Archive of ‘VR’ category
Workshop on XR at NerComp 2019
https://docs.google.com/document/d/1giTtWQST4FkryY8XA8jJ04Ow8uI4wJiRoYo7I1Ot1U4/edit#
https://docs.google.com/presentation/d/1BArsT4T0y73Ez9X_ZtYpJrUYYJmsKso2IMk_cAOM55Q/edit?usp=sharing
https://docs.google.com/document/d/1RMzYj2gzKClK-DJ5K7FIIVpUnr1563n7K52XmcpEgjQ/edit
VReducation
#vreducation #education#virtualreality #vr #oculusrift #360vr#vr360 #virtualrealityeducation #learninvr#learninginvr #virtualrealitylearning #360#tetherless #tetherlessvr #victory#vrscience #vrheadset #intel #intelcpu#wmr #windowsmixedreality #vive #oculus
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more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
Merge Miniverse
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more on virtual reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
10 Oculus Go apps
10 Oculus Go Virtual Reality Apps to Try in the Classroom
By Jaime Donally (Columnist) Jan 4, 2019
https://www.edsurge.com/news/2019-01-04-10-oculus-go-virtual-reality-apps-to-try-in-the-classroom
Looking Glass (FREE)
Wonderful You (FREE)
MasterWorks: Journey Through History (FREE)
Gala360 See the World – Camp Fire in Paradise (FREE)
MEL Chemistry Labs (FREE)
Calcflow (FREE)
CoSpaces (FREE)
Anne Frank House VR (FREE)
AltSpace (FREE)
Concerns to Consider
nausea
full shutdown of the device is somewhat tricky and can drain your battery quickly
Oculus is releasing their upcoming device, called the Quest
VR intro
Oculus Rift and Irish students
How Irish Students Use Oculus Rift VR in the Classroom
https://medium.com/gen-z-pop/how-irish-students-use-oculus-rift-vr-in-the-classroom-f8ef64c1bfb9
Derek E. Baird Oct 11, 2017
“Shifts in students’ learning style will prompt a shift to active construction of knowledge through mediated immersion.”-Chris Dede
The theory of constructivist-based learning, according to Dr. Seymour Papert, “is grounded in the idea that people learn by actively constructing new knowledge, rather than having information ‘poured’ into their heads.”
Moreover, constructionism asserts that people learn with particular effectiveness when they are engaged in constructing personally meaningful artifacts (such as computer programs, animations, 3D modeling, creating spatial environments in virtual reality or building robots).”
Technologies like virtual reality, especially for Gen Z students’, provides avenues that allow them to engage in a social, collaborative, and active learning environment.
Virtual reality, especially when combined with powerful storytelling, allows the student to participate in the story, develop empathy to experiences outside their current realm of understanding and allows them to be fully immersed in their own exploration and learning.
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
multi-user reference support experiences
https://www.emeraldinsight.com/eprint/AU2Q4SJGYQG5YTQ5A9RU/full
Collaboration: Library as client.
Specific to this course collaboration, computer science students in their final year of study are given the option of several client projects on which to work. The Undergraduate Library has been a collaborator with senior computer science course projects for several years, beginning in 2012-2013 with mobile application design and chat reference software re-engineering (Hahn, 2015). (My note: Mark Gill, this is where and how Mehdi Mekni, you and I can collaborate)
The hurdles the students had the most trouble with was code integration – e.g. combining various individual software parts towards the end of the semester. The students also were challenged by the public HathiTrust APIs, as the system was developed to call the HathiTrust APIs from within the Unity programming environment and developing API calls in C#. This was a novel use of the HathiTrust search APIs for the students and a new area for the research team as well.
There are alternatives to Unity C# programming, notably WebVR, an open source specification for VR programming on the open web.
A-Frame has seen maturation as a platform agnostic and device agnostic software programming environment. The WebVR webpage notes that the specification supports HTC Vive, Oculus Rift, Samsung Gear VR, Google Daydream and Google Cardboard (WebVR Rocks, 2018). Open web platforms are consistent with library values and educational goals of sharing work that can be foundational in implementing VR learning experience both in VR environments and shareable on the web, too.
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more on VR in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+library
VR resurgence
State’s universities envision VR resurgence
Chris O’Malley
why the sudden interest in VR and AR after years of hype that failed to live up to expectations?
Heather Bellini, of Goldman Sachs Research, noted in a report last year that faster microprocessors and more powerful graphics cards have allowed more images per second to be delivered since the industry’s potential was hyped a decade ago.
There have also been advancements in AR gear, like glasses that allow vision of the real world but also have data or graphical images projected onto part of the glass.
As such, Goldman Sachs is projecting VR and AR to become an $80 billion market by 2025 – roughly equivalent to the size of the current PC market.
he big problems with VR is “motion to photon latency,” which is the time it takes to turn your head and the screen to refresh at the same rate.
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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
VR and AR doubles each year
Report: VR and AR to Double Each Year Through 2021
By Joshua Bolkan 08/07/17
https://thejournal.com/articles/2017/08/07/report-vr-and-ar-to-double-each-year-through-2021.aspx
a new forecast from International Data Corp. (IDC).
Canada will see the fastest growth, with a CAGR of 145.2 percent over the forecast period. Other leaders in terms of growth include Central and Eastern Europe at 133.5 percent, Western Europe at 121.2 percent and the U.S. at 120.5 percent.
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Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom
An interview with the former Apple K–12 systems engineer, who will participate in multiple sessions during ISTE.
By Richard Chang 05/12/17
THE Journal: What do you think about virtual reality (VR) and augmented reality (AR) in the classroom? Is the cost point for VR prohibitive?
In virtual reality, one of my favorite apps is CoSpaces. It allows anyone to design a 3D space, and then interact with it in virtual reality.
Virtual reality can be quite affordable with Google Cardboard. We can get into basic interaction in VR with Cardboard. There are 40 or 50 VR apps where you can simply use Cardboard and explore. Google Street View allows you to do virtual viewing of many different locations. That technology augments what the teacher is doing.
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more on VR and AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality