Former Microsoft CEO and Founder, Bill Gates has been vocal in the past in his support of virtual reality, but it appears he is now putting his money where his mouth is. Speaking at the ASU GSV Summit in San Diego, CA Bill Gates revealed that he has been working on virtual reality content on his own recently – presumably in relation with his charitable foundation, The Bill and Melinda Gates Foundation. “I’m just starting [using VR] for some of the videos I do where I go out to a refugee camp or I go to a developing country,” he said “so people will have more of a sense that they can see what it was like and look around and feel it.” The results of these “early stage things” he says has been “a lot of engagement,” which encourages him for its uses in other places, like education. “School is about motivation,” Gates told the crowd, “and if we can use [VR] to draw people in then that’s incredibly valuable.”
Skip to minute 36 to hear Bill Gates discuss VR and education. Looking at the educational landscape, Gates sees VR playing a big role in teaching design and engineering. “Virtual reality can make things more engaging,” he said, “there are lots of places where [VR] will play a practical role and hopefully draw people in.” Despite his optimism, Gates doesn’t think that all subjects will translate well to virtual reality. The “pedagogy” of subjects like math and science “won’t change much just because we put it in a virtual reality framework.” If you make things “too animated” or “too colorful” he says it can detract from “what you’re really trying to get done which is the attention to a few basic concepts.” Gates believes that “lower end” solutions like Google Cardboard will be important for adoption because “we won’t have to wait a whole decade before the accessibility is there,” but he stressed a need for shared higher end equipment in schools saying we should have “that in a lot of locations as well.” In 1996 we saw former President Bill Clinton sign a bill that opened up over $2 billion in grant money to help bring computers and other technology into schools. That program challenged every school to connect each one of its students with technology, in a mission to “make every young person technologically literate.” We are still understanding the far reaching effects of this program but it is safe to say that it positively impacted an entire generation, and likely has played a huge role in the boom of technological innovation over the last two decades. A similar program with virtual reality technology could help spark a whole new generation of innovation with technology. Gate’s foundation has yet to announce any efforts to that effect, but it is worth noting that its education strategy centers around supporting innovation that improves the quality and effectiveness of educational efforts, so it will be interesting to see if his continued interest in the medium will translate into [...]
Explore a speculative digital world without screens in this fanciful demo, a mix of near reality and far-future possibility. Wearing the HoloLens headset, Alex Kipman demos his vision for bringing 3D holograms into the real world, enhancing our perceptions so that we can touch and feel digital content. Featuring Q&A with TED's Helen Walters.
This may be super hard to do! Much of our work and daily living takes place in digital formats. Good luck unplugging! Enjoy a book or a walk but don't stress out if you simply must juggle your incoming in order to avoid the consequences of a mountain on Sunday or Monday. A campaign for a plan to rid thousands of emails and trivial social media would get my vote. #Digitalcitizenship means balance all year.
Interesting article on Digital Trends tackles the big question, is Virtual Reality safe for our kids. As a mum of two boys who are often on the Google Cardboard and Gear VR I found this article rather compelling. For decades now, we’ve imagined a future where we can plug into a fully three-dimensional virtual world. Virtual reality opens the door to true escapism with a whole new level of immersive experience. It will let us be with people, attend events, and visit places that are physically out of reach. The educational possibilities are endless, but as excitement about the dawn of virtual reality continues to heat up, there’s one group that could be left out in the cold – children.The majority of VR headset manufacturers are setting age limits. The Oculus Rift and Samsung’s Gear VR headset have a 13+ age rating. Sony’s PlayStation VR is not to be used by children under the age of 12. And though HTC doesn’t specify an age limit, it does warn against allowing young children to use the Vive.Parents like me and those working in VR content as well as frustrated children everywhere wonder why these age limits have been set. What are the risks? Is this a precautionary measure, arbitrary legalese, or is there real danger we should be aware of? Martin Banks, Professor of Optometry, Vision Science, Psychology, and Neuroscience at the University of California, Berkeley spoke to Digital Trends on the matter of child safety and Virtual Reality.“ S o far I’ve seen no so-called smoking gun, no concrete evidence that a child of a certain age was somehow adversely affected by wearing a VR headset. My guess is that all they’re doing is saying that kids are developing and development slows down when they reach adolescence, and so lets just play it safe and say that while these kids are undergoing significant development, we’ll advise people not to let them use it.” Virtual reality is relatively new, and we still don’t know much about the long-term effects yet on adults let alone on our children, so it's not surprising brands and manufacturers are being cautious. Professor Banks goes on to to compare a child using a mobile phone vs. a virtual reality device.“ Let’s contrast a kid using a VR headset compared to a kid using a smartphone. When they use the smartphone they typically hold it very close to them and so they have to focus their eye close,” explains Prof. Banks. “You might think that with the VR headset they’d have to do the same thing because the image is close to the eye, but [VR headsets] have optics in the setup that make the stimulus effectively far away, so, in terms of where the eye has to focus, you have to actually focus fairly far away to sharpen the image in the headset.” That means VR headsets may be less of a problem than books or smartphones. Professor Banks go on to touch upon these key points:- * The virtual can detect real eyesight problems early - In the real world the two eyes get slightly different views,” Professor Peter Howarth, a Senior Lecturer, optometrist and vision expert, explained to Digital Trends. “For a normal child, this gives rise to the development of the sensory capability to judge depth by using stereopsis. I can’t see that the intermittent use of a VR system by a normal child would adversely affect this.” * Most known risks are shared with adults - “There will be issues for children that are the same as for adults, and one of these is visually-induced motion sickness (VIMS), This comes about because the image you’re viewing gives the brain the visual signals it receives when you’re actually moving – and these can give rise to motion sickness.” * Kids can use VR safely, but use caution - "My opinion is that it’s more lawyers talking than scientists talking,” says Prof. Banks. “But never say never. I’m not going to say that there’s definitely no risk, because we can’t know that."
This page is a digital home for teachers and teacher educators to find resources about literacy in the disciplines. Resources include podcasts and video interviews. What does literacy look like in mathematics, science, art, history, and many other disciplines? Bookmark this page and subscribe to our feed to find out. The Disciplinary Literacy Interview Project…
The next 12 months for virtual reality is simply going to be huge. That's what it says in the script, at least. Facebook's Oculus Rift is set to finally launch its consumer-ready hardware in the springtime and what should follow – with all that multinational beef, social reach and global good will behind it –…
Instead of hanging out with your friends in real life, why not spend time with them in outer space? vTime, the first virtual reality social network, wants to make that possible. Developed by Starship Group, a VR/AR innovation company, the service launched on Google Cardboard on Mar. 11. and the app works on the Samsung Gear VR too. The socia
The school library should already be a center for information, for technology and for creation in a school. Those aspects uniquely position the library program to create an ad hoc television studio. Because many schools and districts don't have the money to invest in a state-of-the art studio, this webinar will focus on how to create a functional studio on a tight budget. We will focus on software, hardware and other preparation work required for creation of a studio, focusing specifically on a Windows environment using free vMix software, but also presenting some information on using a Mac-based environment. It will also show how the studio can be used to help students create projects. We will talk about creating a daily live or taped news show, student-created video presentations, and student documentaries.
Second Life http://maps.secondlife.com/secondlife/UTRGV%201/200/4/22 TOOLS AND PRODUCTS Panel Marie Vans/Amvans Lapis (Avatar) Valerie Hill/Valibrarian Gregg (Avatar) Three panelists illustrate a variety of 3D virtual worlds and immersive learning spaces as examples of engaging learners in activities… Read More
Valerie Hill's insight:
Several virtual world experts will join me in this panel. Participants will see examples of various virtual world platforms and discover benefits and limitations.
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