Searching for "vr"

Verizon 5G Dreamscape

Verizon taps Dreamscape Immersive for VR content for 5G

Verizon taps Dreamscape Immersive for VR content for 5G

Verizon and Dreamscape Learn will form a 5G innovation lab to develop immersive VR learning experiences for various education levels and environments. And as part of the partnership, Verizon Ventures has taken an equity stake in Dreamscape.

Tami Erwin, the CEO of Verizon Business, said in a statement that Dreamscape shows that innovation on top of 5G can lead to powerful and complex VR experiences and simulations using lower-cost, tetherless VR hardware. Before the pandemic, Dreamscape operated five VR entertainment centers in Los Angeles and elsewhere, and I went through a VR experience for How to Train Your Dragon.

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

Academically Adrift

This week we’re diving into measuring student growth in the company of a leading scholar.  On Thursday, April 1st, from 2-3 pm EDT, we’ll be joined by professor and dean Richard Arum, co-author of Academically Adrift (2011) and project lead for the Next Generation Undergraduate Success Measurement Project.
Richard Arum is dean of the School of Education and professor of education and (by courtesy) sociology, criminology, law and society at the University of California, Irvine.  He recently served as senior fellow at the Bill & Melinda Gates Foundation from 2013-2015; and director of the Education Research Program at the Social Science Research Council from 2006-2013, where he oversaw the development of the Research Alliance for New York City Schools, a research consortium designed to conduct ongoing evaluation of the New York City public schools.
He is author of Judging School Discipline: A Crisis of Moral Authority (Harvard University Press, 2013); coauthor of Aspiring Adults Adrift: Tentative Transitions of College Graduates (University of Chicago Press, 2014) and Academically Adrift: Limited Learning on College Campuses (University of Chicago Press, 2011); as well as coeditor of Improving Quality in American Higher Education: Learning Outcomes and Assessment for the 21st Century (Jossey Bass, 2016), Improving Learning Environments: School Discipline and Student Achievement in Comparative Perspectives (Stanford University Press, 2012), and Stratification in Higher Education: A Comparative Study (Stanford University Press, 2007).  He received a Masters of Education in Teaching and Curriculum from Harvard University, and a Ph.D. in Sociology from the University of California, Berkeley.

To RSVP ahead of time, or to jump straight in at 2 pm ET this Thursday, click here:

https://shindig.com/login/event/arum

To find more information about the Future Trends Forum, including notes and recordings of all previous sessions, click here: http://forum.futureofeducation.us/.

++++++++++++++++
more on Future Trends by Bryan Alexander in this IMS blog
https://blog.stcloudstate.edu/ims?s=future+trends

Apple headset

Apple’s upcoming mixed reality headset will reportedly weigh less than an iPhone

Ming-Chi Kuo says it will weigh less than 150 grams

A weight of 150 grams would make Apple’s headset lighter than the Oculus Quest 2 (503 grams), Microsoft’s HoloLens 2 (645 grams), and the Valve Index (809 grams). It would be lighter than Google’s Daydream View, a fabric VR headset designed to hold your phone, which weighed 220 grams. The headset could even be lighter than your iPhone, given that the standard iPhone 12 weighs 164 grams.

The headset, codenamed “N301,” may also have 8K displays, eye-tracking technology, and more than a dozen cameras to both track your hand movements and capture footage that can be displayed inside the headsetapp

++++++++++++++++++
https://blog.stcloudstate.edu/ims/2021/03/25/tech-cycle-ar-vr/

Virtual Worlds lab for IM 554

IM 554, Skills for Online Learning and Teaching

Topic for the lab this week: Virtual Worlds (VW): ASVR

Plan:

Prior to class meeting

During class meeting

++++++++++++++++++
more on IM 554 in this IMS blog
https://blog.stcloudstate.edu/ims?s=554

Nreal XR

Nreal (Finally) Expanding to the US This Spring

https://arpost.co/2021/02/22/nreal-finally-expanding-to-the-us-this-spring/amp/

The China-based company announced the Nreal Light smart glasses in May of 2019. The surprisingly sleek and powerful consumer glasses with a $500 price tag

They’ve had huge success in China, but China is a pretty unique market. In late 2019, they expanded to Korea
the company is partnered with Deutsche Telekom and LG Uplus in Germany and Korea respectively, so it’s not too far a stretch to wager that the US branches of those carriers (T-Mobile and LG Electronics) will form at least part of their US distribution channels.

Finch Technologies makes body-tracking wearable devices to serve as controllers for XR applications and experiences including the recently announced FinchRing (this is the promised cherry on top).
The finger-worn hand tracker is designed to enable convenient and discreet 6-degree-of-freedom controls.

  • Tagesschau 2025 – an application based on a German news program that will present, among other features, holographic weather forecasts;
  • A virtual basketball game called DunkaAR;
  • An MR mode for the in-browser MMORPG Dragon Awaken;
  • An augmented reality football streaming application from Magenta Sport.

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

more on Nreal in this IMS blog
https://blog.stcloudstate.edu/ims?s=nreal+smartglass

immersive and goggles

The tech industry is looking to replace the smartphone — and everybody is waiting to see what Apple comes up with

https://www.cnbc.com/2021/02/20/apple-facebook-microsoft-battle-to-replace-smartphone-with-ar.html

Apple’s working on solving this problem, too, according to a report in Nikkei Asia. The newspaper says that Apple is working with TSMC, its primary processor manufacturer, to develop a new kind of augmented reality display that’s printed directly on wafers, or the base layer for chips.

If Apple does eventually reveal a big leap forward in AR display technology — especially if the technology is developed and owned by Apple instead of a supplier — Apple could find itself with multi-year head-start in augmented reality as it did when the iPhone vaulted it to the head of the smartphone industry.

Apple is also adding hardware to its iPhones that hint at a headset-based future. High-end iPhones released in 2020 include advanced Lidar sensors embedded in their camera.

Microsoft has invested heavily in these kind of technologies, purchasing AltspaceVR, a social network for virtual reality, in 2018. Before it launched Hololens, it paid $150 million for intellectual property from a smartglasses pioneer.

Facebook CEO Mark Zuckerberg speaks the most in public about his hopes for augmented reality. Last year, he said, “While I expect phones to still be our primary devices through most of this decade, at some point in the 2020s, we will get breakthrough augmented reality glasses that will redefine our relationship with technology.”

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

campus wide infrastructure for immersive

Cabada, E., Kurt, E., & Ward, D. (2021). Constructing a campus-wide infrastructure for virtual reality. College & Undergraduate Libraries, 0(0), 1–24. https://doi.org/10.1080/10691316.2021.1881680

As an interdisciplinary hub, academic libraries are uniquely positioned to serve the full lifecycle of immersive environment needs, from development through archiving of successful projects. As and informal learning environment that or discipline neutral and high traffic, the academic library can serve as a clearinghouse for experimentation and transmission of best practices across colleges.

these founda­tional questions:
1. What VR infrastructure needs do faculty and researchers have?
2. Where is campus support lagging?
3. What current partnerships exist?
4. What and where is the campus level of interest in VR?
As marketing for workshops and programs can be challenging, particu­larly for large institutions, data was collected on where workshop partici­pants learned about Step Into VR. The responses show that users learned of the workshops from a variety of ways with email ( 41 % ) as the most cited method (Figure 4). These marketing emails were sent through distributed listservs that reached nearly the entire campus population. Facebook was called out specifically and represented the second largest marketing method at 29% with the library website, friends, instructors, and digital signage rep­resenting the remaining marketing channels.
While new needs continue to emerge, the typical categories of consult­ation support observed include:
• Recommendations on hardware selection, such as choosing the best VR headset for viewing class content
• Guidance on developing VR applications that incorporate domain-spe­cific curricular content
• Support for curricular integration of VR
• Recommendations on 360 capture media and equipment for document­ing environments or experiences, such as the GoPro Fusion and Insta360 One X
• Advice on editing workflows, including software for processing and ren­dering of 360 content
Alex Fogarty
p. 9
While many library patrons understand the basic concepts of recording video on a camera, 360 cameras present a large divergence from this pro­cess in several primary ways. The first is a 360 camera captures every direc­tion at once, so there is no inherent “focus,” and no side of a scene that is not recorded. This significantly changes how someone might compose a video recording, and also adds complexity to post-production, including how to orient viewers within a scene. The second area of divergence is that many of these devices, especially the high-end versions, are recording each lens to a separate data file or memory card and these ftles need to be com­bined, or “stitched,” at a later time using software specific to the camera. A final concern is that data ftles for high-resolution 3 D capture can be huge, requiring both large amounts of disk space and high-end processors and graphic cards for detailed editing to occur. For example, the Insta360 Pro 2 has 6 sensors all capable of data recording at 120 Mbps for a grand total of 720 Mbps. This translates into 43.2 gigabytes of data for every minute o

STEM lab for HTC Vive and Oculus Rift

Here is the link to the Molecule Builder on Steam: https://lnkd.in/e7RqXrB

My team is investing into the development of STEM Labs for HTC Vive / Oculus Rift and are making them available through the Steam store. This past week, we launched a chemistry experience where students learn to build molecules in a space lab. Our Molecule Builder Lab teaches:

  • How atoms in a molecule bond
  • The geometric shape of the molecule
  • The polarity of the molecule

Since this is an investment we’re making internally, we have made the module available for an accessible cost through the STEAM VR store. I know this group is not for self-promotion, so as a token of appreciation for allowing us to share this information, our team would like to give away up to 10-keys for free for those interested in using this at their academic institutions.

I hope you are all having a great weekend, and again, thank you for allowing us to share this information.

Douglas Fajardo CEO | CXO 954.559.5133

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

Apple mixed-reality headset

Apple mixed reality headset to have two 8K displays, cost $3000 – The Information from r/gadgets

Apple mixed-reality headset to have two 8K displays, cost $3,000 – The Information

Apple’s known interest in this field has so far focused more on augmented reality (AR) than virtual reality (VR), but the recent reports point to a mixed-reality device, which would be mostly VR but including some real-world elements.

+++++++++++++
more on Apple Glass in this IMS blog
https://blog.stcloudstate.edu/ims?s=apple+glass

1 27 28 29 30 31 53