Oct
2021
Digital Literacy for St. Cloud State University
Mouth Haptics for VR Headsets Are Just Going To Be Used for Kissing
Scientists at the Futures Interfaces Group at Carnegie Mellon University added ultrasonic devices to a standard VR headset. They point at the mouth and target pulses and swipes at the lips, teeth, or tongue. Most haptic devices currently involve our hands and fingers, like cell phone menus and VR accessories. The mouth is the second most sensitive area, thus the researchers focus for enhancing VR. It also means their accessory mounts to the headset and doesn’t add any other equipment.
the room setup is very much the same as Mark Gill’s work on networking #virtualreality gogglesin 2020:
learning spaces has been a huge topic in the last decade, with the U leading in the field.
Now we are witnessing the emergence of a subfield: learning spaces for immersive collaborations:
https://blog.stcloudstate.edu/ims?s=learning+spaces
My (his) main research interests are augmented and virtual reality (AR/VR) as well as camera networks. This includes building novel 3D user interfaces (e.g., using projection mapping or VR headsets) that adapt the layout of spatial UI elements based on implicit user input (e.g., gaze data) and building toolkits for room-scale interfaces. More recently, I also investigate different realities afforded by the combination of VR devices and camera networks.
https://www.universityworldnews.com/post.php?story=20220413115741390
Located in a building renovated over the past two years, the Dreamscape Learn centre welcomed 1,000 students in this, the first full semester. In place of traditional biology laboratory time, these students attend labs in the state-of-the-art virtual learning centre that cost US$20 million, paid for by Dreamscape Immersive, philanthropy and ASU.
What we’re doing with the alien zoo is replacing conventional biology labs with these highly immersive laboratory modules in which students get to enter into a virtual world and really deal with the way real scientists collect data, look at problems, collaborate, come up with solutions, try the solutions and then come up with other hypotheses.”
Making the abstract concrete
As is the case in many video games, the avatars can travel back in time, in this case to Britain at the start of the Industrial Revolution, when widespread burning of coal began increasing the CO2 levels in the atmosphere. We have an amazing tool, Schlosser told the conference, to put students next to where things happened, next to where they might look into the future. Doing this makes the abstract become concrete.
Virtual reality therapy could be a key to helping patients with psychosis reduce agoraphobic avoidance and distress, according to a recent study published in the Lancet.
https://www.wired.com/video/watch/how-virtual-reality-can-deliver-real-results-in-the-classroom
https://psichologyanswers.com/library/lecture/read/3924-what-is-dales-cone-of-learning-theory
Virtual reality training at Lakeland immerses surgical technology students into 3-D operating room
PeriopSim and PeriopSimVR use lifelike imagery and gaming technology to immerse students in a 3-D world.
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More on virtual reality in this blog
https://blog.stcloudstate.edu/ims?s=virtual+reality