Searching for "virtual reality"

animated virtual reality

Create Your Own Animated Virtual Reality

http://practicaledtech.com/2018/01/28/create-your-own-virtual-reality/

Google’s Cardboard Camera and Street View app are good tools for creating simple virtual reality imagery

 

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

studies virtual reality education

Three Interesting Studies on Virtual Reality in Education

http://www.freetech4teachers.com/2016/06/three-interesting-studies-on-virtual.html

Construct3D: a virtual reality application for mathematics and geometry education.

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE.

Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model.

Ethical Considerations For Using Virtual Reality

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq

In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.

Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..

And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.

As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.

Ethical Considerations

In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”

It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

1. Long-Term Effects and Prolonged Exposure

2. The Impact of Environment on Agency and Behavior

3. Aggravating Preexisting Psychological or Emotional Issues

4. (Un)Reality and Diminished Real World Interactions

5. Privacy and Data Gathering

 

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more on virtual reality in this IMS blog

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

virtual reality games and learning

Research Suggests Students Learn More When Collaborating in Virtual Reality Games

By Michael Hart

https://thejournal.com/articles/2016/06/22/research-suggests-students-learn-more-when-working-together-in-virtual-reality-games.aspx

In the research project led by Ph.D. candidate Gabriel Culbertson, 48 students were recruited to play two versions of the game. In one group, students were connected via a chat interface with another player who could, if they wanted, offer advice on how to play. The second group played a version of the game in which they were definitely required to collaborate on quests.

The research group found the students in the second so-called “high-interdependence” group spent more time communicating and, as a consequence, learned more words.

The research then expanded to a larger group of 186 Reddit users who were learning Japanese. After reviewing gameplay logs, interviews and Reddit posts, they found that those who spent the most time engaged in the game learned more new words and phrases.

The Cornell research team presented its research results at the Association for Computing Machinery Conference on Human-Computer Interaction in May in San Jose, CA.

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more on games in this IMS blog:

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

more on virtual reality in this blog:

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

storytelling and virtual reality

Is storytelling the key to VR’s future?

Virtual reality may be the closest to teleportation we will ever have in our lifetime.

More on virtual reality in this IMS blog:

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

more on storytelling in this IMS blog:

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

virtual reality

Three really real questions about the future of virtual reality

http://www.theguardian.com/technology/2016/jan/07/virtual-reality-future-oculus-rift-vr

  1. How mainstream is this technology really going to be?Facebook sees VR as the next big computing platform, but that will depend on it becoming a truly mainstream device
  2. Will VR really be about more than gamesSome of the educational projects already unveiled – the British Museum’s use of VR to transport visitors back to the bronze age; Irish startup VR Education’s VR app based on the Apollo 11 moon landing; David Attenborough’s work with a special VR exhibit at London’s Natural History Museum; and NASA’s PlayStation VR demo of how VR could help its operators practise using robotic arms on the International Space Station – are among the more convincing arguments for modern VR being about more than just games or gimmicks.
  3. Can our bodies and minds really cope with VR?

More on Oculus in this IMS blog: https://blog.stcloudstate.edu/ims/?s=oculus&submit=Search

VR is the future and it’s officially here

http://www.businessinsider.com/vr-is-the-future-2016-1

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