Your new post is loading...
|
Scooped by
Jim Lerman
|
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.
|
Scooped by
Jim Lerman
|
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.
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:
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
"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."
Via John Evans, Jim Lerman
"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."
Via Sue Beckingham, John Evans, Jim Lerman
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
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 ...
Via Joyce Bettencourt, Liz Dorland, Jim Lerman
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."
Via Jim Lerman
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."
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."
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.
Several companies are building virtual worlds that live inside of VR. The dream: Disrupting everything about the real world.
Via Nik Peachey, Jim Lerman
|
|
Scooped by
Jim Lerman
|
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.
“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, …”
Via Timo Ilomäki, juandoming, NikolaosKourakos, Jim Lerman
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
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.
Via John Evans, Jim Lerman
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.
Via Ana Cristina Pratas, Jim Lerman
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.
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."
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."
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."
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."
Via Jim Lerman
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."
Via Jim Lerman
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.
|