ISTE sources for AR and VR
ISTE | 25 resources for bringing AR and VR to the classroom
Jennifer Snelling 2/6/2018 https://www.iste.org/explore/articleDetail?articleid=883&category=In-the-
VR for Arts: http://blvrd.com/
Digital Literacy for St. Cloud State University
ISTE | 25 resources for bringing AR and VR to the classroom
Jennifer Snelling 2/6/2018 https://www.iste.org/explore/articleDetail?articleid=883&category=In-the-
VR for Arts: http://blvrd.com/
By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.
some key takeaways from the projects that we have seen:
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more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
http://www.freetech4teachers.com/2017/12/the-differences-between-augmented.html
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more on VR and AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
https://blog.stcloudstate.edu/ims?s=augmented+reality
Jeffs, T. L. (2009). Virtual Reality and Special Needs. Themes In Science And Technology Education, 2(1-2), 253-268.
Lahav, O., Sharkey, P., & Merrick, J. (2014). Virtual and augmented reality environments for people with special needs. International Journal Of Child Health And Human Development, 7(4), 337-338.
Cai, Y., Chiew, R., Nay, Z. T., Indhumathi, C., & Huang, L. (2017). Design and development of VR learning environments for children with ASD. Interactive Learning Environments, 25(8), 1098-1109. doi:10.1080/10494820.2017.1282877
Passig, D. (2011). The Impact of Immersive Virtual Reality on Educators’ Awareness of the Cognitive Experiences of Pupils with Dyslexia. Teachers College Record, 113(1), 181-204.
Ke, F., & Im, T. (2013). Virtual-Reality-Based Social Interaction Training for Children with High-Functioning Autism. Journal Of Educational Research, 106(6), 441-461. doi:10.1080/00220671.2013.832999
Collins, J., Hoermann, S., & Regenbrecht, H. (2016). Comparing a finger dexterity assessment in virtual, video-mediated, and unmediated reality. International Journal Of Child Health And Human Development, 9(3), 333-341.
Epure, P., Gheorghe, C., Nissen, T., Toader, L. O., Macovei, A. N., Nielsen, S. M., & … Brooks, E. P. (2016). Effect of the Oculus Rift head mounted display on postural stability. International Journal Of Child Health And Human Development, 9(3), 343-350.
Sánchez, J., & Espinoza, M. (2016). Usability and redesign of a university entrance test based on audio for learners who are blind. International Journal Of Child Health And Human Development, 9(3), 379-387.
Rizzo, A. A., Bowerly, T., Shahabi, C., Buckwalter, J. G., Klimchuk, D., & Mitura, R. (2004). Diagnosing Attention Disorders in a Virtual Classroom. Computer (00189162), 37(6), 87-89.
Eden, S. (2008). The effect of 3D virtual reality on sequential time perception among deaf and hard-of-hearing children. European Journal Of Special Needs Education, 23(4), 349-363. doi:10.1080/08856250802387315
Eden, S., & Bezer, M. (2011). Three-dimensions vs. two-dimensions intervention programs: the effect on the mediation level and behavioural aspects of children with intellectual disability. European Journal Of Special Needs Education, 26(3), 337-353. doi:10.1080/08856257.2011.593827
Lorenzo, G., Lledó, A., Roig, R., Lorenzo, A., & Pomares, J. (2016). New Educational Challenges and Innovations: Students with Disability in Immersive Learning Environments. In Virtual Learning. InTech. https://doi.org/10.5772/65219
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more on virtual reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
Oculus, the VR company that Mark Zuckerberg bought for more than $2 billion, has a problem: It’s struggling to convince people to buy its gear.
Oculus Connect, starting Wednesday in San Jose, California. Facebook’s Oculus VR division promises discussions on how health care, movies and video games are adapting to this still nascent technology. One panel will explore how the disability community can benefit from VR gear and presentations.
Facebook chief competitors, Sony and HTC, followed suit. The PlayStation VR dropped to $400 from $500, and the Vive dropped to $599 from $799 all in the past three months.
Survios made Raw Data more widely available for Oculus, Vive and PlayStation VR. Survios is also looking beyond VR for customers, redesigning Raw Data to work in arcades as well.
Over the summer, Apple and Google announced new technologies called ARKit and ARCore, respectively, that are designed to help iPhones and iPads or any device powered by Google’s Android software marry computer-generated images with the real world.
A $2.99 app, Star Guide AR, highlights stars and constellations in the sky once you point your phone at them. Another, Ikea Place, previews furniture in your home with a tap. Walk around your living room and you can see the furniture you placed while looking through the screen on your phone. So far, both are available only for the iPhone.
App developers I spoke with say they’re excited by augmented reality and believe it may help spur people to buy VR systems as well.
Microsoft’s focusing on both AR and VR. In an October update to its Windows 10 software for PCs, the company is partnering with device makers like Lenovo, Dell, HP, Acer and Samsung to create headsets based on its designs. They’ll sell for as little as $300 each when they begin hitting store shelves Oct. 17.
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more on virtual reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
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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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
Authors: by Emory Craig and Maya Georgieva Monday, July 17, 2017
http://er.educause.edu/blogs/2017/7/a-new-world-vr-and-ar-tech-developments
We’re now seeing a move toward mid-range, standalone VR headsets with everything built into the device. Some include their own processors, while others, like the forthcoming Microsoft headset, will work with current desktops. Microsoft’s device claims to do both VR and a modified version of mixed reality
The low end of the VR spectrum has been dominated by Google Cardboard, with over 10 million distributed
AR burst into the public’s consciousness with the Pokemon Go craze in 2016. And Snap (formerly Snapchat) expanded the range of their social media platform with the release of Spectacles, their wearable glasses and World Lens filters that add digital objects to your environment. A second version of Spectacles may include far more extensive AR capabilities.
At Facebook’s spring F8 conference, Mark Zuckerberg made the case that our mobile cameras will be the first popular AR platform. Apple just announced ARKit for iOS at their June WWDC developers conference.
Meta Glasses has been developing its own mixed reality unit that offers a wider field of view than the 40° of HoloLens. And Intel’s Project Alloy promises a “Merged Reality” headset prototype combining both VR and AR by the end of this year.
Aryzon which is creating a Google Cardboard-like device for simple AR experiences. Another is the NOLO Project, which offers an HTC Vive-like experience with full freedom of movement using only a plastic headset and your phone.
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Google Glass 2.0
http://www.telegraph.co.uk/technology/2017/07/19/google-brings-back-much-maligned-google-glass-headset/
https://motherboard.vice.com/en_us/article/nevkgb/google-glass-adopters-on-glass-enterprise
https://www.wired.com/story/google-glass-2-is-here/
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https://thejournal.com/articles/2017/07/14/report-top-5-vendors-in-global-ar-education-market.aspx
Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision, according to a newly published report.
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
Competency-based Education
Competency-based education (CBE) recognizes that all students enter a program with different skills and proficiencies and that each moves at a different rate. We now possess the technology to better measure these differences and design adaptive learning programs accordingly. These programs aim to increase student engagement, as time is spent expanding on what the students already know rather than having them relearn familiar material.
The Internet of Things
The Internet of Things has opened up a whole new world of possibilities in higher education. The increased connectivity between devices and “everyday things” means better data tracking and analytics, and improved communication between student, professor, and institution, often without ever saying a word. IoT is making it easier for students to learn when, how, and where they want, while providing professors support to create a more flexible and connected learning environment.
Virtual/Augmented Reality
Virtual and augmented reality technologies have begun to take Higher Ed into the realm of what used to be considered science fiction.
More often than not, they require significant planning and investment into the infrastructure needed to support them.
Artificial Intelligence
an A.I. professor’s assistant or an online learning platform that adapts to each student’s specific needs. Having artificial intelligence that learns and improves as it aids in the learning process could have a far-reaching effect on higher education both online and in-person.
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more on disruptive technologies in this IMS blog
https://blog.stcloudstate.edu/ims?s=disruptive+technologies
By Rhea Kelly 06/05/17
https://campustechnology.com/articles/2017/06/05/survey-iot-overtakes-mobile-as-security-threat.aspx
a report from ISACA, a nonprofit association focused on knowledge and practices for information systems. The 2017 State of Cyber Security Study surveyed IT security leaders around the globe on security issues, the emerging threat landscape, workforce challenges and more.
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By Sri Ravipati 06/09/17
analysis comes from Cisco’s recent Visual Networking Index for the 2016-2021 forecast period.
To learn more, view the full report.
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https://www.ecampusnews.com/campus-administration/internet-things-higher-ed/
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https://blog.stcloudstate.edu/ims?s=internet+of+things
https://blog.stcloudstate.edu/ims?s=iot
Realities360. The Enhanced Realities Conference
Augmented reality adds computer-generated content as a contextual overlay to the real world. This technology, often powered by devices we already carry, has enormous applications for training and development.
Virtual reality has existed for decades, but technology has finally emerged that makes it truly accessible. VR allows us to put learners in a truly immersive environment, creating entirely new opportunities for training and learning.
AR and VR are just the start of the alternate-reality conversation. There are additional technologies that we can use on their own or as part of a blend with AR and VR to increase the level of immersion in the experiences we create.
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more on VR, AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality