Facebook Oculus dominates the CR Market
https://www.digitalinformationworld.com/2021/03/facebooks-oculus-dominates-extended.html#


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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality
Digital Literacy for St. Cloud State University
https://www.digitalinformationworld.com/2021/03/facebooks-oculus-dominates-extended.html#


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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality
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more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive
https://arpost.co/2021/02/22/nreal-finally-expanding-to-the-us-this-spring/amp/
The China-based company announced the Nreal Light smart glasses in May of 2019. The surprisingly sleek and powerful consumer glasses with a $500 price tag
They’ve had huge success in China, but China is a pretty unique market. In late 2019, they expanded to Korea
the company is partnered with Deutsche Telekom and LG Uplus in Germany and Korea respectively, so it’s not too far a stretch to wager that the US branches of those carriers (T-Mobile and LG Electronics) will form at least part of their US distribution channels.
Finch Technologies makes body-tracking wearable devices to serve as controllers for XR applications and experiences including the recently announced FinchRing (this is the promised cherry on top).
The finger-worn hand tracker is designed to enable convenient and discreet 6-degree-of-freedom controls.
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more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive
more on Nreal in this IMS blog
https://blog.stcloudstate.edu/ims?s=nreal+smartglass
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
http://blog.stcloudstate.edu/oer/2021/01/14/rob-theriault-xr-presentation-on-oer/
“The alternatives don’t have to be free, but they should be relevant, specific and if they’re cheap or free, great!
FER or free education resources is not “a thing”, at least not in any official way. But tongue-in-cheek aside, there is great value in sharing teacher notes and curating links to articles and other resources for students – either as required or supplemental reading.”
Rob Theriault
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more on Rob Theriault and XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=Rob+Theriault
More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela
JVC to Launch 120-degree FOV XR Headset for Enterprise Next Month
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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr
https://mailchi.mp/vwbpe/sponsorship-opportunities-at-vwbpe-2021-conference
March 18-20, 2021. This completely online conference provides educational and networking opportunities that are relevant to educational curriculum development utilizing virtual environments and “best practices”. These include
13 January 2021 – Deadline for Presentation Proposals
14 January 2021 – VWBPE Networking Social
10 February 2021 – Deadline for Exhibits and Immersive Experiences Proposals
18-20 March 2021 – VWBPE Conference
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https://blog.stcloudstate.edu/ims?s=virtual+worlds
Join us tomorrow for #formativechat with guest moderator @DrKCOrange, always a great chat on Monday nights! #education #edchat #rethink_learning #sunchat #teachpos #PLN365 #cultureed #tlap #bookcamppd @thriveinedu pic.twitter.com/mlzyjcaJ4W
— Rachelle Dené Poth |@ThriveinEDU #ARVR #AI (@Rdene915) November 15, 2020
6:30 Central Time in ASVR
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more on XR in edu in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr+education
For details, go here:
https://www.eventbrite.com/e/behind-the-scenes-with-microsoft-vr-in-the-wild-tickets-128181001827
Behind the Scenes: Microsoft’s Principal Researcher Eyal Ofek speaking about technical and social perspectives of XR
About this Event
The XR Bootcamp Open Lecture Series continues with Microsoft’s Principal Researcher Eyal Ofek!
Agenda:
Virtual Reality (VR) & Augmented reality (AR) pose challenges and opportunities from both a technical and social perspective. We could now have digital, and not physical objects change our understanding of the world around us. It is a unique opportunity to change reality as we sense it.
The Microsoft Researchers are looking for new possibilities to extend our abilities when we are not bound by our physical limitations, enabling superhuman abilities on one hand, and leveling the playfield for people with physical limitations.
Dr. Ofek will describe efforts to design VR & AR applications that will adjust according to the user’s uncontrolled environment, enabling a continuous use during work and leisure, over the large variance of environments. He will also review efforts to the extent the rendering to new capabilities such as haptic rendering.
His lecture will be followed by a Q&A session where you can ask all your questions about the topic.
Lead Instructors:
Eyal Ofek is a principal researcher at the Microsoft Research lab in Redmond, WA. His research interests include Augmented Reality (AR)/Virtual Reality (VR), Haptics, interactive projection mapping, and computer vision for human-computer interaction. He is also the Specialty Chief Editor of Frontiers in Virtual Reality, for the area of Haptics and an Assoc. Editor of IEEE Computer Graphics and Application (CG&A).
Prior to joining Microsoft Research, he obtained his Ph.D. at the Hebrew University of Jerusalem and has founded a couple of companies in computer graphics, including a successful drawing and photo editing application and developing the world’s first time-of-flight video cameras which was a basis for the HoloLens depth camera.
This event is part of the Global XR Bootcamp event:
The Global XR Bootcamp 2020 will be the biggest community-driven, FREE, online Virtual, Augmented and Mixed Reality event in the world! Join us on YouTube or AltspaceVR for a 24 hour live stream with over 50 high quality talks, panels and sessions. Meet your fellow XR enthousiasts in our Community Zone, and win amazing prizes – from vouchers to XR hardware.
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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr