new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
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combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
Will remote workers be able to be seen and interacted with via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of different applications, many of which could be educational in nature)
How do/will these new forms of HCI impact how we design our learning spaces?
Will students be able to pick their preferred learning setting (i.e., studying by a brook or stream or in a virtual Starbucks-like atmosphere)?
Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.
p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.
Case Western Reserve University, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.
the development of more affordable high-quality virtual reality solutions.
AR game developed by the Salzburg University of Applied Sciences [Austria] (http://www.fh-salzburg.ac.at/en/) that teaches about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.
Google Expeditions This virtual reality field trip tool works in conjunction with Google Cardboard and has just been officially released. The app allows teachers to guide students through an exploration of 200 (and growing) historical sites and natural resources in an immersive, three-dimensional experience. The app only works on Android devices and is free.
Flippity This app works in conjunction with Google Sheets and allows teachers to easily make a Jeopardy-style game.
Google Science Journal This Android app allows users to do science experiments with mobile phones. Students can use sensors in the phone or connect external sensors to collect data, but can also take notes on observations, analyze and annotate within the app.
Google Cast This simple app solves issues of disparate devices in the classroom. When students download the app, they can project from their devices onto the screen at the front of the room easily. “You don’t have to have specific hardware, you just have to have Wi-Fi,”
Constitute This site hosts a database of constitutions from around the world. Anything digitally available has been aggregated here. It is searchable by topic and will pull out specific excerpts related to search terms like “freedom of speech.”
YouTube a database of YouTube Channels by subject to help educators with discoverability (hint subjects are by tab along the bottom of the document).
Zygote Body This freemium tool has a lot of functionality in the free version, allowing students to view different parts of human anatomy and dig into how various body systems work.
Pixlr This app has less power than Photoshop, but is free and fairly sophisticated. It works directly with Google accounts, so students can store files there.
uild With Chrome This extension to the Chrome browser lets kids play with digital blocks like Legos. Based on the computer’s IP address, the software assigns users a plot of land on which to build nearby. There’s a Build Academy to learn how to use the various tools within the program, but then students can make whatever they want.
Google CS First Built on Scratch’s programming language, this easy tool gives step-by-step instructions to get started and is great for the hesitant teacher who is just beginning to dip a toe into coding.
The content itself isn’t VR, just the digital venue.
Along with these three apps, Google has also brought NextVR to Daydream, which is the only app of the bunch that actually offers 360-degree, 3D video. With Netflix VR, HBO VR, NextVR, Hulu VR and Google Play Movies & TV, Daydream has suddenly become the undisputed leader of VR video.
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More on on VR in this IMS blog https://blog.stcloudstate.edu/ims?s=vr
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: https://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.
Issues with displaying 360 video on mobiles and regular computers
this is time sensitive information; it can change at any moment. Please enter in the comment section your most recent findings and I will update the list
Finding:
360 video does not display properly in Mozilla Firefox and Internet Explorer. The only known browser to display properly is Google Chrome. Reason:
360 video needs HMTL5 Player and does not play on the Flash platform Sources:
Web support isn’t quite so good for a couple of reasons. One is that only certain web browsers support such content. Chrome and Opera are compatible, for example, whilst Safari and Firefox are not.
Arguably the best way to experience YouTube’s 360-degree content, however, is through Google Cardboard.
Facebook is the other major portal through which 360-degree video content can be enjoyed, though it came to the game far later than Google.
Unlike Google’s YouTube implementation, however, there’s no Google Cardboard support on the VR side. Rather, Facebook recently opened out support to Samsung’s Gear VR ahead of the inevitable support from its own Oculus Rift when that launches early in 2016. http://www.trustedreviews.com/opinions/how-can-i-watch-facebook-360-videos-1
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360° video only works when you use the HTML5 player. Currently it’s available on Android devices and Chrome browsers. Go here –> http://youtube.com/html5 to check if you’re using the HTML5 player. https://productforums.google.com/forum/#!topic/youtube/7sk92Fs1juk
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How do you get html5 to work with Firefox? https://support.mozilla.org/en-US/questions/958124 Videos to test:
in browser: http://bit.ly/VRlib
in YouTube: http://bit.ly/SCSULIB Panorama to test: http://bit.ly/scsuvrlib
Finding:
360 video does not display properly on Apple and Android mobile devices neither through Google Chrome browser for mobile devices nor through YouTube Reason:
360 video needs HMTL5 Player and does not play on the Flash platform Sources:
Arguably the best way to experience YouTube’s 360-degree content, however, is through Google Cardboard.
Facebook is the other major portal through which 360-degree video content can be enjoyed, though it came to the game far later than Google.
Unlike Google’s YouTube implementation, however, there’s no Google Cardboard support on the VR side. Rather, Facebook recently opened out support to Samsung’s Gear VR ahead of the inevitable support from its own Oculus Rift when that launches early in 2016. http://www.trustedreviews.com/opinions/how-can-i-watch-facebook-360-videos-1 Videos to test:
in browser: http://bit.ly/VRlib
in YouTube: http://bit.ly/SCSULIB
Conclusion/Resolutions:
– make sure desktop/laptop has installed Google Chrome browser. – if instructor’s station and you cannot and/or don’t have time to install, Chrome, bring your own laptop
– if possible, identify which of the students’ phones are displaying correctly (HTML5) 360 video and panorama and collaborate with students to use their phones and demonstrate to other students the Google Cardbox experience.
Top 10 Education Technologies that Will Be Dead and Gone in the Next Decade
In our 2016 Teaching with Technology survey, faculty members offered their predictions on what the future holds for technology in teaching — including what hardware and systems will bite the dust over the next 10 years.
To view the VR campus tour, visit the Vertra site.
“The app arose from a group project for an entrepreneurship class taught by professors Joshua Ehrig and James Peterson,” according to a report from The Brown and White,
Best experience with VR goggles: Google Cardbox, HTC Vive etc. (please ask for more info if needed). If you have goggles, choose “VR Mode” (1), if viewing on your computing device (desktop, laptop, smart phone, tablet) and/or don’t have goggles, choose “Panorama Mode” (2)
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If you would like to brainstorm ideas to apply Virtual Reality, Augmented Reality and/or 360 video in your courses, please let us know…