VR on PS5
https://blog.playstation.com/2021/02/23/introducing-the-next-generation-of-vr-on-playstation/
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more on PlayStation in this IMS blog
https://blog.stcloudstate.edu/ims?s=playstation
Digital Literacy for St. Cloud State University
https://blog.playstation.com/2021/02/23/introducing-the-next-generation-of-vr-on-playstation/
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more on PlayStation in this IMS blog
https://blog.stcloudstate.edu/ims?s=playstation
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more on virtual tours in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+tours
Facebook has finally announced its new side content distribution system for the Oculus Quest, dubbed App Lab
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more on Unity in this IMS blog
https://blog.stcloudstate.edu/ims?s=unity
Cabada, E., Kurt, E., & Ward, D. (2021). Constructing a campus-wide infrastructure for virtual reality. College & Undergraduate Libraries, 0(0), 1–24. https://doi.org/10.1080/10691316.2021.1881680
As an interdisciplinary hub, academic libraries are uniquely positioned to serve the full lifecycle of immersive environment needs, from development through archiving of successful projects. As and informal learning environment that or discipline neutral and high traffic, the academic library can serve as a clearinghouse for experimentation and transmission of best practices across colleges.
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more on Mozilla Hub in this IMS blog
https://blog.stcloudstate.edu/ims?s=mozilla+hub
https://albn.medium.com/3d-scanning-with-the-iphone-lidar-8cbd723fc9ab
he latest generation of iPhones (12 Pro and 12 Pro Max) comes equipped with a back facing lidar camera.
6 go-to scanning apps, they all come with direct export to Sketchfab:
Scaniverse
Scaniverse captures here, and get the app here.
Polycam captures here, and get the app here.
3D scanner app
3D scanner app captures here, and get the app here.
Record3D
Record3D captures here and get the app here.
SiteScape
SiteScape captures here and get the app here.
Everypoint
Everypoint captures here, and get the app here.
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more on 3D scanning in this IMS blog
https://blog.stcloudstate.edu/ims?s=3d+scanning
Here is the link to the Molecule Builder on Steam: https://lnkd.in/e7RqXrB
My team is investing into the development of STEM Labs for HTC Vive / Oculus Rift and are making them available through the Steam store. This past week, we launched a chemistry experience where students learn to build molecules in a space lab. Our Molecule Builder Lab teaches:
Since this is an investment we’re making internally, we have made the module available for an accessible cost through the STEAM VR store. I know this group is not for self-promotion, so as a token of appreciation for allowing us to share this information, our team would like to give away up to 10-keys for free for those interested in using this at their academic institutions.
I hope you are all having a great weekend, and again, thank you for allowing us to share this information.
Douglas Fajardo CEO | CXO 954.559.5133
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more on chemistry in this IMS blog
https://blog.stcloudstate.edu/ims?s=chemistry
Apple mixed reality headset to have two 8K displays, cost $3000 – The Information from r/gadgets
Apple mixed-reality headset to have two 8K displays, cost $3,000 – The Information
Apple’s known interest in this field has so far focused more on augmented reality (AR) than virtual reality (VR), but the recent reports point to a mixed-reality device, which would be mostly VR but including some real-world elements.
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more on Apple Glass in this IMS blog
https://blog.stcloudstate.edu/ims?s=apple+glass
participate in a survey is being sent out to those responsible for managing and providing XR technologies in academic libraries. This survey is part of a study titled “Institutional Factors Shaping XR Technology Accessibility Policy & Practice in Academic Libraries.” The principal investigator (PI) is Dr. Zack Lischer-Katz, PhD (Assistant Professor, School of Information, University of Arizona) and the co-principal investigator (Co-PI) is Jasmine Clark (Digital Scholarship Librarian, Temple University).
An Institutional Review Board (IRB) responsible for human subjects research at The University of Arizona reviewed this research project and found it to be acceptable, according to applicable state and federal regulations and University policies designed to protect the rights and welfare of participants in research
Please feel free to share this survey widely with colleagues.
Introduction
Over the past five years, many academic libraries have begun systematically integrating innovative technologies, including virtual reality (VR) and other “XR” technologies, into their spaces and services. Even though schools, libraries, and the library profession all stress equitable access to information and technology for all community members, accessibility – understood in terms of the design of spaces, services, and technologies to support users with disabilities – is rarely given sufficient consideration when it comes to the design, implementation, and administration of XR technology programs. Because XR technologies engage the body and multiple senses they show great potential for providing enhanced means for disabled users to access information resources; however, without accessibility policies in place, the embodied aspects of XR technologies can create new barriers (e.g., chairs and other furniture that cannot be adapted, controllers that cannot be adjusted for different degrees of dexterity, etc.)
Purpose of the study
The purpose of this study is to develop new understanding about the current landscape of accessibility policies and practices for XRtechnology programs and to understand the barriers to adoption of XR accessibility policies and practices.
The main research objective is to understand what policies and practices are currently in place in academic libraries and their level of development, the existing beliefs and knowledge of library staff and administrators involved with XR technology programs and spaces, and the institutional factors that shape the adoption of accessibility policies for XR technology programs.
The survey will be open from February 1, 2021 to April 30, 2021. More information regarding confidentiality and consent can be found at the beginning of the survey.
Please access the survey here:
https://uarizona.co1.qualtrics.com/jfe/form/SV_1Ya9id4uCXoktLv
Thank you in advance for your interest and participation,
Sincerely,
Zack Lischer-Katz, PhD, Assistant Professor, School of Information, University of Arizona; email: zlkatz@email.arizona.edu
Jasmine Clark, Digital Scholarship Librarian, Temple University; email: jasmine.l.clark@temple.edu
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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality
more on XR in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality+libraries
Excellent work in getting a #WebXR build of Tilt Brush exported from Unity by @msub2official.
Lots of ripping out of SteamVR in order to get it to compile & you can see there some controller bugs from the port, but great progress.
More details over on @webaverse‘s #webxr Discord. https://t.co/e83hXC6FgW
— Kent Bye VoicesOfVR (@kentbye) January 28, 2021
Tilt Brush becomes open source. Google’s solution to Tilt Brush’s problems is to give away the source code on GitHub and torch its free 3D asset store Poly, the only asset store compatible with Tilt Brush’s animated brushes.
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more on Tilt Brush in this IMS blog
https://blog.stcloudstate.edu/ims?s=tiltbrush