Monday, February 25, 2019
Saturday, February 23, 2019
AR Blog #3
AR might promote learning in
several different ways. First is it
allows students to view thing in a 3D form.
This allows students to see an object that they normally wouldn’t be
able to see from all sides. It can also
be used in learning to jump start discussions.
If a student is able to view something new, in a new way like AR this
may jumpstart learning. AR may also give
boring textbooks better visuals. These
visuals may help student retain information better. AR may also bring everyday objects into
learning. Like a t-shirt that when a
smartphone is pointed at it. Give the
students the inside look of the human body.
AR can be used to show us how something works internal (like an
engine). Without having to make
expensive cut-aways.
Companies like Crayola and Quiver
Vision have made AR that allow people to take their 2D artwork and make it into
AR or pop out onto the page. This can be
a good asset to get student interested in art. Curisope is a company that uses
AR to help students learn about the human body, by seeing internal organs in
AR. Popar is a AR company that is combining charts and books with AR. While reading books students can use AR to
make images come alive. As a father with
a almost one year old. I have been
seeing many book companies doing this.
Whether it is a fun story or a learning book. They make smartphone apps that make this
pictures come alive.
AR like VR is money and technology
based. These two things may keep many
people or classrooms from being able to use AR.
If a student or school can’t afford the technology to run VR, having
those aspects in books will not help those students. Access to the internet is also an issue with
AR. In many areas of the world internet
access maybe sketchy or no existent. This
would mean many people may not be able to benefit from AR. Lastly the biggest issue with AR is screen
time. Students/ kids get a ton of screen
time. And if we add one more type of
screen activity will it make them more dependent on them?
Sunday, February 10, 2019
Virtual Reality
Virtual Reality (VR) is the use of screens, sounds, and other
devices (moving chairs, controllers, gloves, and many others) to allow the user
to immerse themselves into an environment out of its natural surroundings.
The main and largest barrier for virtual reality is
cost. While at the moment there are
lower cost solutions and options for VR, to be able to use or create in-depth
VR can cost a great deal of money. With most
people owning a smartphone and Google Cardboard being relatively inexpensive, almost
everyone can use what I am going to call the base model of VR. But again, if one wanted to create or use a
more or total immersive VR, it would cost them $350 for an Oculus Rift to tens
of thousands of dollars. Please note
that similar technology would have cost hundreds of thousands of dollars a few
years ago and, with VR growing, the cost will continue to go down.
Another barrier, at least for me, is strain on the body. After using VR (Google Cardboard) for less
than ten minutes, I had the start of a headache. More time could have resulted in a
migraine. While I know I may be in the
minority for this, it is a concern we need to take into account if we are
having students use them for long periods of time.
The last barrier we need to take into consideration is the
medical condition of the person using the VR and what they will be doing. Those people who are more susceptible to
seizures may not be able to use VR. VR
can have many fast changing lights and images.
Take the Kaleidoscope in the Google Cardboard app. This has many changing colors and
shapes. This could result in a medical
episode. I was surprised that I haven’t
seen any warning on the apps yet, like you see on your normal video games.
While the potential uses of VR are almost limitless, I will
hit on just a few. First is where extensive
cost is involved. Take the example everyone
likes to use: learning to fly a plane.
Depending on the plane, the plane could cost millions of dollars, not to
mention the fuel and the upkeep of the plane as well. Because the cost would be so high, VR would
make a great training tool to get the student acclimated to the plane and many
of the scenarios that may occur without endangering lives or assets. The next area in which VR could be used is where
someone may die if mistakes are made. VR
has been used for teaching surgeons.
This allows them to practice without endangering a patient’s life. The next potential use of VR is to show
people places they can’t go, whether is it just a museum across the country,
the bottom of the ocean, or all the way to Mars. VR allows people to explore places they may
never be able to go to otherwise. Lastly,
we can use VR for recruiting, whether it is just to get people to come into
your booth at a convention to try a simulator or to show people the types of environments
they may be working in. It can be used
as an attention getter.
Full immersion is one type of VR. This type gives the user the full experience
of an activity. These activities can be
in a room that is outfitted with screens and speakers to give the user the feel
that everything is real. It may also use
a head-mounted display (HMD) with speakers and controls, allowing the user to
sit or stand while in the VR. Lastly is
a simulator type. This can use the full room model or the HMD, but can add
aspects like a chair or cockpit that moves while the user is moving the
controls. This gives the user the
feeling of what each action may result in.
Non-immersive VR is a VR where one uses a computer or wide
screen with surround sound to display what is happening. This is one of the most common VR types. One of the most known in this type are flight
simulators. They are also used in the construction
industry to teach operators how to run different machines.
Lastly is collaborative VR. This is the fastest growing type
of VR. This type of VR is where virtual
worlds are built online. These worlds
can be used for gaming, social aspects, or business and collaboration. This type doesn’t at the moment offer full
immersion, but it does offer collaboration.
This means that people miles apart can work together or socialize in this
VR setting.
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