Searching for "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

anime brides

A group of guys married a group of anime brides in VR

https://plus.google.com/+RoyHembree/posts/99Pm9cxVpSg

Hibiki Works is working on a VR dating sim called Niizuma: Lovely x Cation in which users create relationships with anime girls. As a promotion, the company had guys submit their names and a select few were chosen to participate in non-legal wedding ceremonies. The weddings were conducted with a cast of live people, including an actual priest and someone holding a wand with puckered lips on one end.

Source of GIF: https://youtu.be/RYNdiLrvwzA

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

more on social media and online dating in this IMS blog
https://blog.stcloudstate.edu/ims/2015/08/18/sociology-and-social-media/

VR videos Antarctica

4 Virtual Reality Videos About Antarctica

http://www.freetech4teachers.com/2017/06/4-virtual-reality-videos-about.html

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

future blended learning

Dr. Baiyun Chen, OLC Institute faculty for the Blended Learning Mastery Series: Research into Practice, joins us to discuss the future  of blended learning in higher education

Insights from the Field: The Future of Blended Learning

The design of blended learning curriculum will be more diversified and personalized with the integration of creative in-class active learning strategies and innovative educational technologies, such as adaptive learning, virtual reality, mobile technologies

Quality assurance is the biggest challenge with implementing blended learning in the higher education environment today. I would propose institutions to adopt evidence-based standards for course evaluations. For instance, the OLC Quality Scorecard for Blended Learning Programs

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

VR chemistry

MEL Science Launches Virtual Reality Chemistry Lessons

By Richard Chang 06/15/17

https://thejournal.com/articles/2017/06/15/mel-science-launches-virtual-reality-chemistry-lessons.aspx

MEL Science, based in London, has launched a series of virtual reality (VR) chemistry lessons for K–12. The 3-year-old company this week released a MEL Chemistry VR app, featuring a virtual chemistry lab, for free on Google Daydream. This free version, which contains the first six chemistry lessons, is available at this MEL Science site.

MEL Science aims to release more than 150 lessons covering all the main topics included in K–12 schools’ chemistry curriculum. Later this year, MEL Science also aims to add support for other VR platforms, including Google Cardboard and Samsung Gear VR.

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

AR VR K12

Survey: Augmented and Virtual Reality Yet to Gain Traction in K–12

By Richard Chang 04/21/17

https://thejournal.com/articles/2017/04/21/survey-augmented-and-virtual-reality-yet-to-gain-traction-in-k12.aspx

survey by the nonprofit organization Project Tomorrow.

annual Speak Up survey of more than 510,000 K–12 students, parents and educators

Middle school students seem to be the most excited about AR and VR in the school setting. Among students in grades 6 through 8, 33 percent said they would like to see augmented reality apps in their ultimate school, and 47 percent of those kids said they would like to see virtual reality experiences and hardware in their ultimate school.

teachers, principals and parents were more skeptical. Only 12 percent of parents and principals said they want to see AR apps in their ultimate school, while 13 percent of teachers said the same.

"ar

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

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

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Serious Play Conference 2017

Serious Play Conference

2017 Conference Program

Ben Ward, Kansas State University
Joelle Pitts, Instructional Design Librarian and Associate Professor, Kansas State University Libraries
Stefan Yates, Instructional Design Librarian and Associate Professor, Kansas State University

Transmedia, unicorns, and marketing, oh my!: The not-quite epic failure of transmedia design efforts in Oz.

Transmedia storytelling, also called Alternate Reality Games, have been designed to intrigue, engage, and even engineer groups of people since the release of The Beast in 2001. A few colleges and Universities have employed them to engage their student populations and even teach them a thing or two using narrative game mechanics. Presenters will chronicle a highly successful transmedia design effort at Kansas State University, and the subsequent annual efforts to replicate the engagement and enthusiasm. Best practices and not-quite epic failures will be discussed, as will tips (and laments) for marketing to our current student populations.

https://en.wikipedia.org/wiki/Transmedia_storytelling

http://www.tstoryteller.com/transmedia-storytelling

http://henryjenkins.org/2007/03/transmedia_storytelling_101.html

http://athinklab.com/transmedia-storytelling/what-is-transmedia-storytelling/

Transmedia Storytelling: The Complete Guide

What is Transmedia Storytelling?

https://www.technologyreview.com/s/401760/transmedia-storytelling/

http://nerdist.com/a-look-at-transmedia-storytelling/

Glenn Larsen, National Science Foundation
SBIR and Other Funding Sources for Your Game

The National Science Foundation (NSF) awards nearly $190 million annually to startups and small businesses through the Small Business Innovation Research (SBIR)/Small Business Technology Transfer (STTR) program, transforming scientific discovery into products and services with commercial and societal impact. The equity-free funds support research and development (R&D) across almost all areas of science and technology helping companies de-risk technology for commercial success. The NSF is an independent federal agency with a budget of about $7 billion that supports fundamental research and education across all fields of science and engineering. For more information, visit http://www.nsf.gov/SBIR.

Karen Schrier, Assistant Professor/Director of Games and Emerging Media, Marist College
Design Principles for Knowledge Games

Lisa Castaneda, CEO, foundry10|
Mark Suter, Teacher, Bernards Township Schools

How Teachers Can Use VR in the Classroom: Beyond the Novelty

Over the past three years, foundry10, an education research organization, has been studying the potential of Virtual Reality in Education. The research has focused on the implementation, immersion dynamics, and integration of content across the curriculum.

Working with a variety of classroom curricular areas, with students and teachers from 30 schools, we have gathered data as well as anecdotal stories to help illustrate how VR functions in a learning environment. Students from all over the US, Canada and parts of Europe, completed pre/post surveys and educators participated in extensive qualitative interviews in order to better understand what it means to learn with virtual reality.

Please join foundry10 CEO Lisa Castaneda and teachers Steve Isaacs and Mark Suter as we share what we have learned about how to effectively utilize VR for classroom learning through content creation (both inside and outside of the virtual world), content consumption and content integration and overcoming the obstacles inherent in implementation.

Lisa Castaneda, Steven Isaacs & Mark Suter – Virtual Reality in Education: Exploring the New Frontier from SeriousGamesAssoc

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

immersive VR

Immersive Tech Brings VR to Live Events

By Sri Ravipati 04/18/17

https://campustechnology.com/articles/2017/04/18/immersive-tech-brings-vr-to-live-events.aspx

Voke VR, a virtual reality (VR) company founded by two former Washington State University (WSU) professors, is working to build Intel-backed immersive tech for live events.

At the core of the platform is Voke’s TrueVR product, which delivers full stereoscopic 3D video that is integrated with augmented content in a 360-degree VR environment. It uses multiple camera angles with zoom capabilities and synchronized DVR, so that viewers can control what they want to watch. Additionally, with TrueVR, content is captured, encoded, synced with scores, metadata and audio and delivered in real time to multiple platforms.

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

innovation library

6 Ways to Feed Innovation in Your Library

04/19/17 Dian Schaffhauser

https://campustechnology.com/Articles/2017/04/19/6-Ways-to-Feed-Innovation-in-Your-Library.aspx

2014 Stanford Prize for Innovation in Research Libraries

Rising Star Award\

1) Play “Hopscotch” on Campus

a 360-degree projection space, getting ready to open a virtual reality studio with “room-scale” VR sporting Oculus Rift and Vive gear,  the idea of the “graduate students’ commons,” with access limited to those students as well as faculty

2) Sometimes Innovation Just Comes Knocking

3) Hire People With New Ideas

Rather than innovation being directed from the top down, it bubbles from the bottom up.

4) Plan on “Making” Your Own Resources

5) Make Tech as Accessible as Possible

Another intention is to bring different disciplines together in the hopes of sparking new ideas.

6) Learn How to Tell the Story

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

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