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
Second Life http://secondlife.com/
- Interest in education peaked 2008-2009 e.g. (Warburton, 2009)
- Continued niche interest http://ift.tt/W4CtjB
Game development
- Oculus Rift (Facebook, 2014) http://ift.tt/1BWow5Y
- Microsoft Hololens (2015) http://ift.tt/1xZ0YtF
- Google Cardboard
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
- e.g. http://bit.ly/1NbBmpS
- http://goo.gl/maps/1xirv
- Check out Coventry on #StreetView
- Search for AUT - create your own
360 Videos
YouTube
- Watch http://ift.tt/1KDo4B2
- Channel https://www.youtube.com/channel/UCzuqhhs6NWbgTzMuM09WKDQ
- Upload http://ift.tt/19ros69
- Create http://www.360heros.com
Apple - bought Metaio 2015
- 2015 project: U2 in VR via Vrse & Apple - A universe of virtual reality experiences https://t.co/MczElSf3By
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.
E.g: Coventry 2015
VR and Journalism (2015)
- Download the Jaunt VR App
- http://ift.tt/1Cq1omj
- http://ift.tt/1W3er2n
- Search for Inside Syria
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
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