Archive for the ‘Virtual Reality’ Category

Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments: Where place, time, and objects matter

The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space, sense-making is contingent on the relational dynamics […]

VR? AR? MR? Sorry, I’m confused.

Since the beginning of time, most new and emerging technology has nurtured an unhealthy attachment to acronyms, and virtual reality is no different. To help you get your head around the jargon du jour, we’ve pulled together this handy guide to what all these acronyms actually mean, and why they are not the same thing Foundry 

Exploring the Future of Collaboration Technology in Research and Education

This tutorial addressed not only the basics (like how to conduct a virtual field trip using Google Expeditions), but also advanced topics like developing your own VR content, using VR/AR to improve real-time collaborative experiences, and future network requirements of pixel-perfect VR (spoiler alert – looking forward to 40Tb). Internet2

AI, Merging of Digital and Physical Worlds Among Top 10 Tech Trends for 2018

Gartner has released its list of top 10 strategic technology trends for 2018 with a focus for the coming year on technologies related to artificial intelligence and machine learning and those that blend the physical and digital worlds. Campus Technology

MIT Media Lab Learning Initiative

The ML Learning initiative is built around a cohort of learning innovators from across the diverse Media Lab groups. We explores learning across many dimensions, ranging from neurons to nations, from early childhood to lifelong scholarship, and from human creativity to machine intelligence.  In addition to creating tools and models, the initiative provides non-profit and […]

Penn State World Campus Taps VR for Educating Teachers

A project at Penn State World Campus immersed teachers into a virtual classroom as part of a graduate-level special education course. Students could use a virtual reality headset to watch 360-degree videos or view them as regular videos on YouTube. Campus Technology 

New camera designed by Stanford researchers could improve robot vision and virtual reality

Stanford engineers have developed a 4D camera with an extra-wide field of view. They believe this camera can be better than current options for close-up robotic vision and augmented reality. Stanford University 

7 Elements To Include In Your Next Online Training Simulation

Do your online training simulations offer your employees the experience they need? In this article, I’ll highlight the 7 elements that belong in every online training simulation. eLearning Industry

Video Gives Us a Peek Into the Future of How AR and VR Will Work Together

We’re all waiting for the day when you can put on a singular, tether-free headset and experience all the ‘R’s that VR/AR/MR have to offer—and NormalVR, a “small but focused” group of passionate immersive media creators just gave us a peek into what’s possible when you mash it all together. Road to VR

The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students’ realistic experience. However, AR-based learning environments had a lot of […]