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Educators in VR

Info on all presentations: https://account.altvr.com/channels/1182698623012438188

Charlie Fink: Setting the Table for the Next Decade in XR

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers Margherita Berti

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Technology Acceptance and Learning Process Victoria Bolotina part 1

Technology Acceptance and Learning Process Victoria Bolotina part 2

Assessment of Learning Activities in VR Evelien Ydo part 2

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VR: So Much More Than a Field Trip Shannon Putman, Graduate Assistant/PhD Student, University of Louisville SPED special education https://account.altvr.com/events/1406092840622096803

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VR and Health Professionals Rob Theriault

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Transform Your History Lessons with AR and VR Michael Fricano II

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Transform Your History Lessons with AR and VR Michael Fricano II, Technology Integration Specialist https://www.arvreduhub.com/transform-history

Qlone App for 3D scanning

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2020 Educators in VR International Summit

The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVRENGAGErumiiMozilla Hubs, and Somnium Space.

The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.

The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung GearSteam Store for HTC ViveWindows Mixed Reality, and the Oculus Store for RiftGo and Quest users. Download and install the 2D version for use on your Windows desktop computer.

Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /

International Summit

Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133

Finding a New Literacy for a New Reality 5PM, Tues, Feb 18

https://account.altvr.com/events/1406093036194103494 schedule for new literacy

Finding a New Literacy for a New Reality

Dr. Sarah Jones, Deputy Dean, De Montfort University

This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.

Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Michael Vallance, Professor, Future University Hakodate

Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.

Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.

Create Strategic Snapchat & Instagram AR Campaigns

Create Strategic Snapchat & Instagram AR Campaigns

Dominique Wu, CEO/Founder, Hummingbirdsday

Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.

Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.

Mixed Reality in Classrooms Near You

Mixed Reality in Classrooms Near You

Mark Christian, EVP, Strategy and Corporate Development, GIGXR

Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.

As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.

Designing Educational Content in VR

Designing Educational Content in VR

Avinash Gyawali, VR Developer, Weaver Studio

Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.

Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.

8:00 AM PST Research Virtual Reality Technologies for Learning Designers Margherita Berti ASVR

Virtual Reality Technologies for Learning Designers

Margherita Berti

Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.

Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.

Wed 11:00 AM PST Special Event Gamifying the Biblioverse with Metaverse Amanda Fox VR Design / Biblioverse / Training & Embodiment ASVR

Gamifying the Biblioverse with Metaverse

Amanda Fox, Creative Director of STEAMPunks/MetaInk Publishing, MetaInk Publishing

There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.

Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.

Wed 10:00 AM PST Research Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals Christian Jonathan Angel Rueda VR Design / Biblioverse / Training & Embodiment ASVR

Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals

Christian Jonathan Angel Rueda, research professor, Autonomous University of Queretaro (Universidad Autónoma de Querétaro)

Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.

Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.

Thu 11:00 AM PST vCoaching Closing the Gap Between eLearning and XR Richard Van Tilborg XR eLearning / Laughter Medicine ASVR

Closing the Gap Between eLearning and XR

Richard Van Tilborg, founder, CoVince

How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.

Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.

 

Thu 12:00 PM PST Research Assessment of Learning Activities in VR Evelien Ydo Technology Acceptance / Learning Assessment / Vaping Prevention ASVR
Thu 6:00 PM PST Down to Basics Copyright and Plagiarism Protections in VR Jonathan Bailey ASVR

 

Thu 8:00 PM PST Diversity Cyberbullying in VR John Williams, Brennan Hatton, Lorelle VanFossen ASVR

Spring Convocation 2020: Microcredentialing

Digital Badging and Microcredentialing

short link to this blog entry: http://bit.ly/convocation2020

for backchanneling, pls join us on Zoom: https://minnstate.zoom.us/my/badge or 9107443388
if you want to review the Zoom recording, pls click here:
https://minnstate.zoom.us/rec/share/4vF1N-719m9Oc4XE0VrHApU-OKLLaaa8gyEbqfFcz07WTblhxr6U38pBGqPneM2F

Presenters: Kannan Sivaprakasam & Plamen Mittenoff

https://mnscu-my.sharepoint.com/:p:/r/personal/yg5734wd_minnstate_edu/Documents/conferences%20grants/grants/microcredentials%20grant%20Kannan/Digital%20Badges%20and%20Microcredentialing%20edit%20pm.pptx?d=w88cb0067fc90407fa89fafc9e6496882&csf=1&e=BJXpP6

1. Share your ideas and practice of badge distribution and/or microcredentialing
2. What is a digital badge/microcredentialing?
3. How to create and award D2L digital badges for your class?
4. How to motivate the students in earning digital badges?
5. How it aligns with COSE’s strategic plan 2022/Husky Compact?

What we hope to achieve
• Create a community of digital badgers
• Catalyze professional development opportunity for faculty/staff

Literature and additional information:

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At #convication2020, Dr. Kannan Sivaprakasam and Dr. Plamen Miltenoff discussed achievements from the @minnstateedu innovation grant #badges #digitalbadges and #microcredentials. For more info, pls visit http://burly/convocation2020. @scsu_soe @scsualumni @scsusopa @scsucla @scsucareer @scsumasscomm @scsustudentgovernment @scsucose @scsu_chemistry_club

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Note taking in classes

https://www.kqed.org/mindshift/48902/digital-note-taking-strategies-that-deepen-student-thinking

Mueller and Oppenheimer’s (2014) “The Pen is Mightier than the Keyboard” as well as Carter, Greenberg and Walker’s (2016) “Effect of Computer Usage on Academic Performance.” claim that students in lecture-style courses perform worse on assessments when allowed to use devices for note taking.

However, none of these studies question the teaching methods used in the classes themselves or whether teachers are recognizing the power of digital devices for students to create, share, connect and discover information.

Digital Organization and Content Curation

Much like students understand the concept of binders, notebooks and notes in the physical world, they need a similar system in the digital one. Whether working with dividers and subjects in a tool like Notability or sections and pages in OneNote, students need to build vocabulary to support how they house their learning.

Tagging this way not only helps students stay organized, but it could also help them to examine trends across courses or even semesters.

As a doctoral student, I use OneNote. First, I create a new digital notebook each year. Inside that, I add sections for each term as well as my different courses. Finally, my notes get organized into individual pages within the sections. When I can recall the precise location where I put a particular set of notes, I navigate directly to that page. However, on the numerous occasions when an author, vocabulary term or concept seems familiar but I cannot recall the precise moment when I took notes, then the search function becomes critical.

Multimodal Notes

With most tools (Notability, OneNote, Evernote, etc.), students can not only capture typed and handwritten notes but also incorporate photos, audio and even video. These versatile capabilities allow students to customize their note taking process to meet their learning needs. Consider these possibilities:

  • Students may take notes on paper, add photos of those papers into a digital notebook, synthesize their thinking with audio or written notes, and then tag their digital notes for later retrieval.
  • Students might use audio syncing — a feature that records audio and then digitally syncs it with whatever the student writes or types — to capture the context of the class discussion or lecture. When reviewing their notes, students could click or tap on their notes and then jump directly to that point in the audio recording.
  • Teachers might provide students with their presentation slides or other note taking guides as PDF files. Now, students can focus on taking notes — using any modality — for synthesis, elaboration, reflection or analysis rather than in an attempt to capture content verbatim.

In 1949, neuropsychologist Donald Hebb famously wrote, “Neurons that fire together wire together.”

Concept Mapping

One of the powerful components of digital note taking is that the pages never end, and a full page isn’t an artificial barrier to limit thinking. Students can work on an infinitely expanding canvas to include as much information as they need. For example, concept mapping tools such as Coggle or Padlet allow students to create networks of ideas using text, links, images and even video without ever running out of room. (my note to John Eller – can we renew our 201-2013 discussion about pen vs computer concept mapping?)

Visible Thinking Routines

Visible Thinking routines, sets of questions designed by researchers at Harvard’s Project Zero, encourage thinking and support student inquiry.

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

influential tools for online learning

Online Learning’s ‘Greatest Hits’

Robert Ubell (Columnist)     Feb 20, 2019

https://www.edsurge.com/news/2019-02-20-online-learning-s-greatest-hits

dean of web-based distance learning

Learning Management Systems

Neck and neck for the top spot in the LMS academic vendor race are Blackboard—the early entry and once-dominant player—and coming-up quickly from behind, the relatively new contender, Canvas, each serving about 6.5 million students . The LMS market today is valued at $9.2 billion.

Digital Authoring Systems

Faced with increasingly complex communication technologies—voice, video, multimedia, animation—university faculty, expert in their own disciplines, find themselves technically perplexed, largely unprepared to build digital courses.

instructional designers, long employed by industry, joined online academic teams, working closely with faculty to upload and integrate interactive and engaging content.

nstructional designers, as part of their skillset, turned to digital authoring systems, software introduced to stimulate engagement, encouraging virtual students to interface actively with digital materials, often by tapping at a keyboard or touching the screen as in a video game. Most authoring software also integrates assessment tools, testing learning outcomes.

With authoring software, instructional designers can steer online students through a mixtape of digital content—videos, graphs, weblinks, PDFs, drag-and-drop activities, PowerPoint slides, quizzes, survey tools and so on. Some of the systems also offer video editing, recording and screen downloading options

Adaptive Learning

As with a pinwheel set in motion, insights from many disciplines—artificial intelligence, cognitive science, linguistics, educational psychology and data analytics—have come together to form a relatively new field known as learning science, propelling advances in a new personalized practice—adaptive learning.

MOOCs

Of the top providers, Coursera, the Wall Street-financed company that grew out of the Stanford breakthrough, is the champion with 37 million learners, followed by edX, an MIT-Harvard joint venture, with 18 million. Launched in 2013, XuetangX, the Chinese platform in third place, claims 18 million.

Former Yale President Rick Levin, who served as Coursera’s CEO for a few years, speaking by phone last week, was optimistic about the role MOOCs will play in the digital economy. “The biggest surprise,” Levin argued, “is how strongly MOOCs have been accepted in the corporate world to up-skill employees, especially as the workforce is being transformed by job displacement. It’s the right time for MOOCs to play a major role.”

In virtual education, pedagogy, not technology, drives the metamorphosis from absence to presence, illusion into reality. Skilled online instruction that introduces peer-to-peer learning, virtual teamwork and other pedagogical innovations stimulate active learning. Online learning is not just another edtech product, but an innovative teaching practice. It’s a mistake to think of digital education merely as a device you switch on and off like a garage door.

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

Jennifer Newstead privacy Facebok

Facebook’s new general counsel is a Trump adviser who helped author Patriot Act

infamous former Bush administration lawyer John Yoo wrote in his 2006 book that Newstead was the “day-to-day manager of the Patriot Act in Congress”.

The Patriot Act was passed in the wake of the 9/11 attacks and brought in a series of new federal crimes related to terrorism. The legislation was broad and much of the government’s expanded surveillance powers stemmed from parts of the act. It enabled, among other things, the controversial Section 215, which was used to justify the National Security Agency’s phone records collection programme.

It also had a “roving wiretap” provision, which allowed government to place a tap on all of an individual’s personal devices based purely on the approval of the notoriously permissive Foreign Intelligence Surveillance Court.

As The Verge points out, the Patriot Act also initiated the practice of “national security letters”, a procedure by which intelligence agencies can informally request data without any kind of court or ex parte authorisation, citing threats to national security. Facebook fields thousands of these requests every year, the content of which is generally subject to gag orders and therefore remains publicly unknown. In her capacity as general counsel, Newstead will be able to approve or deny these requests.

https://www.cnet.com/news/facebook-makes-official-who-helped-write-patriot-act-its-top-lawyer/

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more on privacy in this IMS blog
https://blog.stcloudstate.edu/ims/2019/04/22/data-interference/

https://blog.stcloudstate.edu/ims?s=privacy

Peter Rubin Future Presence

P 4. But all that “disruption,” as people love to collect, is over looking the thing that’s the most disruptive of them all call on the way we relate to each other will never be the same. That’s because of something called presence.
Presence is the absolute foundation of virtual reality, and in VR, it’s the absolute foundation of connection-connection with yourself, with an idea, with another human, even connection with artificial intelligence.
p. 28 VR definition
Virtual reality is an 1. artificial environment that’s 2. immersive enough to convince you that you are 3. actually inside it.
1. ” artificial environment ” could mean just about anything. The photograph is an artificial environment of video game is an artificial environment a Pixar movie is an artificial environment the only thing that matters is that it’s not where are you physically are
p. 44 VR: putting the “it” in “meditation”
my note: it seems Rubin sees the 21st century VR as the equivalent of the drug experimentation in the 1960s US: p. 46 “VR is potentially going to become a direct interface to the subconscious”

p. 74 serious games, Carrie Heeter. p. 49

The default network in the brain in today’s society is the wandering mind. We are ruminating about the past, and we are worrying about the future, or maybe even planning for the future; there is some productive thinking. But in general, a wandering mind is an unhappy mind. And that is where we spent all of our week in time: not being aware of everything that we are experiencing in the moment.
Hester’s Open meditation had already let her to design apps and studies that investigated mediate meditations ability to calm that wandering mind
p. 51 Something called interoception. It is a term that is gaining ground in psychologist circles in recent years and basically means awareness of battle associations-like my noticing the fact that I was sitting awkwardly or that keeping my elbows on the cheers armrests was making my shoulders hunched slightly. Not surprisingly, mindfulness meditation seems to heighten interoception. And that is exactly how Heeter and Allbritton Strep throat the meditation I am doing on Costa Del sole. First, I connect with the environment; then with my body; Dan I combined the two. The combination of the VR and interception leads to what she describes as “embodied presence”: not only do you feel like you are in the VR environment, but because you have consciously work to integrate your bodily Sensations into VR, it is a fuller, more vivid version of presents.

p. 52 guided meditation VR GMVR

p. 56 VVVR visual voice virtual reality

p. 57

Just as the ill-fated google glass immediately stigmatized all its wearers as “glassholes”- a.k.a. “techier-than-thou douche bags who dropped $1500 to see an email notification appear in front of their face”-so to do some VR headset still look like face TVs for another it’s

p. 61 Hedgehog Love
engineering feelings with social presence. p.64 remember presents? This is the beginning of social presence. Mindfulness is cool, but making eye contact with Henry is the first step into the future.

p.65 back in 1992, our friend Carrie heeter posited that presence-the sensation did you are really there in VR-head treat day mentions. There was personal presents, environmental presents, and social presents, which she basically defined is being around other people who register your existence.
p. 66 the idea that emotion can be not a cause, as sweet so often assumed, but a result of it of behavior
p. 72 in chapter 1, we explain the difference between Mobile VR and PC driven PR.  The former is cheaper and easier; all you do is drop your smart phone into a headset, and it provides just about everything can eat. Dedicated VR headsets rely on the stronger processors of desktop PCs and game consoles,So they can provide a more robust sense of presence-usually at the cost of being hit Earth to your computer with cables. (it’s the cost of actual money: dedicated headset systems from hundreds of dollars, while mobile headsets like Samsung’s deer VR or Google’s DayDream View can be had for mere tens of dollars.) There is one other fundamental distinction between mobile VR and high-end VR, though, and that is what you do with your hands-how you input your desires. When VR reemerged in the early 2010s, however, the question of input was open to debate. Actually, more than one debate. p. 73 video game controllers are basically metaphors. Some, like steering wheels or pilot flight sticks, might look like that think they’re supposed to be, but  at their essence they are all just collections of buttons. p. 77 HTC sales small wearable truckers that you can affix to any object, or anybody part, to break it into the Vive’s VR.
p. 78 wait a second – you were talking about storytelling.
p. 79 Every Hollywood studio you can imagine-21st Century Fox, Paramount, Warner Bross.-Has already invested in virtual reality. They have made VR experiences based on their own movies, like interstellar or ghost in the Shell, and they have invested in other VR companies. Hollywood directors like Doug Liman (Edge of Tomorrow) and Robert Stromberg (Maleficent) have taken VR project. And the progress is exhilarating. Alejandro GOnzalez Inarritu, a 4-Time Oscar winner for best director 2014 movie Birdman, won best picture, received this special achievement Academy award in 2017 for a VR Schwartz he made. Yet Carne Y Arena, which puts viewers insight a harrowing journey from Mexico to the United States, is nothing like a movie, or even a video game.

When you premiered at the Cannes film Festival in early 2017, it was housed in an airplane hangar; viewers were a shirt, barefoot, into a room with a sand-covert floor, where they could watch and interact with other people trying to make it over the border. Arrests, detention centers, dehydration-the extremity of the human condition happening all around you. India announcement, the Academy of motion picture arts and sciences called the peas “deeply emotional and physically immersive”

p. 83 empathy versus intimacy. Why good stories need someone else

p. 84 Chris Milk

http://www.thewildernessdowntown.com/

p. 85 empathy vs intimacy: appreciation vs emotion

Both of these words are fuzzy, to say the least. Both have decades of study behind him, but both have also appeared and more magazine covers in just about any words, other than possibly “abs”

Empathy: dear Do it to do identify with and understand dollars, particularly on an emotional level. It involves imagining yourself in the place of another and, therefore, appreciating how do you feel.

Intimacy: a complex sphere of ‘inmost’ relationships with self and others that are not usually minor or incidental (though they may be a transitory) and which usually touch the personal world very deeply. They are our closest relationships with friends, family, children, lovers, but they are also the deep into important experiences we have with self

Empathy necessarily needs to involve other people; intimacy doesn’t. Empathy involves emotional understanding; intimacy involves emotion itself. Empathy, at its base, isn’t act of getting outside yourself: you’re protecting yourself into someone’s else experience, which means that in some ways you are leaving your own experience behind, other than as a reference point. Intimacy, on the other hand, is at its base act of feeling: you might be connecting quit someone or something Else, but you are doing so on the basis of the emotions you feel. p 86. Any type of VR experience perfectly illustrates the surprising gap between empathy and intimacy: life action VR. p. 87 unlike CGI-based storytelling, which full somewhere in between game in movie, live action VR feels much more like the conventional video forms that we are used to from television and movies. Like those media, people have been using VR to shoot everything from narrative fiction to documentary the sports.

Nonny de la Peña Hunger in Los Angeles at Sundance

p. 89 Clouds over Sidra Chris Milk

p. 90 SXSW south by southwest Austin Texas

p. 92 every single story has only one goal at its base: to make you care. This holds true whether it is a tale told around a campfire at night, one related to a sequence of panels in the comic book, or dialogue-heavy narrative of a television show. The story might be trying to make you laugh, or just scare you, or to make you feel sad or happy on behalf of one of the characters, but those are all just forms of caring, right? Your emotional investment-the fact that what kept us in this tale matters to you-is the fundamental aim of the storyteller.

Storytelling, than, has evolved to find ways to draw you out of yourself, to make you forget that what you are hearing or seeing or reading isn’t real. It’s only at that point, after all, that our natural capacity for empathy can kick in. p. 93 meanwhile, technology continues to evolve to detaches from those stories. For one, the frame itself continues to get smaller. Strangers still, this distraction has happened well stories continue to become more and more complex. Narratively, at least, stories are more intricate then the have ever been. p. 94. Now, with VR storytelling, the distracting power of multiple screens his met it’s match.

p. 101 experiencing our lives- together

What videos two cannot do, though, he’s bringing people together insights VR, the way re-McClure’s sinking-multicoloredat-blogs-at-each-other tag-team project is VVVR does. That’s why even V are filmmaking powerhouses like Within ( https://www.with.in/get-the-app) are moving beyond mere documentary and narrative and trying to turn storytelling into a shared experience.

Make no mistake: storytelling has always been a shirt experience. Being conscripted into the story, or even being the story.

https://www.linkedin.com/in/jess-engel-96421010/

https://medium.com/@Within/welcome-jess-aea620df0ca9

p. 103 like so many VR experiences, life of us defies many of the ways we describe a story to each other. For one, it feels at fonts shorter and longer than its actual seven-minutes runtime; although it’s seems to be over in a flash, flash contains so many details that in retrospect it is as full and vivid is a two-our movie.

There is another think, though, that sets life of us apart from so many other stories-it is the fact that not only was I in the story, but someone else was in there with me. In that someone wasn’t a field character talking to a camera that they some calling about it, or a video game creature that was programmed to look in ‘my’ direction, but a real person-a person who saw what I saw, a person who was present for each of those moments and who know is inextricably part of my old, shard-Like memory of them.

p. 107 what to do and what to do it with . How social VR is reinventing everything from game night to online harassment.

Facebook Hires Altspace CEO Eric Romo

p. 110 VR isn’t given Romo’s first bet on the future. When he was finishing up his masters degree in mechanical engineering, a professor emailed him on behalf of two men who were recruiting for a rocket company there were starting. One of those man was a Elon musk, which is how Romo became the 13th employee at space X. Eventually, she started the company focusing go solar energy, but when the bottom fell out of the industry, she shut down the company and looked for his next opportunity. Romo spent the next year and a half researching the technology and thinking about what kind of company might make sense in the new VR enabled world. He had read Snow crash, but he oh soon you get our hopes for DVR future could very well end up like gay themed flying car: defined-and limited-bite an expectation that might not match perfectly which what we actually want.

https://www.amazon.com/Snow-Crash-Neal-Stephenson/dp/1491515058

p. 116 back in the day, trolling just trim forward to pursuing a provocative argument for kicks. Today, the word used to describe the actions of anonymous mobs like the one that, for instance, Rolf actor Leslie Jones off Twitter with an onslaught of racist and sexist abuse. Harassment has become one of the defining characteristics of the Internet is for use it today. But with the emergernce of VR, our social networks have become, quite literally, embodied.

p. 116 https://medium.com/athena-talks/my-first-virtual-reality-sexual-assault-2330410b62ee 

p. 142 increasing memory function by moving from being a voyeur to physically participating in the virtual activity. embodied presence – bringing not just your head into your hands, but your body into VR-strengthens memories in the number of ways.

p. 143 at the beginning of 2017, Facebook fit published some of its. New Ron’s in internal research about the potential of social VR. Neurons INc. The agency measured eye movements, Brain activity, and pools of volunteers who were watching streaming video on smart phones and ultimately discovered that buffering and lag were significantly more stressful than waiting can line it a store, and even slightly more stressful than watching a horror movie.

p. 145 after the VR experience, more than 80% of introverts — is identified by a short survey participants took before hand-wanted to become friends with the person they had chatted with, as opposed to less than 60% of extroverts

p. 149 Rec Room Confidential: the anatomy in evolution of VR friendships

p. 165 reach out and touch someone; haptics, tactile presence and making VR physical.

https://www.digicert.com/ 

VOID: Vision of Infinite Dimensions p. 167

p. 169 the 4-D-effects: steam, cool air, moisture,

p. 170 Copresence

About

https://www.researchgate.net/profile/Shanyang_Zhao

https://www.researchgate.net/publication/2532682_Toward_A_Taxonomy_of_Copresence

https://astro.temple.edu/~bzhao001/Taxonomy_Copresence.pdf

p. 171 Zhao laid out two different criteria. The first was whether or not to people are actually in the same place-basically, are they or their stand-ins physically close enough to be able to communicate without any other tools? To people, she wrote, can either have “physical proximity” or “electronic proximity” the latter being some sort of networked connection. The second criterion was whether each person is corporeally there; in other words, is it their actual flesh-and-blood body? The second condition can have three outcomes: both people can be there corporeally; neither can be there corporeally , instead using some sort of stand in like an avatar or a robot; or just one of them can be there corporeally, with the other using case stent in

“virtual copresence” is when a flesh and blood person interacts physically with a representative of a human; if that sounds confusing, 80 good example is using an ATM call mom where are the ATM is a stent in for a bank teller

p. 172 “hypervirtual copresence,” which involves nonhuman devices that are interacting in the same physical space in a humanlike fashion. social VR does not quite fit into any of this category. Zhao refers to this sort of hybrid as a “synthetic environment” and claims that it is a combination of corporeal https://www.waze.com/telecopresence (like Skyping) and virtual telecopresence(like Waze directions )

p. 172 haptic tactics for tactile aptness

Of the five human senses,  a VR headset ca currently stimulates only to: vision and hearing. That leaves treat others-and while smell and taste me come some day.
P. 174; https://en.wikipedia.org/wiki/Aldous_Huxley Brave New World. tactile “feelies”

p. 175 https://en.wikipedia.org/wiki/A._Michael_Noll, 1971

p. 177 https://www.pcmag.com/review/349966/oculus-touch

p. 178 haptic feedback accessories, gloves. full body suites, p. 179 ultrasonics, low-frequency sound waves.

p. 186 the dating game: how touch changes intimacy.

p. 187 MIT Presence https://www.mitpressjournals.org/loi/pres

p. 186-190 questionnaire for the VRrelax project

p. 195 XXX-chnage program: turning porn back into people

p. 221 where we are going, we don’t need headsets. lets get speculative

p. 225 Magic Leap. p. 227 Magic Leap calls its technology “mixed reality,” claiming that the three dimensional virtual objects it brings into your world are far more advanced than the flat, static overlays of augmented reality. In reality, there is no longer any distinction between the two; in fact, the air are by now so many terms being accused in various ways by various companies that it’s probably worth a quick clarification.

definitions

Virtual reality: the illusion of an all-enveloping artificial world, created by wearing an opaque display in front of your eyes.

augmented reality: Bringing artificial objects into the real world-these can be as simple as a ” heads-up display,” like a speedometer project it onto your car’s windshield, or as complex as seen to be virtual creature woke across your real world leaving room, casting a realistic shadow on the floor

mixed reality: generally speaking, this is synonymous with AR, or eight at least with the part of AR that brings virtual objects into the real world. However, some people prefer “mixed” because they think “augmented” implies that reality isn’t enough.

extended or synthetic reality (XR or SR): all of the above! this are bought catch old terms that encompass the full spectrum of virtual elements individual settings.

p. 228 https://avegant.com/.

Edward Tang:

p. 231 in ten years, we won’t even have smartphone anymore.

p. 229 Eve VR is these come blink toddler, though, AR/MR is a third-trimester fetus: eat may be fully formed book eat is not quite ready to be out in the world yet. The headsets or large, the equipment is far more expensive than VR Anthony in many cases we don’t even know what a consumer product looks like.

p. 235 when 2020 is hindsight: what life in 2028 might actually look like.

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Belamire, J. (2016, October 20). My First Virtual Reality Groping. Athena Talks. https://medium.com/athena-talks/my-first-virtual-reality-sexual-assault-2330410b62ee

Machine Learning and the Cloud Rescue IT

How Machine Learning and the Cloud Can Rescue IT From the Plumbing Business

 FROM AMAZON WEB SERVICES (AWS)

By Andrew Barbour     Feb 19, 2019

https://www.edsurge.com/news/2019-02-19-how-machine-learning-and-the-cloud-can-rescue-it-from-the-plumbing-business

Many educational institutions maintain their own data centers.  “We need to minimize the amount of work we do to keep systems up and running, and spend more energy innovating on things that matter to people.”

what’s the difference between machine learning (ML) and artificial intelligence (AI)?

Jeff Olson: That’s actually the setup for a joke going around the data science community. The punchline? If it’s written in Python or R, it’s machine learning. If it’s written in PowerPoint, it’s AI.
machine learning is in practical use in a lot of places, whereas AI conjures up all these fantastic thoughts in people.

What is serverless architecture, and why are you excited about it?

Instead of having a machine running all the time, you just run the code necessary to do what you want—there is no persisting server or container. There is only this fleeting moment when the code is being executed. It’s called Function as a Service, and AWS pioneered it with a service called AWS Lambda. It allows an organization to scale up without planning ahead.

How do you think machine learning and Function as a Service will impact higher education in general?

The radical nature of this innovation will make a lot of systems that were built five or 10 years ago obsolete. Once an organization comes to grips with Function as a Service (FaaS) as a concept, it’s a pretty simple step for that institution to stop doing its own plumbing. FaaS will help accelerate innovation in education because of the API economy.

If the campus IT department will no longer be taking care of the plumbing, what will its role be?

I think IT will be curating the inter-operation of services, some developed locally but most purchased from the API economy.

As a result, you write far less code and have fewer security risks, so you can innovate faster. A succinct machine-learning algorithm with fewer than 500 lines of code can now replace an application that might have required millions of lines of code. Second, it scales. If you happen to have a gigantic spike in traffic, it deals with it effortlessly. If you have very little traffic, you incur a negligible cost.

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

RUSSIAN TROLLS USED MEME WARFARE

HOW RUSSIAN TROLLS USED MEME WARFARE TO DIVIDE AMERICA

NICHOLAS THOMPSON AND Issy Lapowsky 12.17.18

https://www.wired.com/story/russia-ira-propaganda-senate-report/

THERE’S A MEME on Instagram, circulated by a group called “Born Liberal.”  “Born Liberal” was a creation of the Internet Research Agency, the Russian propaganda wing

Conversations around the IRA’s operations traditionally have focused on Facebook and Twitter, but like any hip millennial, the IRA was actually most obsessive about Instagram.

the IRA deployed 3,841 accounts, including several personas that “regularly played hashtag games.” That approach paid off; 1.4 million people engaged with the tweets, leading to nearly 73 million engagements. Most of this work was focused on news, while on Facebook and Instagram, the Russians prioritized “deeper relationships,” according to the researchers. On Facebook, the IRA notched a total of 3.3 million page followers, who engaged with their politically divisive content 76.5 million times. Russia’s most popular pages targeted the right wing and the black community. The trolls also knew their audiences; they deployed Pepe memes at pages intended for right-leaning millennials, but kept them away from posts directed at older conservative Facebook users. Not every attempt was a hit; while 33 of the 81 IRA Facebook pages had over 1,000 followers, dozens had none at all.

The report also points out new links between the IRA’s pages and Wikileaks, which helped disseminate hacked emails from Clinton campaign manager John Podesta

Russian presence unrelated to the relatively small ad spend that Facebook executives pointed to as the story first unfolded, in what the report authors describe as an attempt to downplay the problem.

“While many people think of memes as “cat pictures with words,” the Defense Department and DARPA have studied them for years as a powerful tool of cultural influence, capable of reinforcing or even changing values and behavior.

“over the past five years, disinformation has evolved from a nuisance into high-stakes information war.” And yet, rather than fighting back effectively, Americans are battling each other over what to do about it.

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memetic warfare:

https://en.wikipedia.org/wiki/Memetic_warfare

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Is America Prepared for Meme Warfare?  Memes function like IEDs.

Jacob Siegel Jan 31 2017, 9:00am
https://motherboard.vice.com/en_us/article/xyvwdk/meme-warfare
https://soundcloud.com/motherboard/meme-warfare

A year after the Meme Warfare Center proposal was published, DARPA, the Pentagon agency that develops new military technology, commissioned a four-year study of memetics. The research was led by Dr. Robert Finkelstein, founder of the Robotic Technology Institute, and an academic with a background in physics and cybernetics.

Finkelstein’s study of “Military Memetics” centered on a basic problem in the field, determining “whether memetics can be established as a science with the ability to explain and predict phenomena.” It still had to be proved, in other words, that memes were actual components of reality and not just a nifty concept with great marketing.

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

Media Literacy Digital Citizenship

Making Media Literacy Central to Digital Citizenship

Tanner Higgin, Common Sense Education

https://www.kqed.org/mindshift/49607/making-media-literacy-central-to-digital-citizenship

While we often get distracted by the latest device or platform release, video has quietly been riding the wave of all of these advancements, benefiting from broader access to phones, displays, cameras and, most importantly, bandwidth. In fact, 68 percent of teachers are using video in their classrooms, and 74 percent of middle schoolers are watching videos for learning. From social media streams chock-full of video and GIFs to FaceTime with friends to two-hour Twitch broadcasts, video mediates students’ relationships with each other and the world. Video is a key aspect of our always-online attention economy that’s impacting voting behavior, and fueling hate speech and trolling. Put simply: Video is a contested civic space.

We need to move from a conflation of digital citizenship with internet safety and protectionism to a view of digital citizenship that’s pro-active and prioritizes media literacy and savvy. A good digital citizen doesn’t just dodge safety and privacy pitfalls, but works to remake the world, aided by digital technology like video, so it’s more thoughtful, inclusive and just.

1. Help Students Identify the Intent of What They Watch

equip students with some essential questions they can use to unpack the intentions of anything they encounter. One way to facilitate this thinking is by using a tool like EdPuzzle to edit the videos you want students to watch by inserting these questions at particularly relevant points in the video.

2. Be Aware That the Web Is a Unique Beast

Compared to traditional media (like broadcast TV or movies), the web is the Wild West.

Mike Caulfield’s e-book is a great deep dive into this topic, but as an introduction to web literacy you might first dig into the notion of reading “around” as well as “down” media — that is, encouraging students to not just analyze the specific video or site they’re looking at but related content (e.g., where else an image appears using a reverse Google image search).

3. Turn Active Viewing into Reactive Viewing

Active viewing

For this content, students shouldn’t just be working toward comprehension but critique;

using aclassroom backchannel, like TodaysMeet, during video viewings

4. Transform Students’ Video Critiques into Creations

Digital citizenship should be participatory, meaning students need to be actively contributing to culture. Unfortunately, only 3 percent of the time tweens and teens spend using social media is focused on creation.

facilitating video creation and remix, but two of my favorites are MediaBreaker and Vidcode.

5. Empower Students to Become Advocates

Young people face a challenging and uncertain world, currently run by people who often do not share their views on key issues

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more on Media Literacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=media+literacy

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

Does AI favor tyranny

Why Technology Favors Tyranny

Artificial intelligence could erase many practical advantages of democracy, and erode the ideals of liberty and equality. It will further concentrate power among a small elite if we don’t take steps to stop it.

https://www.theatlantic.com/magazine/archive/2018/10/yuval-noah-harari-technology-tyranny/568330/

YUVAL NOAH HARARI  OCTOBER 2018 ISSUE

Ordinary people may not understand artificial intelligence and biotechnology in any detail, but they can sense that the future is passing them by. In 1938 the common man’s condition in the Soviet Union, Germany, or the United States may have been grim, but he was constantly told that he was the most important thing in the world, and that he was the future (provided, of course, that he was an “ordinary man,” rather than, say, a Jew or a woman).

n 2018 the common person feels increasingly irrelevant. Lots of mysterious terms are bandied about excitedly in ted Talks, at government think tanks, and at high-tech conferences—globalizationblockchaingenetic engineeringAImachine learning—and common people, both men and women, may well suspect that none of these terms is about them.

Fears of machines pushing people out of the job market are, of course, nothing new, and in the past such fears proved to be unfounded. But artificial intelligence is different from the old machines. In the past, machines competed with humans mainly in manual skills. Now they are beginning to compete with us in cognitive skills.

Israel is a leader in the field of surveillance technology, and has created in the occupied West Bank a working prototype for a total-surveillance regime. Already today whenever Palestinians make a phone call, post something on Facebook, or travel from one city to another, they are likely to be monitored by Israeli microphones, cameras, drones, or spy software. Algorithms analyze the gathered data, helping the Israeli security forces pinpoint and neutralize what they consider to be potential threats.

The conflict between democracy and dictatorship is actually a conflict between two different data-processing systems. AI may swing the advantage toward the latter.

As we rely more on Google for answers, our ability to locate information independently diminishes. Already today, “truth” is defined by the top results of a Google search. This process has likewise affected our physical abilities, such as navigating space.

So what should we do?

For starters, we need to place a much higher priority on understanding how the human mind works—particularly how our own wisdom and compassion can be cultivated.

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more on SCSU student philosophy club in this IMS blog
https://blog.stcloudstate.edu/ims?s=philosophy+student+club

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