This document provides an overview of augmented reality and its applications in education. It discusses how augmented reality can improve learning by augmenting our senses and perception of reality in an intuitive and natural way. Augmented reality allows for discovery-based learning outside the classroom and offers many educational possibilities such as providing layers of information about objects and places. It also enables interactive 3D modeling and simulations that allow for hands-on experimentation. Overall, augmented reality has the potential to transform education by making learning more engaging and significant.
Immersive Technology is any technology that extends reality or creates a new reality by leveraging the 360 space. Here is a detailed guide into the various facets of Immersive Technology!
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
Using CoSpaces Edu to Create Virtual and Augmented Reality ExperiencesSt. Petersburg College
Virtual Reality (VR), a simulated computer environment in three dimensions, is becoming more popular for gaming, movies, and education. According to CoSpaces Edu, their creative platform “complements traditional teaching methods by immersing students into a world where they can create, consume and connect with the curriculum on a completely new level, even through the revolutionary visual mediums of Virtual and Augmented Reality (AR).” Take what you learn here to create your own library programs to teach your users how to create meaningful and interactive experiences using VR/AR. In this webinar:
- Discover what Virtual Reality is and gain a brief historical summary of it.
- Learn and explore the differences between virtual, augmented, and mixed realities.
- Explore 360° video and photograph technologies to include in a variety of formats.
- Create your own 3D/360° environments using CoSpaces EDU to test in Virtual Reality.
- Learn how to use CoSpaces EDU as a student and as a teacher.
Introducing How to Build a Personal Voice Assistant (AIY Edition) St. Petersburg College
On many levels, we are starting to see our society transformed because of artificial intelligence. One example is voice-controlled interfaces, sometimes referred to as personal voice assistants or digital assistants, where computers and humans are interacting in a variety of ways to accomplish certain tasks. In fact, experts reveal that by 2020 there will be 50 billion connected devices interacting with and reporting data in real-time via the “Internet of Things” network. In this webinar, learn the ins-and-outs of how a Google Voice AIY kit was assembled to use artificial intelligence (machine learning, natural language processing etc.) to power a personal voice assistant via Google’s Cloud Speech-to-Text and other services.
Immersive Technology is any technology that extends reality or creates a new reality by leveraging the 360 space. Here is a detailed guide into the various facets of Immersive Technology!
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
Using CoSpaces Edu to Create Virtual and Augmented Reality ExperiencesSt. Petersburg College
Virtual Reality (VR), a simulated computer environment in three dimensions, is becoming more popular for gaming, movies, and education. According to CoSpaces Edu, their creative platform “complements traditional teaching methods by immersing students into a world where they can create, consume and connect with the curriculum on a completely new level, even through the revolutionary visual mediums of Virtual and Augmented Reality (AR).” Take what you learn here to create your own library programs to teach your users how to create meaningful and interactive experiences using VR/AR. In this webinar:
- Discover what Virtual Reality is and gain a brief historical summary of it.
- Learn and explore the differences between virtual, augmented, and mixed realities.
- Explore 360° video and photograph technologies to include in a variety of formats.
- Create your own 3D/360° environments using CoSpaces EDU to test in Virtual Reality.
- Learn how to use CoSpaces EDU as a student and as a teacher.
Introducing How to Build a Personal Voice Assistant (AIY Edition) St. Petersburg College
On many levels, we are starting to see our society transformed because of artificial intelligence. One example is voice-controlled interfaces, sometimes referred to as personal voice assistants or digital assistants, where computers and humans are interacting in a variety of ways to accomplish certain tasks. In fact, experts reveal that by 2020 there will be 50 billion connected devices interacting with and reporting data in real-time via the “Internet of Things” network. In this webinar, learn the ins-and-outs of how a Google Voice AIY kit was assembled to use artificial intelligence (machine learning, natural language processing etc.) to power a personal voice assistant via Google’s Cloud Speech-to-Text and other services.
360° panorama photographs and video are starting to become widely used thanks to integrated smartphone gyroscopes, virtual reality, and other emerging technologies. Developing 360° experiences is not difficult and can create a sense of immersion to your web presence that can provide more visibility highlighting your library’s resources and services. In this webinar,
– Learn how 360° photographs and videos work
– Discover what 360° cameras are on the market
– Understand how live 360° video is set up and streamed
– Explore Best Practices and Tools to create a 360° tour
– Highlight emerging trends like 3D photographs and more.
Audio with slides is available at https://floridalibrarywebinars.org/events/360-tours-and-more/
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
An introductory lecture to Virtual Reality. This version of the lecture was presented at an open lecture at Aksaray University in Turkey for computer science and engineering students.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Incredible presentation of the best examples of Creativity in Internet. I would desribe it as Creativity 2.0 – creative and inspirational ideas and web projects from recent times, featuring sections on visualisation. The author is Tom Uglow - a creative director for Google & YouTube in Europe.
It is a halfway point between the real world and Virtual Environments. In augmented reality simulations, the real world is infused with virtual objects, and provides an interactive experience. Augmented Reality in Education features aspects that enhance learning of abilities like problem solving, collaboration and creation to better prepare students for the future.
The cultural heritage sector has spent to long focussing on mobile as a way to deliver guides - our audiences aren't using their mobiles in this way though. In this presentation we explore how we can broaden our thinking about mobile as a tool and improve, not only visitor experience, but also our own organisational learning.
Augmented reality in education _Trupti Gawdetrupts123
Augmented reality is exactly what the name implies an augmented version of reality mixing the technology with the knowing world. It might be distorted, or augmented version of real world but in its basic form of augmented reality is a way of placing digital contents into the real context.
(Paper note) Real time rgb-d camera relocalization via randomized ferns for k...e8xu
Paper note
I take a note on relocalization module of ElasticFusion, and try to address why ElasticFusion failed (loss track) on certain image sequences. Providing some improvement direction for futhure research.
Glocker, Ben, et al. "Real-time rgb-d camera relocalization via randomized ferns for keyframe encoding." IEEE transactions on visualization and computer graphics 21.5 (2015): 571-583.
Potential applications of RGB-D cameras in mobile devicesSilviu-Tudor Serban
Depth data allows several computer vision challenges to be solved in a more robust manner, opening a multitude of opportunities for developers to create novel applications and user experiences. Android, meet Intel RealSense. #droidcon
360° panorama photographs and video are starting to become widely used thanks to integrated smartphone gyroscopes, virtual reality, and other emerging technologies. Developing 360° experiences is not difficult and can create a sense of immersion to your web presence that can provide more visibility highlighting your library’s resources and services. In this webinar,
– Learn how 360° photographs and videos work
– Discover what 360° cameras are on the market
– Understand how live 360° video is set up and streamed
– Explore Best Practices and Tools to create a 360° tour
– Highlight emerging trends like 3D photographs and more.
Audio with slides is available at https://floridalibrarywebinars.org/events/360-tours-and-more/
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
An introductory lecture to Virtual Reality. This version of the lecture was presented at an open lecture at Aksaray University in Turkey for computer science and engineering students.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Incredible presentation of the best examples of Creativity in Internet. I would desribe it as Creativity 2.0 – creative and inspirational ideas and web projects from recent times, featuring sections on visualisation. The author is Tom Uglow - a creative director for Google & YouTube in Europe.
It is a halfway point between the real world and Virtual Environments. In augmented reality simulations, the real world is infused with virtual objects, and provides an interactive experience. Augmented Reality in Education features aspects that enhance learning of abilities like problem solving, collaboration and creation to better prepare students for the future.
The cultural heritage sector has spent to long focussing on mobile as a way to deliver guides - our audiences aren't using their mobiles in this way though. In this presentation we explore how we can broaden our thinking about mobile as a tool and improve, not only visitor experience, but also our own organisational learning.
Augmented reality in education _Trupti Gawdetrupts123
Augmented reality is exactly what the name implies an augmented version of reality mixing the technology with the knowing world. It might be distorted, or augmented version of real world but in its basic form of augmented reality is a way of placing digital contents into the real context.
(Paper note) Real time rgb-d camera relocalization via randomized ferns for k...e8xu
Paper note
I take a note on relocalization module of ElasticFusion, and try to address why ElasticFusion failed (loss track) on certain image sequences. Providing some improvement direction for futhure research.
Glocker, Ben, et al. "Real-time rgb-d camera relocalization via randomized ferns for keyframe encoding." IEEE transactions on visualization and computer graphics 21.5 (2015): 571-583.
Potential applications of RGB-D cameras in mobile devicesSilviu-Tudor Serban
Depth data allows several computer vision challenges to be solved in a more robust manner, opening a multitude of opportunities for developers to create novel applications and user experiences. Android, meet Intel RealSense. #droidcon
There is power in digital knowledge, and it's time that the education industry breaks into it. Content marketing cannot be overlooked, as it is the answer to many of the issues that universities are facing today. Learn more with EnVeritas Group.
Banish Your Inner Critic - UX Munich 2015Denise Jacobs
Your inner critic is an unconscious deterrent that stands between the seeds of great ideas and the fruits of achievement, keeping you stuck by telling you you’re just faking it, that others have more talent, that you’ll never achieve the success you seek. Let's discover how to anatomize this pernicious inner force, and then learn techniques to banish this critic so that you can have the mental space and energy to let your true talents emerge -- and help you be a badass with your work.
Content marketing world_mobile and tablet content distribution_8_17_2012interlinkONE
Mobile and Tablet Content Distribution
September 6th – 10:30am
There is no doubt that mobile devices such as smartphones and tablets are changing the way that people consume information. The speed at which people are purchasing those items and making them part of their daily routines is happening faster than most marketers are prepared for! In this presentation, John Foley, CEO of interlinkONE and Grow Socially, will provide an overview of what needs to be done to prepare, deliver, and measure content that is tailored for the mobile audience.
John will cover items such as:
How to develop a strategy to reach your mobile audience
Options for building mobile websites, landing pages, blogs, and more
Best practices for integrating mobile with other distribution channels, such as print and email
Considerations regarding building a mobile App vs. a mobile website
And more!
We hope that you will join us as you look for ways to reach the growing mobile audience!
Les résultats de la 2ème édition de l’étude MMA - Mobile Marketing Attitude consacrent «le véritable avènement de la tablette». 39% des possesseurs de smartphone et de tablette emportent cette dernière partout, et 42% ont remplacé leur ordinateur par leur tablette. 24% interagissent avec des programmes TV via leur tablette. 46% préfèrent leur tablette à leur smartphone pour consulter des offres et préparer un achat.
L’étude montre également un «fort développement des usages du smartphone» : 31% des utilisateurs commandent en ligne via leur mobile et 36% effectuent des virements. 52% acceptent des notifications push, 59% acceptent de recevoir des messages sur leur smartphone selon leur position géographique. 68% veulent bien recevoir des messages commerciaux s’ils sont clients de la marque et 25% en tant que prospect. 40% consultent, comparent des produits ou services, via leur mobile. 31% des smartphoners suivent l’actualité de leurs marques préférées et 11% la partagent. 8% utilisent souvent les QR codes ou tags 2D, 46% le font occasionnellement.
Les attentes sont également de plus en plus marquées et une bonne partie des utilisateurs aimeraient remplacer leur portefeuille par leur smartphone. 28% souhaiteraient payer en caisse avec leur smartphone. 24% aimeraient payer directement avec leur mobile sans passer en caisse. 52% aimeraient embarquer des cartes de fidélité sur leur smartphone et 45% des coupons de réduction, 35% leurs billets de transport et 28% leurs billets de spectacle. 38% aimeraient s’identifier à l’entrée d’un magasin pour recevoir des informations personnalisées sur leur smartphone.
Selon le SNCD, ces résultats «confirment l’omniprésence du smartphone et la forte montée en maturité de la tablette dans la relation commerciale entre les marques et les consommateurs».
L’échantillon interrogé comprend 1 118 répondants âgés de 18 à 65 ans, possesseurs de smartphone ou de tablette, se connectant à Internet via leur appareil. L’enquête a été réalisée en ligne du 18 juillet au 30 août 2013.
A case study showing how we replaced wirefaming with a framework led prototype to better deliver a responsive web design. by Ben Scammels, Designer at http://www.makemedia.com
Mobile Marketing Stats Automotive Dealers Should Knowcreativeeyeball
Exmosi is a digital lead provider for SMS text marketing. Our mobile friendly content is triggered by SMS technology. Exmosi enhances all of your current marketing channels.
This paper looks into the future (2042) and how teaching and the outlook on jobs for future generations will be different than current trends. It discuss how teaching may have to change to better prepare students for life after school.
With increasing amount of intelligence imbued in everyday products, designing for and with that intelligence is turning into a matter of understanding not only the perspective of the person but the one of the product too. As these products leave the ‘lab’ and enter our daily lives, they will be inserted into situations which they may not understand and which may not understand them. As it happened with learning-thermostats misunderstandings, roombas attacking hair and self-driving cars misbehaving, more examples will show the need for new languages, tools, and interfaces for products that might have to be understood, trained, tamed, trusted and dealt with. In this talk, we will look at a different way of designing for and with intelligence. Looking in the murky in between today’s reality and the utopian full automated future and by jumping in between real prototypes and fictional scenarios, we will explore new interactions that will emerge in the attempt of domesticating intelligence in our everyday lives.
My talk from Playful 11 in London where I argue we all might be cyborgs already. I talk about how we cognitively project ourselves to our surroundings and possessions, and why everything will be about software, designed behaviour and superpowers.
The workshop presented by Natasha Dzhurkova from SU Ekzarh Antim I, Kazanlak, Bulgaria. It was presented in LTTA in Madeira, Portugal, May 2018 as part of the project Enhancing Students and Teacher Success through STEM Education under the Erasmus+ programme and eTwinning programme.
In the presentation you can find images with Augmented reality.You can see the hidden videos using HP Reveal APP on your phone. Scan the images directly on the screen. Internet is required.
Wearable Technology developments will have a significant impact on Education. Technology will become increasingly mobile and invisible, offering us new ways to interact with the world through Virtual and Augmented Reality and provide us with continuous streams of information.
This opens up innovative opportunities in pedagogy that will redefine what we mean by terms such as “experience” and “learning”; how will texts change when 3D virtual objects emerge from the page or screen? How will learning change when we can experience an historical era through an Augmented Reality App?
Wearable Tech will impact our current instructional technology in Education, creating new opportunities for collaboration and documenting learning while make obsolete current solutions for lecture capture and video conferencing. Wearables will fuel the already massive increase in visual resources in contemporary society and pose new challenges for educational institutions on data use and questions of personal privacy. If the futurist Ray Kurzweil said that the Smartphone is a “gateway to Knowledge” then what will Wearable Tech be for learning?
This presentation was given at the Campus Technology conference, Boston, 2014
AUGMENTED REALITY : A BOON TO CLASSROOM LEARNINGRobert Smith
Nowadays, augmented reality technology is becoming mainstream. It is finding its application almost everywhere right from broadcasting 3D emails and sending out intuitive messages. Augmented reality (AR) is already a part of our everyday lives, irrespective of whether we are the ones using it or if we are the ones viewing the content that has been created by others using it.
Learning for digital natives connected to life! Kingdom of Bhutan session Jun...Lukas Ritzel
Learning for digital natives connected to life! Kingdom of Bhutan session June 2014. A wake up call for acacemics for by Lukas Ritzel an honorary member of All India Association for Educational Research ( aiaer.net/ )
Labs.Redweb - Agency Briefing: The Internet Of Things David Burton
The good, the bad, & the ugly of the Internet of Things
An agency briefing on the latest area of investigation for Redweb Labs: The Internet of Things
Our view from the starting blocks and the questions and issues we've lined up to be investigated further over the coming months
The Internet of Things, an Agency Briefing 2014Redweb Ltd
An Agency Briefing about the Internet of Things. Detailing our early thoughts on the good, the bad, and the ugly of smart, connected, or wearable objects
As virtual and augmented reality (VR and AR) continue to emerge as leading technologies for the next wave of digital disruption, we have to think about how to adapt beyond just hardware and software functionality.
Full write-up: https://by.dialexa.com/evolution-ux-virtual-reality
VR/AR Bizarre Bazaar: An introduction to virtual and augmented reality and ho...vplazaro
Not sure where to start or how to explain virtual or augmented reality to anyone, including yourself? Join Vicki Lázaro and Sam Rodriguez as they explain the basics of virtual reality (VR) and augmented reality (AR). They will also describe and show examples of how to get started into the VR/AR world at your library or school. Both will discuss ways they have incorporated VR/AR in the academic and public libraries and in university and K-12 classrooms.
Similar to Augmented Reality and Education: Learning connected to life - NeuroRehabana 2014 (20)
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
25. facing a
revolutionary change
Are we
comparable to
internet
FUNDACIÓN TELEFÓNICA, Informe monográfico SIE Realidad Aumentada: Una nueva lente para ver el mundo
87. 7:05 AM
@tecnotic
@deedee hola, nos vamos
de picnic, te vienes?
AR Glass dice:
5 min ago
“No por mucho madrugar amanece más temprano”
18º C
Cuando el amanecer dejó de amenazar por marianna fierro
Sábado, 21 de Septiembre 2013
120. 2014 Always on, always augmented
Dispositivos móviles adaptados a las nuevas demandas de la realidad
aumentada para 2014 telefonos con chips y firmware, aplicaciones de RA,
mirar correo de Javier
2014 Superteléfonos
Imagen http://www.metaio.com
130. I believe that AR is the best
way to connect between the
the real world and the digital
contents ...
131. …this feature allow users to learn
the educational contents by associating
with the real world things or events
much more strongly
Hirokazu Kato
Hirokazu Kato (Comunicación personal 23 de Abril 2012)
207. introduces
Augmented Reality
term
1992
"In the early 1990's at The Boeing Company,
we were developing “ Augmented Reality "
technology that consisted of see-through
head-mounted displays, robust, accurate
position/orientation
sensors, and
their
supporting electronics, computers, databases,
and software.
Our primary goal was to apply this
technology to touch labor manufacturing and
maintenance processes, enabling workers to
view index markings or instructions as if they
were painted on the surface of a workpiece. "
Thomas Caudell
Thomas Caudell (Comunicación personal 17 de Mayo de 2013)