Examples of Implementing Google Cardboard in the Classroom
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Top 20 Influencers
Top 20 AR/VR InfluencersWhat Fits You Best? Sanem Avcil Palmer Luckey @Sanemavcil @PalmerLuckey Founder of Coolo Games, Founder of Oculus Rift; CEO of Politehelp & And, the well known Imprezscion Yazilim Ve voice in VR. Elektronik. Chris Milk Alex Kipman @milk @akipman Maker of stuff, Key player in the launch of Co-Founder/CEO of Within. Microsoft Hololens. Creator of Focusing on innovative human the Microsoft Kinect experiences in VR. motion controller. Philip Rosedale Tony Parisi @philiprosedale @auradeluxe Founder of Head of AR and VR Strategy at 2000s MMO experience, Unity, began his VR career Second Life. co-founding VRML in 1994 with Mark Pesce. Kent Bye Clay Bavor @kentbye @claybavor Host of leading Vice President of Virtual Reality VR podcast, Voices of VR & at Google. Esoteric Voices. Rob Crasco Benjamin Lang @RoblemVR @benz145 VR Consultant at Co-founder & Executive Editor of VR/AR Consulting. Writes roadtovr.com, one of the leading monthly articles on VR for VR news sites in the world. Bright Metallic magazine. Vanessa Radd Chris Madsen @vanradd @deep_rifter Founder, XR Researcher; Director at Morph3D, President, VRAR Association. Ambassador at Edge of Discovery. VR/AR/Experiencial Technology. Helen Papagiannis Cathy Hackl @ARstories @CathyHackl PhD; Augmented Reality Founder, Latinos in VR/AR. Specialist. Author of Marketing Co-Chair at VR/AR Augmented Human. Assciation; VR/AR Speaker. Brad Waid Ambarish Mitra @Techbradwaid @rishmitra Global Speaker, Futurist, Founder & CEO at blippar, Educator, Entrepreneur. Young Global Leader at Wef, Investor in AugmentedReality, AI & Genomics. Tom Emrich Gaia Dempsey @tomemrich @fianxu VC at Super Ventures, Co-founder at DAQRI, Fonder, We Are Wearables; Augmented Reality Futurist. -
Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: a Novel and Multi-Dimensional Way of Learning
Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: A Novel and Multi-dimensional Way of Learning Shoeb Mohiuddin, MD CA-2 Daniel Roshan, MD CA-2 Heike Knorpp, MD University of Illinois at Chicago Financial Disclosure We have no relevant financial or nonfinancial relationships within the products or services described, reviewed, evaluated or compared in this presentation. To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Outline ● Generation X & Learning ● Experiential Learning ● 360 Degree Videos ● Google Cardboard Viewers ● Video Demonstration ● Pros & Cons ● Questions To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Generation X, Technology, and Learning Majority of anesthesia residents are Millennial students with divergent learning needs from their predecessors that desire interactive learning through experiential and immersive learning. - Psychosocial influences - Physiological changes of the brain that change the way information is processed Generational difference in learning creates challenges for educators to teach trainees that speak a “different language” Be aware of cognitive biases. Keil Centre. http://www.keilcentre.co. uk/news/cognitive-biases/. Accessed: 1/3/2016. (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Educational Preferences of Millennials ● Learning and working in teams ● Structure with achievement-oriented goals ● Engagement and experience ● Visual and kinesthetic educational modalities and environments ● Learning about things that they feel matter to them (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Experiential Learning Experiential learning is referred to as learning through action, learning by doing, learning through experience, and learning through discovery and exploration. -
MS Word Template for CAD Conference Papers
243 Web-Based Visualization of 3D Factory Layout from Hybrid Modeling of CAD and Point Cloud on Virtual Globe DTX Solution Vahid Salehi1 and Shirui Wang2 1Munich University of Applied Science, [email protected] 2Institut für Engineering Design and Mechatronic Systems and MPLM e.V., [email protected] ABSTRACT 3D modeling is one of the main technologies in virtual factory. A satisfying visualization of 3D virtual factory enables workers, engineers, and managers to have a straightforward view of plant layout. It could facilitate and optimize the further planning of manufacturing facilities and systems. Traditionally, a 3D representation of manufacturing facilities and equipment is performed by utilizing CAD modeling. However, this process would be considerably time-consuming when it comes to the 3D modeling of manufacturing surroundings and the environment in the entire factory. Nowadays, with the development of 3D laser scanner, using scanning technology to obtain the digital replica of objects is becoming the new trend. The scanning result – point cloud data has been widely used in various fields for 3D- visualization, modeling, and analysis. Therefore, hybrid modeling of CAD and laser scan data provide a rapid and effective method for 3D factory layout visualization. Since visualization of 3D models is no longer limited to desktop-based solutions but has become available over the web browser powered by web graphic library (WebGL), in this paper, we proposed a systematic and sustainable workflow based on the DTX-Solutions© systems engineering integrated approach to generate and visualize hybrid 3D factory layout where the point cloud model is combined with CAD objects of new manufacturing equipment on a web-based DTX- Solutions© library. -
Survey of 3D Digital Heritage Repositories and Platforms
Virtual Archaeology Review, 11(23): 1-15, 2020 https://doi.org/10.4995/var.2020.13226 © UPV, SEAV, 2015 Received: March 4, 2020 Accepted: May 26, 2020 SURVEY OF 3D DIGITAL HERITAGE REPOSITORIES AND PLATFORMS ESTUDIO DE LOS REPOSITORIOS Y PLATAFORMAS DE PATRIMONIO DIGITAL EN 3D Erik Champion , Hafizur Rahaman * Faculty of Humanities, Curtin University, Bentley 6845, Australia. [email protected]; [email protected] Highlights: • A survey of relevant features from eight institutional and eleven commercial online 3D repositories in the scholarly field of 3D digital heritage. • Presents a critical review of their hosting services and 3D model viewer features. • Proposes six features to enhance services of 3D repositories to support the GLAM sector, heritage scholars and heritage communities. Abstract: Despite the increasing number of three-dimensional (3D) model portals and online repositories catering for digital heritage scholars, students and interested members of the general public, there are very few recent academic publications that offer a critical analysis when reviewing the relative potential of these portals and online repositories. Solid reviews of the features and functions they offer are insufficient; there is also a lack of explanations as to how these assets and their related functionality can further the digital heritage (and virtual heritage) field, and help in the preservation, maintenance, and promotion of real-world 3D heritage sites and assets. What features do they offer? How could their feature list better cater for the needs of the GLAM (galleries, libraries, archives and museums) sector? This article’s priority is to examine the useful features of 8 institutional and 11 commercial repositories designed specifically to host 3D digital models. -
How to Publish and Embed Interactive 3D Models with Sketchfab
Man-San Ma http://mansanma.com/ (647) 447- 3769 • [email protected] How to Publish and Embed Interactive 3D Models with Sketchfab Introduction If you are a medical illustrator that creates beautiful scientifically accurate 3D models, why showcase your work as a 2D image? Sketchfab is a platform that allows interactive 3D content to be published, shared and embedded online without a plug-in. Your model can be embedded on any web page and shared across platforms like Tumblr, Wordpress, Bēhance, Facebook, Kickstarter, Linkedin, Deviantart and the list goes on. This document will give a brief introduction on how to easily and quickly embed a 3D interactive viewer within a few clicks! Sketchfab utilizes webGL technology. WebGL is a JavasScript API for rendering 3D and 2D graphics within browsers without the use of plug-ins. WebGL utilizes the <canvas> element in HTML5. Understanding the inner workings of webGL is unnecessary to use Sketchfab, but if you would to learn more about webGL, you can read Joshua Lai's blog post on how to use webGL to code your own interactive 3D viewer: http://jlai3d.blogspot.ca/?view=classic Browser Support Since sketchfab is powered by webGL, and webGL is in turn run with the <canvas> tag, sketchfab will only fully function on browsers that support the <canvas> tag. The <canvas> tag is supported in Internet Explorer 9+, Firefox, Opera, Chrome, and Safari. However, Sketchfab has built an image-based backup so that if the browser does not support WebGL, it will automatically default to a 360° view of your model. -
Introduction to Immersive Realities for Educators
Introduction to Immersive Realities for Educators Contents 1. Introduction 2. Resources & Examples 3. Recommendations 4. Getting Started 5. VR Applications 6. Recording in VR 7. Using Wander 8. VR Champions 9. FAQs 10. References Introduction How VR In Education Will Change How We Learn And Teach The ever-evolving nature of technology continues to influence teaching and learning. One area where advances have impacted educational settings is immersive technology. Virtual reality (VR) immersive technologies “support the creation of synthetic, highly interactive three dimensional (3D) spatial environments that represent real or non-real situations” (Mikropoulos and Natsis, 2010, p. 769). The usage of virtual reality can be traced to the 1960s when cinematographer and inventor Morton Heiling developed the Sensorama, a machine in which individuals watched a film while experiencing a variety of multi-sensory effects, such as wind and various smells related to the scenery. In the 1980’s VR moved into professional education and training. The integration of VR in higher education became apparent in the 1990’s, and continues to be explored within colleges and universities in the 21st century. Why does it all mean? VR, AR, MR and What Does Immersion Actually Mean? Terms such as "Virtual Reality"(VR), "Augmented Reality" (AR), "Mixed Reality" (MR), and "Immersive Content" are becoming increasingly common in education and are more user-friendly and affordable than ever. Like any other technology, IR is used to introduce, support, or reinforce course learning objectives not unlike a text, film, or field trip to a museum. The major difference is that learning can be much more immersive, interactive and engaging. -
Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality. -
VR Content Generation VR Content Generation
VR Content Generation VR Content Generation • As follow up to Professor Dunston’s presentation on VR/AR applications in construction, I wanted to investigate getting 3D models into a VR environment • First idea was to download and use the Google Cardboard (cheap VR viewer) SDK, and develop some capabilities for both Android & IOS. • While this is still desirable, in order to generate native applications, it will be an extended effort. • Ultimately we want to support higher performance headgear as well: Oculus & Samsung. • In the mean time, there is a service provided by sketchfab.com which will take a variety of 3D models and render them onto a smartphone which is compatible with a Google Cardboard type device. The communication with the phone has some issues, but you are up and running very quickly. • Most VR seems to be based on synthetically generated scenes for gaming, entertainment, training, simulation, and design. • However sometimes you want to provide an immersive look at real scenes. • Photogrammetry and Laser Scanning provide the best way to generate such real world data. • For example, you could take the data you generated for the earlier homework exercise, and view it in a VR environment Stereo Rendering by Sketchfab on phone for viewing in “Google Cardboard” environment Mono rendering Insert phone into viewer, secure with Velcro. Select the landscape mode which works. 3D Formats readable by Sketchfab for VR rendering • .3dc point cloud • .mu kerbal space program • .3ds • .kmz google earth • .ac ac3d • .lwo, .lws lightwave • .asc ascii, x y z R G B • .flt open flight • .bvh biovision hierarchy • .iv open inventor • .blend blender • .osg, .osgt, .osgb, .ive op. -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. -
Mixed Interactive/Procedural Content Creation in Immersive Virtual Reality Environments
Faculdade de Engenharia da Universidade do Porto Mixed Interactive/Procedural Content Creation in Immersive Virtual Reality Environments João Filipe Magalhães Moreira Dissertation Mestrado Integrado em Engenharia Informática e Computação Supervisor: Rui Pedro Amaral Rodrigues Co-Supervisor: Rui Pedro da Silva Nóbrega July 27, 2018 Mixed Interactive/Procedural Content Creation in Immersive Virtual Reality Environments João Filipe Magalhães Moreira Mestrado Integrado em Engenharia Informática e Computação July 27, 2018 Acknowledgments Thank you to my mother, Gabriela Magalhães, father, Carlos Manuel and brothers Carlos & Nuno for all the support in this long path of 5 years, and all the years before. Thank you to my coordinator Rui Rodrigues for all the guidance. Thank you to my co-coordinator Rui Nóbrega for all the patience with all my questions. Thank you, in no particular order, to Diana Pinto, Diogo Amaral and Vasco Ribeiro as my thesis buddies. A thank you to, in no particular order, Vitor, Inês, Gil, Mota, Marisa,Pontes for all the company in the long nights working. Thank you to everyone at GIG for they help, support and advice. Thank you to all the teachers of the teachers of the Faculdade de Engenharia da Universidade do Porto for all that they have taught me along the this path. Thank you to everyone who took time of their day to either give an opinion, advice and test my thesis. i Abstract With the growing of VR it is only natural that ways to help and simplify the work of the content creators would appear. In the ideal VR editor, the user is inside the scene building, painting and modeling the surrounding area. -
Mobile AR/VR with Edge-Based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside
Mobile AR/VR with Edge-based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside CNSM Oct. 23, 2019 Outline • What is AR/VR? • Edge computing can provide... 1. Real-time object detection for mobile AR 2. Bandwidth-efficient VR streaming with deep learning • Future directions 2 What is AR/VR? 3 End users Multimedia is… Audio On-demand video Internet Live video Content creation Compression Storage Distribution Virtual and augmented reality 4 What is AR/VR? | | | | virtual reality augmented virtuality augmented reality reality mixed reality 5 Who’s Using Virtual Reality? Smartphone-based hardware: Google Cardboard Google Daydream High-end hardware: 6 Playstation VR HTC Vive Why VR now? Portability (1) Have to go somewhere (2) Watch it at home (3) Carry it with you Movies: VR: CAVE (1992) Virtuality gaming (1990s) Oculus Rift (2016) Similar portability trend for VR, driven by hardware advances from the smartphone revolution.7 Who’s Using Augmented Reality? Smartphone- based: Pokemon Go Google Translate (text processing) Snapchat filters (face detection) High-end hardware: Google Glasses Microsoft Hololens 8 Is it all just fun and games? • AR/VR has applications in many areas: Data visualization Education Public Safety • What are the engineering challenges? • AR: process input from the real world (related to computer vision, robotics) • VR: output the virtual world to your display (related to computer graphics) 9 How AR/VR Works 1. Virtual world 3. Render 4. Display VR: generation 2. Real object detection AR: 4. Render 5. Display 1. Device tracking 10 What systems functionality is currently available in AR/VR? 11 Systems Support for VR Game engines • Unity • Unreal 1. -
Open the Door to the Museum with Virtual Reality
Open the Door to the Museum with Virtual Reality Using Google Virtual Reality Applications to Bring Immersive 3-D Images into the AP Art History Classroom Cathy Payne A Capstone in the Field of Museum Studies for the degree of Master of Liberal Arts in Extension Studies Harvard University Extension School March 2018 Author’s Statement The idea for this capstone project grew organically in my AP Art History classroom when I ordered a Google Cardboard viewer after reading about the technology in the New York Times in November 2015. Much like the story recounted by a journalist in this paper, as soon as I experienced Cardboard I was compelled to share it with a young people—in this case, my students. Although Street View had very few images useful to my classroom at the time, over the last two years the image database has grown exponentially, making it a valuable tool for teaching art history. It cannot be overstated how important my students have been to this project as I have watched them navigate, intuitively as digital natives, Cardboard in the classroom. They have shown me which teaching methods work best with VR and they have made it abundantly clear to me that sometimes the best lessons are learned while wondering/wandering off-script. The joy of teaching and learning has been rediscovered in my AP Art History classroom with Google Cardboard and Street View and my students have taken ownership and pride over their learning. I hope that the successes of this capstone project can be shared widely by teachers, students, and museums.