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John Evans

How Can We Use Augmented Reality For Growth - 3 views

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    "Augmented Reality (AR) is the imposing of digitally generated images into a viewer's real-world surroundings. Unlike Virtual Reality, which creates a completely artificial environment, AR uses the existing environment and overlays it with new information. Augmented reality apps are usually written using special 3D programs which allow developers to superimpose animation in the computer program, to an AR "marker" in the real world. It is now popularly being used by advertisers to create 3D renders of products, such as cars, the inside of buildings, and machinery. This provides consumers with a 360-degree product view.

    The term 'Augmented Reality' was coined by Boeing researcher Thomas Caudell in 1990, to explain how head-mounted displays of electricians worked during the assembling of complicated wiring. Since then, the technology has been used in CAD programs for aircraft assembly, architecture, digital advertising, simulation, translation, military, and various medical procedures.


    Tech giant Google, unveiled Google Glass in 2013, propelling AR to a more wearable interface - glasses. It works by projecting on the user's lens screen while responding to voice commands, overlaying images, videos, and sounds."
John Evans

The 10 Best VR Apps for Classrooms Using Merge VR's New Merge Cube | EdSurge News - 6 views

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    "Recently, the world of virtual reality was shaken up when the popular Merge Cube by Merge VR dropped in price from $15 to just a dollar at many Walmart stores. When using specific apps, these cubes showcase different experiences as you rotate the block around with your hands. If you haven't held a Merge Cube yet, they're made of a soft rubber material that's comparable to a stiffer stress ball. (If you want to test out the apps first, you can print out a temporary paper cube.)"
John Evans

Wallpaper Your 3D Virtual Reality Room - TechNotes Blog - TCEA - 4 views

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    "Encourage your students' creative sides in all subject areas by using the free website Panoform to turn paper images into 3D ones."
John Evans

From fake news to fabricated video, can we preserve our shared reality? - CSMonitor.com - 1 views

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    "FEBRUARY 22, 2018 -From the instant replay that decides a game to the bodycam footage that clinches a conviction, people tend to trust video evidence as an arbiter of truth.

    But that faith could soon become quaint, as machine learning is enabling ordinary users to create fabricated videos of just about anyone doing just about anything.

    Earlier this month, the popular online forum Reddit shut down r/deepfakes, a subreddit discussion board devoted to using open-source machine-learning tools to insert famous faces into pornographic videos. Observers say this episode represents just one of the many ways that the this technology could fuel social problems, particularly in an age of political polarization. Combating the negative effects of fabricated video will require a shift among both news outlets and news consumers, say experts. 

    "Misinformation has been prevalent in our politics historically," says Brendan Nyhan, a political scientist at Dartmouth College in Hanover, N.H., who specializes in political misperceptions. "But it is true that technology can facilitate new forms of rumors and other kinds of misinformation and help them spread more rapidly than ever before."

    So-called fake news has been around long before Macedonian teenagers began enriching themselves by feeding false stories to social media users. In 1782, Benjamin Franklin printed a falsified supplement to the Boston Independent Chronicle maligning Seneca Indians in an attempt to influence public opinion during peace negotiations with Britain."
John Evans

Educational Technology Guy: Virtual Reality Apps for Education - 0 views

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    "Virtual Reality (VR) is one of the newer technologies moving into the classroom. Google Cardboard and Google Expeditions are the two most popular, but here are some more great VR apps for education:

    (these are links to the Google Play store, but they all have iOS versions also)"
John Evans

3 Free Virtual and Augmented Reality Apps for the Classroom | MindShift | KQED News - 2 views

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    "Virtual reality (VR) and augmented reality (AR) have never been more accessible for teachers and students. Of course, the technology isn't perfect yet, and the content offerings can be hit or miss. But, considering how many students carry smartphones, and with cardboard-style VR viewers starting at about $15, it's easier than ever to give kids immersive VR and AR experiences in class."
John Evans

Experience Augmented Reality Without the Need of a Headset - 3 views

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    "The Lightform computer projects images onto an object using a projector."
John Evans

The 'Minecraft Effect'? Educators Hope to Move Students From VR Consumption to Creation... - 0 views

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    "The image of screens strapped to students' faces is what the future of education looks like to some, but others see it as a passing fad that educators will look back on and say, 'What were they thinking?'

    Many proponents of immersive virtual reality in classrooms-using devices like Oculus Rift or Google Cardboard-say one question will be key to the fate of the tech in education: Will these new systems make students and professors content creators, or merely consumers?"
John Evans

20 Top Virtual Reality Apps that are Changing Education - The Edvocate - 4 views

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    "Virtual reality is one of the hottest edtech trends. Not only are students allowed the opportunity to emerge themselves into a subject but can travel the world from their desk chairs. While not readily available in every classroom, programs such as Google Cardboard aim to make VR headsets cheap and accessible. The majority of students in the USA own a cell phone, and with many of these educational apps available on both iOs and the iTunes-enabled devices, they are becoming more accessible to more students. Educationally, these VR apps allow students to visualize concepts that were confined to the pictures in a textbook. Below are 20 Virtual Reality Apps that are changing education."
John Evans

Real News, Fake News or Opinion? Teaching Our Students to Discern the Difference | KQED... - 2 views

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    "It used to be so easy to distinguish between truth and fiction. In previous years, I would focus on just teaching my students the difference between fact and opinion. Now the Internet has become a murky river of information, and buzzwords like "fake news" and "alternative facts" have become real concerns of an educated society. How do we teach our students to discern all these differences in this post-truth era?"
John Evans

22 Virtual and Augmented Reality Education Apps - Infinityleap - 5 views

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    "Virtual and Augmented Reality apps are starting to hit the market in force. While most of the buzz for these technologies has been for immersive gaming, many companies are getting involved in realizing the potential that Augmented and Virtual Reality may have as educational tools. The fraction of projected VR and AR market value taken up by education may seem small, but considering how large whole market is, this "small fraction" still represents Billions of Dollars.

    This article will discuss 22 virtual and augmented reality apps for education that are already available, in beta, or still in the testing process. Some of the apps are aimed at parents and preschool teachers, while most are for primary school teachers. Others will interest anybody, including higher education students, and even non-students."
John Evans

Building virtual realities in the classroom - 0 views

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    "It's pretty self-explanatory to most people why kids benefit from virtual field trips: They present learning matter in a very vivid and entertaining way. And this is great. 
    But still, once the hardware has found its way into the classroom, it makes sense to explore possibilities beyond the mere consumption of readymade content. Namely: let students create virtual realities themselves. There are some reasons why teachers should consider experimenting with this possibility:"
John Evans

Museums Are Embracing Selfies, Social Media, and Virtual Reality - The Atlantic - 2 views

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    "Earlier this year, at the Whitney Museum of American Art, in New York, visitors paraded through the fifth floor to see a retrospective dedicated to the abstract expressionist Frank Stella. Although many of the works on display were four or five decades old, in some ways the show felt tailor-made for the Instagram age: a riot of vibrant colors and textures, 20-foot-long reliefs, and sculptures as jagged and dynamic as 3-D graffiti.

    Visitors one busy Saturday afternoon stopped in front of artworks, lined up shots on their phones, snapped a few photos, and then moved on to the next piece. Some paused briefly to consider a particular painting; more stared down at their screens, furiously filtering. Few noticed an elderly gentleman sitting on a bench in one of the smaller rooms, watching the crowd engage with his work. The only visitor in the gallery not clutching a phone was Stella himself.

    Museum directors are grappling with how technology has changed the ways people engage with exhibits. But instead of fighting it, some institutions are using technology to convince the public that, far from becoming obsolete, museums are more vital than ever before. Here's what those efforts look like."
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