Disney Research's new REVEL system uses reverse electrovibration to provide physical objects with virtual textures.
KF: This is an amazing development. Once it is able to be shifted into mainstream use it has the potential to transform many practical "hands-on" learning activities.
Just because you’re online doesn’t mean that you can’t experience the world first-hand — or as close to first-hand as possible. Here are websites that feature virtual learning experiences, exposing online visitors to everything from history to geography, astronomy to anatomy, literature to government.
CAVE2™, the next-generation large-scale virtual-reality environment, is a hybrid system that combines the benefits of both scalable-resolution display walls and virtual-reality systems to create a seamless 2D/3D environment that supports both information-rich analysis as well as virtual-reality simulation exploration at a resolution matching human visual acuity.
CAVE2 creates new opportunities for users to collaborate using both 2D and 3D. Today, all science is e-science: computers capture, filter, analyze and visualize data from instruments and simulations. CAVE2 serves as the lens of a virtual “telescope” or “microscope,” enabling users to simultaneously see and analyze one or more e-science datasets that reside in cyberspace.
Videoconferencing is gaining traction in the college classroom as more professors realize the value and simplicity of using this A/V technology to achieve myriad course objectives. Using two way video and audio, individuals, small classes, and large groups alike can interact with a wide range of experts, authors, environments, and sites without leaving campus.
Virtual field trips, expert speakers, classroom-to-classroom collaboration, and online/distance education are just some of the ways that videoconferencing is currently being used in higher education. Here are three different ways to use the A/V technology in the classroom and some useful tips for each setting.
Gary Hayes, Futurist and New Media Evangelist - The media and storytelling landscape is constantly changing but in the last six years we have never seen such monumental change.
"I was invited to present to a small public group last month on Media Futures up in the Northern Territory here in Australia – this followed an ABC only presentation. I generally don’t do the Futurist thing, I feel uneasy, stepping into tarot, astrology or doom sayer territory, where many factors such as user behaviour, new devices or new format/marketing development are on unpredictable shifting sands. So I prefer to call my approach to future ‘no brainer’ism’. There are some things that are so obvious, in terms of where we are heading, that simple trends analyses will give us some clarity in around a 2-5 year timeframe."
We made an augmented reality pop-up book in my first year seminar last spring. Perhaps you’d like to make your own? 1. Go to Junaio and register as a developer. 2. Get some server space that ...
KF: Consider the possibilities of the 3D pop-ups - these could be visualisations of complex data, simulated animations of processes, and much more. The educational possibilities are really only just beginning to be realised. In a health setting the 3D could be used to explain therapeutic approaches and assist with patient autonomy.
We're still several decades away from developing completely immersive computer simulations, but it's not too early to dream about the ways we'll be able to use them.
Why use Virtual Worlds in Education? A really nice presentation given to the Department of Information Studies, University of Sheffield, in April 2010 by John from Virtual World Watch (VWW). They produce regular reports on ...
Watch this video on CNET TV: Companies like Google and Qualcomm are diving head first into augmented-reality tech. Molly Wood grabs a smartphone and meets up with Hewlett-Packard's Aurasma to see how San Francisco looks through an AR lens.
The Information Resources Management College (iCollege) of the National Defense University established the Federal Consortium for Virtual Worlds (FCVW) in July 2007. The consortium was created to explore multi-agency and intra- agency collaboration using the robust capabilities of virtual worlds, examining best practices across multiple sectors. The objective of the consortium is to help government agencies to share resources, training, and experience; leverage outreach capabilities and practices; connect to new partners and business opportunities; and demonstrate the benefits for virtual worlds’ collaborative capabilities
KF: This link provides access ot the keynotes and other presentations from this year's conference - "FCVWCON2012 Inspire the Future"
The call for papers for the 3rd Global Conference: Experiential learning and Virtual Worlds interdisciplinary project.
KF: Many strands in this conference relate directly to Health and Medical Sciences (clinical practice, training and education). There are also streams related to general education, training and research. A fairly unique conference by the look of things.
In higher education, we’ve been talking about “e-learning” for years. But, in practice, we have mostly been teaching in the same way just through different mediums; that is, delivering one-way lectures online, posting digital lecture notes and occasionally “innovating” with quizzes.Instead of students passively learning from a lecturer, imagine immersive online “serious” games where students can learn through practice.
Virtual patients now allow medical students at the University of New South Wales (UNSW) to develop diagnostic and clinical skills through online scenarios. They can learn from their mistakes with no adverse consequences for real life patients and without the need to be at the university.
AR SPOT is an augmented-reality authoring environment for children. An extension of MIT’s Scratch project, this environment allows children to create experiences that mix real and virtual elements. Children can display virtual objects on a real-world scene observed through a video camera, and they can control the virtual world through interactions between physical objects.
KF: As always the Kindergarten is the precursor to quality higher education. This little application is terrific way to introduce wary adult educators and learners to the principles of augmented reality. The simple functions take away the technology concerns while they focus on thinking about the interactions that they can create.
CFP : The Emergent Learning Commons (ELC) and the Applied Research in Virtual Environments for Learning Special Interest Group (ARVEL SIG) of the American Educational Research Association invites you to present your teaching and learning innovations either live, in person or remotely at the Oregon Immersive Education Days (OiED).
We invite proposals for sessions and demonstrations of educational projects, methods, and research centered on teaching and learning via immersive environments and emerging technologies. Immersive environments include virtual worlds, 3D platforms, simulations, caves and domes, and video games. Emerging technologies include mobile augmented reality, mixed reality, social media, and technologies we may not have heard of yet. Oregon immersive Education sessions are discursive and interactive; proposals will be judged partly on their likelihood for engaging participants (i.e. as opposed to paper reading) and grounded in sound learning principles.
Ikea prints 211 million copies of its product catalog every year. That's more than 20 times the population of Sweden, the home of the build-it-yourself furniture empire.
"In early 2011, Ikea enlisted McCann to help bridge the gap between paper and digital. Replacing the paper catalog with an entirely digital catalog made little sense, Linus Karlsson, Global Chief Creative Officer of McCann, told Wired. “If you had a magazine that had 211 million copies in circulation, you just would’t end it. That would be crazy,” he said."
KF: perhaps this same thinking is required in the area of educational books. Textbooks are slowly chaning into eBooks but there seems to be no real headway made in finding a middle ground. Could it be that augmented layers are the key to this? Imagine in Engineeering where a picture of a processing plant could be augmented by layers that highlight function, electronics, structure, etc? Imagine health science apps that extend the anatomical image with motion, pathology, etc.
This is a flexible programme of study, which will be taught entirely online in the virtual world Second Life. It enables educators to explore the potential of virtual worlds to enhance learning.
'Virtual worlds' (VWs) is the term used to describe online, 3D environments that enable users to interact with the environment and each other through the use of avatars. Virtual worlds now contain many rich and diverse environments, created by users from around the world. They allow users to explore environments and experiences in a way that would be impossible in the real world, but in a way that enhances rather than replaces real world experience. For the purposes of education and training the ability to use these virtual simulations as a teaching tool is proving to have great potential.
Augmented Reality (AR) is a technology used for maintenance support of existing products. The service instructions are depicted directly into the operator's vision and enhance his product view while maintaining the item. In order to provide high-quality maintenance support the manuals have to be created and tested at the development stage of the product.
This paper describes a possible solution for testing AR instructions on virtual prototypes by combining AR and Virtual Reality (VR) technology. Technical aspects for combining VR and AR displays are outlined and a combined system is presented. Furthermore, the paper shows the development of a specific test scenario for evaluating the created system and contains design patterns for depicting AR instructions in Virtual Environments (VE). Finally, the usability of the solution is tested by a user study.
The realized research started in March 2010 and was part of the project "Augmented Reality in Virtual Environments" STE 1451/6-1 promoted by the German Research Foundation (DFG).
The Paper was presented at ESDA2012 and is published in the ASME Digital Library (ESDA2012-82594 ).
KF: Potentially, this is a really consumer oriented approach to AR. Imagine your servcie and user manual for your new technology, new car, or piece of laboratory equipment arrives as an application downloaded to your mobile device. Imagine that you look at your new item with the camera and it overlays all ther necessary actions and explantions that allow you to learn it's use, maintenance and service requirements.
The framework, which is called Interactive Spaces, is distributed under the permissive Apache license and is available for download from a Mercurial repository hosted on Google Code. The search giant announced the new framework in a post on its official open source software blog.
Interactive Spaces is implemented primarily in Java, but it has a scripting bridge that supports JavaScript and Python. The framework provides a high-level architecture for building "activities" that respond to events in a room..
KF: I suppose looking over the horizon that these developments will likely lead to new ways of thinking about training environments and simulations.
The model allows students and staff, represented as avatars, to explore the reception, atrium and corridors inside the building. Only the external landscaping in the virtual model intentionally does not match its real life counterpart (who needs a car park in a virtual world!). To fuse the physical and virtual worlds Daden has created a navigation system for students and visitors to find room locations using a large interactive touch screen in the real life reception area of the new Academy.
Description: The practices of educational applications in virtual worlds have obtained many concerns among educators and researchers over the past few years. To respond the increasing demands of practitioners applying virtual worlds in educational settings, the first workshop on Real Education in Second Life was held in conjunction with The 18th International Conference on Computers in Education (ICCE2010). To expand the participations and influences, the second workshop on Real Education in Second Life was renamed as Real Education in Virtual Worlds on 19th ICCE2011. We had a fruitful harvest in the workshop last year. The theme of this year will focus on foreign language learning and teaching (FLLT). All the researchers and educators of language learning and teaching or educational applications in virtual worlds such as Second Life, online games, virtual reality, augmented reality, etc. are very welcome to join us. A forum will be provided in this two-hour workshop for international participants to share knowledge, experiences, and concerns on related issues in Virtual Worlds and explore the directions for future research collaborations.
3D GameLab turn your classroom into a living game!
"3D GameLab, a quest-based online learning platform re-opens our closed beta on August 1st, as we kick off with a 3 week synchronous online summer camp for teachers and instructional designers, providing you the tools and the training to turn your class into a living game, or just a very cool place to learn! After it's over, you'll have a teacher dashboard and can invite up to 60 students to play their way through the curriculum, as well!"
KF: The 3DGameLab provides a 3 week immersive professional learning opportunity for educators wanting to shift to effective games-based approaches in their teaching and learning. The project seems to have a good track record and will challenge educators by taking them to learnign environments they've probably never considered.
KF: An approach that could be used in a range of disciplines to actively engage learners in cultural practcies from the past, preset and future. Seems to have relvance to History, Anthropology, Sociology, and many more.
alternate reality game...The beauty of Alternate Reality Games is that, because the story is spread across multiple platforms, it doesn’t matter where you get started. You can discover the story world at your own pace, regardless of your entry point.
That being said, The Miracle Mile Paradox consist of two main components: the online world and the live experience. All you need to do is follow what happens with our main character: Rexford Higgs.
KF: An interesting model for education. I proposed a model I called DramatARGy some years ago, a model for leveraging ARG structures and Process Drama for learning. These refined ARGs have more accessible and flexible strategies forengagement than the less mature versions of only a few years ago.
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