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augmented reality and education

Amazon Wants To Beam Augmented Reality Into Your Living Room

Aaron Tilley

Amazon has built up a nice little collection of devices at its Palo Alto, Calif.-based hardware division, Lab126.

 

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Colleges begin to take virtual reality seriously

http://www.ecampusnews.com/technologies/colleges-virtual-reality-941

the power of VR goes beyond simply recruiting. The University of Michigan uses the technology as a learning tool, and by instituting a virtual reality “cave” they’ve allowed engineering students to interact with virtual structures as they “come together, buckle and collapse.” Instead of relying on physical models—which tend to be large, expensive, and slow to build—a student using the MIDEN VR cave can fly around a virtual structure to study mechanical connections.

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New Horizon Report 2015 K12 Edition

http://k12.wiki.nmc.org/Augmented+Reality

Will Virtual Reality Stake Its Claim in K–12 Classrooms?

As the cost to install and support enabling technologies continues to fall, VR-based instruction will likely become a reality in K–12 schools.

More on virtual reality in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=virtual+reality&submit=Search

Virtual Reality and artists

https://www.edsurge.com/news/2019-10-31-virtual-reality-experiences-can-be-violent-and-intrusive-they-need-an-artist-s-touch

Blended Reality, a cross-curricular applied research program through which they create interactive experiences using virtual reality, augmented reality and 3D printing tools. Yale is one of about 20 colleges participating in the HP/Educause Campus of the Future project investigating the use of this technology in higher education.

Interdisciplinary student and professor teams at Yale have developed projects that include using motion capture and artificial intelligence to generate dance choreography, converting museum exhibits into detailed digital replicas, and making an app that uses augmented reality to simulate injuries on the mannequins medical students use for training.

The perspectives and skills of art and humanities students have been critical to the success of these efforts, says Justin Berry, faculty member at the Yale Center for Collaborative Arts and Media and principal investigator for the HP Blended Reality grant.

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more on VR in this iMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

Nursing mixed reality

 

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INSIGHT HEART on @magicleap allows you to explore anatomy in an interactive, visually stunning, and fun way 🔎 ♥️ 😮 . Stop by the Magic Leap booth at #UniteCopenhagen for a demo! @unitytechnologies . . #madewithunity #insightheart #magicleap #copenhagen #medicaleducation #patienteducation #spatialcomputing #anatomy #humananatomy #heartanatomy #medstudent #medizin #medizinstudent #anatomie #augmentedreality #mixedreality #virtualreality

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book XR education

Donally, J. (2018). Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms. Portland, Oregon: International Society for Technology in Education.
book review:
http://www.edtechroundup.org/reviews/book-review-learning-transported-augmented-virtual-and-mixed-reality-for-all-classrooms-by-jaime-donally
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more on XR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr+education

Augmented Reality Apple

Apple is hiring for an Augmented Reality team, possibly focused on Apple Maps

Joshua Fruhlinger

https://www.linkedin.com/pulse/apple-hiring-augmented-reality-team-possibly-focused-maps-fruhlinger/

Earlier this week, Apple ($NASDAQ:AAPL) acquired augmented reality (AR) lens and glasses company Akonia Holographics ($AKONIAHOLOGRAPHICS), which spawned plenty of speculation on Apple getting serious about AR.

Augmented reality overlays digital information over the real world and differs from virtual reality (VR), where the whole environment is simulated. Akonia describes its AR product as “thin, transparent smart glass lenses that display vibrant, full-color, wide field-of-view images.”

“Digital maps have become essential tools of our everyday lives, yet despite their ubiquity, they are still in their infancy. From urban mobility to indoor positioning, from LIDAR to Augmented Reality, advances in technology and new kinds of data are powering innovations in all areas of digital mapping. If you love maps and are passionate about what is possible, you will be in great company.”

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more about augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality+education

eXtended Reality XR

eXtended Reality (XR): The New World of Human/Machine Interaction

Wednesday, October 31 | 9:45am – 10:30am MT |
Session Type: Breakout Session
Delivery Format: Interactive Presentation

eXtended reality (XR) technologies present opportunities to advance the higher education mission and prepare students for a new world of human/machine interaction. In this interactive session, we will explore what is being done today and what is possible in four key areas of XR: use, technology, content development, and gamification.

Outcomes:
*Identify best-of-class tools and methods available for the design and support of XR in higher ed
* Explain to campus stakeholders the potential of XR to support pedagogy, research, and student success
* Understand the areas of focus of our growing XR community of practice and how you can participate

https://en.wikipedia.org/wiki/Extended_reality
 augmented reality (AR), augmented virtuality (AV) and virtual reality (VR)

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

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

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

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

 

VR AR MR apps for education

4 Augmented and Virtual Reality Projects That Point to the Future of Education

By Justin Hendrix     Jan 3, 2018

https://www.edsurge.com/news/2018-01-03-4-augmented-and-virtual-reality-projects-that-point-to-the-future-of-education

At NYC Media Lab recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.

the Lab has completed dozens of rapid prototyping projectsexhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.

Kiwi

Mobile AR

https://medium.com/@nycmedialab/14-virtual-and-augmented-reality-projects-emerging-from-nyc-media-lab-this-spring-af65ccb6bdd8

Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/

Street Smarts VR

Training and simulations for police  https://streetsmartsvr.com/

Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.

NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.

Calling Thunder: The Unsung History of Manhattan

Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.

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more on VR and education
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AR in education
https://blog.stcloudstate.edu/ims?s=augmented+reality+education

VR in education must experiment

Riddell, R. (2018, February 2). Ed shouldn’t invest heavily in VR yet, but experimentation is key. Retrieved February 2, 2018, from https://www.educationdive.com/news/ed-shouldnt-invest-heavily-in-vr-yet-but-experimentation-is-key/516160/
Google, for instance, has made virtual field trips to inaccessible locations easier for history and social studies classes with its Cardboard viewers used in conjunction with the Expeditions app. And technologies like zSpace have expanded opportunities in STEM subjects with virtual interactive dissections, diagrams and experiments.

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more on VR in education in this IMS blog

VR AR MR in education

7 Things You Should Know About AR/VR/MR

https://library.educause.edu/resources/2017/10/7-things-you-should-know-about-ar-vr-mr 
Augmented reality can be described as experiencing the real world with an overlay of additional computer generated content. In contrast, virtual reality immerses a user in an entirely simulated environment, while mixed or merged reality blends real and virtual worlds in ways through which the physical and the digital can interact. AR, VR, and MR offer new opportunities to create a psychological sense of immersive presence in an environment that feels real enough to be viewed, experienced, explored, and manipulated. These technologies have the potential to democratize learning by giving everyone access to immersive experiences that were once restricted to relatively few learners.
In Grinnell College’s Immersive Experiences Lab http://gciel.sites.grinnell.edu/, teams of faculty, staff, and students collaborate on research projects, then use 3D, VR, and MR technologies as a platform to synthesize and present their findings.
In terms of equity, AR, VR, and MR have the potential to democratize learning by giving all learners access to immersive experiences
downsides :
relatively little research about the most effective ways to use these technologies as instructional tools. Combined, these factors can be disincentives for institutions to invest in the equipment, facilities, and staffing that can be required to support these systems. AR, VR, and MR technologies raise concerns about personal privacy and data security. Further, at least some of these tools and applications currently fail to meet accessibility standards. The user experience in some AR, VR, and MR applications can be intensely emotional and even disturbing (my note: but can be also used for empathy literacy),
immersing users in recreated, remote, or even hypothetical environments as small as a molecule or as large as a universe, allowing learners to experience “reality” from multiple perspectives.

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more on VR, AR, MX in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

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