Jade Davis provides an investigation into VR and the ethical concerns fpr education.
VR as a mass market product is still emerging. I am enjoying following the conversation and playing with the headsets that use my smartphone as a screen. Despite the risks and worries, I am still excited to see how VR evolves and what educational experience might be designed for it.
Thanks to technologies like GPS and QR codes, these games combine real-world experiences with virtual information. The games can capture geo-tagged audio recordings, for example, or photos and videos that student players can view when they reach a particular place or meet a particular character. Characters can talk with students, provide information, exchange items or respond to tasks. Authors can also create virtual items that players can retrieve and exchange.
The key is the ARIS platform, which enables teachers, designers, artists, and students to create place-based narratives. Game designers say the open-source platform is easy to use; educators don't need a programming background to get started because the work is done with an online authoring tool.
Stiktu is a whole new way of using augmented reality to be creative and express yourself on top of objects in the real world. It's the app to leave your mark, share your favorite things, rate items you like and speak your mind.
With Stiktu, you can add text, images, stickers and sketches to objects around you by scanning them with your phone. Then anyone who scans that item will see your post directly on top of it, no matter where they are in the world. It works great with flat, well-lit items like posters, magazines and product packaging - the same items you see used with Layar Vision.
The 3rd installment in the AWE 2013 video series - focuses on additional technologies that shape the augmented world such as: Content Management for AR, Cloud & Image Recognition, Gesture technologies, interoperability and open AR, and finally a look into future AR technologies.
In our last post we highlighted the heart of any augmented reality project - the mobile AR SDK and provided a collection of tutorials. Here is everything else you need to know about technologies for the augmented world as presented by leading experts from around the globe.
"...a pedagogical alternate reality game we developed over the course of two years under the aegis of The University of Texas at Austin's Digital Writing & Research Lab. Battle Lines offers a compelling game experience that allows student-players to develop rhetorical, community-building, and digital literacies, crossing boundaries between academic and ludic practices."
"Now, with apps that cost from nothing to a few bucks, you can lay digital worlds over the top of the real world through your phone's camera view. Suddenly data on hotels, restaurants, shop offers, landmarks, social gaming, even menu translations, is at your fingertips."
The Structure Sensor is a 3-D sensing camera which clips onto the back of your iPad and hooks into its Lightning port. The camera has its own battery, and grabs a VGA image at up to 60fps. That doesn't sound like much, but it's plenty enough to allow you to make a 3-D map of your room just by swinging your iPad around, or to play 3-D augmented reality games that actually interact with real objects in your environment.
Welcome to The App Goldmine, where financial freedom is just an app away. We're a company committed to educating and empowering people like you with the knowledge to develop and sell mobile apps.
We embrace the pursuit of financial independence and through unique resources like podcasts and blog posts, can't wait to lead you to "app goldmine". Have a great new app idea? What if you could build that mobile app and start marketing it on the app store today? With The App Goldmine - you can.
We'll take you from start to finish, revealing the proven process we used to turn our own innovative app ideas into reality!
"FETCH! with Ruff Ruffman, is making a movie! Of course, he's in over his head and he needs your help, like, yesterday. In this Augmented Reality, multi-player game, you need to keep up with lunch orders from Ruff's movie crew. The challenge is keeping track of how many pieces of sushi everyone wants."
This infographic from Droid-Life.com gives an outline on some of the inner workings of Google's newest and most ambitious pet project, Google Glass. The graphic shows that a small projector projects an image through a prism, which puts the image directly on the user's retina, creating a small layer over the reality in the background. The "Google Glass" component's position on the frame is also adjustable, making the display layer able to be positioned in various areas within the user's field of vision.
"Higher education options are changing for all students - not only for gutsy school reformers and tech enthusiasts dropping out with hopes to become the next Steve Jobs or Mark Zuckerberg. As MOOCs proliferate and college costs keep rising, more young reformers and "edupreneurs" are looking for a way around a four-year degree, some opting for a gap year to work on personal passions they hope will take off, and some looking for meaningful work experience in the world's classroom."
As the post-PC era moves from interesting theory to cold, hard reality, one of the most pressing questions is: How can we use tablets, and especially the iPad, to help people learn?
Most of the focus has been on ebooks replacing textbooks, a trend fueled by Apple's recent updates to iBooks. Specifically, the company released iBooks Author, a tool for creating immersive ebooks on the desktop.
Plus, the new iPad is now the first tablet with a retina screen, making reading and watching multimedia on the device even more enjoyable.
But technology is only as good as the system it's applied to. Much like a fresh coat of paint will not improve the fuel efficiency of a '69 Mustang, the application of technology to a broken system masks deeper problems with short-term gains.
We tend to rewrite the histories of technological innovation, making myths about a guy who had a great idea that changed the world. In reality, though, innovation isn't the goal; it's everything that gets you there. It's bad financial decisions and blueprints for machines that weren't built until decades later. It's the important leaps forward that synthesize lots of ideas, and it's the belly-up failures that teach us what not to do.
When we ignore how innovation actually works, we make it hard to see what's happening right in front of us today. If you don't know that the incandescent light was a failure before it was a success, it's easy to write off some modern energy innovations - like solar panels - because they haven't hit the big time fast enough.
Worse, the fairy-tale view of history implies that innovation has an end. It doesn't. What we want and what we need keeps changing. The incandescent light was a 19th-century failure and a 20th- century success. Now it's a failure again, edged out by new technologies, like LEDs, that were, themselves, failures for many years.
That's what this issue is about: all the little failures, trivialities and not-quite-solved mysteries that make the successes possible. This is what innovation looks like. It's messy, and it's awesome.
Flipped Classroom Analysis
Review the following articles on the Flipped Classroom and iTunes U
Real Flipped Classroom
The Inverted Classroom
Khan TED Thinking
Myths vs. Reality
The Flipped Classroom: A Full Picture
Flipped Classroom Network
iTunes U