Jan
2022
Digital Literacy for St. Cloud State University
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more on HOlolens in this IMS blog
https://blog.stcloudstate.edu/ims?s=hololens
https://medium.com/microsoft-design/blank-story-e286ac1fb11a
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more on HOlolens in this IMS blog
https://blog.stcloudstate.edu/ims?s=hololens
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more on Hololens in this IMS blog
https://blog.stcloudstate.edu/ims?s=hololens
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More on Hololens in this iMS blog
https://blog.stcloudstate.edu/ims?s=hololens
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https://blog.stcloudstate.edu/ims?s=mixed+reality
Blurred Lines—between virtual reality games, research, and education
p. 5 a LibGuide was created that provided a better description of the available software for both the Microsoft Hololens and the HTC Vive and also discussed potential applications for the technology.
Both the HTC Vive and the Hololens were made bookable through the library’s LibCalendar booking system, streamlining the booking process and creating a better user experience.
When the decision was made to bring virtual and augmented reality into the McGill University Library, an important aspect of this project was to develop a collection of related software to be used alongside the technology. In building this software collection a priority was placed on acquiring software that could be demonstrated as having educational value, or that could potentially be used in relation to, or in support of, university courses.
For the Microsoft Hololens, all software was acquired through Microsoft’s Online Store. The store has a number of educationally relevant HoloLens apps available for purchase. The app ARchitect, for example, gives a basic sense of how augmented reality could be used for viewing new building designs. The app Robotics BIW allows user to simulate robotic functions. A select number of apps, such as Land of the Dinosaurs and Boulevard, provide applications for natural history and art. There were a select number of apps related to science, mathematics and medicine, and others with artistic applications. All of the HoloLens applications were free but, compared to what is available for virtual reality, the experiences were much smaller in size and scope.
For the HoloLens, a generic user account was created and shared with person who booked the HoloLens at the time of their booking. After logging into this account – which could sometimes prove to be a challenge because typing is done using the headset’s gesture controls – the user could select a floating tile which would reveal a list of available software. An unresolved problem was that users would then need to refer to the HoloLens LibGuide for a detailed description of the software, or else choose software based on name alone, and the names were not always helpful.
For the Microsoft HoloLens, the three most popular software programs were Land of the Dinosaurs, Palmyra and Insight Heart. Insight Heart allow users to view and manipulate a 3D rendering of a high-resolution human heart, Land of the Dinosaurs provided an augment reality experience featuring 3D renderings of dinosaurs, and Palmyra gave an augmented reality tour of the ancient city of Palmyra.
p. 7 Though many students had ideas for research projects that could make use of the technology, there was no available software that would have allowed them to use augmented reality in the way they wanted. There were no students interested in developing their own software to be used with the technology either.
p. 8 we found that the Microsoft HoloLens received significant use from our patrons, we would recommend the purchase of one only for libraries serving researchers and developers.
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Getting Real in the Library: A Case Study at the University of Florida
Samuel R. Putnam and Sara Russell GonzalezIssue 39, 2018-02-05
Getting Real in the Library: A Case Study at the University of Florida
As an alternative, Microsoft offers a Hololens with enterprise options geared toward multiple users for $5000.
The transition from mobile app development to VR/AR technology also reflected the increased investment in VR/AR by some of the largest technology companies in the world. In the past four years, Facebook purchased the virtual reality company Oculus, Apple released the ARKit for developing augmented reality applications on iOS devices, Google developed Google Cardboard as an affordable VR option, and Sony released Playstation VR to accompany their gaming platform, just to name a few notable examples. This increase of VR/AR development was mirrored by a rise in student interest and faculty research in using and creating new VR/AR content at UF.
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Library Spaces II: The IDEA Lab at the Grainger Engineering Library Information Center
https://prism.ucalgary.ca/bitstream/handle/1880/52190/DL5_mischo_IDEA_Lab2.pdf
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more on Hololens in this IMS blog
https://blog.stcloudstate.edu/ims?s=hololens
how to start
https://support.microsoft.com/en-us/help/12642/hololens-turn-hololens-on-or-off
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How to holograms with Unity for Hololens
https://hololens.reality.news/how-to/hololens-dev-101-build-basic-hololens-app-minutes-0175021/
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Learning objects, teaching w Hololens
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more on Hololens in this IMS blog
https://blog.stcloudstate.edu/ims?s=hololens
alternatives
https://youtu.be/RatFVf7LqUw
Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.
“With a computer or tablet, we always have to look at a screen. … The technology is always in between the people. With HoloLens, the technology very quickly becomes invisible, and we have seen groups of people have very intense interactions around models that are completely digital — they aren’t really there.”
More on wearables in this IMS blog:
https://blog.stcloudstate.edu/ims?s=hololens
http://www.businessinsider.com/google-and-microsoft-embrace-ar-over-vr-2016-4
Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.
according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.
More on augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims/?s=augmented&submit=Search