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VR camera

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We get all sorts of questions about the VR cameras we use to film our documentaries, and it's time we broke it down for y'all! The @GoPro Omni rig is our go-to camera; its small size and weight make it very convenient and easy to carry around. We usually bring two with us — yes, on every shoot! It's always better to be safe than sorry and have a back-up. To find out what we take with us on our video shoots read our blog post, 'Inside Our Equipment Kit.' Link in bio! . [Link: https://medium.com/contrastvr/inside-our-equipment-kit-contrast-163947eba215%5D

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more on VR cameras in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+camera

against cameras on

https://higheredpraxis.substack.com/p/tip-dont-require-cameras-on

how to increase engagement without relying on “cameras on” and asks instructors to be open to different “shapes” of what engagement can look like: “Many teachers have a shape that they think attention and engagement look like, and they work very hard to get students into that shape.” She also has written about forcing students to turn on their cameras from a trauma-informed perspective.

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

IM690 ASVR 2D tutorial

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GoPro Fusion 360 video camera

Upload materials to your computer:

  1. Using GoPri Fusion Studio:
  2. Using the SD card and reader: https://wiki.nus.edu.sg/display/cit/Transferring+360+footage+from+GoPro+Fusion+to+your+computer
  3. Using a phone: https://gopro.com/en/us/shop/softwareandapp
  4. GoPro Fusion manual: https://gopro.com/content/dam/help/fusion/manuals/Fusion_UM_ENG_REVC.pdf

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

IM 690 VR and AR lab part 2

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

IM 690 lab plan for March 3, MC 205:  Oculus Go and Quest

Readings:

  1. TAM:Technology Acceptances Model
    Read Venkatesh, and Davis and sum up the importance of their model for instructional designers working with VR technologies and creating materials for users of VR technologies.
  2. UTAUT: using the theory to learn well with VR and to design good acceptance model for endusers: https://blog.stcloudstate.edu/ims/2020/02/20/utaut/
    Watch both parts of Victoria Bolotina presentation at the Global VR conference. How is she applying UTAUT for her research?
    Read Bracq et al (2019); how do they apply UTAUT for their VR nursing training?

Lab work (continue):

revision from last week:
How to shoot and edit 360 videos: Ben Claremont
https://www.youtube.com/channel/UCAjSHLRJcDfhDSu7WRpOu-w
and
https://www.youtube.com/channel/UCUFJyy31hGam1uPZMqcjL_A

  1. Oculus Quest as VR advanced level
    1. Using the controllers
    2. Confirm Guardian
    3. Using the menu

Oculus Quest main

    1. Watching 360 video in YouTube
      1. Switch between 2D and 360 VR
        1. Play a game

Climbing


Racketball

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Hell yeah, @naysy is the ultimate Beat Saber queen! 💃 #VR #VirtualReality #BeatSaber #PanicAtTheDisco

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Practice interactivity (space station)

    1. Broadcast your experience (Facebook Live)
  1. Additional (advanced) features of Oculus Quest
    1. https://engagevr.io/
    2. https://sidequestvr.com/#/setup-howto

Interactivity: communication and working collaboratively with Altspace VR

https://account.altvr.com/

setting up your avatar

joining a space and collaborating and communicating with other users

  1. Assignment: Group work
    1. Find one F2F and one online peer to form a group.
      Based on the questions/directions before you started watching the videos:
      – Does this particular technology fit in the instructional design (ID) frames and theories covered
      – how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
      – what models and ideas from the videos you will see seem possible to be replicated by you?
      exchange thoughts with your peers and make a plan to create similar educational product
    2. Post your writing in the following D2L Discussions thread
  2. Augmented Reality with Hololens Watch videos at computer station)
    1. Start and turn off; go through menu

      https://youtu.be/VX3O650comM
    2. Learn gestures, voice commands,
  1. Augmented Reality with Merge Cube
    1. 3D apps and software packages and their compatibility with AR
  2. Augmented Reality with telephone
  3. Samsung Gear 360 video camera
    1. If all other goggles and devices are busy, please feel welcome to use the camera to practice and/or work toward your final project
    2. CIM card and data transfer – does your phone have a CIM card compatible with the camera?
    3. Upload 360 images and videos on your YouTube and FB accounts
  4. Issues with XR
    1. Ethics
      1. empathy
        Peter Rubin “Future Presence”
        https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/

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Enhance your XR instructional Design with other tools: https://blog.stcloudstate.edu/ims/2020/02/07/crs-loop/

https://aframe.io/

https://framevr.io/

https://learn.framevr.io/ (free learning of frame)

https://hubs.mozilla.com/#/

https://sketchfab.com/ WebxR technology

https://mixedreality.mozilla.org/hello-webxr/

https://studio.gometa.io/landing

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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

AR/VR digital storytelling

VR and stress reduction project

taking video with Vuze: considering different scenes:

  • in the river, with sound of river and geese
  • in the woods lower level camera

discussion about the length of the video segment

contact SCSU faculty: https://www.stcloudstate.edu/cpcf/faculty-staff.aspx

kaschulze@stcloudstate.edu ,nmmerchant@stcloudstate.edu memayhew@stcloudstate.edu kpmayhew@stcloudstate.edu dpmacari@stcloudstate.edu smhoover@stcloudstate.edu tlestrem@stcloudstate.edu

storytelling AR and VR tools

Unleash the Power of Storytelling With These New AR and VR Tools

By Jaime Donally (Columnist)     Apr 4, 2018

Teachers can bring VR stories into the classroom in many different ways for meaningful learning experiences. Imagine a scavenger hunt where students narrate a story based on what they find. Or consider using objects they see to identify vocabulary words or recognize letters. Students should have purpose in their viewing and it should directly connect to standards.

Starting with virtual reality, stories in apps such as Google Spotlight Storiesand YouTube 360 videos have been popular from the start.

Similar to the new movie, Ready Player One, they provide an intense experience where the viewer feels like they are in the center of the story.

Using a mobile device or tablet, the student can start the story and look around the scene based on their interest, rather than the cameras focus. New apps such as Baobab VR have continued to appear with more interactions and engagement.

A creative way to have your students create their own virtual stories is using the app Roundme. Upload your 360 image and add directional sound, links and content. Upload portals to walk the viewer into multiple scenes and then easily share the stories by link to the story.

Newer augmented reality apps that work with ARKit have taken another approach to storytelling.  Augmented Stories and My Hungry Caterpillar.Qurious, a company that is working on a release blending gaming, making and storytelling in one app.

Storyfab, turns our students into the directors of the show

A new AR book, SpyQuest, has moved the immersive experience a big step forward as it helps define the story by bringing the images to life. Through the camera lens on a device, the stories make students the agents in an adventure into the world of espionage. The augmented reality experiences on the images use the accompanying app to scan the scene and provide further insight into the story.

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

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

 

best practices VR education

3 best practices from VR implementation across departments

BY ANDREW WOODBERRY  January 16th, 2018

Professors across many disciplines are embracing VR technology as an integral part of their learning tools

3 best practices from VR implementation across departments

. Link VR content to course outcomes. If you want to VR to succeed in your college classroom, you have to look at how 360-degree audio and video adds value. The forensic-science department, for example, is trying to get a close approximation of a crime scene so that students can acclimate to the job environment and take a real-world approach to investigations. Adding VR without adding value will not be effective.
2. Do a proof-of-concept app first. The history reenactment app was a great starting point, as it was a simple-to-film, single-location shoot that didn’t require much editing. You want to start simple to get an early win. They learned valuable lessons during that shoot, such as best camera placement to minimize distractions.

3. Get buy-in at the highest levels. Marketing students in the capstone project are presenting the final apps to the President, Provost, and other administration officials. Once you get buy-in at an administrative level, it’s easier to secure funding for more equipment and more promotion of your work to other departments.

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

Patches VR

Patches – Create Your Own Virtual Reality Environments

http://www.freetech4teachers.com/2018/01/patches-create-your-own-virtual-reality.html

In addition toGoogle’s Cardboard Camera and Street View apps as tools for creating simple virtual reality imagery

Patches is a free online tool for creating virtual reality scenes. Patches offers animated characters, animals, buildings, and common objects that you can place inside a virtual reality scene. Just drag and drop objects and animations

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

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

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