‘Apple Glass’ users may be able to manipulate AR images with any real object from r/gadgets
With AR and especially with what Apple refers to as Mixed Reality (MR), it’s great to be able to see an iPad Pro in front of you, but you need to be able to use it. You have to be able to pick up a virtual object and use it, or otherwise AR is no better than a 3D movie.
Apple’s proposed solution is described in “Manipulation of Virtual Objects using a Tracked Physical Object,” a patent application filed in January 2020 but only revealed this week. It suggests that truly mixing realities, in that the virtual object could be mapped onto an actual object in the real world.
more on Apple Glass in this IMS blog
A Letter on Justice and Open Debate
July 7, 2020
A Deeply Provincial View of Free Speech
Many prominent writers and thinkers seem invested in the notion that simply facing strong public criticism is a threat to free speech.
The Harper’s Letter, Bari Weiss And Tucker Carlson: Why Are We Still Talking About ‘Cancel Culture?’
Bari Weiss, Andrew Sullivan and the Harper’s letter: the case for open debate
Public letter in Harper’s sparks furor
Illiberalism Isn’t to Blame for the Death of Good-Faith Debate
Haas, L. (2019). ETTU?: Notes on Cancel Culture. The New Republic, 250(7-8), 40–. https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/ppvqcp/cdi_gale_infotracacademiconefile_A594089998
GIL TROY. (2019). Cancel the “Cancel Culture” phenomenon with sincere self-scrutiny. In The Jerusalem Post (Online) (English ed.). The Jerusalem Post Ltd.
Nya Bentley. (2020). Fresh Talk: Does cancel culture even work? In Hartford Courant (Online). Tribune Publishing Company, LLC.
VR Could Bring a New Era of Immersive Learning. But Ethical and Technical Challenges Remain.
By Jeffrey R. Young Mar 15, 2018
more on VR in education in this IMS blog
Google Looks To Bolster Its Smart Glasses Hardware With North Acquisition from r/gadgets
Google has announced that it is acquiring North.
more on google glass in this IMS blog
The ACRL Technical Interest Group invites you to join us virtually for two
Date: Tuesday, June 23rd
Time: 12 PM (CDT)/1 PM (
The following will be 20 minute presentations with a 5 minute question
Cataloging Virtual Reality programming: why and how
Joy DuBose, Assistant Professor, Special Collections Cataloger at Mississippi
State University Libraries
When video games really came to the forefront, there were arguments as to
whether these materials should be offered by libraries and whether or not they
should be cataloged. Now with the appearance of virtual reality (VR), which
has games and programming that are mostly in digital format, these arguments
are returning. Many libraries are questioning whether or not to add this
technology, and whether to catalog it.
While VR has taken off in many ways in the public arena, libraries are
somewhat slower to do so. The Mitchell Memorial Library at Mississippi State
University has embraced VR. Through the library students, faculty, and non-
university affiliates can experience VR on several different systems. However,
questions were soon raised on how exactly do we catalog VR programming? This
presentation examines the question of should these materials be cataloged, the
different questions that arose during the process, and the workflow that was
created to catalog these materials.
Register in advance for this webinar:
After registering, you will receive a confirmation email containing
information about joining the webinar.
more on VR in libraries in this IMS blog
my note: the LITA publication about the Emporia State University (see below) pursues the same goals of the project two SCSU librarians, Susan Hubbs, MLIS, and Plamen Miltenoff, Ph.D. MLIS, have developed:
This library orientation was an improved version of Plamen Miltenoff’s 2014-2016 research project with numerous national and international publications and presentations: https://web.stcloudstate.edu/pmiltenoff/bi/
Miltenoff, P. (2018). AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff. In J.-P. Van Arnhem, C. Elliott, & M. Rose (Eds.), Augmented and Virtual Reality in Libraries. Retrieved from https://rowman.com/ISBN/9781538102909
and the upcoming LITA workshops:
Virtual Reality as a Tool for Student Orientation in Distance Education Programs
A Study of New Library and Information Science Students
Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses for teaching presently being investigated in a variety of educational settings. However, one area where the effect of this technology on students has not been examined in detail is as tool for new student orientation in colleges and universities. This study investigates this effect using an experimental methodology and the population of new master of library science (MLS) students entering a library and information science (LIS) program. The results indicate that students who received a VR orientation expressed more optimistic views about the technology, saw greater improvement in scores on an assessment of knowledge about their program and chosen profession, and saw a small decrease in program anxiety compared to those who received the same information as standard text-and-links. The majority of students also indicated a willingness to use VR technology for learning for long periods of time (25 minutes or more). The researchers concluded that VR may be a useful tool for increasing student engagement, as described by Game Engagement Theory.
GIGXR, Inc., a provider of extended reality (XR) learning systems for instructor-led teaching and training, announced today the availability of its GIG Immersive Learning System for the Fall 2020 Northern Hemisphere academic year. The cloud-based System was created to dramatically enhance learning outcomes while simplifying complex, real-life teaching and training scenarios in medical and nursing schools, higher education, healthcare and hospitals.
more on mixed reality in this IMS blog
more on autism in in this IMS blog