Searching for "vr virtual reality"

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

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!
 
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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 vs AR

The Differences Between Augmented Reality and Virtual Reality

http://www.freetech4teachers.com/2017/12/the-differences-between-augmented.html

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

VR and students with special needs

Bibliography on virtual reality and students with physical and cognitive disabilities

Jeffs, T. L. (2009). Virtual Reality and Special Needs. Themes In Science And Technology Education2(1-2), 253-268.

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Lahav, O., Sharkey, P., & Merrick, J. (2014). Virtual and augmented reality environments for people with special needs. International Journal Of Child Health And Human Development7(4), 337-338.

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Cai, Y., Chiew, R., Nay, Z. T., Indhumathi, C., & Huang, L. (2017). Design and development of VR learning environments for children with ASD. Interactive Learning Environments25(8), 1098-1109. doi:10.1080/10494820.2017.1282877

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Passig, D. (2011). The Impact of Immersive Virtual Reality on Educators’ Awareness of the Cognitive Experiences of Pupils with Dyslexia. Teachers College Record113(1), 181-204.

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Ke, F., & Im, T. (2013). Virtual-Reality-Based Social Interaction Training for Children with High-Functioning Autism. Journal Of Educational Research106(6), 441-461. doi:10.1080/00220671.2013.832999

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Collins, J., Hoermann, S., & Regenbrecht, H. (2016). Comparing a finger dexterity assessment in virtual, video-mediated, and unmediated reality. International Journal Of Child Health And Human Development9(3), 333-341.

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Epure, P., Gheorghe, C., Nissen, T., Toader, L. O., Macovei, A. N., Nielsen, S. M., & … Brooks, E. P. (2016). Effect of the Oculus Rift head mounted display on postural stability. International Journal Of Child Health And Human Development9(3), 343-350.

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Sánchez, J., & Espinoza, M. (2016). Usability and redesign of a university entrance test based on audio for learners who are blind. International Journal Of Child Health And Human Development9(3), 379-387.

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Rizzo, A. A., Bowerly, T., Shahabi, C., Buckwalter, J. G., Klimchuk, D., & Mitura, R. (2004). Diagnosing Attention Disorders in a Virtual Classroom. Computer (00189162)37(6), 87-89.

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Eden, S. (2008). The effect of 3D virtual reality on sequential time perception among deaf and hard-of-hearing children. European Journal Of Special Needs Education23(4), 349-363. doi:10.1080/08856250802387315

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Eden, S., & Bezer, M. (2011). Three-dimensions vs. two-dimensions intervention programs: the effect on the mediation level and behavioural aspects of children with intellectual disability. European Journal Of Special Needs Education26(3), 337-353. doi:10.1080/08856257.2011.593827

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Lorenzo, G., Lledó, A., Roig, R., Lorenzo, A., & Pomares, J. (2016). New Educational Challenges and Innovations: Students with Disability in Immersive Learning Environments. In Virtual Learning. InTech. https://doi.org/10.5772/65219

https://www.intechopen.com/books/virtual-learning/new-educational-challenges-and-innovations-students-with-disability-in-immersive-learning-environmen

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

teaching and learning spaces for VR and AR

Planning a Teaching and Learning Space for Virtual and Augmented Reality

Tuesday, November 14, 2017 1:00 – 2:00 p.m. EST

Planning a Teaching and Learning Space for Virtual and Augmented Reality

Dr. James P. Frazee is the Senior Academic Technology Officer and Director of Instructional Technology Services (ITS) at San Diego State University.

  • The “What”: Defining the Space
  • The “Why”: Making a Case
    • Incubator for research
    • Promotes experimentation
    • Leveraging partnerships with industry players
    • Opportunity to highlight technology
  • The “How”: Designing and Implementing
    • Designing the space

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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

VR AR MR in education

7 Things You Should Know About AR/VR/MR

https://library.educause.edu/resources/2017/10/7-things-you-should-know-about-ar-vr-mr 
Augmented reality can be described as experiencing the real world with an overlay of additional computer generated content. In contrast, virtual reality immerses a user in an entirely simulated environment, while mixed or merged reality blends real and virtual worlds in ways through which the physical and the digital can interact. AR, VR, and MR offer new opportunities to create a psychological sense of immersive presence in an environment that feels real enough to be viewed, experienced, explored, and manipulated. These technologies have the potential to democratize learning by giving everyone access to immersive experiences that were once restricted to relatively few learners.
In Grinnell College’s Immersive Experiences Lab http://gciel.sites.grinnell.edu/, teams of faculty, staff, and students collaborate on research projects, then use 3D, VR, and MR technologies as a platform to synthesize and present their findings.
In terms of equity, AR, VR, and MR have the potential to democratize learning by giving all learners access to immersive experiences
downsides :
relatively little research about the most effective ways to use these technologies as instructional tools. Combined, these factors can be disincentives for institutions to invest in the equipment, facilities, and staffing that can be required to support these systems. AR, VR, and MR technologies raise concerns about personal privacy and data security. Further, at least some of these tools and applications currently fail to meet accessibility standards. The user experience in some AR, VR, and MR applications can be intensely emotional and even disturbing (my note: but can be also used for empathy literacy),
immersing users in recreated, remote, or even hypothetical environments as small as a molecule or as large as a universe, allowing learners to experience “reality” from multiple perspectives.

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

Windows Mixed Reality

Windows Mixed Reality headsets will bring virtual reality to the masses later this year

Windows Mixed Reality headsets will bring virtual reality to the masses later this year

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

chips and vr

A Chip Revolution Will Bring Better VR Sooner Than You Think

 

Date of Publication: 04.16.17.

GPU is short for graphics processing unit.

When a PC or a game console runs this virtual world, the GPU chips play an unexpectedly large role, taking so much of the burden off the main processor.

For decades, the processing power available from individual computer chips increased every 18 months or so, according to the oft-quoted Moore’s Law. But in recent years, this trend has begun to slow, even as modern software applications demanded far more processing power than ever before

Companies and coders are now moving workloads off the main CPU and onto a wide range of alternative processors. If they can’t get enough processing power from a single chip, they need many.

Meanwhile, Microsoft has already build a specialized processor for its Hololens augmented reality headset to help the device keep track of your movements, among other things. In the end, this is yet another example of computing tasks shiftings off the CPU and onto something else.

 

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

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