Tuesday, November 03, 2015

Intro to Mobile Virtual Reality


Continuum from Reality to Virtual Reality

Figure 1: (Fitzgerald et al., 2013, p44)

The development of VR in education: From the fringe to the mainstream

  • Interest in education peaked 2008-2009 e.g. (Warburton, 2009)
  • Continued niche interest http://ift.tt/W4CtjB
Game development
Google Cardboard (2014)

360 Panoramas
  • QTVR Studio (1994)
  • Google Maps (2005)
  • Google Street View (2007)
  • Google Street View Mobile App integrates Google Cardboard (2015)
  • Example Google Street View Photo spheres
360 Videos
YouTube
Apple - bought Metaio 2015

Virtual Tours (2013)
Google Tour Builder http://ift.tt/1adXiig
Tour builder integrates Google Maps, Google Earth, Google Photos and YouTube videos,
allowing you to create an interactive virtual tour or event guide.

VR and Journalism (2015)

NY Times launches VR App http://flip.it/tdFX2

Bibliography:
Amer, A., & Peralez, P. (2014). Affordable altered perspectives: Making augmented and virtual reality technology accessible. Paper presented at the Global Humanitarian Technology Conference (GHTC), 2014 IEEE.  http://ift.tt/1LMNXO3
Bruns, A. (2008). Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang Publishing. http://ift.tt/1H04dw5
Chen, S. E. (1995). Quicktime VR: An image-based approach to virtual environment navigation. Paper presented at the Proceedings of the 22nd annual conference on Computer graphics and interactive techniques. http://ift.tt/1LMNVWt
Cochrane, T. (2007). Developing interactive multimedia Learning Objects using QuickTime. [Journal]. Computers in Human Behavior, 23(6), 2596-2640.  http://ift.tt/1H04dw7
FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning, 5(4), 43-58.
Hussein, M., & Natterdal, C. (2015). The benefits of virtual reality in education: A comparison study. Unpublished Student essay, Chlamers University of Technology, University of Gothenburg, Göteborg, Sweden.  http://ift.tt/1LMNVWw
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40.  http://ift.tt/1ikkWhg
Maggi Savin-Baden (2013): Spaces in between us: a qualitative study into the impact of spatial practice when learning in Second Life , London Review of Education, 11:1, 59-75 http://ift.tt/1LMNXO9
Sontisirkit, S. (2014). SPECIAL STUDY ON VIRUAL REALITYTECHNOLOGY: VIRTUAL REALITY HEAD-MOUNTED DISPLAY AND INTERACTION DEVICE. Asian Institute of Technology.  http://ift.tt/1H04dwb
Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414-426. http://ift.tt/1LMNXOb