Searching for "3D"

Extended Reality Higher Education

Extended Reality Tools Can Bring New Life to Higher Education

https://www.edsurge.com/news/2021-03-29-how-extended-reality-tools-can-bring-new-life-to-higher-education

Zoom, Teams, Skype, and FaceTime all became daily fixtures, and many of us quickly became fatigued by seeing our colleagues, students and far-away loved ones almost exclusively in 2D. Most video conferencing solutions were not designed to be online classrooms. what is missing from the current video platforms that could improve online teaching: tools to better facilitate student interactions, including enhanced polling and quizzing features, group work tools, and more.

While universities continue to increase in-person and HyFlex courses, hoping to soon see campuses return to normalcy, there is mounting evidence that the increased interest in digital tools for teaching and learning will persist even after the pandemic.

We should move beyond 2D solutions and take advantage of what extended reality (XR) and virtual reality (VR) have to offer us.

Professor Courtney Cogburn created the 1,000 Cut Journey, an immersive VR research project that allows participants to embody an avatar that experiences various forms of racism. Professor Shantanu Lal has implemented VR headsets for pediatric dentistry patients who become anxious during procedures. At Columbia Engineering, professor Steven Feiner’s Computer Graphics and User Interfaces Lab explores the design and development of 2D and 3D user interfaces for a broad range of applications and devices. Professor Letty Moss-Salentijn is working with Feiner’s lab to create dental training simulations to guide dental students through the process of nerve block injection. Faculty, students and staff at Columbia’s Media Center for Art History have created hundreds of virtual reality panoramas of archaeology projects and fieldwork that are available on the Art Atlas platform.

In spring 2020, a group of Columbia students began to build “LionCraft,” a recreation of Columbia’s Morningside campus in Minecraft. Even though students were spread out around the world, they still found creative and fun ways to run into each other on campus, in an immersive online format.

metaverse definition

What the metaverse will (and won’t) be, according to 28 experts

metaverse (hopefully) won’t be the virtual world of ‘Snow Crash,’ or ‘Ready Player One.’ It will likely be something more complex, diverse, and wild.

The metaverse concept clearly means very different things to different people. What exists right now is a series of embryonic digital spaces, such as Facebook’s HorizonEpic Games’ FortniteRoblox‘s digital space for gaming and game creation, and the blockchain-based digital world Decentraland–all of which have clear borders, different rules and objectives, and differing rates of growth.

TIFFANY ROLFE

different layers of realities that we can all be experiencing, even in the same environment or physical space. We’re already doing that with our phones to a certain extent—passively in a physical environment while mentally in a digital one. But we’ll see more experiences beyond your phone, where our whole bodies are fully engaged, and that’s where the metaverse starts to get interesting—we genuinely begin to explore and live in these alternate realities simultaneously.

RONY ABOVITZ, FOUNDER, MAGIC LEAP

Xverse

It will have legacy parts that look and feel like the web today, but it will have new nodes and capabilities that will look and feel like the Ready Player One Oasis (amazing gaming worlds), immersion leaking into our world (like my Magicverse concept), and every imaginable permutation of these. I feel that the Xverse will have gradients of sentience and autonomy, and we will have the emergence of synthetic life (things Sun and Thunder is working on) and a multitude of amazing worlds to explore. Building a world will become something everyone can do (like building a webpage or a blog) and people will be able to share richer parts of their external and inner lives at incredibly high-speed across the planet.

YAT SIU, COFOUNDER AND EXECUTIVE CHAIRMAN OF GAMING AND BLOCKCHAIN COMPANY ANIMOCA BRANDS

Reality will exist on a spectrum ranging from physical to virtual (VR), but a significant chunk of our time will be spent somewhere between those extremes, in some form of augmented reality (AR). Augmented reality will be a normal part of daily life. Virtual companions will provide information, commentary, updates and advice on matters relevant to you at that point in time, including your assets and activities, in both virtual and real spaces.

TIMONI WEST, VP OF AUGMENTED AND VIRTUAL REALITY, UNITY:

I think we can all agree our initial dreams of a fully immersive, separate digital world is not only unrealistic, but maybe not what we actually want. So I’ve started defining the metaverse differently to capture the zeitgeist: we’re entering an era where every computer we interact with, big or small, is increasingly world-aware. They can recognize faces, voices, hands, relative and absolute position, velocity, and they can react to this data in a useful way. These contextually aware computers are the path to unlocking ambient computing: where computers fade from the foreground to the background of everyday, useful tools. The metaverse is less of a ‘thing’ and more of a computing era. Contextual computing enables a multitude of new types of interactions and apps: VR sculpting tools and social hangouts, self-driving cars, robotics, smart homes.

SAM HAMILTON, HEAD OF COMMUNITY & EVENTS FOR BLOCKCHAIN-BASED METAVERSE CREATOR THE DECENTRALAND FOUNDATION

NITZAN MEKEL-BOBROV, CHIEF AI OFFICER, EBAY

as carbon is to the organic world, AI will be both the matrix that provides the necessary structural support and the material from which digital representation will be made. Of all the ways in which AI will shape the form of the metaverse, perhaps most essential is the role it will play in the physical-digital interface. Translating human actions into digital input–language, eye movement, hand gestures, locomotion–these are all actions which AI companies and researchers have already made tremendous progress on.

HUGO SWART, VICE PRESIDENT AND GM OF XR, QUALCOMM

Qualcomm views the metaverse as an ever-present spatial internet complete with personalized digital experiences that spans the physical and virtual worlds, where everything and everyone can communicate and interact seamlessly.

IBRAHIM BAGGILI, FOUNDING DIRECTOR, CONNECTICUT INSTITUTE OF TECHNOLOGY AT UNIVERSITY OF NEW HAVEN

As an active researcher in the security and forensics of VR systems, should the metaverse come into existence, we should explore and hypothesize the ways it will be misused.

CHITRA RAGAVAN, CHIEF STRATEGY OFFICER AT BLOCKCHAIN DATA ANALYTICS COMPANY ELEMENTUS 

I picture [the metaverse] almost like The Truman Show. Only, instead of walking into a television set, you walk into the internet and can explore any number of different realities

JOHN HANKE, CEO OF POKÉMON GO CREATOR NIANTIC

We imagine the metaverse as reality made better, a world infused with magic, stories, and functionality at the intersection of the digital and physical worlds.

CAROLINA ARGUELLES NAVAS, GLOBAL PRODUCT MARKETING, AUGMENTED REALITY, SNAP

Rather than building the “metaverse,” a separate and fully virtual reality that is disconnected from the physical world, we are focused on augmenting reality, not replacing it. We believe AR–or computing overlaid on the world around us–has a smoother path to mass adoption, but will also be better for the world than a fully virtual world.

URHO KONTTORI, COFOUNDER AND CTO OF AR/VR HEADSET MAKER VARJO

In the reality-based metaverse, we will be able to more effectively design products of the future, meet and collaborate with our colleagues far away, and experience any remote place in real-time.

ATHERINE ALLEN, CEO OF IMMERSIVE TECH RESEARCH CONSULTANCY LIMINA IMMERSIVE

I prefer to think of the metaverse as simply bringing our bodies into the internet.

BRANDS IN THE METAVERSE

https://youtu.be/TMWvFxs_YIM

VISHAL SHAH, VP OF METAVERSE, FACEBOOK

The metaverse isn’t just VR! Those spaces will connect to AR glasses and to 2D spaces like Instagram. And most importantly, there will be a real sense of continuity where the things you buy are always available to you.

SAYON DEB, MANAGER, MARKET RESEARCH, CONSUMER TECHNOLOGY ASSOCIATION

At its core will be a self-contained economy that allows individuals and businesses to create, own or invest in a range of activities and experiences.

NANDI NOBELL, SENIOR ASSOCIATE AT GLOBAL ARCHITECTURE AND DESIGN FIRM CALLISONRTKL

the metaverse experience can be altered from the individual’s point of view and shaped or curated by any number of agents—whether human or A.I. In that sense, the metaverse does not have an objective look beyond its backend. In essence, the metaverse, together with our physical locations, forms a spatial continuum.

NICK CHERUKURI, CEO AND FOUNDER OF MIXED REALITY GLASSES MAKER THIRDEYE

The AR applications of the metaverse are limitless and it really can become the next great version of the internet.

SAM TABAR, CHIEF STRATEGY OFFICER, BITCOIN MINING COMPANY BIT DIGITAL

It seems fair to predict that the actual aesthetic of any given metaverse will be determined by user demand. If users want to exist in a gamified world populated by outrageous avatars and fantastic landscapes then the metaverse will respond to that demand. Like all things in this world the metaverse will be market driven

+++++++++++++++
More on meta-verse in this blog
https://blog.stcloudstate.edu/ims?s=metaverse

Critical Infrastructure Studies & Digital Humanities

Critical Infrastructure Studies & Digital Humanities

Alan Liu, Urszula Pawlicka-Deger, and James Smithies, Editors

Deadline for 500-word abstracts: December 15, 2021

For more info:
https://dhdebates.gc.cuny.edu/page/cfp-critical-infrastructure-studies-digital-humanities

Part of the Debates in the Digital Humanities Series A book series from the University of Minnesota Press Matthew K. Gold and Lauren F. Klein, Series Editors

Defintion
Critical infrastructure studies has emerged as a framework for linking thought on the complex relations between society and its material structures across fields such as science and technology studies, design, ethnography, media infrastructure studies, feminist theory, critical race and ethnicity studies, postcolonial studies, environmental studies, animal studies, literary studies, the creative arts, and others (see the CIstudies.org Bibliography )

CIstudies Bibliography

Debates in the Digital Humanities 2019

https://dhdebates.gc.cuny.edu/projects/debates-in-the-digital-humanities-2019

teaching quantitative methods:
https://dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9ac1e3a60/section/620caf9f-08a8-485e-a496-51400296ebcd#ch19

Problem 1: Programming Is Not an End in Itself

An informal consensus seems to have emerged that if students in the humanities are going to make use of quantitative methods, they should probably first learn to program. Introductions to this dimension of the field are organized around programming languages: The Programming Historian is built around an introduction to Python; Matthew Jockers’s Text Analysis with R is at its heart a tutorial in the R language; Taylor Arnold and Lauren Tilton’s Humanities Data in R begins with chapters on the language; Folgert Karsdorp’s Python Programming for the Humanities is a course in the language with examples from stylometry and information retrieval.[11] “On the basis of programming,” writes Moretti in “Literature, Measured,” a recent retrospective on the work of his Literary Lab, “much more becomes possible”

programming competence is not equivalent to competence in analytical methods. It might allow students to prepare data for some future analysis and to produce visual, tabular, numerical, or even interactive summaries; Humanities Data in R gives a fuller survey of the possibilities of exploratory data analysis than the other texts.[15] Yet students who have focused on programming will have to rely on their intuition when it comes to interpreting exploratory results. Intuition gives only a weak basis for arguing about whether apparent trends, groupings, or principles of variation are supported by the data. 

From Humanities to Scholarship: Librarians, Labor, and the Digital

Bobby L. Smiley

https://dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9ac1e3a60/section/bf082d0f-e26b-4293-a7f6-a1ffdc10ba39#ch35

First hired as a “digital humanities librarian,” I saw my title changed within less than a year to “digital scholarship librarian,” with a subject specialty later appended (American History). Some three-plus years later at a different institution, I now find myself a digital-less “religion and theology librarian.” At the same time, in this position, my experience and expertise in digital humanities (or “digital scholarship”) are assumed, and any associated duties are already baked into the job description itself.

Jonathan Senchyne has written about the need to reimagine library and information science graduate education and develop its capacity to recognize, accommodate, and help train future library-based digital humanists in both computational research methods and discipline-focused humanities content (368–76). However, less attention has been paid to tracking where these digital humanities and digital scholarship librarians come from, the consequences and opportunities that arise from sourcing librarians from multiple professional and educational stations, and the more ontological issues associated with the nature of their labor—that is, what is understood as work for the digital humanist in the library and what librarians could be doing.

++++++++++++++++++++++
More on digital humanities in this blog
https://blog.stcloudstate.edu/ims?s=Digital+humanities

emotional value of immersive virtual reality in education

Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141–1164. https://doi.org/10.1007/s11423-018-9581-2
an affective path in which immersion predicted presence and positive emotions, and a cognitive path in which immersion fostered a positive cognitive value of the task in line with the control value theory of achievement emotions.
business analyses and reports (e.g., Belini et al. 2016; Greenlight and Roadtovr 2016), predict that virtual reality (VR) could be the biggest future computing platform of all time.
better understanding of the utility and impact of VR when it is applied in an educational context.
several different VR systems exist, including cave automatic virtual envi-ronment (CAVE), head mounted displays (HMD) and desktop VR. CAVE is a projection-based VR system with display-screen faces surrounding the user (Cruz-Neira et al. 1992). As the user moves around within the bounds of the CAVE, the correct perspective and stereo projections of the VE are displayed on the screens. The user wears 3D glasses insidethe CAVE to see 3D structures created by the CAVE, thus allowing for a very lifelikeexperience. HMD usually consist of a pair of head mounted goggles with two LCD screens portraying the VE by obtaining the user ́s head orientation and position from a tracking system (Sousa Santos et al. 2008). HMD may present the same image to both eyes (monoscopic), or two separate images (stereoscopic) making depth perception possible. Like the CAVE, HMD offers a very realistic and lifelike experience by allowing the user to be completely surrounded by the VE. As opposed to CAVE and HMD, desktop VR does not allow the user to be surrounded by the VE. Instead desktop VR enables the user to interact with a VE displayed on a computer monitor using keyboard, mouse, joystick or touch screen (Lee and Wong 2014; Lee et al. 2010).
the use of simulations results in at least as good or better cognitive outcomes and attitudes
toward learning than do more traditional teaching methods (Bayraktar 2000; Rutten et al.
2012; Smetana and Bell 2012; Vogel et al. 2006). However, a recent report concludes that
there are still many questions that need to be answered regarding the value of simulations
in education (Natioan Research Council 2011). In the past, virtual learning simulations
were primarily accessed through desktop VR. With the increased use of immersive VR it is
now possible to obtain a much higher level of immersion in the virtual world, which
enhances many virtual experiences (Blascovich and Bailenson 2011).

an understanding of how to harness the emotional appeal of e-learning tools is a central issue for learning and instruction, since research shows that initial situ-ational interest can be a first step in promoting learning
several educational theories that describe the affective, emotional, and motivational factors that play a role in multimedia learning which are relevant for understanding the role of immersion in VR learning environments.

the cognitive-affective theory of learning with media (Moreno and
Mayer 2007),

and

the integrated cognitive affective model of learning with multimedia
(ICALM; Plass and Kaplan 2016)

control-value theory of achievement emotion CVTAE
https://psycnet.apa.org/record/2014-09239-007

Presence, intrinsic motivation, enjoyment, and control and active learning are the affective factors used in this study. defintions

The sample consisted of 104 students (39 females and 65 males; average age =23.8 years)
from a large European university.

immersive VR (Samsung Gear VR with Samsung Galaxy S6) and
the desktop VR version of a virtual laboratory simulation (on a standard computer). The
participants were randomly assigned to two groups: the first used the immersive VR
followed by the desktop VR version, and the second used the two platforms in the opposite
sequence.

The VR learning simulation used in this experiment was developed by the company Labster and designed to facilitate learning within the field of biology at a university level. The VR simulation was based on a realistic murder case in which the participants were required to investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech laboratory in order to identify and implicate the murderer

 we conclude that the emotional value of the immersive VR version of the learning simulation is significantly greater than the desktop VR version. This is a major empirical contribution of this study.

 

Augmented Reality ‘Store of the Future’

Augmented Reality Helping Build ‘Store of the Future’

https://www.pymnts.com/news/retail/2021/augmented-reality-helping-build-store-of-the-future/

AR can also be utilized in-store, Ripert said, to show different variations of products without having to carry multiple models and take up precious stockroom space or to make shopping more interactive with scavenger hunts and virtual experiences.

The rise of the metaverse, or immersive virtual worlds where people gather, work and socialize, also makes it crucial for retailers to adopt AR technology now so as to avoid getting left behind.

 

EdTech Creator Challenge

The EdTech Creator Challenge Creator Challenge is for creators leveraging immersive technology and real-time 3D to make learning and education more accessible to ALL. This includes organizations such as:

  • Workforce development / Professional Learning
  • Higher education institutions
  • EdTech creators (serving the above audiences, in addition to K-12 schools)
  • Nonprofits

Eligible projects are encouraged to apply by submitting the online applicationform by September 10, 2021 at 11:59pm PST.

APPLICATION TIPS

The application has 25 questions in total. Once you begin, you can save and continue as you go. Check out the tips below and apply by September 10, 2021.

1. SIMPLIFY YOUR DESCRIPTION

When you explain what your organization does in the product section, keep it simple. You should be able to explain your organization in a way that a student would understand.

2. KNOW YOUR PURPOSE
How does your immersive technology support your organization’s mission? One of the factors judges will use to evaluate your application is Purpose. Be prepared to put your mission and impact into words, it’s a key element of the application.
3. EMPHASIZE TEAM STRENGTHS
Several questions on the application allow you to highlight the strengths of your leadership team. This is a great opportunity to demonstrate subject matter expertise, experience, and passion.
4. DON’T DELAY
Early application submissions are highly encouraged as the final deadline quickly approaches. If you have questions about the application this will allow time to review the FAQor reach out for clarification.

AR/VR Certifications

Best AR/VR Certifications to Kickstart Your Career in 2021

https://arpost-co.cdn.ampproject.org/c/s/arpost.co/2021/08/18/ar-vr-certifications-kickstart-career-2021/amp/

1. Unity VR Developer  Organization: Unity

2. Professional Certificate in AR/VR Development and 3D Graphics  Organization: Tandon School of Engineering, NY University

3. Certified AR Expert    Organization: Global Tech Council

4. Certified VR Expert     Organization: Global Tech Council

5. Professional Certificate in Unreal Engine Foundations   Organization: Rochester Institute of Technology via edx.org

Unity for Humanity Summit

Imagining a better world at the Unity for Humanity Summit

https://blog.unity.com/news/imagining-a-better-world-at-the-unity-for-humanity-summit

On October 12, the Unity for Humanity Summit will once again take place virtually to celebrate creators who are using real-time 3D (RT3D) for social impact.

Since the inaugural Unity for Humanity Summit in October 2020, we have awarded more than $2.5 million to support current and future social impact creators who are building RT3D experiences that have a positive and meaningful impact on society and the planet through the Unity for Humanity program and the Unity Charitable Fund.

four content tracks and some of the exciting topics and workshops

Education and Inclusive Economic Opportunity

  • Workshop: How to make your first Unity build
  • Different global models for creating inclusive economic opportunity
  • How to leverage real-time 3D for workforce development and training

Environment and Sustainability

  • What the gaming industry can do to support a healthier planet: From decarbonization of gaming operations to activating users
  • Visualizing the future of climate change
  • How the fashion industry is innovating for sustainability using RT3D

Digital Health and Wellbeing

  • Using AI for social good in and beyond the age of COVID
  • The role RT3D can play in the advancement of patient care, healthcare training, and more
  • Funding healthcare innovations and real-time 3D tools

Tools for Changemakers

  • Monetizing your social impact mobile game
  • An AR tutorial taught through multiple use cases
  • Pitching brands to support your impact projects
  • Visual scripting workshop

++++++++++++++
more on Unity in this IMS blog
https://blog.stcloudstate.edu/ims?s=unity

what is the Metaverse

What Is the Metaverse? Is It Just Virtual Reality, or Something More?

https://www-howtogeek-com.cdn.ampproject.org/c/s/www.howtogeek.com/745807/what-is-the-metaverse-is-it-just-virtual-reality-or-something-more/amp/

Tech CEOs keep talking about “the metaverse.” Mark Zuckerberg insists that Facebook will be seen as a “metaverse company” instead of a social media company. Satya Nadella proclaims Microsoft is creating a “metaverse stack” for the enterprise.

Author Neil Stephenson coined the term “metaverse” in Snow Crash, a dystopian cyberpunk novel published in 1992.

In the novel, the metaverse is a sort of 3D virtual world. It’s not simply a virtual reality game but is a persistent, shared virtual world. Or rather, the metaverse is a whole universe of shared virtual spaces seemingly linked together—you could, essentially, teleport between them.

If you think this all sounds a bit like Ready Player One or a higher-tech version of Second Life, you’re right.

virtual reality (VR) and not augmented reality (AR) was necessary for that kind of vision

To Zuckerberg and other tech CEOs, the concept of “the metaverse” seems to have more in common with “Web 2.0.” It’s a bunch of new technologies: VR headsets! Presence! Persistent digital worlds

Microsoft’s vision of the metaverse seems to take the form of rambling, buzzword-heavy talk about “digital twins” and “converging the physical with the digital” with “mixed reality.” Microsoft’s Azure cloud can do it!

Of course, as we learned with Windows 10’s “Mixed Reality” headsets, that term often just means Virtual Reality to Microsoft. However, it can also mean augmented reality: And, little surprise, Microsoft also has a headset to sell you: The HoloLens.

++++++++++++++++
more on Metaverse in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse

more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive

1 3 4 5 6 7 45