Author Archive

immersive in healthcare

https://www.biospectrumasia.com/analysis/46/19142/virtual-reality-a-major-healthcare-influencer.html

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

Virtual Reality and 3D in academic libraries

SuppoRting viRtual Reality anD 3D in acaDemic libRaRieS

link to MS Teams Sharepoint document (request access from David Anderson)
https://teams.microsoft.com/l/file/7FD2597A-20AB-4728-94D4-3BA0724BEB70?tenantId=5011c7c6-0ab4-46ab-9ef4-fae74a921a7f&fileType=pdf&objectUrl=https%3A%2F%2Fmnscu.sharepoint.com%2Fteams%2FSCTCC-NSFRETTL-Team-GrantDevelopment%2FShared%20Documents%2FGrant%20Development%2FiPRES2019_proceedings_lischerkatz_etal_2019.pdf&baseUrl=https%3A%2F%2Fmnscu.sharepoint.com%2Fteams%2FSCTCC-NSFRETTL-Team-GrantDevelopment&serviceName=teams&threadId=19:56820ef92d7c4744934f39a97343e864@thread.tacv2&groupId=58ac49c7-7eea-4abf-9832-0904398577be

link to the notes and highlight in Hypothes.is (request access from Plamen Miltenoff)
https://hyp.is/go?url=https%3A%2F%2Fmnscu.sharepoint.com%2Fteams%2FSCTCC-NSFRETTL-Team-GrantDevelopment%2FShared%2520Documents%2FGrant%2520Development%2FiPRES2019_proceedings_lischerkatz_etal_2019.pdf%3FCT%3D1633943670366%26OR%3DItemsView&group=P8vZV2ra

Link to the the PDF document:

https://www.researchgate.net/publication/338013901_Supporting_Virtual_Reality_and_3D_in_Academic_Libraries_Defining_Preservation_and_Curation_Challenges

an interdisciplinary group of librarians and researchers from Virginia Tech, Indiana University,
and the University of Oklahoma convened to develop a series of three national forums on this topic, funded by the Institute for Museum and Library Services (IMLS), as a project titled Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse (LIB3DVR) [8]

in addition to these ethical and legal concerns, there are also intellectual property issues identified that could impact how VR content is used in the future.

3. Participants identified a range of possible preservation strategies for dealing with these challenges and preservation considerations. Selection and documentation were seen as important activities for ensuring the long-term preservation of 3D/VR content.

Qualitative Landscape of Information Literacy Research

The Qualitative Landscape of Information Literacy Research: Perspectives, Methods and Techniques

Annemaree Lloyd
https://www.alastore.ala.org/infolitresearch?_zs=HxthW1&_zl=7kkv7

  • situating information literacy research;
  • informing information literacy research;
  • framing information literacy pedagogy;
  • qualitative methods;
  • quantitative and mixed method approaches;
  • data collection;
  • planning for research; and
  • evaluating information literacy research.

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

Active Screen Time


After studying children ages 4 to 11 on their use of screen time, a University of Michigan study found that “how children use the devices, not how much time they spend on them, is the strongest predictor of emotional or social problems connected with screen addiction.”

According to an Australian study on active and passive screen uses, there are actually two types of active screen use: physical and cognitive. Kids can actually get similar benefits to physical exercise when they play with active video game systems like the Nintendo Switch, XBox Kinect or Pokemon Go.

Playing active games has been proven to have similar effects to moderate walking, skipping and jogging. There are also plenty of active screen uses that spark the cognitive side of the brain.

Studies show that children respond to activity-based programming when it is fun, designed for them and encourages imitation or participation.

Playposium

https://www.eventbrite.com/e/playposium-2021-welcome-to-the-playvolution-tickets-168051551715

Professors at Play celebrates its second year with an all-new, totally fun, online Playposium. What’s a Playposium? For us, it’s a chance for professors from all over the world to come together, learn, discover, find inspiration and play. We believe that play can change higher education and the world.

This year’s event will take place on Zoom, 8am -3pm MST, Friday, October 15th, 2021.

Augmented Reality ‘Store of the Future’

Augmented Reality Helping Build ‘Store of the Future’

https://www.pymnts.com/news/retail/2021/augmented-reality-helping-build-store-of-the-future/

AR can also be utilized in-store, Ripert said, to show different variations of products without having to carry multiple models and take up precious stockroom space or to make shopping more interactive with scavenger hunts and virtual experiences.

The rise of the metaverse, or immersive virtual worlds where people gather, work and socialize, also makes it crucial for retailers to adopt AR technology now so as to avoid getting left behind.

 

Diffusion of Innovation Theory

Diffusion of Innovation Theory

https://sphweb.bumc.bu.edu/otlt/MPH-Modules/SB/BehavioralChangeTheories/BehavioralChangeTheories4.html

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This theory has been used successfully in many fields including communication, agriculture, public health, criminal justice, social work, and marketing.

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

Semi-Immersive Technology, Desktop-AR

https://www.thevrara.com/blog2/2021/10/5/how-semi-immersive-technology-such-as-desktop-ar-has-the-potential-for-implementation-in-classrooms-globally

what is semi-immersive VR?
This kind of technology acts as a window into a virtual world, usually using a computer monitor but sometimes a projector, and the user interaction is done via the keyboard and/or mouse. The users interface in a partial virtual environment, with the feeling of being in a different reality, but are still aware of their physical surroundings.

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