"If you have an artistic temperament, but you weren’t blessed with steady hands or an eye for color, Konstruct might be the app for you. Not only does the iPhone app let you produce generative art using words, warbles and whistles, but it also uses augmented reality to bring your artistic creation to life."
7scenes can be used to create what is called a mobile learning curriculum. The everyday environment can suddenly be used as a classroom for a lot of different subjects like history, arts & culture, biology, maths and architecture.
What are the advantages of using 7scenes?
Your subject content becomes more relevant and personal for the pupil, because it is set in the everyday world. For example: instead of only learning about the middle ages in class, pupils can experience for themselves how this time-period has influenced their own city. Imaginative scenarios can thus be simulated in an authentic context.
Not long time ago a student in Medicine, or a reader of any medical journal, might have wondered during reading: “how would my understanding of this topic improve if I...
"Canon this week announced a new augmented reality system—headset and software. The new system is to allow virtual prototypes to replace physical ones. Three-dimensional computer generated images can instantly change based on the user’s movements. The Mixed Reality (MR) System is being initially promoted as an industrial design tool where, for example, the head-set-wearing user gets to see a computer-generated image of a car on a set of real tires, all in realtime. Two video cameras inside the head-mounted display (HMD), each in front of right and left eyes, capture the real-world video which is sent to a connected computer, processing the merge between real and virtual."
KF: As the article reports, while the system is originally created for use in assembkly line production it has the potential to be repurposed for medical training. Staying abreast of emerging possibilities and new technologies seems to be a no-brainer for any contemporary health education organisations.
Imagine how those boring history lessons at school would be if the children would watch an augmented view of the lesson, like a 3D Solar System Model or Galileu talking directly to them, and they were able to interact with this augmented information. Children learn better the lesson if they see it like a game.
This is the question that was posed to me when I was invited to write this article for eLearn magazine. Having been involved in the effort to leverage virtual worlds (VWs) in education since the earl...
"Ultimately, regardless of whether VWs are broadly used, their place in this broader conversation of technology's place in the university and the struggles over maintaining high quality with smaller budgets, the movement that VWs initiated is one that we shouldn't dismiss."
"A 3D virtual world for pre-service teachers to practise professional experience (also referred to as practicum or workplace learning)
VirtualPrex is a mechanism whereby pre-service teachers can gain skills, confidence and techniques to support their real life professional experience prior to practicum by the use of virtual worlds.
PREX = Professional Experience"
KF: This type of technology should be able to be repurposed for a variety of professional contexts. Clinical settings in health sciences are probably one of glaringly obvious contexts.
"The Layar Creator is a self-service web application for activating print pages with digital AR content. Now anyone can upload images or PDFs, drag-and-drop any of a number of digital buttons onto the pages and publish them on the Layar platform - all in a matter of seconds. No fancy code work needed, no developers. Absolutely anybody can do it"
KF: The possibilities for new augmented reality technologies are limited only by the imagination of the teacher. Our current work at Curtin on mapping indigenous knowledge to culturally significant sites and public art installations is just scratching the surface of these new directions.
"Hamlet Au has done an excellent writeup of Cloud Party. It’s a WebGL-based virtual world, which means that any browser that can handle WebGL* can get you there, just by using a link (pretty well the majority of browsers). Although there’s no viewer to download, to fully experience the programme you must have a Facebook account."
KF: I've entered the Cloud Party myself this week and discovered its very reminiscent of teh Second Life environment (especially in term sof navigation and building). The browser based application removes many fo the obstacles installing desktop programs. Still a little buggy, and seems to be struggling with meeting server demand at the moment - not unusual with start-ups like this. Worth following as it develops.
Washington, DC — Today at the Federal Consortium for Virtual Worlds conference, VastPark demonstrated a preview of VastPark VP2, the new all-in-one solution for organizations seeking to engage their users, run collaborative events and train in 3D...
T(ether) is an augmented reality glove that allows wearers to create virtual environments on their iPad with simple hand gestures.What if you could use your iPad without ever touching the screen? Now you can do just that with the T(ether), an augmented reality glove that allows wearers to create virtual environments on the tablet with simple hand gestures.
Users can manipulate the objects on the screen, such as picking them up, dropping them down, pushing them aside or creating a new object by tracing the shape’s outline.
T(ether) can also be used by a multiple number of people to collaborate on the same virtual environment. By using Vicon motion capture cameras, the position and orientation of the tables, user’s heads and hands, are tracked and spatially annotated in real-time.
Via Gary Hayes
Layar Creator places the power of interactive print at everyone's fingertips. Layar is the world's easiest way to activate print media with digital content. ...
The goal of this wiki is to give an overview of what augmented reality is, its history and evolution as seen in many fields and to critically evaluate the use of augmented reality in education. The wiki was formerly housed at the University of Illinois WikEd.
This past Friday was the 5th anniversary of the launch of the iPhone. Over at the NYTimes Bits blog Brian Chen, author of Always On: How the iPhone Unlocked the Anything-Anytime-Anywhere Future -- and Locked Us In, has some observations about how the iPhone changed phone and software industries.
The way to think about the iPhone in relation to higher ed is less as a single product but a new product category. This category, which includes Android/Google and maybe eventually the Windows 8 phones, equals smart phone plus an app ecosystem. The carriers (Verizon, Sprint, AT&T etc.) remain a critical (as they own the cellular network), but annoying component of this ecosystem. Annoying because their voice/data pricing plans are only getting more expensive, restrictive and confusing as the hardware and software on smartphones improves exponentially each year. Any impact that the iPhone and its cousins achieve in higher ed will be in spite of, rather than because, the big cellular companies that we all must endure.
In a nutshell, the tools let the course team see what's happening, and make decisions about: assessment bunching (the holistic student experience of when assessments are due across a course, and how they are weighted),what types of assessments are being used, and which ones are predominating,how similar assessment types are being weighted in different subjects, andhow much formative assessment is being conducted.
For more than four decades,Simulation & Gaming (S&G): An International Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research. Published bi-monthly, S&G appraises academic and applied issues in the expanding fields of simulation; computer and internet mediated simulation, virtual reality, educational games, video games, industrial simulators, active and experiential learning, case studies, and related methodologies.
(PhysOrg.com) -- A new brain-imaging study is shedding light on what it means to 'get lost' in a good book — suggesting that readers create vivid mental simulations of the sounds, sights, tastes and movements described in a textual narrative while simultaneously activating brain regions used to process similar experiences in real life.
KF: I've often speculated that Drama and Literature might actually provide the greatest experience of alternate reality for many people. This study suggests that may not be too far from fact.
UX designers must keep in mind that the augmented experiences created can not drive to a behavioral change in the user context, but allowing him to behave more natural and feel more comfortable in his world, and of course in real-time. This can be reached because of the AR´s effectiveness to disintermediate interface objects like icons or lists which allows to the user to interact in a more natural way.
Researchers looking for 8- to 12-year-olds to participate in study.
Researchers at the University of Central Florida’s Anxiety Disorders Clinic and the Atlanta-based company Virtually Better want to give more children with social anxiety the practice they need to become comfortable in social situations. They have developed a new, one-of-a-kind computer simulation program that enables children to interact with avatars playing the roles of classmates, teachers and a principal.
"Services like Scoop.it depend on a community of millions of hardworking experts who wonder what to do with the wealth of knowledge and wisdom they have accumulated in life and are happy to share it."
Written by blogger Shred Pillai on the Huffington Post, this vibrant praise of Social Curation in general and Scoop.it in particular, points out the changes we're seeing in the way we look for information. From basic search, we now look more and more for meaning and context from human experts.
Beyond information, we want knowledge.
And this is what Curation is all about.
As he concludes: "At the end of the day, Scoop.it, which is free, is the right answer for information seekers and providers as well as the experts who like to show off their expertise."
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