This content resource is an interactive tour of Ellis Island. Students can explore different rooms in the main building at Ellis Island, and can view original photographs, listen to audio, or watch video.
At this point, attendees of Google I/O eagerly anticipate the big “Oprah moment” at the end of each keynote address in which some digital goodies are revealed as giveaways for everyone in attendance. But the biggest “what the?” moment of the Google I/O 2014 keynote was the reveal of Cardboard, a virtual reality headset that is actually made of cardboard, as one of those gifts.
Yet Cardboard is no joke. It’s actually a full-fledged virtual reality delivery system based around an Android smartphone that just happens to be recyclable.
It has lenses similar to any of the other phone-based headsets on the market and even has a button in the form of a magnet on its side. At an I/O talk Thursday, Cardboard creator David Coz said Google chose to work with cardboard because it’s dead simple. The headset can be assembled in 30 seconds and modified with paper and scissors. It’s just a simple way to get the hardware component out to as many people as possible for $2 or less a unit.
Durability isn’t as important because Cardboard is not meant for everyone (though it is already usable enough for anyone that wants to give it a try). It’s for developers, who are going to help Google build its actual consumer virtual reality headset.
"In particular, that means support for WebGL — which was used most recently by the Cloud Party virtual world to create a Second Life-style immersive experience right in a Web browser, no download required. The end result should make it easier to create Web-based virtual world browsers without worrying about making it work with particular equipment." wrote Maria Korolov.
Here's my brief presentation for ISTE 2014. If it seems like an advertisement for AWEDU, well, this development is worth the attention. To my way of thinking, while many 3D virtual platforms offer a lot, they each have a weakness. This one has none that I can see.
Welcome to this generation's future. One can generate any number of negatives they might wish to, but this trend will not be driven by such opinions. They are irrelevant. Economics drive business, and this is the most economical way of doing business. The concept of virtual companies is exploding across my inbox and desktop, and I write this from my desk downstairs at home, where I do 98% of my job with Heritage Christian Online School. We are preparing children for their future, not our past.
"Taking Story Telling to the next level? Yep. Today my flash fiction, a Letter to Charlie, becomes an interactive game on OpenSim.
Story-telling is changing, and the writers of Greyville, a group of authors, who’ve banded together to tell tales in the metaverse, is launching its first interactive set of stories. Nara Malone, the mastermind behind Greyville, has spearheaded this venture, teaming up with Fred Beckhusen and Whitestar Magic for game scripting, and the authors are ready to reveal their worlds. The writers have created an interactive game, allowing readers to explore their worlds as their story unfolds on the screen..."
I think the day is coming that "static stories" will be seen as being as archaic as stone tablets. They serve well as memorial stones to a life gone and a time of passive learning, but we move on. Don't we? This author has. : )
Questing. It's firmly imbedded in out literature, history, entertainment, and personal lives. The blatant exception is education. The consequences of this are clearly evident, the response is not. My students thrive on Quest-based curriculum. Little curiosity from those stuck in the 20th century though. Sad. The students are their already in their recreational world, waiting for their teachers to catch up.
Your pupil premium has been introduced to help achieve better outcomes and at 4D, we believe our immersive spaces are a tool that will support better outcomes for your pupils. Experiential learning. An immersive space ...
The Metagame June 2014 issue of VEJ is filled with examples of how teachers and students are using immersive, virtual, collaborative gaming communities to communicate, collaborate, innovate, think critically and evaluate their own learning while becoming productive and respectful global citizens.
Gord Holden's insight:
Was fortunate enough to have a continuation of my interview with Scott Merrick published in the Virtual Education Journal again. For those interested in what the Immersive Technology division of Heritage Christian Online School is doing that's getting so much attention, check out p. 73 for the start of the interview.
SIGVE sponsors a periodic "Connected Hour". These are live sessions within virtual worlds that are also broadcast, providing an active and passive option. The Connected Hour is taped, edited slightly, and can be viewed on YouTube after the event.
GamingBolt PS4 dev: Virtual reality and augmented reality "the future of gaming" GameSpot According to EverQuest studio Sony Online Entertainment's development director David Georgeson, virtual reality and augmented reality experiences are what's...
Gord Holden's insight:
If so, then the bar is raised in terms of having schooling that's also engaging for young people who game (90+ % of young people).
Washington Post (blog) Teacher to 3rd graders: I apologize for having to 'quantify you with a number' Washington Post (blog) Wendi is part of our virtual community: the CTQ Collaboratory includes more than 4,000 educators and is open to all who...
Gord Holden's insight:
Would hope any educational policy makers (should they read any educational material), would feel shame at reading this. When they engage children to "fight our wars" they show a tragic lack of vision regarding the potential of "engaging' children in learning.
Pretty good tour of what people are missing when they pass by Active Worlds. A lot more powerful than people remember it in the beginning. It's not going to facilitate an "adult" environment or activity, but then, wouldn't that be considered to be an advantage in education?
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