This document discusses extended reality (XR) technologies like virtual reality (VR), augmented reality (AR), and mixed reality (MR). It provides examples of using XR, asks the reader about their first experiences with XR and opportunities to use it. The document then guides the reader in developing an XR proposition by outlining who the target audience is, the main goal, desired effect, and call to action. It also provides inspiration and tools for prototyping an XR scenario or experience.
Presented at ALT-C 2017
This 40 minute interactive session will evaluate Virtual Reality (VR) experiences that have been created with increasingly ubiquitous tools by academic staff and learning technologists. In addition, delegates will explore how the VR techniques demonstrated can be applied to their own learning and teaching. Applications in different contexts such as Engineering, archaeological fieldwork, and orientation to new spaces will be discussed.
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
Mixed Reality webAR webVR workshop using awe.mediaAlex Young
Slides from part of the Web Directions "Reality" workshop on 08/11/2017 - Creating image and location based Augmented Reality and 360° interactive scenes in the web browser using https://awe.media
Presentation Delivered at EDUCASUE ELI 2017
https://events.educause.edu/eli/annual-meeting/2017/agenda/presentation-pair-virtual-reality
Virtual reality is a recognized method for creating highly immersive and pedagogically valuable learning experiences, when appropriately designed. The cost to create and view VR has previously meant that this method of teaching has been limited to those with ample resources. This presentation will outline a number of off-the-shelf technologies that can been used to create and view simple VR experiences. Applications of VR will be presented, including orientation to learning laboratories and virtual fieldwork tours. Based on these scenarios, lessons learned in terms of designing these experiences, educational value, and current technological limitations will be outlined.
Outcomes: Learn about the potential of VR and identify applications within your own context
*Explore some of the ubiquitous tools (software and hardware) that can be used to create VR experiences and understand their limitations
*Explore a model that can be used to design and evaluate the affordances and pedagogical value of educational VR experiences
Presented at ALT-C 2017
This 40 minute interactive session will evaluate Virtual Reality (VR) experiences that have been created with increasingly ubiquitous tools by academic staff and learning technologists. In addition, delegates will explore how the VR techniques demonstrated can be applied to their own learning and teaching. Applications in different contexts such as Engineering, archaeological fieldwork, and orientation to new spaces will be discussed.
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
Mixed Reality webAR webVR workshop using awe.mediaAlex Young
Slides from part of the Web Directions "Reality" workshop on 08/11/2017 - Creating image and location based Augmented Reality and 360° interactive scenes in the web browser using https://awe.media
Presentation Delivered at EDUCASUE ELI 2017
https://events.educause.edu/eli/annual-meeting/2017/agenda/presentation-pair-virtual-reality
Virtual reality is a recognized method for creating highly immersive and pedagogically valuable learning experiences, when appropriately designed. The cost to create and view VR has previously meant that this method of teaching has been limited to those with ample resources. This presentation will outline a number of off-the-shelf technologies that can been used to create and view simple VR experiences. Applications of VR will be presented, including orientation to learning laboratories and virtual fieldwork tours. Based on these scenarios, lessons learned in terms of designing these experiences, educational value, and current technological limitations will be outlined.
Outcomes: Learn about the potential of VR and identify applications within your own context
*Explore some of the ubiquitous tools (software and hardware) that can be used to create VR experiences and understand their limitations
*Explore a model that can be used to design and evaluate the affordances and pedagogical value of educational VR experiences
Mobile Learning Academy - creating a great concept7scenes
Learn quickly how to design a great mobile learning concept. This tutorial guides you step by step through the design process, covering scope, narrative, gameplay, media at locations, interaction models and maps.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
This animals farm 3D is your real farm VR in your mobile device. You can explore a new world and have an enjoyable journey to see a variety of animal. You can learn the names of animal and description of animals.
In this lecture, I explain the origins of Experience Design and discuss the concept of experience from a cultural-historical perspective. I also present four design approaches: linear, a-mazing, theatrical, and total. These approaches do not apply solely to digital channels, in fact, all of them emphasize to consider spaces, activities and things equally.
Audio recording from the lecture http://multimidia.usabilidoido.com.br/podcasts/experience_design_broad_view.mp3
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Bushra Mahmood
Unity Technologies
Overview
In this talk, Bushra Mahmood will explain how to articulate and pitch augmented reality as a viable medium to help solve problems. Learn about what makes an AR application come together on both mobile devices and headsets. Uncover different tools and methodologies for problem-solving and making a compelling story.
By properly understanding this technology and its parts, creatives can take an active role in shaping and defining this new space in computing.
Objective
Learn the tools and techniques required to pitch an augmented reality project.
Target Audience
Designers, product managers, product stakeholders.
Assumed Audience Knowledge
An understanding of product design and an awareness of AR
Five Things Audience Members Will Learn
The right language to use when explaining ‘spatial’ design
The different requirements and considerations for scoping an AR project
The tools that are currently available for AR authoring
Insights into what the near and far future will hold for this medium.
An example of an AR application pitch
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
This presentation looks at how Augmented Reality and Virtual Reality can be used in an Education/Learning context. It explores the main modes of interaction available and defines the unique and powerful benefits AR & VR deliver for educators. It was presented at Singapore EduTECH 2018.
Designing Immersive Experiences with Mixed RealityAdam Wisniewski
Devices such as the Microsoft HoloLens provide a new and exciting way to engage with your real-world environment through interactive, 3D, holographic technology. Discover what mixed reality is and how to get started in designing immersive experiences.
November 2017 - AIGA Get Worked Up Conference
An introduction to a designer development framework I've created utilizing the concepts of Tim Brown's 'T-shaped People' and traditional IT skills inventory. Covers methods of evaluation and examples, including why our current methods of discussing our professional strengths are flawed.
A 3DCG view trial in Noodl with Babylon.js and A-FrameWheetTweet
Noodl is an useful prototyping tool combined with IoT. It is also useful for XR. This presentation introduces why prototyping is required in XR and show one solution that how Noodl shows 3DCG model in A-Frame or Babylonjs.
See the post (in Japanese): https://www.crossroad-tech.com/entry/noodl-advent-calendar-2019
Beginners guide to create powerful stories in Virtual Reality. VR is a completely new medium that allows a lot more freedom than traditional filmmaking. Explore your options.
Get the whole PDF ebook at: http://eepurl.com/bXtoOP
Mobile Learning Academy - creating a great concept7scenes
Learn quickly how to design a great mobile learning concept. This tutorial guides you step by step through the design process, covering scope, narrative, gameplay, media at locations, interaction models and maps.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
This animals farm 3D is your real farm VR in your mobile device. You can explore a new world and have an enjoyable journey to see a variety of animal. You can learn the names of animal and description of animals.
In this lecture, I explain the origins of Experience Design and discuss the concept of experience from a cultural-historical perspective. I also present four design approaches: linear, a-mazing, theatrical, and total. These approaches do not apply solely to digital channels, in fact, all of them emphasize to consider spaces, activities and things equally.
Audio recording from the lecture http://multimidia.usabilidoido.com.br/podcasts/experience_design_broad_view.mp3
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Bushra Mahmood
Unity Technologies
Overview
In this talk, Bushra Mahmood will explain how to articulate and pitch augmented reality as a viable medium to help solve problems. Learn about what makes an AR application come together on both mobile devices and headsets. Uncover different tools and methodologies for problem-solving and making a compelling story.
By properly understanding this technology and its parts, creatives can take an active role in shaping and defining this new space in computing.
Objective
Learn the tools and techniques required to pitch an augmented reality project.
Target Audience
Designers, product managers, product stakeholders.
Assumed Audience Knowledge
An understanding of product design and an awareness of AR
Five Things Audience Members Will Learn
The right language to use when explaining ‘spatial’ design
The different requirements and considerations for scoping an AR project
The tools that are currently available for AR authoring
Insights into what the near and far future will hold for this medium.
An example of an AR application pitch
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
This presentation looks at how Augmented Reality and Virtual Reality can be used in an Education/Learning context. It explores the main modes of interaction available and defines the unique and powerful benefits AR & VR deliver for educators. It was presented at Singapore EduTECH 2018.
Designing Immersive Experiences with Mixed RealityAdam Wisniewski
Devices such as the Microsoft HoloLens provide a new and exciting way to engage with your real-world environment through interactive, 3D, holographic technology. Discover what mixed reality is and how to get started in designing immersive experiences.
November 2017 - AIGA Get Worked Up Conference
An introduction to a designer development framework I've created utilizing the concepts of Tim Brown's 'T-shaped People' and traditional IT skills inventory. Covers methods of evaluation and examples, including why our current methods of discussing our professional strengths are flawed.
A 3DCG view trial in Noodl with Babylon.js and A-FrameWheetTweet
Noodl is an useful prototyping tool combined with IoT. It is also useful for XR. This presentation introduces why prototyping is required in XR and show one solution that how Noodl shows 3DCG model in A-Frame or Babylonjs.
See the post (in Japanese): https://www.crossroad-tech.com/entry/noodl-advent-calendar-2019
Beginners guide to create powerful stories in Virtual Reality. VR is a completely new medium that allows a lot more freedom than traditional filmmaking. Explore your options.
Get the whole PDF ebook at: http://eepurl.com/bXtoOP
De onzin om scholen te sluiten en/of kinderen in quarantaine te plaatsen.
Kinderen leerplichtig zijn; https://wetten.overheid.nl/BWBR0002628/2021-10-01
Onderwijs een kinderrecht is; https://www.kinderrechten.nl/
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Stap in de virtuele marketing wereld.
- Bekijk hoe de 7 P's van marketing ook in de virtuele wereld gelden.
- Voorbeelden
- Tools om zelf de stap in de Metaverse te zetten
Versie december 2021
Xr hardware koopgids virtual reality augmented reality publicatie april 2020VRmaster
Koopgids VR/AR/MR Hardware.
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Koopgids virtual reality; Impact creëren met vrVRmaster
VRmaster helpt organisaties bij het zinvol inzetten van VR. Wij willen de beste oplossing bieden bij elk vraagstuk. Wij zien te vaak dat organisaties kiezen voor de duurste oplossing. Niet voor de meest praktische, bruikbare en betaalbare. Om dit keuzeproces makkelijker te maken, zijn de belangrijkste argumenten en vragen over VR op een rij gezet om zo de keuze te vergemakkelijken.
VRmaster presentation incorporate virtual reality into your training programVRmaster
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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.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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
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An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
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We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
7. Do you know an example of the use of XR in your own environment?
● Give a short description
● What were the advantages of using VR / AR / MR
● What can be done better
● Do you see other opportunities for using these techniques?
Let’s analyse an XR example
10. Question: What do you want to achieve with your XR proposition?
● Who is the target audience?
● What is the main goal?
● What effect should be achieved?
● What is the call to action?
11. Target audience Main goal Which effect created Which call to action
XR proposition
26. Create a VR/AR prototype
Google Tour CreatorBasic VR photo tour using Google Streetview
VRdeck No code/code VR photo/video tour with 3D
(AR in beta)
Aframe HTML-coding AR and VR framework
Holome No code Create holographic projection
Just a Line No code AR
PlugXR/Zappar No-code AR platform
Mozilla Hubs/Spoke No-code 3D VR demo
3D Avatar Create an avatar fot Hubs
Co-Spaces No-code/code VR/AR game platform
Or use Marvelapp or Miro to create an online MVP