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Key Issues in Teaching and Learning Survey

The EDUCAUSE Learning Initiative has just launched its 2018 Key Issues in Teaching and Learning Survey, so vote today: http://www.tinyurl.com/ki2018.

Each year, the ELI surveys the teaching and learning community in order to discover the key issues and themes in teaching and learning. These top issues provide the thematic foundation or basis for all of our conversations, courses, and publications for the coming year. Longitudinally they also provide the way to track the evolving discourse in the teaching and learning space. More information about this annual survey can be found at https://www.educause.edu/eli/initiatives/key-issues-in-teaching-and-learning.

ACADEMIC TRANSFORMATION (Holistic models supporting student success, leadership competencies for academic transformation, partnerships and collaborations across campus, IT transformation, academic transformation that is broad, strategic, and institutional in scope)

ACCESSIBILITY AND UNIVERSAL DESIGN FOR LEARNING (Supporting and educating the academic community in effective practice; intersections with instructional delivery modes; compliance issues)

ADAPTIVE TEACHING AND LEARNING (Digital courseware; adaptive technology; implications for course design and the instructor’s role; adaptive approaches that are not technology-based; integration with LMS; use of data to improve learner outcomes)

COMPETENCY-BASED EDUCATION AND NEW METHODS FOR THE ASSESSMENT OF STUDENT LEARNING (Developing collaborative cultures of assessment that bring together faculty, instructional designers, accreditation coordinators, and technical support personnel, real world experience credit)

DIGITAL AND INFORMATION LITERACIES (Student and faculty literacies; research skills; data discovery, management, and analysis skills; information visualization skills; partnerships for literacy programs; evaluation of student digital competencies; information evaluation)

EVALUATING TECHNOLOGY-BASED INSTRUCTIONAL INNOVATIONS (Tools and methods to gather data; data analysis techniques; qualitative vs. quantitative data; evaluation project design; using findings to change curricular practice; scholarship of teaching and learning; articulating results to stakeholders; just-in-time evaluation of innovations). here is my bibliographical overview on Big Data (scroll down to “Research literature”https://blog.stcloudstate.edu/ims/2017/11/07/irdl-proposal/ )

EVOLUTION OF THE TEACHING AND LEARNING SUPPORT PROFESSION (Professional skills for T&L support; increasing emphasis on instructional design; delineating the skills, knowledge, business acumen, and political savvy for success; role of inter-institutional communities of practices and consortia; career-oriented professional development planning)

FACULTY DEVELOPMENT (Incentivizing faculty innovation; new roles for faculty and those who support them; evidence of impact on student learning/engagement of faculty development programs; faculty development intersections with learning analytics; engagement with student success)

GAMIFICATION OF LEARNING (Gamification designs for course activities; adaptive approaches to gamification; alternate reality games; simulations; technological implementation options for faculty)

INSTRUCTIONAL DESIGN (Skills and competencies for designers; integration of technology into the profession; role of data in design; evolution of the design profession (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims/2017/10/04/instructional-design-3/); effective leadership and collaboration with faculty)

INTEGRATED PLANNING AND ADVISING FOR STUDENT SUCCESS (Change management and campus leadership; collaboration across units; integration of technology systems and data; dashboard design; data visualization (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims?s=data+visualization); counseling and coaching advising transformation; student success analytics)

LEARNING ANALYTICS (Leveraging open data standards; privacy and ethics; both faculty and student facing reports; implementing; learning analytics to transform other services; course design implications)

LEARNING SPACE DESIGNS (Makerspaces; funding; faculty development; learning designs across disciplines; supporting integrated campus planning; ROI; accessibility/UDL; rating of classroom designs)

MICRO-CREDENTIALING AND DIGITAL BADGING (Design of badging hierarchies; stackable credentials; certificates; role of open standards; ways to publish digital badges; approaches to meta-data; implications for the transcript; Personalized learning transcripts and blockchain technology (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims?s=blockchain

MOBILE LEARNING (Curricular use of mobile devices (here previous blog postings on this issue:

https://blog.stcloudstate.edu/ims/2015/09/25/mc218-remodel/; innovative curricular apps; approaches to use in the classroom; technology integration into learning spaces; BYOD issues and opportunities)

MULTI-DIMENSIONAL TECHNOLOGIES (Virtual, augmented, mixed, and immersive reality; video walls; integration with learning spaces; scalability, affordability, and accessibility; use of mobile devices; multi-dimensional printing and artifact creation)

NEXT-GENERATION DIGITAL LEARNING ENVIRONMENTS AND LMS SERVICES (Open standards; learning environments architectures (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/; social learning environments; customization and personalization; OER integration; intersections with learning modalities such as adaptive, online, etc.; LMS evaluation, integration and support)

ONLINE AND BLENDED TEACHING AND LEARNING (Flipped course models; leveraging MOOCs in online learning; course development models; intersections with analytics; humanization of online courses; student engagement)

OPEN EDUCATION (Resources, textbooks, content; quality and editorial issues; faculty development; intersections with student success/access; analytics; licensing; affordability; business models; accessibility and sustainability)

PRIVACY AND SECURITY (Formulation of policies on privacy and data protection; increased sharing of data via open standards for internal and external purposes; increased use of cloud-based and third party options; education of faculty, students, and administrators)

WORKING WITH EMERGING LEARNING TECHNOLOGY (Scalability and diffusion; effective piloting practices; investments; faculty development; funding; evaluation methods and rubrics; interoperability; data-driven decision-making)

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learning and teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=teaching+and+learning

VR session for teachers

the room setup is very much the same as Mark Gill’s work on networking #virtualreality gogglesin 2020:

learning spaces has been a huge topic in the last decade, with the U leading in the field.
Now we are witnessing the emergence of a subfield: learning spaces for immersive collaborations:
https://blog.stcloudstate.edu/ims?s=learning+spaces

VR teaching climate change

Virtual reality: A new frontier in climate change learning

https://www.universityworldnews.com/post.php?story=20220413115741390

Located in a building renovated over the past two years, the Dreamscape Learn centre welcomed 1,000 students in this, the first full semester. In place of traditional biology laboratory time, these students attend labs in the state-of-the-art virtual learning centre that cost US$20 million, paid for by Dreamscape Immersive, philanthropy and ASU.

What we’re doing with the alien zoo is replacing conventional biology labs with these highly immersive laboratory modules in which students get to enter into a virtual world and really deal with the way real scientists collect data, look at problems, collaborate, come up with solutions, try the solutions and then come up with other hypotheses.”

Making the abstract concrete

As is the case in many video games, the avatars can travel back in time, in this case to Britain at the start of the Industrial Revolution, when widespread burning of coal began increasing the CO2 levels in the atmosphere. We have an amazing tool, Schlosser told the conference, to put students next to where things happened, next to where they might look into the future. Doing this makes the abstract become concrete.

Hottest Edtech Topics for 2022 by ISTE

The Hottest Topics in Edtech for 2022

https://www.iste.org/explore/education-leadership/hottest-topics-edtech-2022

8. Augmented, mixed and virtual reality
7. Social-emotional learning
6. Equity and inclusion
5. Online tools and apps
4. Distance, online, blended learning
3. Computer science and computational thinking
2. Instructional design and delivery
1. Project-based learning

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5 Emerging Technology Trends Higher Ed Is Watching for in 2022

https://edtechmagazine.com/higher/article/2021/12/5-emerging-technology-trends-higher-ed-watching-2022

  1. Increased Adoption of Learning Analytics and Adaptive Learning
  2. Growth of Mobile Learning in Higher Ed
  3. Smarter Artificial Intelligence–Powered Tutors
  4. The Rise of Short-Form, Video-Based Learning
  5. Advanced VR and Immersive Learning Technologies

Geofenced AR Network

Partnership Between ARIA and Brookfield Properties Creates Geofenced AR Network. (2021, November 7). PSFK. https://www.psfk.com/2021/11/partnership-between-aria-and-brookfield-properties-creates-geofenced-ar-network.html
https://hyp.is/go?url=https%3A%2F%2Fwww.psfk.com%2F2021%2F11%2Fpartnership-between-aria-and-brookfield-properties-creates-geofenced-ar-network.html&group=__world__

ad inventory space within shopping centers across the country

ARIA Network, 360° AR platform

Augmented reality experiences and ambient digital overlays are becoming increasingly more central to the retail industry’s future hopes, as well as the next-generation consumer journey. Companies like GooglePinterest and Snap are focusing on the technology and producing immersive marketing solutions and features for consumers and brands around AR offerings.

digital adventures

 

Facebook, Microsoft, Meta

Microsoft Teams enters the metaverse race with 3D avatars and immersive meetings

Microsoft and Meta are on a collision course for metaverse competition By Tom Warren@tomwarren Nov 2, 2021, 11:00am EDT

https://www.theverge.com/2021/11/2/22758974/microsoft-teams-metaverse-mesh-3d-avatars-meetings-features

Microsoft Mesh always felt like the future of Microsoft Teams meetings, and now it’s starting to come to life in the first half of 2022. Microsoft is building on efforts like Together Mode and other experiments for making meetings more interactive, after months of people working from home and adjusting to hybrid work.

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Facebook wants to build a metaverse. Microsoft is creating something even more ambitious

Rather than ruling one metaverse, Microsoft wants its Mesh platform to be the glue that holds a multiverse of many worlds together.

Microsoft has been developing its own take on the metaverse through Mesh for several years now in conjunction with the launch of its Hololens AR headset.

Microsoft connects people across any device (smartphones, laptops, headsets, etc.) into shared spaces where they can all interact, no matter how they may have dialed in.

Microsoft imagines Teams as a prototype for the metaverse, where companies can set up their own spaces. Rather than rule its own metaverse as Meta/Facebook aspires to, Microsoft sees its role with Mesh in providing the foundational glue that helps hold a multiverse of worlds together. This is not just a philosophical view on technology. Microsoft’s Mesh is built to allow companies to use APIs, much like apps can on the iPhone today, to help a company build its metaverse and have a persistent identity across all these metaverses.

https://hyp.is/go?url=https%3A%2F%2Fwww.fastcompany.com%2F90691700%2Ffacebook-wants-to-build-a-metaverse-microsoft-is-creating-something-even-more-ambitious&group=9ypxjpYK

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

metaverse definition

What the metaverse will (and won’t) be, according to 28 experts

metaverse (hopefully) won’t be the virtual world of ‘Snow Crash,’ or ‘Ready Player One.’ It will likely be something more complex, diverse, and wild.

The metaverse concept clearly means very different things to different people. What exists right now is a series of embryonic digital spaces, such as Facebook’s HorizonEpic Games’ FortniteRoblox‘s digital space for gaming and game creation, and the blockchain-based digital world Decentraland–all of which have clear borders, different rules and objectives, and differing rates of growth.

TIFFANY ROLFE

different layers of realities that we can all be experiencing, even in the same environment or physical space. We’re already doing that with our phones to a certain extent—passively in a physical environment while mentally in a digital one. But we’ll see more experiences beyond your phone, where our whole bodies are fully engaged, and that’s where the metaverse starts to get interesting—we genuinely begin to explore and live in these alternate realities simultaneously.

RONY ABOVITZ, FOUNDER, MAGIC LEAP

Xverse

It will have legacy parts that look and feel like the web today, but it will have new nodes and capabilities that will look and feel like the Ready Player One Oasis (amazing gaming worlds), immersion leaking into our world (like my Magicverse concept), and every imaginable permutation of these. I feel that the Xverse will have gradients of sentience and autonomy, and we will have the emergence of synthetic life (things Sun and Thunder is working on) and a multitude of amazing worlds to explore. Building a world will become something everyone can do (like building a webpage or a blog) and people will be able to share richer parts of their external and inner lives at incredibly high-speed across the planet.

YAT SIU, COFOUNDER AND EXECUTIVE CHAIRMAN OF GAMING AND BLOCKCHAIN COMPANY ANIMOCA BRANDS

Reality will exist on a spectrum ranging from physical to virtual (VR), but a significant chunk of our time will be spent somewhere between those extremes, in some form of augmented reality (AR). Augmented reality will be a normal part of daily life. Virtual companions will provide information, commentary, updates and advice on matters relevant to you at that point in time, including your assets and activities, in both virtual and real spaces.

TIMONI WEST, VP OF AUGMENTED AND VIRTUAL REALITY, UNITY:

I think we can all agree our initial dreams of a fully immersive, separate digital world is not only unrealistic, but maybe not what we actually want. So I’ve started defining the metaverse differently to capture the zeitgeist: we’re entering an era where every computer we interact with, big or small, is increasingly world-aware. They can recognize faces, voices, hands, relative and absolute position, velocity, and they can react to this data in a useful way. These contextually aware computers are the path to unlocking ambient computing: where computers fade from the foreground to the background of everyday, useful tools. The metaverse is less of a ‘thing’ and more of a computing era. Contextual computing enables a multitude of new types of interactions and apps: VR sculpting tools and social hangouts, self-driving cars, robotics, smart homes.

SAM HAMILTON, HEAD OF COMMUNITY & EVENTS FOR BLOCKCHAIN-BASED METAVERSE CREATOR THE DECENTRALAND FOUNDATION

NITZAN MEKEL-BOBROV, CHIEF AI OFFICER, EBAY

as carbon is to the organic world, AI will be both the matrix that provides the necessary structural support and the material from which digital representation will be made. Of all the ways in which AI will shape the form of the metaverse, perhaps most essential is the role it will play in the physical-digital interface. Translating human actions into digital input–language, eye movement, hand gestures, locomotion–these are all actions which AI companies and researchers have already made tremendous progress on.

HUGO SWART, VICE PRESIDENT AND GM OF XR, QUALCOMM

Qualcomm views the metaverse as an ever-present spatial internet complete with personalized digital experiences that spans the physical and virtual worlds, where everything and everyone can communicate and interact seamlessly.

IBRAHIM BAGGILI, FOUNDING DIRECTOR, CONNECTICUT INSTITUTE OF TECHNOLOGY AT UNIVERSITY OF NEW HAVEN

As an active researcher in the security and forensics of VR systems, should the metaverse come into existence, we should explore and hypothesize the ways it will be misused.

CHITRA RAGAVAN, CHIEF STRATEGY OFFICER AT BLOCKCHAIN DATA ANALYTICS COMPANY ELEMENTUS 

I picture [the metaverse] almost like The Truman Show. Only, instead of walking into a television set, you walk into the internet and can explore any number of different realities

JOHN HANKE, CEO OF POKÉMON GO CREATOR NIANTIC

We imagine the metaverse as reality made better, a world infused with magic, stories, and functionality at the intersection of the digital and physical worlds.

CAROLINA ARGUELLES NAVAS, GLOBAL PRODUCT MARKETING, AUGMENTED REALITY, SNAP

Rather than building the “metaverse,” a separate and fully virtual reality that is disconnected from the physical world, we are focused on augmenting reality, not replacing it. We believe AR–or computing overlaid on the world around us–has a smoother path to mass adoption, but will also be better for the world than a fully virtual world.

URHO KONTTORI, COFOUNDER AND CTO OF AR/VR HEADSET MAKER VARJO

In the reality-based metaverse, we will be able to more effectively design products of the future, meet and collaborate with our colleagues far away, and experience any remote place in real-time.

ATHERINE ALLEN, CEO OF IMMERSIVE TECH RESEARCH CONSULTANCY LIMINA IMMERSIVE

I prefer to think of the metaverse as simply bringing our bodies into the internet.

BRANDS IN THE METAVERSE

VISHAL SHAH, VP OF METAVERSE, FACEBOOK

The metaverse isn’t just VR! Those spaces will connect to AR glasses and to 2D spaces like Instagram. And most importantly, there will be a real sense of continuity where the things you buy are always available to you.

SAYON DEB, MANAGER, MARKET RESEARCH, CONSUMER TECHNOLOGY ASSOCIATION

At its core will be a self-contained economy that allows individuals and businesses to create, own or invest in a range of activities and experiences.

NANDI NOBELL, SENIOR ASSOCIATE AT GLOBAL ARCHITECTURE AND DESIGN FIRM CALLISONRTKL

the metaverse experience can be altered from the individual’s point of view and shaped or curated by any number of agents—whether human or A.I. In that sense, the metaverse does not have an objective look beyond its backend. In essence, the metaverse, together with our physical locations, forms a spatial continuum.

NICK CHERUKURI, CEO AND FOUNDER OF MIXED REALITY GLASSES MAKER THIRDEYE

The AR applications of the metaverse are limitless and it really can become the next great version of the internet.

SAM TABAR, CHIEF STRATEGY OFFICER, BITCOIN MINING COMPANY BIT DIGITAL

It seems fair to predict that the actual aesthetic of any given metaverse will be determined by user demand. If users want to exist in a gamified world populated by outrageous avatars and fantastic landscapes then the metaverse will respond to that demand. Like all things in this world the metaverse will be market driven

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More on meta-verse in this blog
https://blog.stcloudstate.edu/ims?s=metaverse

higher-ed programs using XR

5 higher-ed programs using XR to transform how college students learn

Colleges and universities are using virtual and augmented reality in courses that range from human anatomy to media as a way to make education more immersive and inclusive.

medical school students at Colorado State University’s Clapp Lab reach for virtual reality (VR) headsets, which dangle from the ceiling of the 2,500 square foot facility.

Distance learning in VR

Building community and critical thinking skills

Exploring XR storytelling 

Evaluating the influence of media in XR
At Syracuse University’s Newhouse School of Public Communications, Associate Professor T. Makana Chock is conducting research on storytelling in XR

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More immersive and higher Ed in this blog
https://blog.stcloudstate.edu/ims?s=immersive+higher+ed

XR (VR, AR, MR) Instructor

https://recruit.apo.ucla.edu/JPF06841

POSITION DESCRIPTION

UCLA Extension seeks XR (augmented and virtual reality) professionals to teach in a new online certificate program housed within the UCLA Extension Center for Immersive Media. This recruitment is for online instructors for remote and asynchronous instruction, three hours per week, for ten-week quarters.

The center is focused on enterprise applications, workforce training in XR, narrative structures for XR storytelling, and (UX) User Experience in XR. This XR program is focused on training individuals to become XR content developers. The emphasis of this certificate is not on advanced coding or hardware development. Areas of recruitment include:

  1. XR Frameworks, an introduction to the XR business, user cases & goal/needs evaluation
  2. XR Tools I, an introduction to a modeling software such as Blender
  3. XR Tools II, prototyping tools with an emphasis on Unity
  4. XR Narratives, the use of non-linear narrative structures in XR development
  5. XR User Experience I, usability applications and studies bringing together previous class course work into VR and XR projects
  6. XR User Experience II, advanced XR experience studies and applications
  7. XR Product Pipeline & Project Management, Best practices including stages of production, critical paths, etc.
  8. XR Capstone Project, creation of final portfolio piece UCLA Extension is the open-access, self-supporting continuing education division of UCLA. The Department of the Arts offers a wide variety of certificate programs and courses, including post-baccalaureate credit-bearing (400-level), continuing education (CEU) credit, and non-credit bearing general interest courses. Course disciplines in the Visual Arts span subject areas such as Design Communication Arts, User Experience, Photography, Studio Arts and Art History. Our courses and certificate programs offer students the opportunity to learn from highly qualified practitioners who are passionate about teaching. Applications to teach are accepted throughout the year in order to fill immediate program needs and to increase the depth of the instructor pool, but interviews will only be scheduled with qualified applicants who can fill anticipated openings. XR Instructor Qualified applicants possessing current industry knowledge and experience in the following topic area(s) are encouraged to apply: AR, VR, MR, XR, User Experience Design, Gaming, Immersive Interface Design, XR Research, Software (Unity, Blender), XR Hardware. Classes are currently online only. Two formats are available: asynchronous, or live Zoom lectures. Each course is 11 weeks, enrollment limited to 20 students. Instructor Duties: • Develop or update course syllabus to meet campus approval requirements, in consultation with the UCLA Extension Program Director and Program Manager. • Use subject-matter expertise to impart knowledge to students and leverage additional resources appropriately to enhance the curriculum (i.e. make arrangements for guest speakers, etc.) • Design interactive and motivational classroom activities to fully engage participants and to reinforce student learning. • Update materials periodically, and regularly monitor course evaluations in order to make adjustments and improvements to the curriculum. • Respond to student questions and learning needs in a timely manner. • Communicate with Program Director and Program Staff in a timely manner. • Complete required administrative tasks in a timely manner including: completing all new hire paperwork, submitting updated quarterly syllabus, posting bio and photo on the UCLA Extension website, accepting quarterly contract, submitting required textbook orders, and communicating classroom needs to the appropriate people. • Participate in required orientations and instructor training programs. • Employ culturally competent teaching methodologies in the classroom inclusive of both domestic and international student populations. • Stay current regarding the professional body of knowledge in the field • Respond to student inquiries about final grades and consult with Program Director as needed. • Maintain a record of final grades for up to 13 months following the last class session. Qualifications: • Creation of XR products, with portfolio examples and specific role(s) in producing • 3-5 years industry experience • Commitment to the highest level of academic standards and integrity. • Current knowledge of and demonstrated proficiency in subject area. • Highly effective oral and written communication skills, including the ability to convey conceptual and complex ideas and information. • Outstanding interpersonal skills and high emotional intelligence. • Proficiency in or willingness to learn the use of instructional technology and online teaching tools. • College-level and/or continuing education teaching experience preferred. • Experience designing curriculum and measuring student performance preferred.

UCLA Extension is considered one of the top programs of its kind, offering to more than 35,000 students per year approximately 4,500 classes and non-degree certificate programs to meet the professional development, continuing education and personal enrichment needs of the full spectrum of nontraditional students as well as companies and organizations throughout and beyond the Los Angeles region.

Special Conditions of Employment
Instructors are hired on a quarterly contract basis.
Because Extension is a division of UCLA, all Extension degree-credit instructors and courses must be formally approved according to the regulations of the Academic Senate of the University of California. Eligibility to teach a course is contingent upon this formal academic approval. Once approved, teaching assignments are “by agreement.” The Instructor’s Contract outlines the deliverables for the course, the course schedule, and the compensation terms, subject to Extension policies and procedures. UCLA Extension makes no commitment to hire an instructor until it has sent and received a signed
Instructor Contract. Should the course section an instructor plans to teach be cancelled for any reason, the Instructor Contract, including rights to compensation for future section meetings, is voided.
In an effort to promote and maintain a healthy environment for our students, visitors and employees, UCLA is a smoke-free site. Smoking is prohibited within the boundaries of all UCLA owned, occupied, leased, and associated building and facilities. UCLA Extension is an Equal Opportunity Employer that values a diverse workforce.
To Apply:
Please follow the “apply now” link to submit the following:
Completed application form
Current CV
Link to portfolio or work samples if available
Cover letter”

QUALIFICATIONS

Basic qualifications (required at time of application)

Creation of XR products, with portfolio examples and specific role(s) in producing
3-5 years industry experience
Commitment to the highest level of academic standards and integrity.
Current knowledge of and demonstrated proficiency in subject area.
Highly effective oral and written communication skills, including the ability to convey conceptual and complex ideas and information.
Outstanding interpersonal skills and high emotional intelligence.
Proficiency in or willingness to learn the use of instructional technology and online
teaching tools.
College-level and/or continuing education teaching experience preferred.
Experience designing curriculum and measuring student performance preferred.

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