st Century Fluency Series)
https://www.amazon.com/Literacy-NOT-Enough-Century-Fluencies/dp/1412987806

What is Instructional Design 2.0 or 3.0? deep knowledge and understanding of faculty development. second, once faculty understands the new technology, how does this translate into rework of curriculum? third, the research piece; how to improve to be ready for the next cycle. a partnership between ID and faculty.

Gaming and Gamification for SPED 204

https://catalog.stcloudstate.edu/Catalog/ViewCatalog.aspx?pageid=viewcatalog&topicgroupid=1994&entitytype=CID&entitycode=SPED+204

SPED 204. Program Overview and E-Portfolio

Credits: 1
Department: Special Education
Description: Overview of the programmatic standards for general and special education, how these standards are integrated in special education curriculum, and e-portfolio requirements for documenting acquisition of the above standards.
  1. Gaming and Gamification.

    why Gaming and Gamification? Vygotsky and ZPD (immersive storytelling is a form of creative play)

    from: https://cpb-us-e1.wpmucdn.com/blog.stcloudstate.edu/dist/d/10/files/2015/03/Gaming-and-Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf
    play >>> games >>> serious games >>> Game Based learning >>>>+ Digital Game Based learning
    Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976 – 80, who are also known as Generation Y, or Millennials”

    is it generational? Is it a fad? is it counter-pedagogical?

    what is the difference between GBL (Game Based Learning) and DGBL (Digital GBL): share examples, opinions. Is one better / preferable then the other? Why?

    Kahoot game (Yahoo): https://play.kahoot.it/#/k/1412b52c-da28-4507-b658-7dfeedf0864c 
    hands-on assignment (10 min): split in groups and discuss your experience with games; identify your preferable mode (e.g. GBL vs DGBL) and draft a short plan of transitioning your current curricula to a curricula incorporating games.

    What is gamification? Why gamification, if we have games?
    “Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non – game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences

    let’s check our understanding of gamification: https://play.kahoot.it/#/k/542b5b23-acbd-4575-998e-e199ea08b3e7

    hands-on assignment (10 min): split in groups and use your electronic devices: smartphones, tablets, laptops to experience any of the following gamification tools:

    The Future is Now:

    Hands-on assignment (10 min): Experience Oculus Go, Google Cardboard, Samsung Gear 360,  Vuze,
    create your own VR (video 360) orientation tours:

virtual field trips

Tap your community for virtual field trip experiences

Lynne Schrum and Sandi Sumerfield 4/26/2018

https://www.iste.org/explore/articleDetail?articleid=2189

Many museums now offer makerspaces and after-school programs, and universities have developed low-cost materials to spark students’ imagination and interest, such as the Carnegie Mellon CREATE Lab

The Smithsonian National Air and Space Museum in Washington, D.C

http://www.ala.org/aboutala/offices/resources/virtualfield

https://education.microsoft.com/skype-in-the-classroom/virtual-field-trips

Art museums throughout the world offer virtual tours sorted by collection, artist or decade.

After one of these rich experiences, students can use free resources, such as Skype in the Classroom, to connect with experts to engage in scholarly dialogue to make their experience more meaningful and academically relevant or to interact with learners in other parts of the world.

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more on virtual tours in this IMS blog
http://blog.stcloudstate.edu/ims/2016/03/13/virtual-tours-museums/

http://www.ala.org/aboutala/offices/resources/virtualfield

https://education.microsoft.com/skype-in-the-classroom/virtual-field-trips

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

more on video 360 in this blog
http://blog.stcloudstate.edu/ims?s=video+360

digital literacy ENGL 101

English 101 materials for discussion on digital literacy.

Jamie Heiman.

All materials on #DigitalLiteracy in the IMS blog here: https://blog.stcloudstate.edu/ims?s=digital+literacy

Scenario for digital literacy in English classes:

What do virtual reality, BuzzFeed quizzes and essay writing have in common?

https://www.educationdive.com/news/what-do-virtual-reality-buzzfeed-quizzes-and-essay-writing-have-in-common/527868/

July 18, 2018

high school students now create infographics, BuzzFeed-like quizzes and even virtual reality (VR) experiences to illustrate how they can research, write and express their thoughts.

technology — using sites like CoSpaces Edu and content learning system Schoology (my note: the equivalnet of D2L at SCSU) — to engage and empower her students.

Thinklink, during a session called “Virtually Not an Essay: Technological Alternatives to a standard essay assignment.” (see this blog materials on ThingLink and like here: https://blog.stcloudstate.edu/ims?s=thinglink. The author made typo by calling the app “ThinKlink, instead of ThinGlink. Also, to use Thinglink’s Video 360 editor, the free account is not sufficient and the $125/month upgrade is needed. Not a good solution for education)

Jamie: I would love to discuss with you #infographics and #Thinglink for use in your courses and the Departmental course.

Digital literacy (DL): options, ideas, possibilities

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