Searching for "extended reality"

ELI Online Event XR

ELI Online Event | eXtended Reality (XR): How AR, VR, and MR Are Extending Learning Opportunities

May 22 and 24, 2018 | 12:00 noon – 3:35 p.m. ET

https://events.educause.edu/eli/focus-sessions/2018/extended-reality-xr-how-ar-vr-and-mr-are-extending-learning-opportunities

https://twitter.com/search?q=%23elifocus #elifocus

https://www.educause.edu/badging

Over the past year, interest in eXtended reality (XR) technologies (such as virtual, augmented, immersive, and mixed reality) has surged. New and more affordable XR technologies, along with voice activation and sophisticated visual display walls, provide promising directions and opportunities to immerse learners in the curriculum, offering deeper and more vivid learning experiences and extending the learning environment. But what’s the curricular reality with respect to these technologies? What is hype and what is substance? Specifically:

  • What practical applications do “XR technologies” have for teaching, learning, and research?
  • How are these technologies being applied to engage learners as consumers and creators of XR experiences?
  • What evidence is there to support XR technologies as effective tools in the learning environment?
  • How can these technologies be integrated into learning spaces?
  • What are the ethical questions we should consider as we explore XR?

Facebook’s XR Roadmap

Facebook’s XR Roadmap

https://avibarzeev.medium.com/facebooks-xr-roadmap-b096bc35b205

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

2021+: Drive VR Costs Below All Competitors

2022+: Establish a Growing Ecosystem

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

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

accessibility in XR

Regine Gilbert talks about accessibility in XR

https://skarredghost-com.cdn.ampproject.org/c/s/skarredghost.com/2021/05/19/regine-accessibility-xr/amp/

What do you think is the current status of XR experiences? Are most of them accessible?

As with all technology, XR is evolving. The current status in terms of accessibility is that more folks need to be educated about accessibility in the VR space. In general, most experiences are not accessible, yet.

Oculus For Developers has some documentation for Designing accessible VR. You can find it here:
https://developer.oculus.com/learn/design-accessible-vr/

My current research with VEIL (Virtual Experience Interaction Lab https://www.veilab.org/) involves examining Design Patterns in VR. My future work involves research into inclusive and accessible XR. In addition, I am working on a book that will be related to XR and spatial computing.

How can people support you?

You can check out my book that is available online at this link: https://www.apress.com/gp/book/9781484250150

++++++++++++++++++
more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality

Augmented Scepticism

<Palermos, S. O. (2017). Augmented Skepticism: The Epistemological Design of Augmented Reality. https://www.academia.edu/28594152/Augmented_Skepticism_The_Epistemological_Design_of_Augmented_Reality

epistemology should play an active role in the design of future AR systems and practices.

its users may also be exposed to the serious danger of being unable to tell reality and augmented reality apart.

Most modern augmented reality systems combine the input from hardware
components such as digital cameras, accelerometers, global positioning systems (GPS),
gyroscopes, solid state compasses, and wireless sensors with simultaneous localization and
mapping (SLAM) software

The above examples make it obvious that AR has the potential to permeate and
enrich our everyday lives in a variety of ways. As AR technologies become less intrusive and
more transparent, moving from hand held devices, to AR glasses and finally to contact lenses,
AR will possibly not only penetrate every aspect of our lives but will become a constant,
additional layer to physical reality that users will be practically unable to disengage from.
Short films Sight (https://vimeo.com/46304267) and Hyper-Reality
(https://vimeo.com/166807261) provide good tasters of how the augmented future might
soon look like.

Contrary to other forms of extended
cognitive systems, AR is specifically designed to generate and operate on the basis of unreal
yet deceivingly truth-like mimicries of the external world in a way that users won’t be able to
distinguish augmented images from actual images of the world.

AR therefore has the potential to both extend and distract our organismic epistemic
capacities.

AR developers would have to make sure that all augmentations bear features that would allow them to clearly and immediately stand out from the physical elements in the world without the need of unrealistically burdensome checks on the part of the users. The design of future AR systems should not pose unrealistic demands on the users’ cognitively integrated nature. Reality augmentations should automatically stand out as such, leaving minimal room for confusion or misinterpretation.

++++++++++++++++
more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=Augmented+reality

 

 

 

Red Cross and Immersive Learning

Virtual Reality & Innovation

https://www.icrc.org/en/what-we-do/virtual-reality

mounting research suggests that gaming in immersive virtual environments can directly affect and impact regions of the brain responsible for memory, spatial orientation, information organizations, and fine motor skills.

the ICRC officially established its Virtual Reality Unit (VRU) to delve further into computer-generated environments as a way to educate, communicate and advocate respect for IHL.

By 2017, the VRU had amassed a library of virtual environments for FAS’ IHL training sessions but there was a desire within the VRU, as well as in FAS and ICRC’s Learning & Development, to develop more advanced VR opportunities for a wider audience.

2018 report researched global financial investment in XR and a 2019 meta-analysis consolidated global academic findings that used VR to measure behaviour.

December 2019 … the production of an XR Quick Start Guide in April 2020 which introduces ICRC staff to lessons learned and best practices for initiative development.

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

Hamlet on the HoloDeck

Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Free Press.
https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/qoo6di/alma990011592830104318
Since 1992 I have been teaching a course on how to write electronics section. My students include freshman, writing majors, and media lab graduate students.
As I watch the yearly growth in ingenuity among my students, I find myself anticipating a new kind of storyteller, one who is half hacker, half bard. The spirit of the hacker is one of the great creative wellspring Safari time, causing the in animate circuits to sync with ever more individualized and quirky voices; the spirit of the bard is eternal and irreplaceable, telling us what we are doing here in about we mean to one another.
p. 12 A New Medium of Storytelling
p. 18 Aldous Huxley Brave New World
(more on it here https://blog.stcloudstate.edu/ims?s=huxley)
Set 600 years from now, describes a society that science has dehumanized by eliminating love, parenthood, and the family in favor of generating engineering, test tube delivery, and state indoctrination. Books are banned, and science has come up with a substitute form of storytelling to delete the masses.
p. 20 Ray Bradbury Fahrenheit 451
p. 22 this accounts of a digital dystopia but eroticize and demonize the computer. Cyberpunks surfers are like Cowboys on the new frontier motorcycle hoodlums with a joystick in their hand instead of a motorcycle between their legs. They are outlaw pirates on an endless voyage of exploration throughout the virtual world riding and plundering among the invisible data hoards of the world in many states by the stronger pirate parents who reach in and reprogram their minds.
p. 22 William Gibson Neurmancer
p. 28 The Harbinger on the the Holodeck
The technical in economic cultivation of this freestyle new medium of communication has led to several new varieties of narrative entertainment. This new storytelling formats very from the shoot them up video game in the virtual dungeons of Internet role-playing games to the post modern literary hypertext. This wide range of narrative art holds the promise of a new medium of expression that is S varied SD printed book or the movie picture.
Books printed before 1501 or cold incunabula; the word is derived from the Latin for swaddling clothes and is used to indicate that this books are the work of a technology still in its infancy.
The garish video games in tangled websites of the current digital environment or part of a similar period of technical evolution, part of a similar struggle for the conventions of coherent communication.
p. 29 now, in the incunabular days of the narrative computer. We can see how 20th century novels, films, and please have been steadily pushing against the boundaries of linear storytelling. We therefore have to start our survey of the harbingers of the holiday back with a look at multiform stories, that is, linear narrative straining against the boundary of pre-digital media like a two dimensional picture trying to burst of its frame.
p. 30 The multiform story
Frank Capra’s It’s a wonderful life
p. 34 Robert Zemeskis Back to the Future
p. 35 Harold Ramis’s Groundhog Day
Multi forms stories often reflect different points of view of the same event.  p. 37 Kurosawa Rashomon, the same crime is narrated by four different people: a rape victim; her husband, who is murdered; the bandit who attacked them; and a bystander.
p. 37 Milorad Pavic’s Dictionary of the Khazars
p. 37 Multi form narrative attempts to give a simultaneous form to this possibilities, to allow us to hold in our minds at the same time multiple contradictory alternatives.
p. 38  active audience
When the writer expands the story to include multiple possibilities, the reader assumes a more active role.
p. 40 although television viewers have long been accused of being less active engaged in readers or theatergoers, research on thin culture provides considerable evidence that viewers actively appropriate the stories of their favorite series. In addition to sharing critical commentary and gossip, fans create their own stories by taking characters and situations from the series and developing them in ways closer to their own concerns.
p. 42 role playing games or theatrical in a non-traditional but thrilling way. Players are both actors and audience for one another, and events the purple tree often have the media seat of personal experience.
p. 43 Live theater has been incorporating the same qualities of spontaneity and audience involvement for some time.
p. 43 MUDs have allowed distant players on the Internet to share a common virtual space in which they can chat with one another in real time. A the social psychologist Sherry Turkle has persuasively demonstrated, mods are intensely “evocative” environments for fantasy play that allow people to create and sustain elaborate fictional personas.
p. 44 movies three dimensions
p. 51 dramatic storytelling in electronic games
p. 55 story webs
p. 59 computer scientist as storytellers
p. 65 Chapter 3 From Additive to Expressive Form
beyond multimedia
Sept 28, 1895 Arrival of the Train at La Ciotat Station
p. 66 photoplays
p. 67 one of the lessons we can learn from the history of film is that additive formulations like photo play or the contemporary catshall ‘multimedia” or a sign that the medium is in an early stage of development and it is still depending on the format derived from earlier technologies instead of exploiting its own expressive power. Today the derivative mindset is apparent in the conception of cyber space is the place to view “pages” of print or “clips” of moving video end of cedar rooms is offering “extended books.”
p. 60 ELIZA, 1966 Joseph Weizenbaum
p. 71 the four essential properties of digital environments
Digital environments are procedural
Digital environments are participatory
Digital environments are spacial
Digital environments are encyclopedic
p. 90 Digital structures of complexity
p. 95 part to the aesthetics of the medium
chapter 4 immersion
definition
The experience of being transported to an elaborate please simulator please it’s pleasurable in itself regarding of the fantasy contact. we Refer to this experience as immersion. Immersion is a metaphorical term derived from the physical experience of being submerged in water. We seek the same feeling from a psychologically immersive experience that we do from a plunge in the ocean or swimming pool: the sensation of being surrounded by a completely other reality, as different is water is from air, that takes over all of our attention, our whole perceptual apparatus.
p/ 99 entering the enchanted place
my note: ghost in the machine
The computer itself, even without any fantasy content, is an enchanted object. Sometimes it can act like an autonomous, animate being, sensing it’s environment in carrying out internally generated processes, yet it can also seem like an extension of our own consciousness, capturing our words through the keyboard in displaying them on the screen as fast as we can thank them.
p. 110 the active creation of belief
In digital environments we have new opportunities to practice this active creation of belief. For instance, in an interactive video program set in Paris that may research group designed in the 1980s for language learners, we included a working telephone, represented by a photograph of a phone who’s keypad could be clicked on .
p. 112 structuring participation with a mask .
p. 119 regulating arousal According to Winnicott, “the pleasurable element in playing Carris whit eight employee Kasian that the instructional a razzle is not excessive”; that is, the object of the imaginary world should not be too enticing, scary, or real let the immersive trance be broken. This is true in any medium. If a horror movie is too frightening, we cover our eyes or turn away from the screen.
p. 126 chapter Agency
Agency is the satisfying power to take meaningful action and see the results of our decisions and choices. We expect to feel agency on the computer when we double click on a file and seat open before us or when we enter numbers in a spreadsheet and see the totals readjust. However, we do not usually expect to experience agency within a narrative environment.
p. 129 the pleasures of navigation
One form of agency not dependent on the game structure yet characteristic of digital environment is spatial navigation. The ability to move through virtual landscapes can be pleasurable in itself, independent of the content of the spaces.
p. 130 the story of the maze
the adventure maze embodies a classic fair-tale narrative of danger and salvation. as a format for electronic narrative, the maze is a more active version of the immersive visit (chapter 4).
p. 134 Giving Shape to Anxiety
p. 137 The Journey Story and the Pleasure of Problem Solving
p. 140 Games into Stories
p. 142 Games as Symbolic Dramas

office in VR

https://www.lifewire.com/your-next-office-could-be-in-virtual-reality-5079457

  • The pandemic is driving interest in using virtual reality for business.
  • Facebook’s Oculus 2 VR headset will support an application called Infinite Office that allows people to work in a virtual office.
  • Advances are needed before VR can replace real-life interactions, experts say.

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

more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality

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

Asynchronous Virtual Field Experiences with 360 Video

Zolfaghari, M., Austin, C. K., Kosko, K. W., & Ferdig, R. E. (2020). Creating Asynchronous Virtual Field Experiences with 360 Video. Journal of Technology and Teacher Education, 28(2), 315–320.
https://www.learntechlib.org/p/216115/
The global COVID-19 pandemic has disrupted normal face-to-face classes across institutions. This has significantly impacted methods courses where preservice teachers (PSTs) practice pedagogy in the field (e.g., in the PreK-12 classroom). In this paper, we describe efforts to adapt an assignment originally situated in a face-to-face school placement into a virtual version. By utilizing multi-perspective 360 video, preliminary results suggest virtual field experiences can provide PSTs with similar experiences for observation-based assignments. Acknowledging that immersive virtual experiences are not a complete replacement for face-to-face field-based experiences, we suggest virtual field assignments can be a useful supplement or a viable alternative during a time of pandemic.

++++++++++++++++

Klippel, A., Zhao, J., Oprean, D., Wallgrün, J. O., & Chang, J. (2019). Research Framework for Immersive Virtual Field Trips (p. 1617). https://doi.org/10.1109/VR.2019.8798153
https://www.researchgate.net/publication/335201061_Research_Framework_for_Immersive_Virtual_Field_Trips
++++++++++++++++++++++++
Klippel, A., Zhao, J., Sajjadi, P., Wallgrun, J. O., Bagher, M. M., & Oprean, D. (2020). Immersive Place-based Learning – An Extended Research Framework. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 449–454. https://doi.org/10.1109/VRW50115.2020.00095
https://conferences.computer.org/vr-tvcg/2020/pdfs/VRW2020-4a2sylMzvhjhioY0A33wsS/653200a449/653200a449.pdf

+++++++++++++++++
more on Video 360 in this IMS blog
https://blog.stcloudstate.edu/ims?s=360
and specifically for education:
https://blog.stcloudstate.edu/ims?s=video+360+education

1 2 3 4