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VR AR learning materials

New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom

New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom

the International Society for Technology in Education to publish a book, titled Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms, to offer practical insights, lesson plans, and classroom examples so educators can make the most of these experiential worlds.

Definition

Augmented reality superimposes a digital layer on the world around us, often activated by scanning a trigger image or via GPS (think Pokemon Go!). Virtual reality takes users away from the real world, fully immersing students in a digital experience that replaces reality. Mixed reality takes augmented a step further by allowing the digital and real worlds to interact and the digital components to change based on the user’s environment.

Virtual Shapes

DEVICES: iOS, Android, Chromebook, PC, COURSE: Geometry, GRADES: 2-5, 60 minutes

Storytelling

DEVICES: iOS, Android, COURSE: English Language Arts, Speaking and Listening, GRADES: K-1

Augmented and Virtual Reality with EON

DEVICES: iOS, Android, COURSE: Earth and Space Science, GRADE: 4, 45 minutes

Scavenger Hunting as a Classroom Activity

The app offers teachers a unique way to create a scavenger hunt by designing AR messages and leaving them in specific places for students to “discover.”

Waypoint App

The Waypoint App also allows for creation of educational scavenger hunts using augmented reality. Educators can easily add questions that address lesson objectives, set specific locations where the questions are hidden, and then have students hunt for questions by following the map. The hunt is easily shared with students on a variety of platforms, including text messaging and email.

Breakout EDU

Breakout EDU has become a popular game in education. Driven by creativity, teamwork, and problem-solving, the game provides a fun learning experience as it challenges students to compete in solving puzzles. The game centers on a series of questions; each solved question unlocks the next part of the activity. Students work in groups, competing against other groups to open all the locks first.

first VR optometry lab

University of Waterloo to have first virtual reality optometry lab in Canada

FRIDAY, SEPTEMBER 28, 2018 https://uwaterloo.ca/news/news/university-waterloo-have-first-virtual-reality-optometry-lab

A new virtual reality (VR) training lab at the University of Waterloo’s School of  Optometry and Vision Science, will help Canada’s next generation of optometrists learn how to diagnose vision problems and eye diseases more quickly and accurately.

The new lab, funded through an $800,000 investment by national eye care provider FYidoctors, At a total cost of $1.5 million, the FYidoctors Simulation Lab is the first of its kind in Canada and will ensure the School remains at the forefront in optometric education in North America.

Dr. Al Ulsifer, CEO and Chairman of FYidoctors and  Waterloo alumnus, said that this investment isn’t just an investment in the University, but a stake in the future generation of optometrists.

The Equipment:

The lab will initially include 5 Eyesi® Binocular Indirect Ophthalmoscopes (BIO) are state of the art augmented reality simulator for training of retinal examinations and provides a highly realistic and dynamic 3D simulation of the anatomical structures of the eye and ophthalmoscope optics.

For more detailed information visit:  https://www.vrmagic.com/simulators/feature-pages/indirect/

Phase two of the lab, to be unveiled at a later date, will include the addition of the Eyesi® Slit Lamp simulators.  This technology will allow students to practice basic handling of the device and skills required to conduct a corneal exam, retinal exam and Gonioscopy & Tonometry.

 

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more on AR Augmented Reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality

multi-user reference support experiences

https://www.emeraldinsight.com/eprint/AU2Q4SJGYQG5YTQ5A9RU/full

Hahn, J. (2018). Virtual reality learning environments | Development of multi-user reference support experiences | Information and Learning Science | Ahead of Print. EmeraldInsight. Retrieved from https://www.emeraldinsight.com/eprint/AU2Q4SJGYQG5YTQ5A9RU/full
case study: an undergraduate senior projects computer science course collaboration whose aim was to develop textual browsing experiences, among other library reference functionality, within the HTC Vive virtual reality (VR) headset. In this case study, readers are introduced to applied uses of VR in service to library-based learning through the research and development of a VR reading room app with multi-user support. Within the VR reading room prototype, users are able to collaboratively explore the digital collections of HathiTrust, highlight text for further searching and discovery and receive consultative research support from a reference specialist through VR.
Library staff met with the project team weekly over the 16 weeks of both semesters to first scope out the functionality of the system and vet requirements.
The library research team further hypothesized that incorporating reference-like support in the VR environment can support library learning. There is ample evidence in the library literature which underscores the importance of reference interactions as learning and instructional experiences for university students
Educational benefits to immersive worlds include offering a deeper presence in engagement with rare or non-accessible artifacts. Sequeira and Morgado (2013, p. 2) describe their Virtual Archeology project as using “a blend of techniques and methods employed by historians and archaeologists using computer models for visualizing cultural artefacts and heritage sites”.
The higher-end graphics cards include devices such as the NVIDIA GeForceTM GTX 1060 or AMD RadeonTM RX 480, equivalent or better. The desktop system that was built for this project used the GeForce GTX 1070, which was slightly above the required minimum specifications.

Collaboration: Library as client.

Specific to this course collaboration, computer science students in their final year of study are given the option of several client projects on which to work. The Undergraduate Library has been a collaborator with senior computer science course projects for several years, beginning in 2012-2013 with mobile application design and chat reference software re-engineering (Hahn, 2015). (My note: Mark Gill, this is where and how Mehdi Mekni, you and I can collaborate)

The hurdles the students had the most trouble with was code integration – e.g. combining various individual software parts towards the end of the semester. The students also were challenged by the public HathiTrust APIs, as the system was developed to call the HathiTrust APIs from within the Unity programming environment and developing API calls in C#. This was a novel use of the HathiTrust search APIs for the students and a new area for the research team as well.

There are alternatives to Unity C# programming, notably WebVR, an open source specification for VR programming on the open web.

A-Frame has seen maturation as a platform agnostic and device agnostic software programming environment. The WebVR webpage notes that the specification supports HTC Vive, Oculus Rift, Samsung Gear VR, Google Daydream and Google Cardboard (WebVR Rocks, 2018). Open web platforms are consistent with library values and educational goals of sharing work that can be foundational in implementing VR learning experience both in VR environments and shareable on the web, too.

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

VR resurgence

vr seasickness nauseaState’s universities envision VR resurgence

Chris O’Malley

https://indianapolis.crains.com/article/news/state%E2%80%99s-universities-envision-vr-resurgence

why the sudden interest in VR and AR after years of hype that failed to live up to expectations?

Heather Bellini, of Goldman Sachs Research, noted in a report last year that faster microprocessors and more powerful graphics cards have allowed more images per second to be delivered since the industry’s potential was hyped a decade ago.

There have also been advancements in AR gear, like glasses that allow vision of the real world but also have data or graphical images projected onto part of the glass.

As such, Goldman Sachs is projecting VR and AR to become an $80 billion market by 2025 – roughly equivalent to the size of the current PC market.

he big problems with VR is “motion to photon latency,” which is the time it takes to turn your head and the screen to refresh at the same rate.

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

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

Digital Literacy for SPED 405

Digital Literacy for SPED 405. Behavior Theories and Practices in Special Education.

Instructor Mark Markell. mamarkell@stcloudstate.edu Mondays, 5:30 – 8:20 PM. SOE A235

Preliminary Plan for Monday, Sept 10, 5:45 PM to 8 PM

Introduction – who are the students in this class. About myself: http://web.stcloudstate.edu/pmiltenoff/faculty Contact info, “embedded” librarian idea – I am available to help during the semester with research and papers

about 40 min: Intro to the library: http://web.stcloudstate.edu/pmiltenoff/bi/
15 min for a Virtual Reality tours of the Library + quiz on how well they learned the library:
http://bit.ly/VRlib
and 360 degree video on BYOD:
Play a scavenger hunt IN THE LIBRARY: http://bit.ly/learnlib
The VR (virtual reality) and AR (augmented reality) component; why is it important?
why is this technology brought up to a SPED class?
https://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/
autism: https://blog.stcloudstate.edu/ims/2018/09/10/sound-and-brain/
Social emotional learning
https://blog.stcloudstate.edu/ims/2018/05/31/vr-ar-sel-empathy/
(transition to the next topic – digital literacy)

about 50 min:

  1. Digital Literacy

How important is technology in our life? Profession?

https://blog.stcloudstate.edu/ims/2018/08/20/employee-evolution/

Do you think technology overlaps with the broad field of special education? How?
How do you define technology? What falls under “technology?”

What is “digital literacy?” Do we need to be literate in that sense? How does it differ from technology literacy?
https://blog.stcloudstate.edu/ims?s=digital+literacy

Additional readings on “digital literacy”
https://blog.stcloudstate.edu/ims/2017/08/23/nmc-digital-literacy/

Digital Citizenship: https://blog.stcloudstate.edu/ims/2015/10/19/digital-citizenship-info/
Play Kahoot: https://play.kahoot.it/#/k/e844253f-b5dd-4a91-b096-b6ff777e6dd7
Privacy and surveillance: how does these two issues affect your students? Does it affect them more? if so, how?  https://blog.stcloudstate.edu/ims/2018/08/21/ai-tracks-students-writings/

Social Media:
http://web.stcloudstate.edu/pmiltenoff/lib290/. if you want to survey the class, here is the FB group page: https://www.facebook.com/groups/LIB290/

Is Social Media part of digital literacy? Why? How SM can help us become more literate?

Digital Storytelling:
http://web.stcloudstate.edu/pmiltenoff/lib490/

How is digital storytelling essential in digital literacy?

about 50 min:

  1. Fake News and Research

Syllabus: Teaching Media Manipulation: https://datasociety.net/pubs/oh/DataAndSociety_Syllabus-MediaManipulationAndDisinformationOnline.pdf

#FakeNews is a very timely and controversial issue. in 2-3 min choose your best source on this issue. 1. Mind the prevalence of resources in the 21st century 2. Mind the necessity to evaluate a) the veracity of your courses b) the quality of your sources (the fact that they are “true” does not mean that they are the best). Be prepared to name your source and defend its quality.
How do you determine your sources? How do you decide the reliability of your sources? Are you sure you can distinguish “good” from “bad?”
Compare this entry https://en.wikipedia.org/wiki/List_of_fake_news_websites
to this entry: https://docs.google.com/document/d/10eA5-mCZLSS4MQY5QGb5ewC3VAL6pLkT53V_81ZyitM/preview to understand the scope

Do you know any fact checking sites? Can you identify spot sponsored content? Do you understand syndication? What do you understand under “media literacy,” “news literacy,” “information literacy.”  https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-resources/

Why do we need to explore the “fake news” phenomenon? Do you find it relevant to your professional development?

Let’s watch another video and play this Kahoot: https://play.kahoot.it/#/k/21379a63-b67c-4897-a2cd-66e7d1c83027

So, how do we do academic research? Let’s play another Kahoot: https://play.kahoot.it/#/k/5e09bb66-4d87-44a5-af21-c8f3d7ce23de
If you to structure this Kahoot, what are the questions, you will ask? What are the main steps in achieving successful research for your paper?

  • Research using social media

what is social media (examples). why is called SM? why is so popular? what makes it so popular?

use SM tools for your research and education:

– Determining your topic. How to?
Digg http://digg.com/, Reddit https://www.reddit.com/ , Quora https://www.quora.com
Facebook, Twitter – hashtags (class assignment 2-3 min to search)
LinkedIn Groups
YouTube and Slideshare (class assignment 2-3 min to search)
Flickr, Instagram, Pinterest for visual aids (like YouTube they are media repositories)

Academia.com (https://www.academia.edu/Academia.edu, a paper-sharing social network that has been informally dubbed “Facebook for academics,” https://www.academia.edu/31942069_Facebook_for_Academics_The_Convergence_of_Self-Branding_and_Social_Media_Logic_on_Academia.edu

ResearchGate: https://www.researchgate.net/

– collecting and managing your resources:
Delicious https://del.icio.us/
Diigo: https://www.diigo.com/
Evernote: evernote.com OneNote (Microsoft)

blogs and wikis for collecting data and collaborating

– Managing and sharing your information:
Refworks,
Zotero https://www.zotero.org/,
Mendeley, https://www.mendeley.com/

– Testing your work against your peers (globally):

Wikipedia:
First step:Using Wikipedia.Second step: Contributing to Wikipedia (editing a page). Third step: Contributing to Wikipedia (creating a page)  https://www.evernote.com/shard/s101/sh/ef743d1a-4516-47fe-bc5b-408f29a9dcb9/52d79bfa20ee087900764eb6a407ec86

– presenting your information


please use this form to cast your feedback. Please feel free to fill out only the relevant questions:
http://bit.ly/imseval

remember better through VR

Research: People Remember Information Better Through VR

By Rhea Kelly 06/14/18

https://thejournal.com/articles/2018/06/14/study-people-remember-information-better-through-vr.aspx

A study from the University of Maryland found that people recall information better when it is presented to them in a virtual environment, as opposed to a desktop computer.

The project was supported by the National Science Foundation, the state of Maryland’s MPower initiative and the NVIDIA CUDA Center of Excellenceprogram. The study results, published in the journal Virtual Reality, are available on the UMD site.

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

VWMOOC18

https://docs.google.com/document/d/1dVtIha1-P1t6t7GEFjzGYd8aegU_OVzRQM-BHzxYwNg/edit

VWMOOC18 August 1-31, 2018

Excerpts from the program

Sun.

August 5

12NOON SLT CVL Librarians Networking Forum at Community Virtual Library How can librarians help educators in virtual worlds?

Held at CVL main library SLurl:

http://maps.secondlife.com/secondlife/Cookie/206/219/21

Embedded librarianship holds potential for immersive learning.  Come learn how to promote your virtual world communities and the great work of educators in virtual worlds through networking.  https://communityvirtuallibrary.wordpress.com/

 

Fri. August 10 12pm SLT Dieter Heyne (Edward Tarber) Web Based Virtual Worlds in Education Organizing collaboration for 400 students in a web based virtual learning environment. Setting up a “synthetic” college.

In the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62

Sat. August 11 Noon SLT /

3pm Eastern

Lyr Lobo, Cynthia Calongne

Kae Novak (SL: Kavon Zenovka, WoW: Maskirovka)

Chris Luchs (SL: Abacus Capellini, WoW: Cheerwine)

What Can We Learn from the World of Warcraft? Join us as we host a blended reality session featuring a live stream from the World of Warcraft (WoW) as we explore educational opportunities in a massive multiplayer online roleplaying game (MMORPG). We will have a YouTube live stream, a Discord channel for voice discussion, and an immersive event in WoW. Educators from the International Society for Technology in Education – Games and Simulations Network (ISTE G&SN) will host an immersive event & discuss learning in a multiuser virtual environment (MUVE).

To join us in WoW: visit this site: https://worldofwarcraft.com/en-us/news/3128270

Click Try for Free and download the Blizzard Launcher, which manages the download. You’ll need 52GB for the game. Create an account, select Sisters of Elune realm and create a troll if you are new to WoW and using a Free Trial account.

Location: In the World of Warcraft and for those who do not have the game, over a YouTube Live stream (available that day) and hosted after the event over https://www.youtube.com/user/gamesmooc/videos

 

Friday

August 17

9 am slt Lynne Berrett (Wisdomseeker) Howard Gardner’s “Theory of Multiple Intelligences” explored through an Interactive, Immersive Experience in Second Life Dr. Gardner has proposed 8 different types of intelligence, ranging from Interpersonal to Kinesthetic. Join us to discover your own most innate type. You may be surprised, like many of the teachers who have tried this challenge as part of our whole-brain training program.

http://maps.secondlife.com/secondlife/Inspiration%20Island/48/54/22

Fri. August 17 Noon SLT Mark Childs (Gann McGann) Theatrical performances in virtual worlds This is a summary of various performance-based activities in Second Life and how performance studies can provide an insight into the experience of virtual worlds.

Presented in the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62

SCSU at 2018 LITA Library Technology Forum

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On behalf of the 2018 LITA Library Technology Forum Committee, I am pleased to notify you that your proposal, “Virtual Reality (VR) and Augmented Reality (AR) for Library Orientation: A Scalable Approach to Implementing VR/AR/MR in Education”, has been accepted for presentation at the 2018 LITA Library Technology Forum in Minneapolis, Minnesota (November 8-10).
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Mark Gill and Plamen Miltenoff will participate in a round table discussion Friday. November 9, 3:30PM at Haytt Regency, Minneapolis, MN. We will stream live on Facebook: https://www.facebook.com/InforMediaServices/

SCSU Augmented Reality Library Tour from Plamen Miltenoff

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Notes from the Forum

Risk and Reward: Public Interest and the Public Good at the Intersection of Law, Tech, and Libraries

https://thatandromeda.github.io/forum18_schedule/

Blog: Copyright Librarian; Twitter: @CopyrightLibn

U of MN has a person, whose entire job is to read and negotiate contracts with vendors. No resources, not comfortable to negotiate contracts and vendors use this.

If you can’t open it, you don’t own it. if it is not ours… we don’t get what we don’t ask for.

libraries are now developing plenty, but if something is brought in, so stop analytics over people. Google Analytics collects data, which is very valuable for students. bring coherent rink of services around students and show money saving. it is not possible to make a number of copyright savings. collecting such data must be in the library, not outside. Data that is collected, will be put to use. Data that is collected, will be put to uses that challenge library values. Data puts people at risk. anonymized data is not anonymous. rethink our relationship to data. data sensitivity is contextual.

stop requiring MLSs for a lot of position. not PhDs in English, but people with specific skills.

perspective taking does not help you understand what others want.  connection to tech. user testing – personas (imagining one’s perspective). we need to ask, better employ the people we want to understand. in regard of this, our profession is worse then other professions.

pay more is important to restore value of the profession.

https://docs.google.com/document/d/1lLHP2TZnmrRodSdulPPOruEeF20iwF5zw6h5aOV8ogg/edit

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Library System Migrations: Issues and Solutions 

https://drive.google.com/open?id=109w_NU3zki_A6Fukpa50zzGJdgazbVSKqf7zAoYaKsc

from Sierra to Alma. SFX. number of challenges

Stanford – Folio, Cornell, Duke and several others. https://www.folio.org/ Alma too locked up for Stanford.

Easy Proxy for Alma Primo

Voyager to OCLC. Archive space from in-house to vendor. Migration

Polaris, payments, scheduling, PC sign up.  Symphony, but discussing migration to Polaris to share ILS. COntent Diem. EasyProxy, from Millenium no Discovery Layer to Koha and EDS. ILL.

WMS to Alma. Illinois State – CARLY – from Voyager to Alma Primo. COntent Diem, Dynex to Koha.

Princeton: Voyager, migrating Alma and FOlio. Ex Libris. Finances migrate to PeopleSoft. SFX. Intota

RFPs – Request for Proposals stage. cloud and self-hosted bid.

Data Preparation. all data is standard, consistent. divorce package for vendors (preparing data to be exported (~10K). the less to migrate, the better, so prioritize chunks of data (clean up the data)

Data. overwhelming for the non-tech services. so a story is welcome. Design and Admin background, not librarian background, big picture, being not a librarian helps not stuck with the manusha (particular records)

teams and committees – how to compile a great team. who makes the decision. ORCHID integration. Blog or OneNote place to share information. touch base with everyone before they come to the meeting. the preplanning makes large meetings more productive.

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Using Design Thinking — Do we really want a makerspace? 

makerbot replicator 3d printer

one touch studio 4 ready record studio. data analytics + several rooms to schedule.

lighting turned on when USB drive inserted.

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Article Shortcuts 

2:30 – 2:50

Talk To the Phone (Because the Human Is Overwhelmed) 

Google physical web beacons, NFC lables, QR codes, Augmented Reality. magnetic position. nearby navigations

 

digital literacy ENGL 101

English 101 materials for discussion on digital literacy.

Jamie Heiman.

All materials on #DigitalLiteracy in the IMS blog here: https://blog.stcloudstate.edu/ims?s=digital+literacy

Scenario for digital literacy in English classes:

What do virtual reality, BuzzFeed quizzes and essay writing have in common?

https://www.educationdive.com/news/what-do-virtual-reality-buzzfeed-quizzes-and-essay-writing-have-in-common/527868/

July 18, 2018

high school students now create infographics, BuzzFeed-like quizzes and even virtual reality (VR) experiences to illustrate how they can research, write and express their thoughts.

technology — using sites like CoSpaces Edu and content learning system Schoology (my note: the equivalnet of D2L at SCSU) — to engage and empower her students.

Thinklink, during a session called “Virtually Not an Essay: Technological Alternatives to a standard essay assignment.” (see this blog materials on ThingLink and like here: https://blog.stcloudstate.edu/ims?s=thinglink. The author made typo by calling the app “ThinKlink, instead of ThinGlink. Also, to use Thinglink’s Video 360 editor, the free account is not sufficient and the $125/month upgrade is needed. Not a good solution for education)

Jamie: I would love to discuss with you #infographics and #Thinglink for use in your courses and the Departmental course.

Digital literacy (DL): options, ideas, possibilities

SCSU VR AR Video 360

Chapter 12: AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff

in Augmented and Virtual Reality in Libraries, EDITED BY JOLANDA-PIETA VAN ARNHEM; CHRISTINE ELLIOTT AND MARIE ROSE

https://rowman.com/ISBN/9781538102909/The-LITA-Guide-to-Augmented-Reality-in-Libraries#

Special thanks to Mark Gill, the SCSU Visual Lab Director for collaborating on the project and helping with shaping the chapter. Special thanks to Tom Hergert for in-depth proofreading.

Thanks to Cari Kenner, Kirstin Bratt and Vicky Williams for accommodating the testing of the VIdeo 360 library orientation.

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