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Not only, but Facebook has a lesson to learn from Nintendo’s massive 1990s virtual reality failure

Not only, but Facebook has a lesson to learn from Nintendo’s massive 1990s virtual reality failure | Virtual Reality | Scoop.it
On Monday, Mar. 28, Facebook's Oculus started shipping its first virtual reality headset to consumers. But it may have a hard time convincing US users to try it out: The last time a large multinational company tried to bring virtual reality gaming to the world was 21 years ago, and it was a categorical failure. In th

Via Gary Hayes
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Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
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Gary Hayes's curator insight, March 31, 2016 7:38 PM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
Lionel Reichardt / le Pharmageek's curator insight, April 1, 2016 2:15 AM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
Rise Zone's curator insight, April 1, 2016 7:01 AM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
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Rescooped by Fausto Cantu from iPads, MakerEd and More in Education
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12 Virtual Reality in Education Apps - STEM Learning

12 Virtual Reality in Education Apps - STEM Learning | Virtual Reality | Scoop.it

"Virtual reality in education is a really exciting time in children, and adults, lives. There is something amazing about being immersed in a 3D environment that compels students to come back for more. Students are able to absorb information in a 3D world, while having an engaging and fun experience. There are many platforms for students to use, such as Google Cardboard, Daydream, Oculus Rift, HTC Vive and Samsung Gear VR. For an out of this world learning experience, here are 12 of the best virtual reality education apps available for STEM learning."


Via John Evans
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Norton Gusky's curator insight, May 19, 2017 7:38 AM
Augmented and virtual reality are gaining traction in education - what are the best uses? 
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How to Use Augmented Reality in Education

How to Use Augmented Reality in Education | Virtual Reality | Scoop.it

"Pokémon Go did two things for society; introduced us to the capabilities of augmented reality (AR) and showed us how much adults enjoyed catching virtual animals. `


Augmented reality in the education sector is growing, and as it does, it is important to look how the potential of AR can be harnessed in the classroom. While AR is primarily focused in the gaming industry (at the moment) statistics show that consumers value AR products 33% higher than non-augmented reality products and that students are naturally entranced by how AR can change the world around them. However, while it may be the new “it” technology, educators need to understand how they can incorporate AR into their classrooms if it is to be used to its full potential.Pokémon Go did two things for society; introduced us to the capabilities of augmented reality (AR).


Via EDTECH@UTRGV, Coconut Curator, Jim Lerman, John Evans
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Norton Gusky's curator insight, May 4, 2017 7:58 AM
One of the emerging technologies that may be a game changer.
Nevermore Sithole's curator insight, May 5, 2017 6:34 AM
How to Use Augmented Reality in Education
elearning at eCampus ULg's curator insight, May 5, 2017 7:50 AM
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Presentacion VR industria_automotriz

Aplicación de la Realidad Virtual para entrenamiento en la industria automotriz por Alfonso Cabrera Game Coder Studios Render Farm Studios
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Autodesk VRED on the HTC Vive - Virtual Reality and Collaboration

http://www.autodesk.com/products/vred/overview Virtual Reality is no longer the future. It is very much the now. With Autodesk VRED VR can be used t
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Practical people training #VR - New Zealand Using VR to Help People Escape Burning Homes

Practical people training #VR - New Zealand Using VR to Help People Escape Burning Homes | Virtual Reality | Scoop.it
The New Zealand Fire Service has debuted a virtual reality experience to prepare homeowners for the worst.

Via Gary Hayes
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New Zealand Using VR to Help People Escape Burning Homes
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Gary Hayes's curator insight, April 3, 2017 7:03 PM
Quote "In the app, you’re given options on how to escape the home, along with explanations on why some exits — like a painted shut window — aren’t safe. Or tips like how “closing doors behind you can save valuable time.” The experience also presents gauges that warn you how hot structures can become. Floors can burn at 150-degrees while ceilings can climb above 900-degrees Celcius."
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Virtual Reality is the Global Empathy Machine – SingularityU

Virtual Reality is the Global Empathy Machine – SingularityU | Virtual Reality | Scoop.it
Humanity is standing on a precipice. We have never been closer to achieving a world where everyone has the ability to live and thrive. Biotech, nanotech, and AI promise to reshape the world and have…
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Realidad Virtual La maquina Global de Empatía
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The Rift / Room Scale killer? First Intel Alloy-Powered VR Headset 'self tracks' it's position, mobile

The Rift / Room Scale killer? First Intel Alloy-Powered VR Headset 'self tracks' it's position, mobile | Virtual Reality | Scoop.it
The first VR headset created using the Project Alloy reference design will be available to purchase this holiday season from a third party manufacturer.

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The Rift / Room Scale killer? First Intel Alloy-Powered VR Headset 'self tracks' it's position, mobile
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Gary Hayes's curator insight, March 20, 2017 5:06 PM
Quote "This essentially means that Alloy can find its precise location in a room without requiring a separate PC and external sensors — a key feature that would make VR more convenient. Google, Facebook and Microsoft are joining Intel in racing to deliver this feature in affordable packages."
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Art Basel in Hong Kong Unites With Google to Push VR Art | artnet News

Art Basel in Hong Kong Unites With Google to Push VR Art | artnet News | Virtual Reality | Scoop.it
Cao Fei, Robin Rhode, and boychild have made unique works of VR art with Google's Tilt Brush for Art Basel in Hong Kong.
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Art Basel in Hong Kong Unites With Google to Push VR Art
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Why The Future Of VR Depends On Advertisers

Why The Future Of VR Depends On Advertisers | Virtual Reality | Scoop.it
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Infographic: Mobile vs. PC Virtual Reality Market | VU Dream

Infographic: Mobile vs. PC Virtual Reality Market | VU Dream | Virtual Reality | Scoop.it
Virtual Reality Infographic about the Mobile vs. PC VR Market. Well researched with citations provided. - You can follow our free Virtual Reality blog for the best information.
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Infographic: Mobile vs. PC Virtual Reality Market | VU Dream
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5 beneficios de usar la realidad virtual en el aula

5 beneficios de usar la realidad virtual en el aula | Virtual Reality | Scoop.it
Permitir el ingreso de la tecnología al salón de clases no solo beneficiará a los estudiantes sino que además facilitará la labor de los docentes
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Nos convertimos en pintores gracias a Vivedu

Nos convertimos en pintores gracias a Vivedu | Virtual Reality | Scoop.it
Durante el MWC, HTC mostró el potencial de la realidad virtual en la enseñanza a través de un simulador de pintura con pistola, en el que se empleaba
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Nos convertimos en pintores gracias a Vivedu VR
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The 10 Best Uses of Virtual Reality VR Marketing

Here are the top 10 VR marketing campaigns from around the world. We've done extensive research to bring you the 10 best marketing campaigns out there. Se
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Arden's Wake and the continued brilliance of Penrose Studios' VR storytelling

Arden's Wake and the continued brilliance of Penrose Studios' VR storytelling | Virtual Reality | Scoop.it
Last year at the Tribeca Film Festival, I was invited to a special preview of a semi-interactive non-movie non-game hybrid called Allumette, which would have its world premiere a few days later. It was a forty-five-minute solo sessio

Via Simon Staffans
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Arden's Wake and the continued brilliance of Penrose Studios' VR storytelling
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Simon Staffans's curator insight, May 2, 2017 8:23 AM
Is VR getting there? It might just be...
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Virtual Reality Industry Trends - Sketchfab

Virtual Reality Industry Trends - Sketchfab | Virtual Reality | Scoop.it
This trend report provides a comprehensive overview of the state of the Virtual Reality Industry in Q2 of 2017, based on data from the Sketchfab community.
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Lessons Learned From Experiments in Creating VR Content

Lessons Learned From Experiments in Creating VR Content | Virtual Reality | Scoop.it
Helping to create and break the rules of virtual reality as a storytelling medium. Tabel VR is an experiment in storytelling.
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Lessons Learned From Experiments in Creating VR Content
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DEL EVEREST A LA LUNA: EL POTENCIAL EDUCATIVO DE LA REALIDAD VIRTUAL

DEL EVEREST A LA LUNA: EL POTENCIAL EDUCATIVO DE LA REALIDAD VIRTUAL | Virtual Reality | Scoop.it
La pasada semana, HTC Vive estrenó el primer servicio de suscripción para dispositivos de realidad virtual. Por una cuota mensual de 7,99 euros, el usuario
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DEL EVEREST A LA LUNA: EL POTENCIAL EDUCATIVO DE LA REALIDAD VIRTUAL
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¿Es la realidad virtual el arte del futuro?

¿Es la realidad virtual el arte del futuro? | Virtual Reality | Scoop.it
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¿Es la realidad virtual el arte del futuro?
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Virtual Reality: A Fresh Perspective for Marketers

Virtual Reality: A Fresh Perspective for Marketers | Virtual Reality | Scoop.it
Download this gifographic to learn how you can use virtual reality in your marketing.
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Las pruebas de realidad virtual son eficaces para evaluar el Trastorno por Déficit de Atención e Hiperactividad - 20minutos.es

Las pruebas de realidad virtual son eficaces para evaluar el Trastorno por Déficit de Atención e Hiperactividad - 20minutos.es | Virtual Reality | Scoop.it
OVIEDO, 14 (EUROPA PRESS)
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Las pruebas de realidad virtual son eficaces para evaluar el Trastorno por Déficit de Atención e Hiperactividad
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For VR Storytelling Pioneers, One Adobe Partner Has The Mettle Of An Outfitter

For VR Storytelling Pioneers, One Adobe Partner Has The Mettle Of An Outfitter | Virtual Reality | Scoop.it
For Mettle, the goal was helping storytellers get back to what they do best.
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For VR Storytelling Pioneers, One Adobe Partner Has The Mettle Of An Outfitter
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¿Cuanto cuesta el desarrollo de realidad virtual?

Guia para cotizar proyectos de Realidad Virtual y aumentada por Render Farm Studios su metodología y procesos
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¿Cuanto cuesta el desarrollo de realidad virtual?
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From Price Cuts To New Headsets - The 9 Biggest Stories Of GDC 2017

From Price Cuts To New Headsets - The 9 Biggest Stories Of GDC 2017 | Virtual Reality | Scoop.it
We put the nine biggest stories of GDC 2017 into one place because, frankly, there was far too much news to keep up with during the week.
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La realidad virtual, nueva aliada de los psicólogos para tratar fobias

La realidad virtual, nueva aliada de los psicólogos para tratar fobias | Virtual Reality | Scoop.it
A través de unas gafas 3D, el paciente puede moverse e interactuar con el mundo que teme, de una manera controlada y personalizada. Ya se está usando para enfrentarse al miedo a volar, a las alturas o a los espacios cerrados.
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