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Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Friday, August 3, 2018

Games Help Make Learning Fun

Playful design, the blending of serious educational games (SEGs) with immersive technologies such as virtual and augmented reality, is becoming the next big thing in higher education. Playful design works because people like to play games and games make learning fun, according to David Chandross, professor of education, Ryerson University, Toronto, ON, Canada.

“Serious games work by practicing skills and tracking achievement, but also by giving learning an addictive quality,” he wrote in an article for The Conversation. “The ‘one more move’ thinking that keeps video gamers up all night is harnessed for learning.”

Chandross noted peer-reviewed studies show SEGs encourage students to use what they learn while playing, engage them better than most lectures, and reward learners for their achievements. It’s a form of active learning that helps students succeed.

“We learn a lot when we love what we are learning,” Chandross said. “It’s a basic trademark of achievement in higher education. Human beings love doing certain things, and learning to become a master of their own world, however fantastical it might be, is one of them.”

Monday, June 18, 2018

Users Retain Info Better from Virtual Study

People recall information better after viewing it in an immersive virtual environment than they do when using a desktop display, according to recent research conducted at the University of Maryland, College Park.

Volunteers first studied printouts of two 21-image sets of famous faces, such as Napoleon, Gandhi, Mickey Mouse, George Washington, and Marilyn Monroe. They were then shown one set of faces placed throughout one of two “memory palaces,” either an ornate palace or a medieval townscape.

After five minutes to navigate and study the memory palace and then a two-minute break, the subjects re-entered the memory palace, where the faces had been replaced by numbers, and were asked to recall which faces had been in which positions. Half of the participants viewed the scene first using a virtual-reality (VR) head-mounted display (HMD) and then a desktop computer display with mouse-based interaction; the other half used the desktop first and then the HMD.

“The users that used the HMD first and then moved to a traditional desktop had better performance than those who used the desktop first and then the HMD,” wrote the researchers. “This suggests a positive transfer effect from the HMD to a desktop.”

Overall, VR users showed 8.8% better recall, which means immersive VR-based education and virtual memory palaces may prove more effective than traditional methods in K-12, higher ed, and job training.

Monday, April 16, 2018

Prevent a Virtual Divide Before It Happens

As new technologies enter the learning landscape, educators need to ensure their introduction doesn’t create a “digital divide 2.0,” wrote Emory Craig, director of e-learning and instructional technologies, College of New Rochelle, New Rochelle, NY, in a piece for EdTech: Focus on Higher Education.

Virtual (VR) and augmented reality (AR) are already beginning to offer virtual labs and field trips, interactive storytelling, and immersive world-building experiences. However, the cost of some VR headsets and the computers capable of supporting them can be quite high.

Lower-cost systems so far tend to confirm the truism that you get what you pay for. While Google Cardboard offers an easy-to-use, affordable option, its visual experience is poorer and interactivity is limited by the lack of a hand controller.

Newer, standalone VR headsets that don’t require a smartphone or external computer may prove to be workable solutions. Facebook, which has a stated goal of getting a billion people using virtual reality, plans to release at least two standalone devices this year through Oculus VR. Google and the Taiwanese company HTC Corp. both have standalone VR headsets in the pipeline as well.

Craig suggested that dedicated spaces or events, available to everyone on a campus, will broaden access to VR and AR experiences. “In the near future, we may see VR headset carts, checkout stations, and even lease/purchase initiatives in some academic programs,” he said, adding that institutions could also host events to allow students and faculty to experiment with rented or demo devices.

Monday, February 5, 2018

Google for Education Tests DIY VR

At the end of January, Google for Education unveiled a beta program that will allow instructors and students to craft their own immersive virtual-reality (VR) experiences using a Google app and a 360-degree camera.

Many classrooms already employ the Google Expeditions teaching tool to explore the world and outer space virtually via mobile devices and VR viewers. However, a “create your own” experience was the feature most requested by students and educators. The beta will allow participants to upload 360-degree images to the Google app and then annotate them with videos, two-dimensional images, and descriptive text to enhance the experience.

Ease of use is designed into the program. “If you know how to type, you’re good to go,” Jennifer Holland, lead program manager for Google Expeditions and G Suite for Education, told Education Week.

For schools that don’t have their own 360-degree cameras, Google will loan them devices for the duration of the beta.

Friday, December 1, 2017

New Tech Lets Users Tap Out Messages

A new wearable gadget makes it possible for users to compose, edit, and send messages, texts, and emails by simply tapping their fingers. Tap is a one-handed device made up of five interconnected rings that converts any surface into a keyboard and works with smartphones, smartwatches, tablets, computers, or virtual-reality headsets.

It takes users about an hour to learn the basics through the TapGenius mobile app, according to manufacturer Tap Systems. It works with most Bluetooth-enabled devices and is usable for eight hours on a single charge.

“Tapping your fingers is much faster, more precise, and more rich in combinations than any gesture system that has ever been developed,” said Ran Poliakin, co-founder and chief marketing officer of Tap Systems. 


Friday, November 3, 2017

24/7 Access to Profoundly Change Ed Model

“The digitization of society is inevitable,” physicist, futurist, and author Michio Kaku said in his opening keynote address at the 2017 Educause Annual Conference this week in Philadelphia, PA. He foresees a future in which digital connection will be so ubiquitous that it will vanish from our awareness, just as we take electricity for granted today.

“We won’t use the word ‘computer’ anymore,” said the professor of theoretical physics at the City College of New York and CUNY Graduate Center. “We don’t say the word ‘electricity’ anymore, and yet electricity is everywhere and nowhere. That is the fate of the computer.”

Advances in virtual and augmented reality will blur distinctions between the physical and digital worlds. “In the future, you will blink and be online,” Kaku predicted. Humans will be able to essentially live and work at will in a cyber-environment. That shift will drive fundamental changes to education at all levels.

Kaku said such instant, seamless access to information will mean that instructors can emphasize concepts and principles, reducing the need to memorize facts and dates since such details will be immediately available in cyberspace.

Working in tandem with “robo-professors” powered by artificial intelligence, educators will transition to a role that involves more counseling and guidance to help students stay in school and succeed. “Professors will gradually change more and more into mentors,” Kaku said. “Mentoring cannot be done by a robot.”

Monday, October 16, 2017

Faculty Envision EdTech’s Future Reality

 More than 80% of respondents in Campus Technology’s second annual Teaching with Technology Survey of higher-ed faculty said that virtual-, augmented-, and mixed-reality technologies will have the most impact on education over the next decade, ahead of video, adaptive learning, and even mobile devices.

That impact is already being felt. A report on the online higher-ed market by technology research and advisory firm Technavio noted that the growing popularity of augmented and virtual reality is spilling over into online education, with instructors incorporating these emerging visual technologies to boost the interactivity of the online learning experience.

Of course, awareness and enthusiasm may play out differently. In the Campus Technology survey, faculty ranked mobile devices and apps No. 2 on their list of the top 10 technologies for the next 10 years, but also listed mobile devices in second place in their tally of tech they wish they didn’t have to deal with in the classroom.

Monday, July 31, 2017

Immersive Tech Nears a Tipping Point

Higher education is closing in on a tipping point for immersive learning, according to Marci Powell, chair emerita and former president of the United States Distance Learning Association. Immersive includes 3-D, augmented reality (AR), virtual reality (VR), and mixed reality (MR), which refers to a hybrid environment where physical and digital entities interact in real time.

For Campus Technology’s midpoint check-in on the year’s ed-tech trends, Powell noted that the prices for virtual-reality headsets are heading sharply down as new models continue to roll out, and AR- and VR-ready laptops are negating the need for expensive hardware and servers to support VR. She added that the growing number of VR lesson plans available makes assembling a curriculum with the technology faster and easier.

However, since have/have-not gaps haven’t yet been fully bridged for such comparatively common needs as smartphones and broadband access, the market is still far from a point where all students can use more advanced immersive tech at home or in the classroom. Institutions should be working now to ensure they’re able to provide such access as the technology becomes more mainstream.

Friday, May 26, 2017

Virtual-Reality Tech Keeps Getting Better

Gaming and educational applications are expected to increase the use of virtual-reality (VR) devices by 85% over the next five years, according to a report from technology market intelligence firm ABI Research.  The market for those devices is changing, with technology such as headsets and 365-degree cameras becoming more affordable and effective.

“Education is on the cusp of a profound change in the way we use VR technology,” said Emory Craig, director of e-learning at the College of New Rochelle, New Rochelle, NY. “People are starting to use it in higher ed even though the tech is very fluid at the moment.”

Headsets for high-quality equipment can cost close to $2,000 per setup, but technology firms are developing devices that work with lower-end desktop computers for the more affordable price of $299. Newer 365-degree cameras have more user-friendly features, making it easier to introduce video content into course materials. VR hand controllers are also improving to provide full-motion interactive experiences.

Content developers are experimenting with new ways to create virtual medical simulations, as well as creating applications that allow users to manipulate VR content. At the same time, Facebook is working on ways for users to connect and collaborate virtually.

“We can expect to see certain trends in VR to move forward, while others will disappear,” said Maya Georgieva, tech strategist and co-founder of the consulting group Digital Bodies. “As devices continue to shrink, we will see the development of augmented- and mixed-reality experiences that will power compelling visualizations, immersive storytelling, gamified simulations, and learning experiences.”

Monday, May 15, 2017

VR Allows Risk-Free Hands-On Training

Rising adoption of virtual reality (VR) and augmented reality in higher education is expanding and improving students’ hands-on training in a wide range of fields, from agriculture to medicine.

As noted in EdTech magazine, Southwest Virginia Community College’s crime-scene technology program employs Microsoft’s HoloLens “mixed-reality” smartglasses to let students practice their investigative skills as detectives in a virtual game environment.

Case Western Reserve University and Cleveland Clinic are collaborating on a new 485,000-sq.-ft. Health Education Campus, expected to open in summer 2019. The facility will incorporate HoloLens and other cutting-edge technology to transform anatomy lessons, the teaching of surgical procedures, and other aspects of medical education. Students will be able to practice and improve their skills risk-free on virtual patients.

EdTech points out that VR may also foster more empathetic caregivers by allowing students to experience old age “firsthand” through a VR headset and specialized software.

Monday, April 3, 2017

Horizon Report: High Tech in Higher Ed

The NMC Horizon Report: 2017 Higher Ed Edition, produced by the New Media Consortium in partnership with the Educause Learning Initiative, examines what’s on the horizon for technology in postsecondary education. This year’s topics were chosen by a panel of nearly 80 experts from 22 countries engaging in a three-month virtual discussion.

One new topic for 2017 is finding technological solutions to advance digital access and equity for students from all backgrounds to enable them to succeed and complete their education. Artificial intelligence in the classroom and next-generation learning-management systems are tech developments that are also new to this edition of the report.

Already identified as a trend in previous reports, use of virtual reality, while still a developing technology, will continue grow in higher ed. “The most effective incarnations of this trend,” the report said, “incorporate emerging technologies that enable students to learn in ways they would not be able to on a strictly physical campus.”

Overall adoption of both existing and upcoming technologies, however, will require a level of digital literacy that is still lacking. As a preview for the report states, “Digital fluency is more than just understanding how to use technology.” In short, students need to develop not only technical proficiency but also cognitive skills in order to use technologies to absorb, evaluate, create, and communicate information.

One of the challenges cited in the report as “most wicked” will be rethinking educators’ roles amid a move toward more student-centered learning. That shift will require instructors to retool their approach to act more as “guides and facilitators.”

This year’s Horizon Report also looks back to track topics addressed in previous reports, listing blended learning as the most pervasive trend across the last six years.

Monday, March 13, 2017

VR and AR Await a Tip to Reality

Virtual reality (VR)—computer-generated “reality” that immerses a viewer in a place and situation that may be as real as the Alamo or an unreal as a spaceship traveling to Pluto—seems a natural fit for educating students about history, the sciences, and other topics. The same is true for augmented reality (AR), which places a layer of information over reality, such as lap speeds superimposed on racecars in a televised NASCAR event.

In response to a survey at the 2016 Consumer Electronics Show, 37% of attendees said that VR’s most significant impact would be in teaching and learning. However, integration hurdles still need to be surmounted and learning outcomes demonstrated before these technologies become mainstream.

The 2016 New Media Consortium/Consortium for School Networking Horizon Report K-12 edition forecast it would be another two to three years before VR adoption hits a tipping point in education. Futuresource Consulting Ltd.’s report on the 2017 Bett Show (formerly the British Educational Training and Technology Show) suggests that VR/AR products won’t find their market until there is a widespread clamor (read: large purchase orders) for them, as eventually happened when laptops entered education.

Augmented reality may have an edge on gaining adoptions since it doesn’t require special devices the way VR does; users can experience AR with nothing fancier than a smartphone and the right software.

The potential is vast. A Goldman Sachs report predicted that virtual and augmented reality will represent an $80 billion market by 2025, with the education sector attracting up to 15 million VR/AR users.

Friday, November 18, 2016

ED Proposed Challenge for VR Developers

The U.S. Department of Education (ED) has opened a competition for immersive-simulation concepts that prepare students for the global workforce of the 21st century. The EdSim Challenge will award $680,000 in prize money to the top computer-generated virtual- and augmented-reality educational experiences that work with skill-building content and assessment.

Submissions will be judged on learning outcomes and must have clearly defined goals, a description of the student skills the challenge will help improve, and a way to provide feedback. Five finalists in the EdSim Challenge will earn $50,000 each and access to expert mentorship to build a prototype, with the remainder of the $680,000 prize money going to the winning entry.

“This initiative is an exciting example of how virtual reality and game technologies can be applied to give students everywhere the tools to prepare for future success,” said Johan Uvin, the Department of Education’s acting assistant secretary for career, technical, and adult education. “We encourage developers from all disciplines to answer our call and help define the future of applied learning.”

Challenge entries must be submitted by Jan. 17, 2017. A complete list of rules is available at www.edsimchallenge.com.

Tuesday, September 27, 2016

Teachers Want VR in the Classroom

Educators see potential in virtual reality (VR) and would like more access to it in their classrooms. A new survey from the networking software company Extreme Networks found that 23% of responding schools said they had tested VR and more than half said they were looking into using it.

The study reported that 52% of the schools that tried VR technology used it for science classes, while 20% used it in engineering, and 29% in history. Google was the most popular brand in the survey, at 74%, followed by Oculus (17%) and Samsung (14%).

One challenge for responding school administrators was IT infrastructure. The report found that 32% said they could use VR, 31% said they were “somewhat sure” they had the infrastructure, and 30% were sure they couldn’t support the technology.

“The major benefit of virtual reality in the classroom is that it engages students completely in the lesson,” Bob Nilsson, director of vertical solutions marketing for Extreme Networks, wrote in a blog post about the survey. “It sparks creativity and brings difficult concepts to life. The downside is there is not yet enough VR content and it is still perceived as difficult to implement.”

Wednesday, August 31, 2016

VR 'Class' Tests New Teachers' Skills

Theory is fine, but practice makes perfect. With that in mind, education students at Stonehill College in Massachusetts are gaining hands-on experience in lesson presentation and classroom management, but without inflicting their still-wobbly skills on youngsters.

The Stonehill students are using a new immersive-training platform to practice their teaching in a virtual-reality simulation classroom. A grant from the Massachusetts Department of Education and the platform developer, Mursion, are paying for the technology.

The students deliver a sample lesson, as they would in a physical classroom, except that their simulated “pupils” appear on a video screen, similar to characters in a video game or animated movie. The pupils are programmed to react in real time to the student-teachers’ directions, and just like their counterparts in an actual class, they don’t always do exactly what they’re told.

“Students say it is stressful, but also beneficial to them,” said Kathy McNamara, education department chair, in a Stonehill release about the program. “They get feedback before they actually have to go into the classroom. It is insightful for them to see classroom life unfold. When they react to students, they see how and why it resulted in a particular outcome. They usually do about six or seven minutes and they’ll tell you it feels like an eternity.”

Other students can also watch and discuss how the simulation went. Mursion has also created simulations for team teaching and parent-teacher conferences.

Stonehill is among a number of teacher-training programs testing the Mursion system.

Thursday, August 25, 2016

Penn State Prof Develops VR Classroom

Colleges and universities are looking at how virtual reality (VR) and artificial intelligence (AI) can be used in the classroom. A professor at Pennsylvania State University, State College, is working on ways to use both as the classroom.

Ann Clements, associate professor and graduate program chair for music education at Penn State, has developed an AI virtual classroom that lets teachers practice student-engagement techniques before they begin their student-teaching requirements. The classroom prototype, known as First Class, allows pre-service teachers to use a motion-sensing device employed in video-game consoles to experience what can happen in a classroom setting.

Modules in the AI program allows the teachers to call on individual students by their first name after they raise their hands, while attention meters measure if the class is paying attention. The teacher also receives evaluations based on answers the virtual students give on a basic yes-and-no test.

“Teaching is a complex craft because it involves human engagement,” Clements said in an article for eCampus News. “So we can talk to someone about how to teach and best practices and provide them with curricular content, but they need to engage with students in some way to have the skills to become solid teachers.”

Tuesday, August 2, 2016

Higher Ed Keeping an Eye on VR

The release of two consumer virtual-reality headsets has more people thinking about buying the product, particularly those in the world of immersive games and interactive videos. That has caught the attention of higher education, according to Carl Straumsheim in a column for Inside Higher Education.

“The technology still has a way to go, but early adopters of virtual reality imagine a future in which students go on field trips around the world from the comfort of the VR lab, joined by tour guides who connect to the class remotely,” Straumsheim wrote. “Students in online programs, instead of only interacting with their classmates through discussion forums, meet in virtual classrooms, where they can lean over and talk to their neighbors or work together on a problem on a blackboard.”

Despite the excitement over VR, there are still some concerns that must be addressed, starting with cost. The two commercial headsets released earlier this year cost at least $600 each, and that doesn’t include the gaming computers needed to use them.

Headsets are clunky and wireless technology remains years away. In addition, some users have experienced eyestrain and a type of motion sickness caused by the difference between what the eye sees and the ear senses.

“Costs will come down, the software might be easier to develop, and the technology will continue to advance,” Nitocris Perez, an emerging-technology specialist at Indiana University, Bloomington, told Straumsheim. “I don’t think it’s going to be tomorrow, but three years from now things will be radically different.”

Friday, June 17, 2016

Keep an Eye on VR Products

Developers of virtual-reality products are currently focused on the gaming industry, but that could change rapidly. Companies are already beginning work on applications of VR technology in the medical field, with retail and education not far behind.

“What we learn from textbooks or labs can be really dull, but VR and AR [augmented reality] will greatly enhance learning abilities,” Chinese investor Zhu Bo said in a report for phys.org. “It can also be used in e-commerce. In the future, you will step into a real scene; you can see the products on the shelves, touch and feel them. So our shopping experience will totally change.”

International Data Corp. predicted shipments of VR devices will increase by more than 2,400% this year, but the market still needs development before retailers jump on the bandwagon. Current VR products only allow individual users to play a game or watch a movie, but companies are expected to continue creating more VR-related hardware and software.

“To experience VR, you need a powerful engine,” said L.Z. Wang, managing director of chipmaker AMD. “Without content, you can’t experience anything.”

Monday, February 8, 2016

Google Has Shipped Millions of VR Devices

Virtual reality (VR) has become a really, really big thing, and Google has the numbers to prove it.

The company recently reported it shipped five million units of its Cardboard virtual-reality platform in two years. That includes devices that were sold by third-party retailers along with ones given away by Google.

The Google numbers also show that Cardboard has been installed through the Google Play Store more than 25 million times and users have watched more than 350,000 hours of YouTube videos through the app. On the education front, more than 500,000 students have taken VR field trips using the device, according to a report in VentureBeat.

While Google has competition for the VR space, Oculus Rift is still several weeks away from shipping and the HTC Vive is still not available for preorder. And Apple has only just begun to explore the potential of VR, which puts it way behind in the market.

Friday, February 5, 2016

Apple Climbs Aboard VR Bandwagon

Apple hasn’t yet been a player in the expanding world of virtual reality, but that could be about to change with the addition of Doug Bowman to its staff.

Bowman’s last job was as a computer science professor at Virginia Polytechnic Institute and State University, Blacksburg, and director of its Center for Human-Computer Interaction. He’s also the main author of 3D User Interfaces: Theory and Practice, considered one of the most important textbooks on 3-D interface technology. He recently received a $100,000 research grant from Microsoft to analyze the uses of the Microsoft Hololens VR headset.

With virtual reality about to become a $5 billion industry, according to Newsweek, it’s hard to ignore. Besides, investors are nervous about Apple and the slowing pace of iPhone sales.

“But with Bowman coming on board recently, according to the Financial Times, Apple may just be saying it’s ready to make virtual reality an actual reality in its product lines,” said tech writer Rex Crum in an article for SiliconBeat.