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James D

Augmented Environments Lab » Augmented-Reality Scratch: A children's Authorin... - 0 views

  • AR Scratch, the first augmented-reality (AR) authoring environment designed for children.
  • this environment allows pre-teens to create programs that mix real and virtual spaces. Children can display virtual objects on a real-world space seen through a camera, and they can control the virtual world through interactions between physical objects.
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    augmented reality for children
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    "In this paper we introduce AR Scratch, the first augmented-reality (AR) authoring environment designed for children. By adding augmented-reality functionality to the Scratch programming platform, this environment allows pre-teens to create programs that mix real and virtual spaces. Children can display virtual objects on a real-world space seen through a camera, and they can control the virtual world through interactions between physical objects. This paper describes the system design process, which focused on appropriately presenting the AR technology to the typical Scratch population (children aged 8-12), as influenced by knowledge of child spatial cognition, programming expertise, and interaction metaphors. Evaluation of this environment is proposed, accompanied by results from an initial pilot study, as well as discussion of foreseeable impacts on the Scratch user community."
mitch g

Augmented reality - Wikipedia, the free encyclopedia - 0 views

  • Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics.
  • Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real-world with a simulated one.
  • AR has become common in sports telecasting. The yellow "first down" line seen in television broadcasts of American football games shows the line the offensive team must cross to receive a first down using the 1st & Ten system. The real-world elements are the football field and players, and the virtual element is the yellow line, which augment the image in real time. Similarly, in ice hockey an AR colored trail shows location and direction of the puck. Sections of Rugby fields and cricket pitches display sponsored images.
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  • Marketers started to use AR to promote products via interactive AR applications. For example, at the 2008 LA Auto Show, Nissan unveiled the concept vehicle Cube and presented visitors with a brochure which, when held against a webcam, showed alternate versions of the vehicle.[21] In August 2009, Best Buy ran a circular with an augmented reality code that allowed users with a webcam to interact with the product in 3D.[22] In 2010 Walt Disney used mobile AR to connect a movie experience to outdoor advertising.[23]
  • Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports
  • Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.
  • combines real and virtual, is interactive in real time and is registered in 3D. Additionally Paul Milgram and Fumio Kishino defined Milgram's Reality-Virtuality Continuum in 1994.[3] They describe a continuum that spans an entirely real environme
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    This is the description of augmented reality.
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    wikipedia augmented reality definition
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    "Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one's current perception of reality. By contrast, virtual reality replaces the real-world with a simulated one."
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    "A new bleeding-edge technology is being developed using advanced mobile phones that could drastically affect the way audiences interact with news and local information. It's called augmented reality. Very early applications using this technology were primarily built for gaming, but as the technology evolves it's being developed to deliver rich, local information to users."
hannah h

Augmented Reality - 0 views

  • The basic idea is to immerse a user inside an imaginary, computer-generated "virtual world." Although many different technologies can be used to achieve this effect, they all share a common result: the user is cut off from any view of the real world outside. Much less attention has been paid to the field of Augmented Reality, although its potential is at least as great as that of Virtual Environments. In Augmented Reality, the user can see the real world around him, with computer graphics superimposed or composited with the real world. Instead of replacing the real world, we supplement it. Ideally, it would seem to the user that the real and virtual objects coexisted.
hannah h

Education-2020 - Simple Augmented Reality- Geolocation - 0 views

  • Augmented Reality is important in education for a number of reasons: The real world can be annotated. Location information can be available in places or on objects Users can interact with virtual and physical objects at the same time. User can see virtual model from all angles. User can experiment/practice with virtual objects in a realistic but no consequence situation. (For example, practice surgery, firefighting) Engagement- rich information engages user -appeals to different learning styles
Erin B

Wrap 920AR - 0 views

  • The Wrap™ 920AR augmented reality eyewear and maxReality™ plug-in for Autodesk® 3ds Max® empower you to turn your desktop into a “HOLO-Deck”. maxReality provides the power to easily bring Autodesk® 3ds Max® characters to life on your desktop, displayed in stereoscopic 3D through the Wrap 920AR augmented reality eyewear. For those familiar with the basic operation of Autodesk 3ds Max it takes only minutes until you are able to view in an augmented reality application using the maxReality Viewer and provided marker. Never has augmented reality been so fast and easy. A wearable display with a 67-inch screen, as viewed from ten feet, stereo video capture, 6-degrees of freedom head tracking, VGA connectivity for your computer and plug-in software to bring your Autodesk® 3ds Max® characters to life – this bundle has it all.
  • Augmented reality or AR is a mixture of the real-world and virtual computer-generated imagery or information. With the Wrap 920AR, the real world is captured by it’s stereo camera system and displayed in the eyewear on what appears to your eyes as a 67-inch display as seen from 10-feet (3m). This image, which can be displayed in standard 2D or 3D, can be augmented with virtually any form of computer-generated data in the form of text, still images or even video. Until now, augmented reality has been limited to bulky stationary displays or portable hand-held systems with limited capabilities. Although these solutions implemented AR technology, it was in an unnatural format with obvious technology barriers. The Wrap 920AR is the first consumer product that empowers users to experience AR in a real-world environment – worn like sunglasses and displaying 3D graphics. Developer Support Vuzix provides an evolving SDK (Software Development Kit) and additional resources designed to aid and assist developers in the implementation of support for Vuzix products in virtual and augmented reality applications. Go to the Developer Support for additional information and links to downloadable developer resources.
Ana Lopez

Stephen Lawler tours Microsoft Virtual Earth | Video on TED.com - 0 views

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    Using videos and pictures to form a virtual world.
wildcat wildcat

Two to Three Years: Game-Based Learning « 2011 Horizon Report - 0 views

  • Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills.
  • Gaming is an expansive category, ranging from simple paper-and-pencil games such as word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. Educational games can be broadly grouped into three categories: games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games.
  • Research into games for educational purposes reveals some interesting trends. Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable, though they can be difficult to design well, and they can transfer to games featuring educational content.
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  • Engineering. An engineering game called “Cool It”: An Interactive Learning Game for Cryogenics developed at the University of Wisconsin-Madison teaches students about cryogenics by providing detailed information and feedback based on the engineering decisions they make when designing objects for this field. Music. Melody Mixer is a game developed at the University of Wisconsin-Madison that teaches music students how to read and compose music. It encourages students to experiment with sound and composition to better learn how pieces are constructed. Nursing. Professor Ann Burgess of Boston College’s Connell School of Nursing has developed a game called Virtual Forensics Lab that teaches students how to conduct forensics at a crime scene. The virtual game helps students develop critical thinking for solving crimes and piecing together evidence.
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    Game-based learning notes.
brooke s

How e-books work: a guide to electronic books and e-book readers: Explain that Stuff! - 0 views

  • Back in the 19th century English author, Martin Tupper wrote: "A good book is the best of friends, the same today and for ever." It's true: books are friendly, familiar, and loveable and that probably explains why it's taking us so long to get used to the idea of portable electronic books. But with the arrival of a new generation of electronic book readers, such as the Sony Reader, and Amazon Kindle, the days of the printed word just might be numbered. Let's take a closer look at electronic books (e-books) and find out how they work! Photo: Left: Amazon Kindle electronic book reader. Photo by courtesy of John Blyberg, published on Flickr under a Creative Commons License. Right: The rival Sony Reader PRS-350 is considerably smaller, partly because its touch-sensitive screen does away with the need for a keyboard.
  • contain Think of a book and you think of a single object, but the books we read are actually two things in one: there's the information (the words and pictures and their meaning) and there's the physical object (the paper, cardboard, and ink) that contains them. Sometimes the physical part of a book is as important as the information it carries: it's really true that we judge books by their covers—at least when we're standing in shops deciding which ones to buy—and that's why publishers devote so much attention to making their books look attractive. But, a lot of the time, the information is much more important to us and we don't really care how it's delivered. That's why many of us now turn to the Web when we want to find things out instead of visiting the local library. In short, we've learned to split off the information we need from the way it's delivered. E-books take this idea a step further. When we talk about an e-book, we really mean a digital version of a printed text that we can read on a handheld electronic device like a miniature laptop computer— two quite separate things, once again.
  • How do you store a book in electronic form? An e-book is really just a computer file full of words (and sometimes images). In theory, you could make an e-book just by typing information into a word processor. The file you save has all the elements of an electronic book: you can read the information on a computer, search it for keywords, or share it easily with someone else. The first attempt to create a worldwide library of e-books was called Project Gutenberg and it's still running today. Long before the World Wide Web came along, a bunch of dedicated Gutenberg volunteers took printed books and scanned or typed them into their computers to make electronic files they could share. For legal reasons, these books were (and still are) mostly classic old volumes that had fallen out of copyright. The electronic versions of these printed books are very basic, text-only computer files stored in a format called ASCII (American Standard Code for Information Interchange)—a way of representing letters, numbers, and symbols with the numbers 0-255 that virtually every computer can understand. Photo: The Amazon Kindle electronic book reader (left) alongside a rival, the Sony eReader (right). Photo by courtesy of John Blyberg, published on Flickr under a Creative Commons License. Note the picture displayed on the Kindle screen: E Ink screens can show pictures, though so far only in very unimpressive black and white. The problem with ASCII is that the text contains very little formatting information: you can't distinguish headings from text, there's only one basic font, and there's no bold or italics. That's why people developed much more sophisticated electronic files like PDF (Portable Document Format). The basic idea of PDF was to store an almost exact replica of a printed document in an electronic file that people could easily read on screens or print out, if they preferred. The HTML files people use to create web pages are another kind of electronic information. Every HTML page on a website is a bit like a separate page in a book, but the links on web pages mean you can easily hop around until you find exactly the information you want. The links on websites give you powerfully interconnected information that is often much quicker to use than a library of printed books. The greatest strength of ASCII, PDF, and HTML files (you can read them on any computer) is also their greatest weakness: who wants to sit staring at a computer screen, reading thousands of words? Most screens are much less sharp than the type in a printed book and it quickly tires your eyes reading in this way. Even if you can store lots of books on your computer, you can't really take it to bed with you or read it on the beach or in the bath-tub! Now, there's nothing to stop you downloading simple text files onto something like an iPod or a cellphone and reading them, very slowly and painfully, from the small LCD display—but it's not most people's idea of curling up with a good book. What we really need is something with the power of a computer, the portability of a cellphone, and the friendliness and readability of a printed book. And that's exactly where electronic book readers come in.
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  • How do you read an electronic book file? An electronic book reader is a small, portable computer designed for reading books stored in a digital format such as ASCII, PDF, HTML, or another similar format. (Currently the two most popular ebook formats are EPUB, a worldwide, open standard that evolved from an earlier standard called OEB (Open e-book) and widely used by Sony Readers and most other ebook readers, and AZW, a proprietary format developed by Amazon and currently readable only on its Kindle reader.) Books take up very little space when you store them in electronic format: you could easily fit 10,000 electronic copies of the Bible onto a single DVD. Most ebook readers can store hundreds or even thousands of titles at a time and some have Wi-Fi Internet connections so you can download more books whenever you wish. The most important part of an e-book reader is the screen. The first e-books used small versions of LCD laptop screens which have a resolution (sharpness) of about 35 pixels per cm (90 pixels per inch). You could easily see the dots making up the letters and it was quite tiring to read for more than a few minutes at a time. The latest e-books use an entirely different technology called E Ink. Instead of using LCD displays, they show words and letters using tiny, black and white, plastic granules that move about inside microscopic, spherical capsules under precise electronic control. Displays like this have about twice the resolution of ordinary computer screens, are clearly visible in sunlight, and use much less power. In fact, they're almost as sharp and easy to read as printed paper. The lack of books in electronic format is one of the things that puts people off using e-book readers—and that's what makes Amazon.com's new Kindle reader such an exciting development. Amazon already works with virtually all the world's publishers as a bookseller, so it's been able to make huge numbers of titles available for Kindle in electronic format—over 88,000 books were available on the launch date. That's certainly what people want and expect from an e-boo
  • All these products are broadly similar: they're all light, portable, and handheld and they all have large internal flash memories that hold hundreds of books. Some have touchscreens; others (like the Kindles) have miniature keyboards. Some have wireless connections for downloading more books; others (such as the Sony Readers) have to be connected to a computer with a USB cable. If you connect with a cable, running an ebook reader is rather like running an iPod or MP3 player: typically you maintain a library on your PC with a piece of software similar to iTunes, to which you add and remove books and other documents. When you plug in your reader, it synchronizes its internal memory with the library on your PC, adding any new books and deleting any unwanted ones. If you have a wireless reader, you maintain your library on the reader itself, adding and removing books directly. So... wireless or cable? It's not a big issue, I don't think: you'll probably be downloading books relatively infrequently. Photo: Horses for courses: The Sony Reader has a much smaller page size than a typical hardbook book. That's great if you want to carry your reader in your jacket pocket or your handbag so you can read while you're travelling. It's much less attractive if you do most of your reading at home: the smaller the screen, the more often you'll need to turn the pages. This is one example of why it pays to think about how you're going to use an ebook reader before you buy it. The best and most expensive readers use extremely high-resolution E Ink screens that work better in daylight than at night (you'll need good indoor lighting or a clip-on light if you're planning to do most of your e-reading in the evenings); LCD-screen readers (such as the Elonex) have backlit screens that favor indoor use and (like computer screens) can be tricky to read in bright sunlight. E Ink apparently uses energy only when you turn the pages, so the Sony Reader can happily survive for about two weeks of very heavy use on a single charge of the batteries. That means it's also very environmentally friendly to read books or documents from a handheld ebook reader compared to reading them on a computer screen. Some ebook readers can cope with ebooks in all kinds of different formats. The Sony Reader, for example, lets you read Microsoft Word and PDF files, as well as standard formats such as EPUB. The PDF viewer is really neat, allowing you to rotate the screen or scroll documents column-by-column for easy reading. The Amazon Kindle doesn't currently support the EPUB format, but it does allow you to view other file formats such as PDF.
  • Where can you get ebooks from? Most books currently produced by publishers are copyrighted, which means you can expect to pay a fair price if you want to use them. Relatively few publishers have embraced ebooks so far, though there are some notable exceptions (including Penguin). Generally, it's relatively easy to find mass-market bestsellers in ebook format but much harder to find more specialized books and quality, literary fiction. Public domain classics are the easiest books to find in ebook format, largely thanks to the sterling and visionary work of Project Gutenberg. If you enjoy reading classic novels, buying an ebook reader is probably a no-brainer; if you're more a fan of 20th century literary fiction, you'll have a much harder time finding what you want in digital form. If you buy copyright ebooks from either Amazon or another outlet, you'll find they're protected by what's called DRM (digital rights management)—effectively a kind of encryption that prevents people from distributing pirate copies of books illegally. Amazon uses its own DRM system, while Sony (and others) use a system developed by Adobe called Adobe Digital Editions, which requires you to register your reader the first time you use it. DRM protection restricts what you can do with books you've bought, but it's not necessarily the drawback it seems. First, it's very much a necessity from a publisher's point of view: it's only because ebook readers like the Kindle have DRM protection built in that publishers are starting to take what they see as a major risk in making their books available in digital formats. Another advantage of DRM is that it allows libraries to lend people ebooks for limited periods of time. I'm delighted to find I can log in to my local library and download, for free, for periods of up to 14 days, a reasonable selection of a few hundred popular ebooks. Once the borrowing time has expired, the books delete themselves automatically from my reader!
Erin B

ROAR - Home - 0 views

  • The story-based, participatory AR games developed by the ROAR team are played on Apple iPhones and Android-based smartphones and use GPS technology to correlate the students’ real world location to their virtual location in the game’s digital world. As the students walk and run around their school grounds, a map on their handheld displays virtual objects and characters (fig. 1 and 2) who exist in an AR layer superimposed on real space. When students come within approximately 30 feet of these digital artifacts, the AR and GPS software trigger video, audio, and text files, which provide academic and problem solving challenges as well as narrative, navigation, and collaboration cues. Figure 1: Live-view of digital objects on school grounds Figure 2: Map-view of player’s position and digital objects on school grounds
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    Radford Outdoor Augmented Reality- helps kids learn about Native Americans through AR layers superimposed on to reality
Brody C

Virtual Forensics Lab | Boston College - 0 views

  • The Virtual Forensics laboratory is designed to teach applied forensic science through game-based learning.
hannah h

Blended Reality: Superstructing Reality, Superstructing Selves | Institute For The Future - 0 views

  • We are creating a new kind of reality, one in which physical and digital environments, media, and interactions are woven together throughout our daily lives. In this world, the virtual and the physical are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated into the world around us. Technology enables this transformation but, as is always the case, when we invent new technologies, they in turn re-invent us. In the realm of blended reality, the technologies and tools that we are creating change a fundamental part of our existence: the lenses through which we view and interact with the world. We are literally beginning to see and feel the world through a new set of eyes and ears—things that were previously invisible become visible, and we see the familiar in a new way. Almost ten years ago, we wrote about the sensory transformation we’re about to undergo as technologies move off the desktop and into the physical environment. We also pointed out that sensory transformations inevitably lead to major social and cultural transformations because they shape the nature of what we experience and how we make sense of our surroundings [Cybernomads SR-829]. Blended reality is the manifestation of these changes. It is a type of sensory transformation that will change people’s lives, their senses of selves and others, and their views of the world around them. In this report we analyze key directions of this metamorphosis.
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    "We are creating a new kind of reality, one in which physical and digital environments, media, and interactions are woven together throughout our daily lives. In this world, the virtual and the physical are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated into the world around us. Technology enables this transformation but, as is always the case, when we invent new technologies, they in turn re-invent us. In the realm of blended reality, the technologies and tools that we are creating change a fundamental part of our existence: the lenses through which we view and interact with the world. We are literally beginning to see and feel the world through a new set of eyes and ears-things that were previously invisible become visible, and we see the familiar in a new way. Almost ten years ago, we wrote about the sensory transformation we're about to undergo as technologies move off the desktop and into the physical environment. We also pointed out that sensory transformations inevitably lead to major social and cultural transformations because they shape the nature of what we experience and how we make sense of our surroundings [Cybernomads SR-829]. Blended reality is the manifestation of these changes. It is a type of sensory transformation that will change people's lives, their senses of selves and others, and their views of the world around them. In this report we analyze key directions of this metamorphosis."
maxmc7

Augmented Reality - 0 views

  • n 1990, Boeing researcher Tom Caudell first coined the term “augmented reality” to describe a digital display used by aircraft electricians that blended virtual graphics onto a physical reality. As for the computer science world’s definition of augmented reality (AR) though, it’s more detailed, but essentially the same: Augmented reality is the interaction of superimposed graphics, audio and other sense enhancements over a real-world environment that’s displayed in real-time.AR is not a new concept either. In fact, we’ve seen it in many different ways over the years, but we just might not have noticed. From the yellow first-down lines sketched over a televised football game to the movie Who Framed Roger Rabbit—or even examples as basic as where a projector’s been used to project images atop a real setting—all are examples of virtual graphics being superimposed upon a real-life situation.
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    This shows Augmented Reality.
Perry J

Gesturetek || Corporate Information - 0 views

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    The company's touch-free, motion-activated solutions for virtual reality physical therapy, multi-sensory stimulation and immersive play let patients (regardless of age, ability or condition) have fun in a hygienic environment and experience marked improvement in their physical and cognitive abilities.
Julie Lindsay

'Generation V' Defies Traditional Demographics - 0 views

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    "The online behavior, attitudes and interests of people from all walks of life are blending together online, cutting across generations and traditional demographics and giving rise to a new online group called "Generation Virtual" (Generation V), according to research by Gartner, which coined the term. Unlike previous generations, Generation V is not defined by age, gender, social class or geography. Instead, it is based on achievement, accomplishments and an increasing preference for the use of digital media channels to discover information, build knowledge and share insights."
wildcat wildcat

Game-Based Learning: What it is, Why it Works, and Where it's Going - 0 views

  • Linked to the general principles of how we learn are more specific principles that describe how we learn in the context of effective game environments. James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy , describes 36 learning principles that well-designed games embody. Following are four: Subset Principle: Learning, even at its start, takes place in a (simplified) subset of the real domain. For example, the setting for the loading dock game should represent an actual loading dock, so that players can easily map their in-game behavior to on-the-job performance. However, it must be a simplified version that omits unimportant details, so that players can focus on aspects of the simulation that are relevant to the learning objective—things like crosswalks and pedestrians. Active, Critical Learning Principle: The learning environment must encourage active and critical, not passive, learning. In the loading dock example, this means players do not merely watch correct and incorrect examples of loading dock behavior, followed by a quiz—they actually think, act, experience consequences and pursue goals in a variable game environment. Probing Principle: Learning is a cycle of probing the world (doing something); reflecting on this action and, on this basis, forming a hypothesis; re-probing the world to test the hypothesis; and then accepting or rethinking the hypothesis. For example, an effective loading dock game must present a functional environment in which players may choose from and evaluate many different actions. The goal is to find the right course of action via experimentation—making choices and experiencing the consequences. Practice Principle: Learners get lots of practice in a context where the practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). For example, to encourage practice—and thus, development of good habits—the loading dock game must gradually increase the difficulty level of the in-game challenges. This keeps players engaged and encourages them to continually hone their skills.
brooke s

About eBooks - 0 views

  • As noted elsewhere, the Poitin Press is a virtual publishing house in that it sells its books over the Internet both as printed and eBooks. Our reasons for us doing so are explained in "About Us". In this section we would like to briefly explain the current state of eBooks, what your options are, and what are the advantages and disadvantages of each. The intent is to help you make your choice of which is for you.
  • Presently, there are several different formats of eBooks.  They fall into two basic categories: Those that run on a computer such as a workstation or laptop, and those that require a special device, often called an "eBook" but are really a special-purpose computer in their own right.  A third category based on PDAs and similar hand-held devices is also available. 
  • One interesting factoid is that while the popularity of workstations is dropping, they are not being replaced by "Internet appliances" as touted in the last few years, or even PDAs, or the new "Tablets." By far and away, the choice is still the combination of laptops and PDAs, which are generally used in combination by today's cyber road-warriors. The PDA is used during meetings and such and then downloaded into the laptop so that the information can be gathered into spreadsheets, reports, and presentations.  This makes the laptop the hardware of choice for the eBook marketers because the target customer is likely to already have one, and so does not have to buy, support and cart around yet another bit of hardware. For this reason, we have chosen to support only those eBook formats that can run on a laptop. There are three such formats: Palm eBook, Microsoft's Reader, and Adobe's Acrobat eBook Reader.  They are not compatible with each other. They have fundamentally different technology in each and one cannot display the other's format.
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  • Overview of How eBooks Work. Basically, all eBooks work the same. You go to an Internet-based bookseller, order a book, download it into your "reader" whatever it might be, and enjoy reading.  The issue is keeping people from then emailing hundreds if not thousands of copies to everybody else. Thus the concept of  Digital Rights Management (DRM) comes to the forefront. The way DRM is accomplished is for the bookseller to download the eBook  to a registered reader only. The procedure is basically as follows in the case of laptop-based readers. You go to the website of the maker of the reader (see examples on How to Order), and download the reader software into your laptop or workstation.   You register the reader. There are various ways of doing this, but the key in all of them is that they take some unique information about your computer and send it back to the registration site. In the case of both Acrobat eBook Reader and Microsoft Reader, they use the volume header ID of your system disk as well as other information such as CPU model. This means that you cannot reformat your system drive should you have a disk problem, let alone replace it, without having problems with your eBooks.    You go to the bookseller's site, order your book, and when it is ready for download, you must download it to the laptop or workstation that has the registered reader in it. The downloaded eBook is then stamped with a code that is used by the reader to decide if you have a legitimate copy of the book or not.  There are many detailed variations in the above between the Adobe Acrobat Reader and the Microsoft Reader. We urge you to go to their respective websites and read about them. Generally, as far as DRM is concerned, both Microsoft and Adobe do a thorough job of preventing the improper copying of eBooks.   The Palm DRM depends on just how much you trust those you give the eBook to -- an interesting DRM concept (see below).
laken lewis

Earth Phone - Cell Phone Sales and Services for US Domestic or International ... - 0 views

  • 5G Mobile Phones Will Change Our World 5G mobile phones represent a considerable improvements to the already eye opening Apple iPhone or Google Android units, which are just unveiling their own considerable opportunities. It seems that the status quo is only being established but as this kind of technology never hangs around for any period of time the so-called “5G” is likely to vanquish 3G really quickly. The 5G communication system will be based around extensive use of voice over Internet protocol, also known as VoIP. Data will be transferred at very high speeds and call quality will take a considerable step forward. How long do you think it will be before our once humble cell phone is promoted to the rank of virtual personal assistant? Whereas it was once just a talking device, an amazing number of features and flexibility will likely give us a huge number of choices to help us lead our daily lives. The cutting-edge equipment will surely make the best use of these new delivery methods.
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    the 5G Mobile Phones, and how they will change
hannah h

Two to Three Years: Augmented Reality « 2011 Horizon Report - 0 views

  • Augmented reality, a capability that has been around for decades, is shifting from what was once seen as a gimmick to a bonafide game-changer.
  • Various forms of augmented reality, starting with early head-mounted displays, have been around for more than 30 years. Over that time, increased bandwidth and smart phone adoption, as well as a proliferation of AR browser applications, have helped AR evolve from a family of cool gadgets on the periphery of graphics and visualization technologies to an increasingly central player in the technology landscape.
  • Augmented reality (AR) refers to the addition of a computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented.
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  • Augmented books are also gaining traction. Developers at the Gwangju Institute of Science and Technology have created a format that allows 3D characters to emerge from the pages of books, but the technology requires the use of goggles. Tony DiTerlizzi’s book The Search for WondLA incorporates “WondLA Vision,” which gives readers an AR experience by having them hold the book and several special images up to a webcam. While much of the early exploration of this area has centered on children’s books, the use of AR for textbooks in higher education holds great promise.
  • A sampling of applications of augmented reality across disciplines includes the following: Cite <blockquote cite='http://wp.nmc.org/horizon2011/sections/augmented-reality/#16'> Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension. </blockquote> Permalink: 16 Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension.
  • One of the most promising aspects of augmented reality is that it can be used for visual and highly interactive forms of learning, allowing the overlay of data onto the real world as easily as it simulates dynamic processes. A second key characteristic of augmented reality is its ability to respond to user input. This interactivity confers significant potential for learning and assessment. Augmented reality is an active, not a passive technology; students can use it to construct new understanding based on interactions with virtual objects that bring underlying data to life. Dynamic processes, extensive datasets, and objects too large or too small to be manipulated can be brought into a student’s personal space at a scale and in a form easy to understand and work with. In a broader context of education, augmented reality is appealing because it aligns with situated learning.
  • Position-based applications are called “gravimetric,” and make use of a mobile device’s GPS and compass information, and then use the device’s location and position to discern what objects are nearby. Some applications also use image recognition, in which input to the camera is compared against a library of images to find a match; more recent applications can detect and interpret gestures and postures as commands to perform certain functions.
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    forcast
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    "A sampling of applications of augmented reality across disciplines includes the following: Cite Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension. Permalink: 16 * Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. * Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. * History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension."
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    horizon report 2011
Perry J

Explore tags on Delicious - 0 views

  • nspired by early work in virtual reality, Robert sought to bring 3-D gestural interfaces to the masses.
  • advertising and games on interactive floors, walls, tables, windows, counters and bar tops. Our immersive advertising technology creates interactive digital signs that project people’s video image onscreen for an
  • he interactive installation “mæve” (MACE-Everyville) provides visual and tangible access to the social and intellectual networks behind architectural projects
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    3D tracking and control software powers gesture control TVs, 3D depth sensing digital signs, digital signage and interactive hand-tracking displays
wildcat wildcat

TWITCHSPEED.COM Digital Game-Based Learning - 0 views

  • 1. Ascolta - Ping the Router. A web-based game for learning computer network engineering skills. 2. think3 - Time Mechanic. The company's second, web-based, game for learning to use their CAD software 3. Imparta - Sales Co-Pilot. The company's sequel to Strategy Co-Pilot 4.Learnetix - Zwolf. A game for technical learning. In German. 5. Institute for Creative Technologies, USC (ICT) - Full Spectrum Command - A company-level training game for Army Captains 6. Institute for Creative Technologies, USC (ICT) - Full Spectrum Warrior - A Squad-level Training Game for the Army. On X-Box. 7. MIT - Supercharged! - A game for understanding counter-intuitive physics concepts 8. MIT - Environmental Detective - A game for determining the source of a water contamination problem. On Pocket PC 9. Carnegie Mellon - BioHazard - a game about dealing with a bioterror attack. 10. Will Interactive - Think Like a Commander - Army training game. 11. MAK - Marine Air-Ground Task Force -MAGTF XXI - Marines training game 12 MAK - Battle Command 2010-BC2010 -Army training game 13. SimuLearm - Virtual Leader - A game about driving one's agenda through a variety of meetings at different levels
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    examples of games for game based learning
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