Archive for the ‘Virtual Reality’ Category

Mixed Reality | Product Spotlight

It was a typical London bus shelter, except that where a typical digital six-sheet poster would have been, commuters instead looked out onto Oxford Street, with its red double-deckers and daily comings and goings. And then the unbelievable began to happen. Library Journal 

Virtual and Augmented Reality to Nearly Double Each Year Through 2021

Spending on augmented and virtual reality will nearly double in 2018, according to a new forecast from International Data Corp. (IDC), growing from $9.1 billion in 2017 to $17.8 billion next year. The market research company predicts that aggressive growth will continue throughout its forecast period, achieving an average 98.8 percent compound annual growth rate […]

A DBR framework for designing mobile virtual reality learning environments

This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first two phases of the DBR framework, involving the […]

University startup launches high-tech system for VR, AR developers

A high-tech startup founded by an Indiana University information technology programmer/analyst allows developers to synchronize tools that provide immersive environmental conditions–like fans that create wind or lamps that create heat–with the visuals and sounds of their virtual reality (VR) or augmented reality (AR) system. eCampus News

Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education

Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of environment due to its limited […]

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 […]