Searching for "3D"

Tilt Brush

Excellent work in getting a #WebXR build of Tilt Brush exported from Unity by @msub2official.
Lots of ripping out of SteamVR in order to get it to compile & you can see there some controller bugs from the port, but great progress.
More details over on @webaverse‘s #webxr Discord. https://t.co/e83hXC6FgW

— Kent Bye VoicesOfVR (@kentbye) January 28, 2021

https://www.forbes.com/sites/charliefink/2021/01/29/this-week-in-xr-quest-sales-boost-facebook-google-punts-vr-assets-shutterstock-eats-turbosquid/

Tilt Brush becomes open source. Google’s solution to Tilt Brush’s problems is to give away the source code on GitHub and torch its free 3D asset store Poly, the only asset store compatible with Tilt Brush’s animated brushes.

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

nVivo workshops at the U

Introduction to NVivo on Mac

Friday, January 29 | 10:00 a.m. – 12:00 p.m. | Online
NVivo is a qualitative data management, coding and markup tool, that facilitates powerful querying and exploration of source materials for both mixed methods and qualitative analysis. It integrates well with tools that assist in data collection and can handle a wide variety of source materials. This workshop introduces the basic functions of NVivo, with no prior experience necessary. Learn more and register for Introduction to NVivo on Mac.

Introduction to NVivo on Windows

Friday, February 5 | 10:00 a.m. – 12:00 p.m. | Online
NVivo is a qualitative data management, coding and markup tool, that facilitates powerful querying and exploration of source materials for both mixed methods and qualitative analysis. It integrates well with tools that assist in data collection and can handle a wide variety of source materials. This workshop introduces the basic functions of NVivo, with no prior experience necessary. Learn more and register for Introduction to NVivo on Windows.

The Post-Pandemic Liberal Arts College

To RSVP ahead of time, or to jump straight in at 2 pm ET this Thursday, click here:
https://shindig.com/login/event/volkbenedix

the topic of liberal education, in the company of two great advocates.  On Thursday, January 28h, from 2-3 pm ET, we’ll be joined by professors Beth Benedix and Steven Volk, authors of the new book The Post-Pandemic Liberal Arts College: A Manifesto for Reinvention (publisherour bookstore).

Beth Benedix teaches literature and religious studies at DePauw University. There she founded and directs The Castle, a nonprofit organization that partners with local public schools to build a culture of arts-integrated project-based learning, and TransformEdu, a consulting business that works with college educators to develop holistic, intentional and collaborative practices to energize the classroom. ​

Beth has published: Reluctant Theologians:  Kafka, Celan, Jabes; Subverting Scriptures:  Critical Reflections on the Uses of the Bible; Ghost Writer (A Story About Telling a Holocaust Story). She is working on a documentary film project about public education with film-makers Joel Fendelman and James Chase Sanchez.

She completed her B.A, M.A and Ph.D at the University of Illinois, Urbana-Champaign.

Steve Volk is Professor of History Emeritus at Oberlin College where he taught Latin American History and Museum Studies between 1986-2016. He founded the Center for Teaching Innovation and Excellence (CTIE), Oberlin’s teaching and learning center, in 2007 and served as its director until retiring in July 2018. He was named Outstanding U.S. Baccalaureate Colleges Professor of the Year by the Carnegie Foundation for the Advancement of Teaching and the Center for the Advancement and Support of Education (CASE) in 2011. In 2012, he was named a Great Lake College Association Teagle Peadagogy Fellow. In 2003 he received the Nancy Lyman Roelker Mentorship Award from the American Historical Association, and was recognized for his teaching leadership by the Northeast Ohio Council on Higher Education. In 2001 he was commended by the Government of Chile for “his contributions in helping to restore democracy” in that country.

He blogs at https://steven-volk.blog/.

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

Google Poly

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more on GOogle Poly in this IMS blog
https://blog.stcloudstate.edu/ims?s=%22google+poly%22

Verizon and Unity Tech

https://www.verizon.com/about/news/verizon-unity-partner-5g-mec-gaming-enterprise

  • Verizon and Unity partner to enable new digital experiences ranging from entertainment applications to enterprise toolkits using 5G, mobile edge compute (MEC) and real-time 3D technology.
  • 5G Ultra Wideband and MEC will be a game changer for real-time 3D entertainment content by offering faster speeds, higher bandwidth and ultra low-latency for industries like gaming, retail, sports and more.
  • The companies will also explore how 5G and MEC can enhance real-time 3D enterprise experiences, transforming the way businesses design, build and operate in a real-time economy.

AR HUD

CES 2021: Panasonic Brings AI-Enhanced Situational Awareness to Drivers with AR HUD

https://innotechtoday.com/panasonic-brings-ai-enhanced-situational-awareness-to-drivers-with-ar-hud/

The key features of the new AR HUD include:

  • Eye tracking technology – Projects information at driver’s level of sight based on driver’s eye position, eliminating a potential mismatch between the projected image when the driver moves their head
  • Advanced optics – Advanced optical design techniques provide expanded field-of-view (beyond 10 by 4 degrees) for virtual image distance of 10m or greater; detects pedestrians and objects through enhanced low light and nighttime view; tilted virtual image planes adjust visibility of objects in the driver’s field of view; embedded camera system allows discrete monitoring for the driver’s eye location.
  • AI navigation accuracy – AI-driven AR navigation technology detects and provides multi-color 3D navigation graphics that adjust with moving vehicle’s surroundings, displaying information like lane markers and GPS arrows where turns will occur and sudden changes such as collisions or cyclists in one’s path
  • Vibration control – Panasonic’s proprietary camera image stability algorithm enables AR icons to lock onto the driving environment regardless of the bumpiness of the road
  • Real-time situational awareness – Driving environment updates occur in real-time; ADAS, AI, AR environment information updates in less than 300 milliseconds
  • 3D imaging radar – Sensor-captured full 180-degree forward vision up to 90 meters and across approximately three traffic lanes
  • Compact size – Efficient compact packaging to fit any vehicle configuration
  • 4K resolution – Crisp, bright 4K resolution using advanced laser and holography technology, with static near-field cluster information and far-field image plane for AR graphic overlay

https://youtu.be/gMWIlYFaZUI

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https://blog.stcloudstate.edu/ims?s=augmented+reality

iLRN 2021

CALL FOR PAPERS AND PROPOSALS
iLRN 2021: 7th International Conference of the Immersive Learning Research Network
May 17 to June 10, 2021, on iLRN Virtual Campus, powered by Virbela
… and across the Metaverse!
Technically co-sponsored by the IEEE Education Society,
with proceedings to be submitted for inclusion in IEEE Xplore(r)
Conference theme: “TRANSCEND: Accelerating Learner Engagement in XR across Time, Place, and Imagination”
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Conference website: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2021%2F&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=6d614jJWaou4vQMNioW4ZGdiHIm2mCD5uRqaZ276VVw%3D&reserved=0
PDF version of this CFP available at: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fbit.ly%2F3qnFYRu&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=Ksq0YFtUxHI9EM0%2Fa7OyYTeb7ObhOy3JdVquCRvvH54%3D&reserved=0
The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) will be an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning–from K-12 through higher education to work-based, informal, and lifelong learning contexts.
Following the success of iLRN 2020, our first fully online and in-VR conference, this year’s conference will once again be based on the iLRN Virtual Campus, powered by VirBELA, but with a range of activities taking place on various other XR simulation, gaming, and other platforms. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educate, engage, and excite learners.
Note: Last year’s iLRN conference drew over 3,600 attendees from across the globe, making the scheduling of sessions a challenge. This year’s conference activities will be spread over a four-week period so as to give attendees more opportunities to participate at times that are conducive to their local time zones.
##### TOPIC AREAS #####
XR and immersive learning in/for:
Serious Games • 3D Collaboration • eSports • AI & Machine Learning • Robotics • Digital Twins • Embodied Pedagogical Agents • Medical & Healthcare Education • Workforce & Industry • Cultural Heritage • Language Learning • K-12 STEM • Higher Ed & Workforce STEM  • Museums & Libraries • Informal Learning • Community & Civic Engagement  • Special Education • Geosciences • Data Visualization and Analytics • Assessment & Evaluation
##### SUBMISSION STREAMS & CATEGORIES #####
ACADEMIC STREAM (Refereed paper published in proceedings):
– Full (6-8 pages) paper for oral presentation
– Short paper (4-5 pages) for oral presentation
– Work-in-progress paper (2-3 pages) for poster presentation
– Doctoral colloquium paper (2-3 pages)
PRACTITIONER STREAM (Refereed paper published in proceedings):
– Oral presentation
– Poster presentation
– Guided virtual adventures
– Immersive learning project showcase
NONTRADITIONAL SESSION STREAM (1-2 page extended abstract describing session published in proceedings):
– Workshop
– Special session
– Panel session
##### SESSION TYPES & SESSION FORMATS #####
– Oral Presentation: Pre-recorded video + 60-minute live in-world discussion with
others presenting on similar/related topics (groupings of presenters into sessions determined by Program Committee)
– Poster Presentation: Live poster session in 3D virtual exhibition hall; pre-recorded video optional
– Doctoral Colloquium: 60-minute live in-world discussion with other doctoral researchers; pre-recorded video optional
– Guided Virtual Adventures: 60-minute small-group guided tours of to various social and collaborative XR/immersive environments and platforms
– Immersive Learning Project Showcase: WebXR space to assemble a collection of virtual artifacts, accessible to attendees throughout the conference
– Workshop: 1- or 2-hour live hands-on session
– Special Session: 30- or 60-minute live interactive session held in world; may optionally be linked to one or more papers
– Panel Session: 60-minute live in-world discussion with a self-formed group of 3-5 panelists (including a lead panelist who serves as a moderator)
Please see the conference website for templates and guidelines.
##### PROGRAM TRACKS #####
Papers and proposals may be submitted to one of 10 program tracks, the first nine of which correspond to the iLRN Houses of application, and the tenth of which is intended for papers making knowledge contributions to the learning sciences, computer science, and/or game studies that are not linked to any particular application area:
Track 1. Assessment and Evaluation (A&E)
Track 2. Early Childhood Development & Learning (ECDL)
Track 3. Galleries, Libraries, Archives, & Museums (GLAM)
Track 4. Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
Track 5. K-12 STEM Education
Track 6. Language, Culture, & Heritage (LCH)
Track 7. Medical & Healthcare Education (MHE)
Track 8. Nature & Environmental Sciences (NES)
Track 9. Workforce Development & Industry Training (WDIT)
Track 10. Basic Research and Theory in Immersive Learning (not linked to any particular application area)
##### PAPER/PROPOSAL SUBMISSION & REVIEW #####
Papers for the Academic Stream and extended-abstract proposals for the Nontraditional Session Stream must be prepared in standard IEEE double-column US Letter format using Microsoft Word or LaTeX, and will be accepted only via the online submission system, accessible via the conference website (from which guidelines and templates are also available).
Proposals for the Practitioner Stream are to be submitted via an online form, also accessible from the conference website.
A blind peer-review process will be used to evaluate all submissions.
##### IMPORTANT DATES #####
– Main round submission deadline – all submission types welcome: 2021-01-15
– Notification of review outcomes from main submission round: 2021-04-01
– Late round submission deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions only: 2021-04-08
– Camera-ready papers for proceedings due – Full and short papers: 2021-04-15
– Presenter registration deadline – Full and short papers (also deadline for early-bird registration rates): 2021-04-15
– Notification of review outcomes from late submission round: 2021-04-19
– Camera-ready work-in-progress papers and nontraditional session extended abstracts for proceedings due; final practitioner abstracts for conference program due: 2021-05-03
– Presenter registration deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions: 2021-05-03
– Deadline for uploading presentation materials (videos, slides for oral presentations, posters for poster presentations): 2021-05-10
– Conference opening: 2021-05-17
– Conference closing: 2021-06-10
*Full and short papers can only be submitted in the main round.
##### PUBLICATION & INDEXING #####
All accepted and registered papers in the Academic Stream that are presented at iLRN 2021 and all extended abstracts describing the Nontraditional Sessions presented at the conference will be published in the conference proceedings and submitted to the IEEE Xplore(r) digital library.
Content loaded into Xplore is made available by IEEE to its abstracting and indexing partners, including Elsevier (Scopus, EiCompendex), Clarivate Analytics (CPCI–part of Web of Science) and others, for potential inclusion in their respective databases. In addition, the authors of selected papers may be invited to submit revised and expanded versions of their papers for possible publication in the IEEE Transactions on Learning Technologies (2019 JCR Impact Factor: 2.714), the Journal of Universal Computer Science (2019 JCR Impact Factor: 0.91), or another Scopus and/or Web of Science-indexed journal, subject to the relevant journal’s regular editorial and peer-review policies and procedures.
##### CONTACT #####
Inquiries regarding the iLRN 2020 conference should be directed to the Conference Secretariat at conference@immersivelrn.org.
General inquiries about iLRN may be sent to info@immersivelrn.org.

More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela

Creighton Nursing Simulation Evaluation

https://nursing.creighton.edu/academics/competency-evaluation-instrument

Creighton Simulation Evaluation Instrument

https://mnscu-my.sharepoint.com/:w:/r/personal/sj4932ae_minnstate_edu/_layouts/15/WopiFrame2.aspx?action=edit&sourcedoc=%7B8CF7FBDB-977D-42B9-92E6-56EB1EF21DE0%7D

From: “Frisch, Connie J” <connie.frisch@sctcc.edu>

Measuring Self-Efficacy

https://sparqtools.org/mobility-measure/new-general-self-efficacy-scale/#all-survey-questions

 

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