Oct
2021
immersive art
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More on augmented reality and art in this blog
https://blog.stcloudstate.edu/ims?s=augmented+reality+art
Digital Literacy for St. Cloud State University
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More on augmented reality and art in this blog
https://blog.stcloudstate.edu/ims?s=augmented+reality+art
https://www.wral.com/surprise-new-virtual-reality-mural-appears-in-downtown-cary/19477540/
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more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive
Looking for resources for learning about #art online now or any of the arts during #remotelearning #remoteteaching #education Any websites, courses, livestreams, any ideas? @Artguy76 @GrundlerArt #k12artchat #creativittdept #iste #onlinelearning #ArtsEd
— Rachelle Dene Poth #ThriveinEDU #AI #ARVR (@Rdene915) May 5, 2020
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more on art and immersive teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=art+immersive
Emergent Technology beyond the Pandemic – Preparing for the Future
My annotations here:
https://hyp.is/go?url=https%3A%2F%2Freadylearner.one%2Femergent-technology-beyond-the-pandemic-preparing-for-the-future%2F&group=__world__
So while we know that there are incredible applications for emergent technologies such as VR/AR, the goal for organizations isn’t to look to implement these types of solutions immediately while in the midst of a pandemic, adding layers of training and cost concerns to the already existing uncertainty. Rather, an approach that involves short and long term planning as well as data collection to inform decision making is a much more prudent approach.
“VR Learn: Virtual Reality in Learning”
https://www.linkedin.com/pulse/company-leaders-your-teams-need-vr-headsets-yesterday-john-duffield/
According to Gartner’s Hype Cycle, VR was last featured in the “Slope of enlightenment” in 2017, which is stage 4 out of 5 on the way to mass adoption.
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.
s How Semi-Immersive Technology, such as Desktop-AR, Has the Potential for Implementation in Classrooms Globally @PerceptionCodes #EduTech #holograms #NASA https://t.co/80aDZSUpeT
— VR/AR Association (@thevrara) October 5, 2021
what is semi-immersive VR?
This kind of technology acts as a window into a virtual world, usually using a computer monitor but sometimes a projector, and the user interaction is done via the keyboard and/or mouse. The users interface in a partial virtual environment, with the feeling of being in a different reality, but are still aware of their physical surroundings.
https://xra.org/wp-content/uploads/2021/05/ecorys-xr-2021-report.pdf
https://www.gartner.com/en/documents/3887767/understanding-gartner-s-hype-cycles
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more on immersive tech in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive+technologies
View this post on Instagram
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality