XRA Limitless Future Conference 2021
XRA Limitless Future Conference 2021
EVENT DETAILS
Thursday, November 4, 2021
1:00 pm – 5:30 pm ET/10:00 am – 2:30 pm PT
Virtual Event
Digital Literacy for St. Cloud State University
XRA Limitless Future Conference 2021
Thursday, November 4, 2021
1:00 pm – 5:30 pm ET/10:00 am – 2:30 pm PT
Virtual Event
experimening with using human segmentation to reveal historical footage of the location. present people revealing the past.#AR #AugmentedReality #designium #history pic.twitter.com/FKQshzJmdj
— mechpil0t (@mechpil0t) October 25, 2021
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More on augmented reality in this blog
https://blog.stcloudstate.edu/ims?s=Augmented+reality
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More on unity in this blog
https://blog.stcloudstate.edu/ims?s=unity
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More on augmented reality and art in this blog
https://blog.stcloudstate.edu/ims?s=augmented+reality+art
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more on immersive training in this blog
https://blog.stcloudstate.edu/ims?s=immersive+training
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more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive
For best impressions finish watching this short video
Nice example of how Augmented Reality can enable an immersive experience for remote collaboration #tech #digital pic.twitter.com/E30YZ98P8I
— VR/AR Association (@thevrara) October 15, 2021
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More on augmented reality in this blog
https://blog.stcloudstate.edu/ims?s=Augmented+reality
an understanding of how to harness the emotional appeal of e-learning tools is a central issue for learning and instruction, since research shows that initial situ-ational interest can be a first step in promoting learning
several educational theories that describe the affective, emotional, and motivational factors that play a role in multimedia learning which are relevant for understanding the role of immersion in VR learning environments.
the cognitive-affective theory of learning with media (Moreno and
Mayer 2007),
and
the integrated cognitive affective model of learning with multimedia
(ICALM; Plass and Kaplan 2016)
control-value theory of achievement emotion CVTAE
https://psycnet.apa.org/record/2014-09239-007
Presence, intrinsic motivation, enjoyment, and control and active learning are the affective factors used in this study. defintions
The sample consisted of 104 students (39 females and 65 males; average age =23.8 years)
from a large European university.
immersive VR (Samsung Gear VR with Samsung Galaxy S6) and
the desktop VR version of a virtual laboratory simulation (on a standard computer). The
participants were randomly assigned to two groups: the first used the immersive VR
followed by the desktop VR version, and the second used the two platforms in the opposite
sequence.
The VR learning simulation used in this experiment was developed by the company Labster and designed to facilitate learning within the field of biology at a university level. The VR simulation was based on a realistic murder case in which the participants were required to investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech laboratory in order to identify and implicate the murderer
we conclude that the emotional value of the immersive VR version of the learning simulation is significantly greater than the desktop VR version. This is a major empirical contribution of this study.
Chandrasekera, T. (n.d.). Using Augmented Reality Prototypes in Design Education. Design and Technology Education an International Journal. Retrieved October 12, 2021, from https://www.academia.edu/28187340/Using_Augmented_Reality_Prototypes_in_Design_Education
Technology Acceptance Model (TAM) is the most widely used theoretical framework that looks at technology acceptance and there have been different iterations of the basic model (Fig 3). The two main variables that TAM incorporates are Perceived usefulness and Perceived ease of use (Davis ,1989). The Technology acceptance model was developed in order to identify the user’s intention and bias to use a particular technology based upon its qualities of usefulness and ease of use
The survey was based on the Technology Acceptance Model and contained questions that were modified but previously used in other questionnaires. Technology Acceptance questionnaires contain questions on Perceived Ease of Use (PEU) and Perceived Usability (PU) of the technology as well as the Intent to Use (IU) it later on. For the question “I think I would like to use Augmented Reality in my designs frequently” while 45% agreed or strongly agreed, 45% either disagreed or strongly disagreed.
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More on Technology Acceptance Model in this blog
https://blog.stcloudstate.edu/ims?s=Technology+acceptance+model