Virtual Reality & Augmented Reality Network
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Virtual Reality & Augmented Reality Network
Toward Building Imagination and Empathy
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HTC Vive Review: Bringing the Future of VR to Your Living Room

HTC Vive Review: Bringing the Future of VR to Your Living Room | Virtual Reality & Augmented Reality Network | Scoop.it
Virtual reality is a brand new medium and the Vive’s $800 price tag makes it the most expensive ticket to the circus. For those who are willing to take the plunge, however, the Vive offers the most immersive virtual reality experience you can get in your home today.
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How Virtual Reality Will Democratize Learning - ReadWrite

How Virtual Reality Will Democratize Learning - ReadWrite | Virtual Reality & Augmented Reality Network | Scoop.it
I am confident that virtual reality will revolutionize how we learn2, and the reason is simple. Virtual reality is not just a technology, it’s a medium. And I’ve seen how powerful that medium can be.
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Google Brings Virtual Reality to Schools With Expeditions Pioneer Program (EdSurge News)::SIGN UP NOW

Google Brings Virtual Reality to Schools With Expeditions Pioneer Program (EdSurge News)::SIGN UP NOW | Virtual Reality & Augmented Reality Network | Scoop.it
Back at ISTE in June, Google’s expo hall space was flooded with educators hoping to try on a Google Expeditions headset--a virtual reality experience made out of a smartphone and Google Cardboard that takes the viewer to the likes of the Great Wall of China, Mars and underwater at the Great Barrier Reef. But there’s a key problem with implementing Google Expeditions in the classroom--no smartphone, no dice.

But now, Google hopes to fix that with the launch of the Expeditions Pioneer Program pilot.

Starting today, Google will provide “kits” to select teachers that includes everything a classroom needs to venture out on Google Expeditions. The kit includes:
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ThingLink Brings Interactive Virtual Reality to Schools | Cool Tools for 21st Century Learners

ThingLink Brings Interactive Virtual Reality to Schools | Cool Tools for 21st Century Learners | Virtual Reality & Augmented Reality Network | Scoop.it
Virtual Reality is about to find it’s way into schools and classrooms with a new layer of interactivity from ThingLink! ThingLink VR will allow educators to create an affordable interactive learning environment to immerse students in learning experiences like never before.

ThingLink is evolving from image and video annotation to 360 content, which gives educators a larger canvas to create virtual learning experiences. 

Via John Evans, Jim Lerman
Taylah McGhee's curator insight, May 27, 2021 8:22 PM
What a cool way to tap into virtual reality! ThingLink allows teachers and students to create and share interactive images - while embedding photos, videos, audio, web links and more. In terms of re-defining learning, students could use ThingLink to create an 'around-the-classroom' tour of objects that require others to calculate their surface area and volume/capacity.
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Two Guys and Some iPads: 10 iPhone Apps to Explore Virtual Reality with Google Cardboard

Two Guys and Some iPads: 10 iPhone Apps to Explore Virtual Reality with Google Cardboard | Virtual Reality & Augmented Reality Network | Scoop.it

"Cardboard puts virtual reality on your iPhone. The Google Cardboard app helps you set up a Cardboard viewer and includes a few experiences to get you started:

     * Explorer: Explore exciting environments.


     * Exhibit: View 3D objects from a museum collection.


     * Urban Hike: Take a hike through iconic cities around the world.


     * Kaleidoscope: Enjoy a fun stereoscopic take on the old classic."


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10 Simple Ways To Use Google Cardboard In The Classroom :: John Evans

10 Simple Ways To Use Google Cardboard In The Classroom :: John Evans | Virtual Reality & Augmented Reality Network | Scoop.it

"Google Cardboard is a virtual reality headset which immerses you in the video or picture so you can see a 360 degree view of an image or video.  Put on the headset and you are instantly inside the media.  Turn your head and look around to see in all directions."


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María Dolores Díaz Noguera's curator insight, February 28, 2016 3:54 PM

10 Simple Ways To Use Google Cardboard In The Classroom. | @scoopit via @suebecks http://sco.lt/...

Sandra Carswell's curator insight, March 2, 2016 11:17 PM
I've been wanting to try Google Cardboard. This post gives me some ideas how to use it maybe even have students visit settings from favorite novels. 
Richard Whiteside's curator insight, March 9, 2016 1:49 PM
Some useful information and ideas from a teacher already using Google Cardboard in the classroom.
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Q&A: Howard Rheingold on Using Technology to Take Learning into Our Own Hands | Spotlight on Digital Media and Learning

Q&A: Howard Rheingold on Using Technology to Take Learning into Our Own Hands | Spotlight on Digital Media and Learning | Virtual Reality & Augmented Reality Network | Scoop.it

Interview by Heather Chaplin

 

"Critic and educator Howard Rheingold is author of Virtual Reality, The Virtual Community, Smart Mobs, and Net Smart. As he puts it he’s been “on the web since the beginning, and long before.” He was among the first to see the potential of computers, and then the Internet for forming powerful new communities. Rheingold has taught at University of California Berkeley, Stanford University and online at Rheingold U, an online learning community.

 

"This is the first in a series of conversations with thought leaders on digital media and learning, then and now. In conversation with journalist Heather Chaplin, leaders reflect on how the field of digital media and learning has changed over time, and where it’s headed. The conversations are being collected for an e-book that will be published by the MacArthur Foundation at the end of 2013. Interviews have been edited for clarity and brevity."

 

- See more at: http://spotlight.macfound.org/featured-stories/entry/qa-howard-rheingold-on-using-technology-to-take-learning-into-our-own-hands/#sthash.gDy7DoZR.dpuf

Jim Lerman's curator insight, July 11, 2013 12:48 AM

Rheingold is one provocative thinker.

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Jeremy Bailenson on Virtual Reality « The Situationist

Jeremy Bailenson on Virtual Reality « The Situationist | Virtual Reality & Augmented Reality Network | Scoop.it
From Pacific Standard (a brief excerpt from a long, worthwhile article about the work of Jeremy Bailenson): A few years ago, a research psychologist at Stanford University named Jeremy Bailenson effectively proved the ...

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Jenn Forager's curator insight, March 19, 2013 11:02 PM

"The coming explosion of immersive digital technology, combined with recent progress in unlocking how the mind works, will soon revolutionize our lives in ways only science fiction has imagined. In Infinite Reality, Jeremy Bailenson (Stanford University) and Jim Blascovich (University of California, Santa Barbara)—two of virtual reality’s pioneering authorities whose pathbreaking research has mapped how our brain behaves in digital worlds—take us on a mind-bending journey through the virtual universe."

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New Learning Times : ARIS

New Learning Times : ARIS | Virtual Reality & Augmented Reality Network | Scoop.it

by Ching-Fu Lan


"ARIS (Augmented Reality and Interactive Storytelling) is an open-source platform that enables users to create location-based mobile games and interactive stories. With mobile devices, GPS technology, or QR codes, ARIS players can navigate in augmented reality worlds where virtual characters and objects are linked to physical places and facilitate gaming and learning activities. Its game editor allows educators to create interactive learning activities on various topics and is useful for students to learn basic game design concepts such as goals, rules, and challenges."


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Oculus Rift Fueling New Vision for Virtual Reality in K-12

Oculus Rift Fueling New Vision for Virtual Reality in K-12 | Virtual Reality & Augmented Reality Network | Scoop.it

by Benjamin Herold


"In March, the social-media giant Facebook paid a whopping $2 billion to acquire Oculus VR, the Irvine, Calif.-based startup behind a new virtual-reality headset known as the Oculus Rift. Facebook founder Mark Zuckerberg described Oculus' device as a "new communications platform," akin to personal computers and mobile devices, that could have similarly far-reaching implications for gaming, entertainment, social networking, and classroom learning.


"Potential educational applications include virtual field trips, immersive digital learning games and simulations, and therapeutic experiences for students with special needs.


"But not everyone is buying the hype. Previous virtual-reality technologies got a lot of attention in the 1990s, and again in the early 2000s, before mostly falling flat, and public schools in the United States are not exactly known as hotbeds for nurturing emerging technologies.

"Virtual reality is super-cool, but schools are still struggling with the blocking and tackling of getting basic digital technologies in classrooms," said Trace A. Urdan, a senior analyst for Wells Fargo Securities in San Francisco who tracks digital learning investment trends."

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New Learning Times : Article The Teacher’s Turn for Adventure

New Learning Times : Article The Teacher’s Turn for Adventure | Virtual Reality & Augmented Reality Network | Scoop.it

by Carmen Jones


"Recent research focuses on gamification for students, but what about gamification for pre-service and in-service teachers? Quest2Teach aims to help future educators bridge theory and practice within instructor-led courses in an online environment. In this game, which uses a "small game" (i.e., containable and personalized) framework, teachers develop an avatar that they use to engage in learning virtually across semesters. The 3D, virtual reality platform allows teachers to "learn through doing," experimenting, and practicing before entering a real classroom environment. Quest2Teach, in the spirit of John Dewey and Lev Vygotsky, sees experiential learning as essential to education, whether the learner is a teacher or student."

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Video Feature: Signs That Virtual Reality Is on the Verge of Taking Off ~ NY Times ~ by Molly Wood

Video Feature: Signs That Virtual Reality Is on the Verge of Taking Off ~ NY Times ~ by Molly  Wood | Virtual Reality & Augmented Reality Network | Scoop.it
Once you try virtual reality, even despite some technical and visual drawbacks, you can easily imagine that watching short videos, playing games or interacting with friends would be fun, immersive and transporting. It’s truly a new form of entertainment — once there’s something to watch.

And content is coming. This week’s Sundance Film Festival, for example, featured a slate of virtual reality films that included immersive news programming from Vice, and a short companion film to the movie “Wild,” created by Fox Searchlight Pictures, that lets viewers stand on the trail alongside the movie’s star, Reese Witherspoon. And 8,000 Google Cardboard headsets were handed out so festivalgoers could watch.
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In the Shadow of Second Life, Virtual Reality Startups Say This Time It'll Work. Really.

In the Shadow of Second Life, Virtual Reality Startups Say This Time It'll Work. Really. | Virtual Reality & Augmented Reality Network | Scoop.it
Several companies are building virtual worlds that live inside of VR. The dream: Disrupting everything about the real world.

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Nik Peachey's curator insight, August 17, 2015 3:01 AM

Interesting article about what's happening in virtual reality these days.

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One of America's Best Design Schools is About to Start Teaching VR and AR - UploadVR

One of America's Best Design Schools is About to Start Teaching VR and AR - UploadVR | Virtual Reality & Augmented Reality Network | Scoop.it
Designing for VR and AR brings a whole new set of rules to the table for developers, and one of America’s top videogame design schools is about to start teaching them.

The Cogswell College in San Jose, California, known for its game design courses, is claiming it will become the first-ever school in the world to start up a Virtual Reality & Augmented Reality Certificate Program. The program will aim to give students an understanding of “cognitive and perceptual aspects” of both VR and AR as well as the skills to develop “human/computer interface and interaction design”. It will also teach the principles of VR design – something that’s still being discovered – and the uses for VR and AR within storytelling.
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How To Start Using Augmented Reality In The Classroom - Edudemic

How To Start Using Augmented Reality In The Classroom - Edudemic | Virtual Reality & Augmented Reality Network | Scoop.it

“Augmented Reality (AR) allows teachers and students to extend the physical world with a virtual overlay. Whether you have iPad, Android, or a smartphone, scanning a trigger in the physical world with an AR app allows a new layer of information to appear. This information could be a link to a web site, a video, …”


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When Virtual Reality Meets Education

When Virtual Reality Meets Education | Virtual Reality & Augmented Reality Network | Scoop.it

Educators and students alike are seeking an ever-expanding immersive landscape, where students engage with teachers and each other in transformative experiences through a wide spectrum of interactive resources. In this educational reality, VR has a definitive place of value.


Via Nik Peachey, Jim Lerman
Rosemary Tyrrell, Ed.D.'s curator insight, February 15, 2016 7:27 PM

The test of VR will be in the kinds of content that are created. I think we will see an explosion when we have a headset that is comfortable to wear. 

Margaret Bradley's curator insight, March 3, 2016 5:02 PM

Hope to see lots more about this soon.

Emily Sandoval's curator insight, May 20, 2020 12:29 PM
It's interesting to learn that VR technology has been improving since the 1900s. This article points out that most virtual reality is geared towards science, but we are slowly seeing a shift in other subjects being added. 
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6 Outstanding Augmented Reality Apps for Science Teachers ~ EdTech and MLearning

6 Outstanding Augmented Reality Apps for Science Teachers ~ EdTech and MLearning | Virtual Reality & Augmented Reality Network | Scoop.it
Augmented Reality (AR) technologies are making some huge leaps into the educational landscape transforming the way teaching and learning are taking place. Educators and teachers are increasingly adopting AR technologies in their classrooms. As extensions of the physical world,  AR technologies amplify its dimensions and bring life to its static constituents. There are a variety of ways you can use AR in your class. For instance, you can use them to take your students into virtual field trips, visit world museums, animate and enrich textbook content and many more.

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GwynethJones's curator insight, February 14, 2016 9:55 AM

Share this with your Science! Teachers!

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Free tips, tricks and great ideas from ed tech experts

Free tips, tricks and great ideas from ed tech experts | Virtual Reality & Augmented Reality Network | Scoop.it
There's something for every educator to learn from these nine articles – all written by ISTE members – that offer standards-aligned ed tech ideas on topics as diverse as flipped learning, virtual reality and digital citizenship.

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Tony Guzman's curator insight, February 25, 2016 10:13 AM

This article shares nine other articles on educational technology ideas that will have something valuable to all educators.

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Virtual Reality Check: Rating the HTC Vive and the Oculus Rift :: NY Times

Virtual Reality Check: Rating the HTC Vive and the Oculus Rift :: NY Times | Virtual Reality & Augmented Reality Network | Scoop.it
JUST a week after Facebook released the Oculus Rift, the first high-powered virtual reality device for consumers, a less publicized contender has arrived: the HTC Vive.

Similar to the Rift, the Vive — a joint development by the Taiwanese manufacturer HTC and the video game distribution company Valve — is a virtual reality headset that connects to a powerful computer.

The Vive is even more expensive than the Rift — it costs $799 for the headset and $1,000 to $2,000 for a compatible computer. Facebook’s Oculus sells the Rift headset for $599, or $1,500 when the system is bundled with a computer.

There are plenty of other differences, too. Here’s how the Vive compares with the Rift.
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5 Ways Virtual Worlds Can Help Therapy – Hypergrid Business

5 Ways Virtual Worlds Can Help Therapy – Hypergrid Business | Virtual Reality & Augmented Reality Network | Scoop.it

by Amanda Green

 

"Virtual reality therapies are increasingly proving successful in a number of settings. As the virtual reality platforms and interfaces improve, we will start to see more of the following:

 

"1. Reducing pain

Pain is partly psychological in nature, which means that distractions can help relieve pain. Listening to music, for example, is one distraction that’s able to help reduce pain. Virtual reality is another distraction that has proven to reduce pain substantially.

 

"One example is in the care of burn victims, who often have to suffer through a great deal of pain. The virtual reality game SnowWorld, for example, has been used to help children and wounded veterans reduce perceived pain, reduce need for anesthesia, and improve healing and mobility."

 

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Can virtual reality be used to tackle racism? ~ BBC

Can virtual reality be used to tackle racism? ~ BBC | Virtual Reality & Augmented Reality Network | Scoop.it

by Melissa Hogenboom


"Scientists have now found that...ingrained racial bias was reduced when participants were immersed in a virtual body of a different race.


"To test their implicit racism, a team led by Mel Slater at the University of Barcelona gave participants what's called an implicit association test several days before the experiment. They were given the same test again after their experience in virtual reality.


"It was only the participants who had been placed in a dark virtual body that showed this decrease."

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5 trends poised to rock education | eSchool News | eSchool News

5 trends poised to rock education | eSchool News | eSchool News | Virtual Reality & Augmented Reality Network | Scoop.it

by Laura Devaney


"Five technologies are reaching maximum impact and are about to transform education, changing just about everything, according to educational futurist Jason Ohler.


"Speaking during the International Society for Technology in Education’s virtual conference on Feb. 13, Ohler noted that five trends–big data, augmented reality, the semantic web, extreme bring-your-own-device (BYOD), and transmedia storytelling–will change teaching and learning in the very near future."

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Oculus Brings the Virtual Closer to Reality ~ NY Times

Oculus Brings the Virtual Closer to Reality ~ NY Times | Virtual Reality & Augmented Reality Network | Scoop.it

by Vindu Goel


"Virtual reality is virtually here — although its first incarnation will come with short battery life, images that do not quite track eye movements and a tendency to induce motion sickness.

"In the next few months, Samsung intends to release the Gear VR, a headset that combines software from the virtual-reality pioneer Oculus VR and Samsung’s coming Galaxy Note 4 smartphone to create a portable virtual reality experience.

"And within the next year or so, personal computer users will probably be able to buy a more powerful headset from Oculus itself that will allow them to plunge more deeply into three-dimensional virtual worlds, from outer space to the Egyptian pyramids.

"Oculus showed off the latest versions of both devices over the weekend to developers in Los Angeles. Two things were clear: Serious technical challenges remain, but Oculus is closer than any other company to creating a product consumers can use to explore computer-generated environments that seem so real that you almost forget they are fake."


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I just saw the first movie from Oculus, and it is the future ~ The Verge

I just saw the first movie from Oculus, and it is the future ~ The Verge | Virtual Reality & Augmented Reality Network | Scoop.it

by Bryan Bishop


"You’ll have to excuse me. I’m going to sound a little excited now.

"Earlier today Oculus announced Story Studio, its in-house production team dedicated to producing virtual reality movies. We’ve been seeing VR narrative experiences for years at this point, and while they’ve been getting more and more impressive, they’ve still been iterative steps forward. Despite how much we’ve all wanted to it to happen, nothing has stood up, raised its hands, and shouted "I’m the project that proves this crazy thing could actually work."

"I just watched Lost, the first short from Story Studio. That stand up and shout moment? It’s arrived."


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Google Intensifies Focus on Its Cardboard Virtual Reality Device*NY Times*by Conor Dougherty

Google Intensifies Focus on Its Cardboard Virtual Reality Device*NY Times*by Conor Dougherty | Virtual Reality & Augmented Reality Network | Scoop.it
Google has seen the future, and it is littered with cardboard boxes.

At its Google I/O developer conference here on Thursday, the search giant announced several programs that aim to put its virtual reality viewer, called Cardboard, at the center of a growing online world in which people can use their smartphone and YouTube to watch videos rendered in 3-D.
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