Searching for "oculus"

STEM lab for HTC Vive and Oculus Rift

Here is the link to the Molecule Builder on Steam: https://lnkd.in/e7RqXrB

My team is investing into the development of STEM Labs for HTC Vive / Oculus Rift and are making them available through the Steam store. This past week, we launched a chemistry experience where students learn to build molecules in a space lab. Our Molecule Builder Lab teaches:

  • How atoms in a molecule bond
  • The geometric shape of the molecule
  • The polarity of the molecule

Since this is an investment we’re making internally, we have made the module available for an accessible cost through the STEAM VR store. I know this group is not for self-promotion, so as a token of appreciation for allowing us to share this information, our team would like to give away up to 10-keys for free for those interested in using this at their academic institutions.

I hope you are all having a great weekend, and again, thank you for allowing us to share this information.

Douglas Fajardo CEO | CXO 954.559.5133

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

Oculus Quest and Education

https://www.linkedin.com/pulse/oculus-quest-education-dave-dolan/

The Go had to be paired with a phone to enable it to work. How can that possibly be an option in a school with many dozens of headsets? Content had to either go through the Oculus Go Store, which is being shut down at this very moment, or side-loaded through an odd “Developer Mode” access, which is extremely difficult when dealing with large numbers of headsets. Even something as mundane as printing the serial number of that VR device on the headstrap, which can easily be mixed up with other headsets, is a troubling and odd choice to make. Those serial numbers are very important when bulk loading content onto a number of devices at a time, which is the only way they can be managed by school IT departments, and once again shows a lack of understanding of the needs from within schools.

Of course, there is also the elephant in the room… Facebook.

This mandatory attachment to a for-profit, social media behemoth, currently facing antitrust litigation [ Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns ] should be reason enough to seriously question its inclusion into an academic institution.

Personal identifiability of user tracking data during observation of 360-degree VR video ]

Facebook is not content to use the contact information you willingly put into your Facebook profile for advertising. It is also using contact information you handed over for security purposes and contact information you didn’t hand over at all, but that was collected from other people’s contact books, a hidden layer of details Facebook has about you that some have come to call “shadow contact information.

 

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

Facebook Oculus Horizon

You’ll Need A Facebook Account To Use Future Oculus Headsets – Support For Separate Oculus Accounts Will End In 2023 from r/technology

https://www.theverge.com/2020/8/18/21372435/oculus-facebook-login-change-separate-account-support-end-quest-october

The Facebook-owned company says it will start removing support for separate Oculus accounts in October, although users can maintain an existing account until January 1st, 2023. All users can maintain a distinct “VR profile” with a separate friends list.

Facebook also says that all future unreleased Oculus devices will require a Facebook login, even if you’ve got a separate account already. The company is widely expected to announce a new version of its Oculus Quest headset this fall, and that policy would likely apply to it.

A single login also slightly simplifies launching experiences like Horizon, the social VR world that Facebook announced last year.

 

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More on Oculus and Facebook in this IMS blog:
https://blog.stcloudstate.edu/ims?s=oculus+facebook

Oculus Quest

VR Review: Here’s How Oculus Quest Compares With Go — Apps and All

By Jaime Donally (Columnist)     May 23, 2019

https://www.edsurge.com/news/2019-05-23-vr-review-here-s-how-oculus-quest-compares-with-go-apps-and-all

When the Oculus Go was first released, the educational apps were limited.

many more educational apps flooding the Oculus Experiences market

The Oculus Quest is mainly being marketed as an all-in-one VR gaming system, but I see much potential for classroom lessons.

The Oculus Go delivered a VR view, but the Oculus Quest provides us with interactions.

One major difference between the Quest and the Go is the lack of motion sickness with the new device.

The 6 degrees of freedom (6DoF) provides mobility for the student to walk forward, backward, left, right, jump up and squat down. In other words, they can move around just like they would in real life.

The affordable starting price of $399 for 64 GB is comparable to other classroom devices, such as Chromebooks, laptops and iPads.

between the Quest and the Go is the high cost of the apps. By contrast, the majority of my Oculus Go apps were free.

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

10 Oculus Go apps

10 Oculus Go Virtual Reality Apps to Try in the Classroom

By Jaime Donally (Columnist)     Jan 4, 2019

https://www.edsurge.com/news/2019-01-04-10-oculus-go-virtual-reality-apps-to-try-in-the-classroom

Looking Glass (FREE)

Wonderful You (FREE)

MasterWorks: Journey Through History (FREE)

Gala360 See the World – Camp Fire in Paradise (FREE)

MEL Chemistry Labs (FREE)

Calcflow (FREE)

CoSpaces (FREE)

Anne Frank House VR (FREE)

AltSpace (FREE)

Concerns to Consider

nausea
full shutdown of the device is somewhat tricky and can drain your battery quickly
Oculus is releasing their upcoming device, called the Quest

 

Oculus Rift and Irish students

How Irish Students Use Oculus Rift VR in the Classroom

https://medium.com/gen-z-pop/how-irish-students-use-oculus-rift-vr-in-the-classroom-f8ef64c1bfb9

Derek E. Baird Oct 11, 2017

Shifts in students’ learning style will prompt a shift to active construction of knowledge through mediated immersion.”-Chris Dede

The theory of constructivist-based learningaccording to Dr. Seymour Papert, “is grounded in the idea that people learn by actively constructing new knowledge, rather than having information ‘poured’ into their heads.”

Moreover, constructionism asserts that people learn with particular effectiveness when they are engaged in constructing personally meaningful artifacts (such as computer programs, animations, 3D modeling, creating spatial environments in virtual reality or building robots).”

Technologies like virtual reality, especially for Gen Z students’, provides avenues that allow them to engage in a social, collaborative, and active learning environment.

Virtual reality, especially when combined with powerful storytelling, allows the student to participate in the story, develop empathy to experiences outside their current realm of understanding and allows them to be fully immersed in their own exploration and learning.

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

Oculus Go vs Lenovo Mirage Solo

https://uploadvr.com/oculus-go-vs-lenovo-mirage-solo-which-is-the-better-buy/

https://www.androidcentral.com/lenovo-mirage-solo-vs-oculus-go

https://www.wareable.com/vr/oculus-go-vs-lenovo-mirage-solo-8201

The Lenovo Mirage Solo Vs. The Oculus Go

http://www.kwwl.com/story/38592024/oculus-go-vs-lenovo-mirage-solo

https://www.pcworld.com/article/3269502/virtual-reality/lenovo-mirage-solo-review.html

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more on VR / AR goggles in this IMS blog
https://blog.stcloudstate.edu/ims?s=oculus+Go

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