Augmented, Alternate and Virtual Realities in Higher Education
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Augmented, Alternate and Virtual Realities in Higher Education
Technology mediated reality and multi-user virtual environments collide and present teachers and learners with unprecedented learning possibilities..
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Rescooped by Kim Flintoff from Rubrics, Assessment and eProctoring in Higher Education
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Curtin Teaching and Learning - eLearning: eLearning advisors

Curtin Teaching and Learning - eLearning: eLearning advisors | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
The diverse team of eLearning advisors provide elearning workshops, send out periodic newsletter, provide customised consultation, support the eScholar program and more.

 

Use the 'Filter' pull-down menu above to search for topics by keywords.

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Craig Patterson's comment, June 13, 2013 1:52 AM
Is this link working?
Kim Flintoff's comment, June 13, 2013 2:12 AM
The website was redesigned and we disappeared ... This scoop is simply a flag about who's curating... We didn't expect anyone wold ever want to visit us.....
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Google is bringing VR to one million UK school children

Google is bringing VR to one million UK school children | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it

"Google's CEO will also announce an expansion of its Digital Garage programme ..."


Via Leona Ungerer, Dean J. Fusto
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Mixed Reality: From the Design Lab to the Professions -- Campus Technology

Mixed Reality: From the Design Lab to the Professions -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Earlier this year, we spoke with Dr. Tilanka Chandrasekera, an assistant professor in the department of Design, Housing and Merchandising at Oklahoma State University, about the "virtuality-reality continuum" and its significance for design fields. OSU opened a Mixed Reality Lab on campus in 2015, where design students can explore this continuum and experience the latest design tools in their field of interest.

Today, we'll get an update from Chandrasekera on OSU's more recent expansion of the Mixed Reality Lab this past August and find out how the inclusion of mixed reality in the curriculum at OSU is impacting design students like Ashtyn Shugart.
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Art & Design Students Produce Virtual Reality Musical -- Campus Technology

Art & Design Students Produce Virtual Reality Musical -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Students in a Georgia institution that were among the first to experiment with virtual reality have just had a premier of their first VR musical.
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Embodied Cognition & Using Social Structures for Collaborative Learning - Road to VR

Embodied Cognition & Using Social Structures for Collaborative Learning - Road to VR | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it

The concept of embodied cognition is a hot topic within immersive education circles, and was a featured topic at during the Embodied Learning educational workshop that happened at the IEEE VR academic conference. Embodied Learning could help revolutionize education by incorporating our bodies within the learning process.

We generally believe that humans think with our brains, but embodied cognition theories suggest that we also use our bodies and surrounding environments in order to think and learn. This has huge implications for VR since it both provides a mechanism to be able to more fully engage within the learning process as well as have more control of our contextual environments that are optimized to teach different concepts.

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How Will Learners Create Their Own Content in Virtual Reality

How Will Learners Create Their Own Content in Virtual Reality | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
When talking to educators about Virtual Reality, the big question I always run into is "how can my learners create their own content?" This is a good question. If we don't get our learners into the creation process, we are really just creating fancy textbooks and lectures, or slightly more immersive movie experiences. Interesting but passive in the end. There are some ways to use newer high-end phones to record 3-D panoramic images with apps like Panorama 360 or InstaVR. But these aren't moving, and you need some serious sound equipment to re-create immersive sounds. Projects like Jump from Google are looking at how to work on these issues. But even then you are looking at recording the world around you, bringing in limitations. How does one create content for games, fiction scenarios, historical re-creations, etc? It seems that Google is also looking into this with the Daydream platform (see also the video above). Still very rudimentary, but a good start. Someday we can hope that building VR will become as easy as placing a box of crayons and paper in front of learners and letting them create whatever comes to mind.
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The Virtual Reality App That Could Do Away With Medical Cadavers

The Virtual Reality App That Could Do Away With Medical Cadavers | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Mark Zuckerburg is onboard with this Australian-made Oculus Rift app.
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Modal VR launches next-generation large-scale, wireless VR platform for enterprises

Modal VR launches next-generation large-scale, wireless VR platform for enterprises | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Nolan Bushnell, the cofounder of Atari and father of modern video games, is back with a new startup creating a virtual reality platform for enterprises.

Modal VR enables companies to set up virtual reality experiences that are life-size and large-scale, like setting up a field for a new kind of laser tag game or a shared virtual tourism experience.

Jason Crawford, CEO of Modal VR in Los Angeles, said in an interview that the company is creating hardware and software as part of its platform. Companies across a wide variety of industries can use the platform to create their own immersive experiences to visualize, play, train, create, and collaborate with each other, Bushnell said in an interview.

“We think this is the next generation of VR,” Bushnell said. “We want to help enterprises solve problems by looking at them from another point of view.”
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Oculus Working on Standalone, Wireless VR Headset -- Campus Technology

Oculus Working on Standalone, Wireless VR Headset -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Facebook’s Oculus division is working on a standalone version of the Oculus Rift virtual reality (VR) headset, with no wires and no connection to a PC, according to comments made Thursday by Facebook CEO Mark Zuckerberg.
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Army reveals OpenSim’s top security risks –

Army reveals OpenSim’s top security risks – | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Here is a brief summary of the vulnerabilities.

When an OpenSim viewer communicates with the grid’s server, information about content on the grid is transmitted unencrypted, allowing eavesdroppers to get the UUIDs, which are unique object identifiers, as well as session IDs, which can make it easier to steal content and to impersonate other users. 

Scripts have the ability to make a grid participate in a distributed denial of service attack or botnets. “Grid owners would not even know their servers were being used in this way,” Maxwell wrote. 

If the grid is mis-configured in a particular way, attackers can send operating-level commands to the grid, commands which normally can only be issued by an administrator. This can be used to damage a grid. 

OpenSim does not have adequate restrictions on the languages used by scripts, potentially allowing attackers to access files on a server. “In other words, a user without credentials on your server can own it,” he said.
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High Fidelity - Part-Time Greeter in High Fidelity

High Fidelity - Part-Time Greeter in High Fidelity | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
High Fidelity is currently hiring part-time staff to work as Greeters. Greeters help introduce new users to the High Fidelity experience.

High Fidelity is an open-source Virtual Reality platform. New users have to be familiarized with the High Fidelity control scheme, avatar movement, and the creative and interactive capabilities of the platform.

High Fidelity's Greetsquad is a small team that work on a short-shift (4 hours) basis monitoring new user activity in High Fidelity. In addition to interacting with new users, Greeters will be encouraged to help improve the first time user experience and the High Fidelity welcome area.
Kim Flintoff's insight:
Work Integrated Learning opportunity?
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5 Reasons Why 3D Learning Is The Next Big Thing - eLearning Industry

5 Reasons Why 3D Learning Is The Next Big Thing - eLearning Industry | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
3D learning is an exciting, developing area of the eLearning industry. With the technology reaching maturity, it’s easy to see that it won’t be long before 3D learning approaches, including augmented reality, earn a place in the standard suite of online training products.

Here are our top 5 reasons why 3D learning could be the next big thing.
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The PlayStation VR is the first real mass-market virtual reality headset

The PlayStation VR is the first real mass-market virtual reality headset | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Sony's PlayStation VR doesn't offer the best VR experience — but it's very good, very easy to use, and very, very fun.
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How Augmented Reality Will Change Tech Experiences

The CEO of the company behind Pokémon Go describes the future of what smartphones will be able to do.
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Enabling wireless virtual reality

Enabling wireless virtual reality | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
One of the limits of today’s virtual reality (VR) headsets is that they have to be tethered to computers in order to process data well enough to deliver high-resolution visuals. But wearing an HDMI cable reduces mobility and can even lead to users tripping over cords.


Fortunately, researchers from MIT’s Computer Science and Artificial Intelligence Laboratory (CSAIL) have recently unveiled a prototype system called “MoVR” that allows gamers to use any VR headset wirelessly.


In tests, the team showed that MoVR can enable untethered communication at a rate of multiple Gbps, or billions of bits per second. The system uses special high-frequency radio signals called “millimeter waves” (mmWaves) that many experts think could someday help deliver blazingly-fast 5G smartphones.

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David W. Deeds's curator insight, November 15, 7:34 PM

This is geeky-cool stuff! Thanks to Kim Flintoff.

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Auschwitz, sex assault and police shootings — where virtual reality is going next

Auschwitz, sex assault and police shootings — where virtual reality is going next | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
An emerging body of research is pushing policymakers, human rights workers, law enforcement officials to see new uses for the technology.
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Return of the virtual reality hype cycle (what’s different this time?) - Christensen Institute

Return of the virtual reality hype cycle (what’s different this time?) - Christensen Institute | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
With headlines like “Virtual Reality Learns How to Get Into Classroom,” which the Wall Street Journal ran this February, the hype cycle around VR’s potential in education has returned.

This time, a medley of new players—especially technology magnates—are jumping in the fray: Facebook has committed to pour money into developing education apps for its $600 Oculus Rift. On the other end of the market, Google is offering its $15 Cardboard alongside Expeditions, which takes viewers on virtual field trips. The search giant is also working with Houghton Mifflin Harcourt, a major education publisher, to create content and lesson plans for classrooms. Meanwhile, startups like Nearpod are introducing virtual reality lessons to prime the market.

Even one charter school, the Washington Leadership Academy in Washington, D.C., is venturing into the reality space. It nabbed one of the $10 million prizes from the XQ: Super School Project in part for its plans to develop the first-ever virtual chemistry lab, among other ideas it has for the technology.
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How to Use Virtual Reality and Google Expeditions in the Classroom | Shake Up Learning

How to Use Virtual Reality and Google Expeditions in the Classroom | Shake Up Learning | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Virtual Reality in the Classroom – Part 2

*This post is sponsored by Samsung. All thoughts and opinions are my own.*

Virtual Reality has the power to transform the future of learning. By giving students an interactive, three-dimensional learning environment, we have the potential to reach learners in ways previously never conceived. For a closer look at the future of virtual reality in education, dive into this article from the Samsung Insights blog: Immersive Virtual Reality: The Next Frontier in Education. The article explores the growth of virtual reality and the implications in both K-12 and higher education.
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Stanford VR Project Takes Students to Oceans of the Future -- Campus Technology

Stanford VR Project Takes Students to Oceans of the Future -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
A new, free virtual reality program allows users to explore what happens as climate change kills off coral reefs. The Stanford Ocean Acidification Experience is a free science education tool that takes students to the bottom of the sea and then fast-forwards their experience to the end of this century, when, as scientists predict, many coral reefs are expected to corrode through ocean acidification. By putting the experience in VR, the collaborators say they are hoping to change people's behavior in the real world.

The project came out of Stanford's Virtual Human Interaction Lab, which created a related 360-degree video project that also examines the problem of global warming and its impact on the ocean's life forms. But it's the VR version that allows the viewer to deep-sea dive and collect samples off of the ocean floor.
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Stanford VR Project Takes Students to Oceans of the Future -- Campus Technology

Stanford VR Project Takes Students to Oceans of the Future -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
A new, free virtual reality program allows users to explore just what happens as climate change kills off coral reefs.
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How virtual reality is being used to deliver mental health care

How virtual reality is being used to deliver mental health care | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
The potential of virtual reality to help deliver mental health care has long been known. But until recently the technology has been very expensive — and not particularly good. Now that potential is being realised.
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New VR Lab Enhances Medical Training at Stanbridge College -- Campus Technology

New VR Lab Enhances Medical Training at Stanbridge College -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
A new virtual reality lab at Stanbridge College allows students to observe and interact with virtual-holographic 3D models and animations for medical training.
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Virtual reality for the masses is here. But do the masses want VR?

Virtual reality for the masses is here. But do the masses want VR? | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
At an Oculus Connect event this week, Facebook chief Mark Zuckerberg announced a small change to the Oculus Rift, his company’s virtual reality headset, which will have massive repercussions for the technology over the next year of its life.

It wasn’t the news that the company is working on a standalone VR headset, nor that it’s now selling in-ear headphones for $49 to go with your rift. Instead, its a small technique added to the Oculus development kit with the odd name of “asynchronous spacewarp”.

The addition allows the Oculus Rift to shift the field of view smoothly as the player turns their head, without needing to fully re-render the entire image. It might not sound like much, but smooth visuals are one of the hardest things about the technology to get right: screw it up, and the dreaded VR sickness will hit you like a punch to the gut.
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3D Audio for Shared VR

3D Audio for Shared VR | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Audio is a critical, though often overlooked, part of the VR experience. Quality audio is essential for easy communication between real people. But it also has a meaningful impact on a user's sense of immersion and presence in the world. This post covers some of the recent, and we think exciting, additions we're making to our audio offering.  

There is a big difference between audio in a single-player and a shared or social environment. Processing audio to create a true 3D effect, often described as a "Head-Related Transfer Function" or HRTF, under conditions where the audio needs to be live and coming from multiple different sources is a unique challenge. Spatial audio must provide realistic, low latency localization for multiple, potentially dynamic, audio sources culminating in a quality stereo audio stream for each user.
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29-year-old gamer leaves Sony behind to bring eye-tracking to virtual reality

29-year-old gamer leaves Sony behind to bring eye-tracking to virtual reality | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Yuka Kojima’s Fove is introducing the world’s first commercially available VR goggles equipped with tiny infrared cameras to follow eye movements
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Sony's Virtual Reality Expert Explains PlayStation VR

Sony's Virtual Reality Expert Explains PlayStation VR | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Sony PlayStation VR expert Richard Marks explains how the technology works, and what drove the company to make certain choices.
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