Augmented, Alternate and Virtual Realities in Education
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Augmented, Alternate and Virtual Realities in Education
Technology mediated reality and multi-user virtual environments collide and present teachers and learners with unprecedented learning possibilities..
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Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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Is Virtual Reality Sexist?

Is Virtual Reality Sexist? | Augmented, Alternate and Virtual Realities in Education | Scoop.it

Twenty-sixteen is going to be a pivotal year for virtual reality. Already, the New York Times used VR to cover the emotional aftermath of the terrorist attacks in Paris. Apple has implied an interest in VR in its most recent earnings call and made key hires like that of Doug Bowman. And most critically, consumer launches of products like the Oculus Rift will finally happen.


Via The Digital Rocking Chair
The Digital Rocking Chair's curator insight, February 27, 2016 5:57 AM


Daniel Harvey:  "Diversity in VR is a design problem, writes SapientNitro's Daniel Harvey. Here's how to fix it."

Laborious Cretin's comment, February 27, 2016 2:38 PM
No. They can go out and get a head set and game engine right now. Any color,race,sex can go out and get the basic stuff for VR. As far as gamers gate. That's a bunch of assholes fighting with feminists & they both do not see what is so wrong. It really gets to what's wrong with the video game industry in general. From cookie cutter games and war games to the types of emersion story/plot lines people want. Each persons perception of a utopia is different & stylizing to each person or groupings is not that easy to pull off. So in reality VR is not the problem as much as game styles, gamification learning tailored to the individuals Ect... AS far as game companies hiring. Well that gets into budy budy networks and sucks in it's own ways. They wouldn't hire me, Though to be fair I wouldn't buy most of their junk also. Though I see that in other places also. Farmilab would probably even reject me as a janitor. LOL Yet I know particle physics into string theory and constraints on things like DM,DE,Quantum foam, Ect... This does not touch that they want to DIY or build their own in the end. Consumer products will have forced add's and such, & destroying the over all value of their products. Also building your own lets you customize & personalize the experience. The way to get around A.I. pushing adds to the individual is to make your own. Vive, Unreal engine, A art app. and assets, and your set. If they have problems with one field/area then they have videos online for that. For security use strong military grade or better crypto. As far as empathy,ethics,morals/morality. Well that is subjective and boils down to a perspective of the individual or grouping. Just think of the empathy, ethics, morals of a grouping that has the highest imprisonment per capita, or lethal injection Vs. stoning to death or hanging Ect.. 80 of the richest owning more than the bottom 50% of the population. The world is not a fair place, and it never was.
Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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VR reality check: in praise of the lazy audience

VR reality check: in praise of the lazy audience | Augmented, Alternate and Virtual Realities in Education | Scoop.it

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The Digital Rocking Chair's curator insight, February 16, 2016 4:11 PM


imm3rsive:  "Digital storytelling keeps promising to put the audience in control. But as viewers, how much do we really want that?"

Brad Tollefson's curator insight, March 11, 2016 7:19 PM


imm3rsive:  "Digital storytelling keeps promising to put the audience in control. But as viewers, how much do we really want that?"

Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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How virtual reality will grow in 2016

How virtual reality will grow in 2016 | Augmented, Alternate and Virtual Realities in Education | Scoop.it

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Marco Favero's curator insight, January 4, 2016 4:59 AM

aggiungere la vostra comprensione ...

Fausto Cantu's curator insight, January 6, 2016 5:54 PM

Crecimento de VR en 2016

Jan-Olof Steen's curator insight, January 18, 2016 12:48 PM

 

Adario Strange:  "2015 was the year virtual reality finally shed its niche status and made real inroads into mainstream culture."

Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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Filmmakers see virtual reality as the next storytelling medium

Filmmakers see virtual reality as the next storytelling medium | Augmented, Alternate and Virtual Realities in Education | Scoop.it

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The Digital Rocking Chair's curator insight, September 22, 2015 6:30 AM


Benny Evangelista:  "Miles Perkins, a spokesman for Jaunt, said virtual reality will change the way filmmakers tell stories. For example, closeup shots to emphasize a person’s reaction won’t necessarily have the same effect, because the viewer can choose to watch something else in the scene."

Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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VR And AR Will Be Mobile’s Demand Driver, Not Its Replacement

VR And AR Will Be Mobile’s Demand Driver, Not Its Replacement | Augmented, Alternate and Virtual Realities in Education | Scoop.it

With each of the six biggest global consumer technology companies now deeply invested and feverishly in development, VR/AR has become too big to fail. Facebook Oculus Rift, Samsung Gear VR (powered by Oculus), Google Cardboard and its Magic Leap investment (and perhaps even Google Glass’ second coming), Sony PlayStation VR and Microsoft HoloLens are public. And the eventual entry of Apple is presumed, given hiring headlines and Tim Cook’s pronouncement that VR is not a niche.


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The Digital Rocking Chair's curator insight, February 25, 2016 1:10 PM


Mike Hoefflinger:  "With each of the six biggest global consumer technology companies now deeply invested and feverishly in development, VR/AR has become too big to fail..."

Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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10 reasons virtual reality 'films' are still a pretty terrible experience

10 reasons virtual reality 'films' are still a pretty terrible experience | Augmented, Alternate and Virtual Realities in Education | Scoop.it

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The Digital Rocking Chair's curator insight, February 4, 2016 10:11 PM


Josh Dickey:  "To read all the hyped-out coverage of VR at Sundance, you’d think we were in the midst of a storytelling Renaissance. But it's still the Dark Ages."

Rescooped by Kim Flintoff from Transmedia: Storytelling for the Digital Age
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How virtual reality will grow in 2016

How virtual reality will grow in 2016 | Augmented, Alternate and Virtual Realities in Education | Scoop.it

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Marco Favero's curator insight, January 4, 2016 4:59 AM

aggiungere la vostra comprensione ...

Fausto Cantu's curator insight, January 6, 2016 5:54 PM

Crecimento de VR en 2016

Jan-Olof Steen's curator insight, January 18, 2016 12:48 PM

 

Adario Strange:  "2015 was the year virtual reality finally shed its niche status and made real inroads into mainstream culture."

Rescooped by Peter Mellow from Transmedia: Storytelling for the Digital Age
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Google's Cardboard App Is the Go-To How-To for VR Design

Google's Cardboard App Is the Go-To How-To for VR Design | Augmented, Alternate and Virtual Realities in Education | Scoop.it

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The Digital Rocking Chair's curator insight, June 1, 2015 5:56 AM


Liz Stinson:  "IN A LOT of ways, designing in virtual reality is just like designing in real life. Certain rules must be followed to ensure that people have an enjoyable experience. In the physical world, this might mean you can navigate a building without getting frustrated; in the virtual one, it means you won’t puke on your shoes."