32 Matching Annotations
  1. Mar 2023
    1. Virtual and Mixed Reality (VMR)

      I like this term better. I always mention VR but I try to say Virtual Reality Technology so I can be inclusive of Augmented Reality as a well, but I find "Mixed Reality" more inclusive as non-VR users can understand from the word alone.

  2. Oct 2021
  3. Aug 2021
  4. Jul 2021
  5. Apr 2021
  6. Mar 2021
    1. <img alt="" class="fj et ep iu w" src="https://via.hypothes.is/im_/https://miro.medium.com/max/7116/1*VE2_0XWErGKsDxXk5ItdMw.png" width="3558" height="1992" srcset="https://via.hypothes.is/https://miro.medium.com/max/552/1*VE2_0XWErGKsDxXk5ItdMw.png 276w, https://via.hypothes.is/https://miro.medium.com/max/1104/1*VE2_0XWErGKsDxXk5ItdMw.png 552w, https://via.hypothes.is/https://miro.medium.com/max/1280/1*VE2_0XWErGKsDxXk5ItdMw.png 640w, https://via.hypothes.is/https://miro.medium.com/max/1400/1*VE2_0XWErGKsDxXk5ItdMw.png 700w" sizes="700px" role="presentation"/>A screengrab from Microsoft’s Productivity Future Vision film, via Nick Foster’s Future Mundane

      It dawns on me that these sort of virtual reality-type images that have been around for ages aren't too dissimilar to how I see the world with various mnemonic techniques. They're also the closes way of potentially helping modern first world Western cultures better understand how many indigenous societies have seen the world in the past.

  7. Sep 2020
  8. Jul 2020
    1. Matamala-Gomez. M., Brivio E., Chirico. A., Malighetti. C., Realdon. O., Serino. S., Dakanalis. A., Corno. G., Polli. N., Cacciatore. C., Riva. Giuseppe., Mantovani. F (2020) User Experience and usability of a new virtual reality set-up to treat eating disorders: a pilot study. PsyArXiv Preprints. Retrieved from: https://psyarxiv.com/b38ym/

  9. Nov 2019
    1. a promising technology for decades that's never truly caught on. That's constantly changing with the current wave of VR products,

      PC magazine is a online compuer magazine, based on popular topics ranging form hackers to smartphones.

      Rating: 9/10

    1. In the text by Jennifer Herseim, virtual reality (VR) is identified as a tool to help with teacher training. Teachers can embark on a learning process in a secure environment with a diverse set of student avatars operated in part, by a real individual. Staff can explore their teaching methods and styles with recorded and measured skills and responses for future review and reflection. Rating 7/10

    1. it’s important to embrace pedagogies that leverage synchronous (live) instruction.

      It is mention in this article that Arizona State University is on the right track regarding superior online services. this article point of view is about the online challenges for colleges and universities, such as, doing live videos, online services and supplying tech devices. this website "EdTech" is a online magazine education technology resource for both K-12 and higher education.

  10. Apr 2019
    1. Playing games with my brother taught me that connections can be made with another person through virtual reality. Things like cooperation, shared problem-solving, and communication in gaming can strengthen relationships. Most importantly, gaming taught me that no matter the differences between me and another person, we can find common ground through play.
    1. Virtual reality meets this bar when it comes to one-on-one conversations: when we analyzed the EEG results of participants who chatted in virtual reality, we found that on average they were within the optimal range of cognitive effort. To put it another way, participants in virtual reality were neither bored nor overstimulated. They were also in the ideal zone for remembering and processing information.
    1. But augmented reality, as the name suggests, is about augmenting or adding to reality reality. You might be looking at your cat or up your street, but there could be digital characters and content overlaid on them.
  11. Mar 2019
    1. Towards a Mobile Augmented Reality Prototype for Corporate Training: A New Perspective

      Research Article. I found this article especially interesting because it promotes the use of mobile devices for online learning. This focuses on corporate training, but it is easy to see how it could be applied across areas and fields. There is a specific focus on the use of virtual and real objects during education experiences to create experience-based learning outcomes. Rating 4/10

    1. Application  of  Virtual  and  Augmented  Reality  tothe  Field  of  Adult  Education

      Research Article from the Adult Education Research Conference. This article examines the history of VR as a tool to train military personnel, and medical professionals and how future directions of VR could be used for other adult education situations especially due to their low risk learning environment. The authors examine how VR could also be used in gaming, arts, entertainment, marketing and business fields. This is important because VR environments also allow students to exploring changing technology and practice self-learning. Rating 6/10

  12. Nov 2018
    1. Learning needs analysis of collaborative e-classes in semi-formal settings: The REVIT exampl

      This article explores the importance of analysis of instructional design which seems to be often downplayed particularly in distance learning. ADDIE, REVIT have been considered when evaluating whether the training was meaningful or not and from that a central report was extracted and may prove useful in the development of similar e-learning situations for adult learning.

      RATING: 4/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

    1. Designing for virtual reality and the impact on education | Alex Faaborg | TEDxCincinnati

      This video includes Alex Faaborg on Tedx Talks sharing how VR virtual reality can positively impact education. The introduction of google cardboard is reviewed along with design techniques.

    1. How Technology can Shape Adult Education

      The author provides a brief overview of methods that technology can be used in adult education. Specifically, gamification and virtual reality are described to be ways to make adult education fun and interactive. Rating: 4/5

  13. Sep 2018
    1. Becoming posthuman means exceeding the limitations that define the less desirable aspects of the “human condition.” Posthuman beings would no longer suffer from disease, aging, and inevitable death (but they are likely to face other challenges). They would have vastly greater physical capability and freedom of form

      Posthuman beings contradict the human conditions that apply to my life, and every living being for that matter: immortality is non-existent. The passage alludes that the posthuman evolution will oppose the current human condition, and humanity will be redefine its physical form. A reformation in the modern humans understanding of scarcity is entirely different than that of the posthuman. With increased control over the posthumans physical capability are differing in juxtaposition to the human condition in the twenty first century: Prompting our modern society with the question of whether the human condition makes significant biological changes. The change from the former to the latter intertwines technological advancements with physical capabilities, although to what end? The human condition will be a backbone to the technology that manages the posthumans interpretation of reality.

  14. Aug 2018
    1. Finally, Thorseth points out that Kant’s notion ofreflective judgment is ofpossiblejudgments, in con-trast with actual judgments – where the former referto something virtual in the sense of what ispossiblefor human beings to imagine. For Thorseth, the well-known virtual world of Second Life stands as anexample of a virtual reality in which a key conditionof reflective/possible judgment is met – namely, thatwe are able to avoid the illusion that our purely pri-vate and personal conditions somehow constitute anobjective context or reality
  15. Oct 2016
    1. I worry that the industry has no idea how much research already goes on, or how vital it is to fund.

      Maybe my fears are unfounded, but the stakes are high. Startups are the very tip of the iceberg, floating by virtue of work that was done by other people long ago. If people forget we need to fund research now, we’re going to feel it decades later and not know why. Imagine where we’d be without the government-funded research of the 60s!

      -- Vi Hart

      eleVR is a research team that experiments with immersive media, particularly virtual and augmented reality.

      They are NOT a startup.

  16. Jul 2016
  17. Dec 2015
    1. Pixar Animation co-founder Ed Catmull has warned that virtual reality technology may not be the revolution in storytelling that some of its evangelists have claimed. “It’s not storytelling. People have been trying to do [virtual reality] storytelling for 40 years. They haven’t succeeded. Why is that? Because we know that if they succeed then people would jump on it.”

      What? Who says VR has to be "just wandering around in a world"? You don't have to give the viewer full mobility, or any mobility. You can put their point of view where you want, and disallow interaction with the scenery -- which makes the experience precisely a 3D immersive motion picture. And I'm sure scripted stories can be told while giving the viewer some interaction with characters, and much freedom to move around -- that's just trickier. You'd plan for all the characters in various locations to push the story in a particular direction, or one of several directions, regardless of what the viewer does. The more you let the viewer affect events, the more it becomes a game, rather than a story.

  18. Nov 2015
    1. Removing the VR goggles, the adrenaline continues to course through me. I have only been inside the Project Syria immersive for a few minutes, but the effect is dramatic. It was commissioned for the 2014 World Economic Forum in Davos to give politicians an insight into everyday life in Syria. And it works.
    1. "You will have a pair of sunglasses, and you can switch it from glasses mode, to VR mode as you wish. The VR will expand to fill your field of vision, or you can watch it in a little window.” This device of the future will not only bring virtual reality into our everyday lives, according to Urbach, but also destroy the primary way we use many other electronics. “You’ll be done with any other screen,” he says. “You won’t need it. It will be generated on a surface in the air. Put your finger over your palm, it’s a phone. Your desk becomes a laptop. "The resolution two generations from now will give you a 4K experience, so you probably won’t go to a movie theater. Why would you buy a wall-sized TV?”

      Interview with OTOY founder and CEO Jules Urbach. https://twitter.com/julesurbach

  19. Jan 2015
    1. There’s a certain anxiety in the VR community that surfaces in many conference panels and interviews with industry leaders: plenty of veterans are worried that this latest flowering of the technology will end with the same commercial disappointment that we saw in previous decades.

      Why do we care about whether it's a commercial success?