Jan
2022
360 degrees with Kuula
https://www.facebook.com/MinnstateImmersive/posts/317256057082423
Digital Literacy for St. Cloud State University
https://www.facebook.com/MinnstateImmersive/posts/317256057082423
This websites allows you to take thousands of fully interactive 360 degree virtual tours in locations across Ireland, including famous tourist destinations and towns. from r/InternetIsBeautiful
https://www.virtualvisittours.com/
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more on 360 degrees in this IMS blog
https://blog.stcloudstate.edu/ims?s=360
more on virtual tours in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+tours
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more on 360 degrees in this IMS blog
https://blog.stcloudstate.edu/ims?s=360+degrees
https://stcloudstate.learn.minnstate.edu/d2l/home/4819732
Jan. 21, MC 205 (how to get to the PDR room:
Plan: learn to create, edit and use still 360 degrees images and videos.
#scalability
https://www.digitaltrends.com/photography/how-to-edit-360-photos-in-photoshop/
https://tonyredhead.com/adobe/360-photoshop-advanced-editing
Phot
Error messages working with Action Director
More on VR in this IMS blog:
https://blog.stcloudstate.edu/ims/2018/11/01/vendors-for-vr/
https://docs.google.com/document/d/1efFVsOIwxlTO2Qy-onKbG0dgr8qum3onq3bgFkaVfec/edit?usp=sharing
(from Virbela Labs)
Directions: https://youtu.be/j52snzy49Hg and https://youtu.be/99JPA-3tajs
“Frame” is the “classroom,” generates its own URL.
To enter my classroom, you just need use that URL, hit enter.
up to 3 free frames.
MNimmersive team, I created a room for us: https://framevr.io/teaching-vr
Constraints: while it seems free, the cap for the “inventory” (360 degrees photos and videos included) is 500MB
It is available for PC/Mac, mobile devices and goggles (best on Oculus)
Help is in Discord:
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more on virtual worlds in this IMS blog
https://blog.stcloudstate.edu/ims/2021/03/10/working-in-vr/
https://blog.stcloudstate.edu/ims/2018/10/17/vr-ar-learning-materials/
Augmented reality superimposes a digital layer on the world around us, often activated by scanning a trigger image or via GPS (think Pokemon Go!). Virtual reality takes users away from the real world, fully immersing students in a digital experience that replaces reality. Mixed reality takes augmented a step further by allowing the digital and real worlds to interact and the digital components to change based on the user’s environment.
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more on Metavere in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse
#qqml2018_Chania #QQML2018 conf@qqml.net
Where: Cultural Centre Of Chania
ΠΝΕΥΜΑΤΙΚΟ ΚΕΝΤΡΟ ΧΑΝΙΩΝ
https://goo.gl/maps/8KcyxTurBAL2
also live broadcast at https://www.facebook.com/InforMediaServices/videos/1542057332571425/
When: May 24, 12:30AM-2:30PM (local time; 4:40AM-6:30AM, Chicago Central)
Live broadcasts from some of the sessions:
Here is a link to Sebastian Bock’s presentation:
https://drive.google.com/file/d/1jSOyNXQuqgGTrhHIapq0uxAXQAvkC6Qb/view
Session 1:
http://qqml.org/wp-content/uploads/2017/09/SESSION-Miltenoff.pdf
Session Title: Measuring Learning Outcomes of New Library Initiatives Coordinator: Professor Plamen Miltenoff, Ph.D., MLIS, St. Cloud State University, USA Contact: pmiltenoff@stcloudstate.edu Scope & rationale: The advent of new technologies, such as virtual/augmented/mixed reality, and new pedagogical concepts, such as gaming and gamification, steers academic libraries in uncharted territories. There is not yet sufficiently compiled research and, respectively, proof to justify financial and workforce investment in such endeavors. On the other hand, dwindling resources for education presses administration to demand justification for new endeavors. As it has been established already, technology does not teach; teachers do; a growing body of literature questions the impact of educational technology on educational outcomes. This session seeks to bring together presentations and discussion, both qualitative and quantitative research, related to new pedagogical and technological endeavors in academic libraries as part of education on campus. By experimenting with new technologies such as Video 360 degrees and new pedagogical approaches such as gaming and gamification, does the library improve learning? By experimenting with new technologies and pedagogical approaches, does the library help campus faculty to adopt these methods and improve their teaching? How can results be measured, demonstrated?
http://qqml.org/wp-content/uploads/2017/09/7.5.2018-programme_final.pdf
https://www.academia.edu/Documents/in/Measurement_and_evaluation_in_education
Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business
7:20 to 8:20 PM, Thursday, March 29. Instructor: Yun Claire Park
Virtual reality (VR) is “a computer technology that uses virtual reality headsets or multi-
projected environments, sometimes in combination with physical environments or props, to
generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment” (“Virtual Reality” n.d.) VR is accomplished by using headsets, such as HTC Vive, Oculus Rift, PlayStation VR, and Samsung Gear VR. The use of the headsets creates (and enhances) digitally constructed “reality,” thus providing excellent opportunities for simulations and learning through training and practice. Among a myriad of other definitions, Noor (2016, 34) describes Virtual Reality (VR) as “a computer-generated environment that can simulate physical presence in places in the real world or imagined worlds. The user wears a headset and through specialized software and sensors is immersed in 360- degree views of simulated worlds.”
from our book chapter: Video 360: The new type of visualization to help patrons enter the era of VR, AR and Mixed Reality (under review).
what is AR – augmented reality
“Augmented Reality (AR) supplements the physical environment with computer-generated sensory input such as sound, video, graphics, or other useful information – essentially overlaying the digital information on top of the physical world. Some consider the smartphone popular game “Pokemon Go” a form of consumer AR.”
from my book Chapter 12: VR, AR and Video 360: A Case Study Towards New Realities in Education by Plamen Miltenoff (under review)
what is MR – mixed reality
https://commons.wikimedia.org/wiki/Category:Mixed_reality#/media/File:Mixed_Reality_Scale.png
A two-dimensional flat frame
Consumer types of cameras
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More information on GBL in this IMS blog:
https://blog.stcloudstate.edu/ims?s=%22game-based+learning%22
more on VR in education in this IMS blog:
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AE in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality
By Dian Schaffhauser 10/19/16
A new, free virtual reality program allows users to explore just what happens as climate change kills off coral reefs. The Stanford Ocean Acidification Experience is a free science education tool that takes students to the bottom of the sea and then fast-forwards their experience to the end of this century, when, as scientists predict, many coral reefs are expected to corrode through ocean acidification. By putting the experience in VR, the collaborators say they are hoping to change people’s behavior in the real world.
The project came out of Stanford’s Virtual Human Interaction Lab, which created a related 360-degree video project that also examines the problem of global warming and its impact on the ocean’s life forms. But it’s the VR version that allows the viewer to deep-sea dive and collect samples off of the ocean floor.
The lab created the software in partnership with marine biologists Fiorenza Micheli from Stanford and Kristy Kroeker, formerly at Stanford and now at the University of California, Santa Cruz, as well as Roy Pea, a professor at Stanford’s Graduate School of Education. The development process took two years to recreate a virtual replica of an actual rocky reef around the Italian island of Ischia
A related video, “The Crystal Reef,” filmed in 360 degrees and developed as part of a master’s degree project by a lab member, premiered during the Tribeca Film Festival earlier this year. There, people could watch the film on VR headgear. “We had a line of dozens of people for 11 hours a day, six days straight,” said Bailenson, in a Stanford article about the project.
The VR project has also gone to Washington, where lawmakers and staffers tried it out during a Capitol Hill event organized by non-profit Ocean Conservancy.
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more on virtual reality in this IMS blog