Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Friday, July 21, 2017

Exciting Uses of Augmented Reality

Technology has accelerated to warp speed in the the past 20 years. When you look at inventions such as the Wright Brothers airplane in 1903 to the Model T Ford in 1908, the television in 1927 to the first operating system for computers in 1964, and the first personal computer in 1983 to the Google domain being registered in 1997, there is a lot of amazing advancements during that 94-year timeline. But since 1997, technology being developed is jaw dropping.
From autonomous cars to drones and 3D printers to wallpaper thin TVs, a lot has happened and it will only continue to advance faster with communication and the sharing of information through the Internet. Our world has gotten much smaller in the sense of connectivity and problem solving. Two of the most popular technologies are augmented reality and virtual reality.
A few of the real-world uses of augmented reality are outlined in this post from 3 Pillar Global:
Real-World ExamplesAugmented Reality
  • AR applications can become the backbone of the education industry. Apps are being developed which embed text, images, and videos, as well as real–world curriculums.
  • Printing and advertising industries are developing apps to display digital content on top of real world magazines.
  • With help of AR, travelers can access real-time information of historical places just by pointing their camera viewfinder to subjects.
  • AR is helpful in development of translation apps that can interpret text in other languages for you.
  • Location based AR apps are major forms of AR apps. Users can access information about nearest places relative to current location. They can get information about places and choose based on user reviews.
  • With the help of Unity 3d Engine, AR is being used to develop real-time 3D Games.
Curious about the differences between augmented reality and virtual reality? Although they are similar, the way you experience them is quite different. This explanation from Tech Times is short, sweet, and to the point:

Augmented Reality vs. Virtual Reality: What are the differences and similarities? : TECH : Tech Times

What is Augmented Reality
Augmented reality is the blending of virtual reality and real life, as  developers can create images within applications that blend in with contents in  the real world. With AR, users are Augmented Reality Medicalable to interact with virtual contents in the  real world, and are able to distinguish between the two.
What is Virtual Reality
Virtual reality is all about the creation of a virtual world that users can interact with. This virtual world should be designed in such a way that users would find it difficult to tell the difference from what is real and what is not. Furthermore, VR is usually achieved by the wearing of a VR helmet or goggles similar to the Oculus Rift.
As a former educator, this demonstration of how augmented reality can be used in education is mind blowing. Trying to reach kids across all styles of learning is part of what makes teaching so challenging. You have find a way to capture the attention of kids that learn by listening, reading & writing, visual learners, and students that do best with hands-on activities. Technology has helped solve this issue for many teachers, and the following video demonstrates a system of using augmented reality to teach reading, writing, and other cross-curricular subjects:

There are many buzzwords that come and go in the educational world. A few ideas stick around because the make sense and help children learn, but many are experiments that fail. If you have ever spent time in a classroom or helping your own kids with their homework at night, you know that comprehension of a subject and relating it to real life are critical no matter what learning style is most prevalent with your child.
This teacher’s post about the use of augmented reality in education is very well written with ideas for free apps and how to utilize them. One app he mentions is call Aurasma, which allows you to turn everyday objects, images, and places into new opportunities for engagement. He feels rather adamant that AR isn’t just a fad but rather that it will be part of the future of education.

Augmented Reality Brings New Dimensions to Learning | EdutopiaAugmented Reality World Globe

Start exploring with some of the many AR tools available. For example, we’ve used the free app, ColAR Mix, to have students fill in the app’s coloring sheets, watch the pages come to life, and then compose stories based on the images they have just designed. Also check out AR Flashcards, AR Flashcards: Space, NASA Spacecraft 3D and PBS FETCH! Lunch Rush.
Though it might be a buzz term in education circles, don’t assume that AR is just another fad. After all, profound learning occurs when students create, share, interact and explain. AR not only changes the environment around children, it also allows kids to construct their own exciting learning worlds as small as the atom or as big as the cosmos.
 Find the original post here:  S&S Pro Blog

Wednesday, July 5, 2017

How Universal is Virtual Reality?

Have you tried out a virtual reality headset yet? I ordered the Google Cardboard and played with it the first day or two but haven’t spent much time experimenting the VR headset. It’s been reported by Statista.com that 43 million people worldwide are active users and that 44% of people in the U.S. are very interested in the technology.
In this article by Think With Google, Big G’s Art, Copy & Code department teamed up with YouTube sensation Matthew Patrick – AKA MattPat – to promote his series YouTube Red Originals where he goes in-depth with the virtual reality world. MattPat’s key message is that the reason most people haven’t tried VR yet is because they need some guidance:

Virtual Reality Is the Next Frontier. Make Sure You Don’t Leave Your Consumers Behind – Think with Google

Google-Cardboard
Image from Wikimedia Commons
To bring as many people into the experience as possible, we wanted to create different ways for fans to experience the VR companion content. Yes, VR is
an immersive medium, but we didn’t want putting on a headset to be a requirement.
Here are four ways we eased fans into VR experiences, along with recommendations for marketers looking to do the same.
To introduce experiences that welcomed fans, no matter their familiarity with VR, the team created multiple ways for fans to interact with the content. There were clear instructions and choices for users at every stage, on every device.
We created a 360-degree trailer for the show, which ran on YouTube with TrueView. From the trailer, viewers were driven to an immersive experience where they could select an episode and then choose whether to watch a 360-degree video or image on any device.2
Through the content, fans could explore the 360-degree image on a desktop with their mouse, by moving around a mobile phone or tablet, or by using a smartphone with a Google Cardboard. That allowed them to easily look around a room or outdoor scene.
It’s critical to place clear instructions at every turn: in website copy, in the content itself, even in the voiceover of a video. Think of it as a guided tour that will serve to educate rather than alienate new users.
The 360 trailer we created shows MatPat speaking directly to viewers and guiding them through the experience.
“If you’re on your desktop take your mouse and scroll it around the screen,” he explains before going on to describe how to access the experience using a mobile phone or Google Cardboard.
For the virtual reality headset to work, you have to download apps to your phone that are VR compatible. Then, each headset has a spot to insert your phone so you can utilize the VR capability. In this next video, the young lady provides a short review/tutorial of the most well known virtual reality headsets:

Are your kids asking for a VR headset for Christmas? As we are entering the holiday season, there are  some things parents might want to know about choosing this technology as a gift for their kids, such as the best option for the price and the age of their child. In this post by CNN, the author goes into detail about how to make the most out of your shopping dollars:

What parents should know about the VR gear kids want – CNN.com

Virtual Reality Viewers: Best for Families with Young Kids

Virtual reality viewers are inexpensive, handheld devices that offer three-dimensional views and the feeling of being in a different place. The viewers’ lenses work by extending the depth of static images or animation but do not allow you to interact with your environment. To use them, download any app labeled “VR” in either iTunes or Google Play, launch the app, and insert your smartphone into the viewer. Most viewers use your phone’s button or another basic input to control the action.
VR Headset
Image from Wikimedia Commons
Key features
• Inexpensive
• Compatible with most smartphones and iOS or Android apps labeled “VR” (except for the View-Master, which uses specially designed apps)
• More like a 3D movie than true VR
• Best for educational content and games
• Selection of high-quality apps is currently fairly limited.
Google Cardboard ($14.99)
Literally made of cardboard, this handheld device that you put together yourself is a fun, novel way of experiencing virtual reality. Use with any smartphone and iOS or Android VR apps. Google offers lots of different viewers, including the steampunk-looking Google Tech C-1 Glass VR Viewer ($14.99).
• SmartTheater Virtual Reality Headset ($19.99)
This is a comfortable viewer with adjustable lenses, a head strap, and an easy-to-use trigger input. Comes with a cardboard, handheld motion-controller that adds some oomph to games. Works with most smartphones and any iOS or Android VR apps.
• View-Master Virtual Reality ($29.99)
Geared for learning rather than gaming, the View-Master is available in a range of packages that let you explore dinosaurs, space, wildlife, and more. Each pack includes insertable picture reels (your phone provides the horsepower). Works with most smartphones and specially designed View-Master iOS or Android apps.
Beyond gaming, what are some of the potential uses for virtual reality? You’d be surprised at how many industries are adopting virtual reality as part of their
CAVE_Crayoland
Image via Wikimedia Commons
core. Military, film, and educational use of VR isn’t all that unexpected, but some of these areas that caught my attention were:
  • Automotive manufacturing
  • Healthcare
  • Museums
  • Construction
  • Fashion
It will be intriguing to observe this developing technology to see if virtual reality becomes more common for all humans, especially when it comes to the medical field and our health.

Originally posted on S&S Pro Blog