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.

 

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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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KUBI TELEPRESENCE ROBOT. JUST $499.

Telepresence robots make video conferencing simpler and more engaging in Telemedicine, Education and Business. Get Kubi from Revolve Robotics. Whether teaching remotely, helping seriously ill homebound K12 students attend class, or creating a hybrid learning environment in higher ed, Kubi doesn’t just offer access to education. Kubi lets students, coaches and teachers look around to engage others face to face. Get the Kubi In Education Doc Learning and teaching from afar with this simple device gives remote participants an immersive presence so they can really be in class. Kubi accepts Apple, Android and Microsoft tablets, and works with any video platform, so teachers, students and educational technologists can achieve their goals.
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Oculus Rift, three Kinects effectively bring an entire human body into a virtual world | ExtremeTech

Oculus Rift, three Kinects effectively bring an entire human body into a virtual world | ExtremeTech | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Ever wanted to put yourself inside of a video game? It’s now possible to dynamically represent your entire body inside of a virtual world, and this monumental task can be accomplished with off-the-shelf hardware. With three first-gen Kinects and an Oculus Rift dev kit, a developer by the name of Oliver Kreylos has hacked together a true VR prototype that actually makes you feel like you’re in a computer-generated world.

By placing three Kinect sensors in an equilateral triangle around his room, Kreylos is able to generate a live 3D model of his body from the raw video data. By sidestepping the Kinect’s processor-intensive skeletal reconstruction, this visual representation is extremely low-latency. When you put on your Oculus Rift and hold your hand to your face, Kreylos claims that your brain immediately registers the limb as your own.
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Innovative Pedagogical Approaches for Higher Education

Innovative Pedagogical Approaches for Higher Education | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Alternate Reality Teaching (ART) is a new way of providing experiential learning by creating a realistic, largely unbounded virtual experience that plays out over the course of weeks or months. While experiencing it, students put ideas from cases and lectures into practice. This ties together the full set of skills learned in the classroom by placing them in a highly designed and customizable shared environment. Students form teams, without assigned roles, and reaction to a scenario being played in real time via email, files, and instant messaging. The students interact with each other and non-player characters (NPCs) as they make decisions and encounter obstacles.
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Oculus Rift in the Classroom | Edudemic

Oculus Rift in the Classroom | Edudemic | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
With the 2016 release of the Oculus Rift to the public, the age of virtual reality for the everyday American may be underway.

Although smartphone-based VR headsets like the Samsung Gear and the simple Google Cardboard have already been on the market, the new, self-contained, high-definition Oculus Rift, which starts at $599, may mark the first major VR headset for average consumers. Started with help from investors on the crowdfunding site Kickstarter in 2012 and bought by Facebook in 2014, the device was originally created for video games.

The finished product features built-in headphones, a Microsoft controller and other related accessories that are intended for gaming, but many are excited about other possibilities for the sleek headset. This new technology could shape the future of movies, sales and even education.
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The 6 Secrets To Creating A Truly Immersive Experience - Forbes

The 6 Secrets To Creating A Truly Immersive Experience - Forbes | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Whether you’re throwing a corporate event or building a virtual reality game, creating an experience that truly immerses an audience is no easy feat. I spoke to writers, game designers, immersive theater producers, and others on the forefront of experience design and asked them all the same question: What do you think is the secret to creating an immersive experience or world? Here are their top tips.
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Meron Gribetz - AWE Keynote

Meron Gribetz - AWE Keynote | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
For fifty years we’ve been trapped in two dimensions, with flat input devices like the mouse, trackpad and touchscreen as our only windows into the digital world. But as Augmented Reality brings both work and play into 3D space, a serious challenge is emerging: how will we interact with such immersive technology? Meta CEO Meron Gribetz explains how neuroscience is helping us build a truly natural operating environment for navigating the future of computing.

Watch Meron Gribetz demonstrate Meta 2’s progress with hand tracking developed on stage using Meta’s neuro-interface guidelines (which he discussed during a TED Talk in March). The fundamental points of the guidelines are about using your hands naturally to pick up objects more seamlessly.
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Alzheimer's virtual reality app simulates dementia - BBC News

Alzheimer's virtual reality app simulates dementia - BBC News | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
A virtual reality app aims to provide a sense of what it is like to live with Alzheimer's and other forms of dementia.
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Best new theme park rides: Virtual reality, interactivity - Travel - NZ Herald News

You're flying alongside Superman, seeing the world as the Man of Steel views it, thanks to virtual reality headsets on a roller coaster at Six Flags New England. - New Zealand Herald
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Google VR - Daydream

Google VR - Daydream | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Daydream is a platform for high quality mobile virtual reality, coming in Fall 2016.
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Google I/O: Hands on Project Tango augmented reality

Google I/O: Hands on Project Tango augmented reality | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Rather than imagine how that new couch will look in your lounge room, Google's augmented reality smartphone lets you drop virtual objects into the real world.
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Minecraft 101: The Underwater Dome Project

Minecraft 101: The Underwater Dome Project | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
A high school teacher, who uses Minecraft to build community, assigns his students to make him an underwater office in the virtual world.
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GRASP – Gesture Augmented Simulations for Supporting Explanations – NSF Award# 1432424 (DUE)

GRASP – Gesture Augmented Simulations for Supporting Explanations – NSF Award# 1432424 (DUE) | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
GRASP (GestuRe Augmented Simulations for supporting exPlanations) is a NSF-funded collaboration between the University of Illinois at Urbana-Champaign and Concord Consortium. The goal of this project is to understand the role that gestures play in reasoning about critical concepts in science. Specifically we are working with middle school students to help us understand how moving their hands can help them explain things such as what causes air pressure and why we have seasons. We are also creating new computer simulations that can respond to students’ gestures and allow students to become part of the simulation! We believe that this “hands in” approach to learning will provide new opportunities for students to learn complex ideas and construct new explanations. Go here to learn more about this project.
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Second Life turns 13, look at our gallery

Second Life turns 13, look at our gallery | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
On June 27, 2016 Second Life officially turns 13 years of activity online. Not too bad for a platform so many times left for dead.
Kim Flintoff's insight:
My avatar, Kim Pasternak, turns 11 on Nov 17.
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Augmented and Virtual Reality: Where Is the Educational Value? -- THE Journal

Augmented and Virtual Reality: Where Is the Educational Value? -- THE Journal | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it

K-12 schools are beginning to see the educational value of virtual and augmented reality and are investing in these technologies even though price points are still aimed at higher-end markets.

In the Methacton School District in a Philadelphia suburb, a high school oceanography class recently visited the Great Barrier Reef, while a Spanish class traveled to cities in Spain and Mexico. The students and their teachers were taking part in the Google Expeditions Pioneer Program to test out a virtual reality (VR) platform built for the classroom using Google Cardboard, which requires only a smartphone, an inexpensive cardboard phone holder and an accompanying app.

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Limor Leibovitz's curator insight, June 19, 10:31 AM
 זה נראה אולי רחוק- אבל זה ממש מעבר לפינה- מציאות וירטואלית בכל שיעור בבית הספר,  רגע.. אולי גם בית-ספר לא יהיה פה?
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Within: Making VR a Truly Human Experience – Andreessen Horowitz

Within: Making VR a Truly Human Experience – Andreessen Horowitz | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
It’s easy to think of VR as an extension of today’s filmmaking, but it isn’t the next evolution of movies — it’s a complete revolution in storytelling. That’s what’s so exciting about VR. As an undefined new medium and technology, it stands a chance of reflecting back our humanity with a poetry and drama that we’ve never been able to pull off before… until now.

The people getting closest to this, we’ve found, are Chris Milk and Aaron Koblin, the co-founders of Within (formerly VRSE). As early leaders in embracing the virtual reality medium natively, they have been steadfastly developing a new vocabulary and approach to storytelling with VR. While much of the VR world has been focused on gaming applications, Within develops and distributes immersive experiences through an app available on all commercially available VR hardware platforms. The product is therefore device agnostic and can also be watched (without a VR rig) on your phone.

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Virtual reality sickness 'tackled with field of view trick' - BBC News

Virtual reality sickness 'tackled with field of view trick' - BBC News | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Virtual reality-induced nausea can be reduced with a simple field of view alteration, say researchers.
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David W. Deeds's curator insight, June 16, 6:53 PM

Breakthrough! Thanks to Peter Mellow.

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Report: Virtual Reality Shipments to Shoot up 2,400 Percent This Year -- Campus Technology

Report: Virtual Reality Shipments to Shoot up 2,400 Percent This Year -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Shipments of virtual reality devices will expand by more than 2,400 percent this year according to a new forecast from International Data Corp.
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Remember Second Life? Its Fans Hope to Bring VR Back to the Classroom

Remember Second Life? Its Fans Hope to Bring VR Back to the Classroom | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Evolving virtual-reality technology holds great promise for higher education, reports A.J. Kelton, director of emerging and instructional technology at Montclair State University.
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Virtual reality about more than just gaming, say technology experts

Virtual reality about more than just gaming, say technology experts | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Reducing errors made during surgery, bringing school books to life, enabling us to browse shops from the comfort of home - virtual reality is not just about gaming, it will change - New Zealand Herald
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Inside the Sound Lab That Uses VR to Build Immersive Spaces

Inside the Sound Lab That Uses VR to Build Immersive Spaces | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Arup's SoundLab is revolutionizing sound-friendly building design; and maybe VR in general.
Via David W. Deeds
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David W. Deeds's curator insight, May 26, 6:24 PM

Geeky-cool stuff! 

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U Wisconsin Prof Seeks To Bring Data Science to Life with Virtual Reality -- Campus Technology

U Wisconsin Prof Seeks To Bring Data Science to Life with Virtual Reality -- Campus Technology | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Students in an online data science program offered by the University of Wisconsin may soon get an opportunity to use virtual reality headsets to interact with mountains of data.
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Oculus anti-piracy update cracked in a day - BBC News

Oculus anti-piracy update cracked in a day - BBC News | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
An anti-piracy update for the Oculus Rift virtual reality headset is cracked within a day of release.
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Can Minecraft teach team building?

Can Minecraft teach team building? | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
A Honolulu teacher asked his students to play Minecraft at home to teach them about civility, community and doing the right thing in the classroom.
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Oculus VR aims to do some good with virtual reality through new social initiative

Oculus VR aims to do some good with virtual reality through new social initiative | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Facebook-owned Oculus VR on Monday launched a new initiative called “VR for Good.” It’s a platform that seeks to build a better reality through the use of VR, and starts with two pilot VR film programs that the company hopes will inspire the next generation of VR content creators. With these programs, Oculus VR is targeting high school students, rising VR filmmakers, and nonprofit organizations.

The first program focuses on students only. Called the 360 Filmmakers Challenge, nine San Francisco Bay Area high schools will be tasked to create 360-degree films ranging in length from three to five minutes that showcase their communities. To create their films, these schools will receive a Samsung Gear VR headset, a Galaxy S6 smartphone, a Ricoh Theta S 360 camera, and exclusive access to editing software. The students will be helped by professional filmmakers and “VR film mentors” during the process.
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The Coming Horror of Virtual Reality - The New Yorker

The Coming Horror of Virtual Reality - The New Yorker | Augmented, Alternate and Virtual Realities in Higher Education | Scoop.it
Simon Parkin reports on how virtual-reality researchers and creators are beginning to explore the medium’s darker side without causing psychological harm.
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