My green screen setup –from learninginhand.com by Tony Vincent
Excerpt:
I’m often asked about the set up I use to film my videos. Here’s a 360 spherical photo that I’ve annotated. Feel free to scroll and zoom around to check out my setup.
The promise of virtual reality in higher education — from er.educause.edu by Bryan Sinclair and Glenn Gunhouse
Excerpt:
Just as hypertext, digital publishing, and other digital media have transformed the ways in which we engage with documents and collections, the technologies surrounding virtual reality (VR) may ultimately transform the ways in which we teach, learn, engage with each other, and experience the world writ large. In a not-too-distant future, as VR technologies advance at a steady pace and become embedded in our lives, we may one day look back with a sense of amazement at students once bound to a physical classroom, campus setting, locale, or even place in time.
VR may be seen as the next logical extension of cyberspace.
Five ways virtual reality is reshaping industries — from by Daniel Terdiman
Gaming is only the beginning.
Excerpt:
It’s rare that a consumer technology is a giant leap forward rather than the next iterative step. Virtual reality represents just that kind of leap. With the spring launch of the Oculus Rift and HTC Vive, as well as the imminent release of Sony’s PlayStation VR, high-end virtual reality has arrived. Add to that lower-end headsets like Samsung’s Gear VR, Google’s Cardboard, and many other players and it’s clear that 2016 is the year the technology goes mainstream. While none of the hardware makers are promising to sell millions of units this year, estimates peg the VR market—hardware and content—at $30 billion by 2020. It’s not just gaming and entertainment that are poised for transformation. Here are some of the most interesting—and potentially lucrative—ways VR is being deployed.
Why you should try that crazy virtual reality headset — from wsj.com by Joanna Stern
VR isn’t just for gamers—take a journey through the virtual experiences that will make the real world better
Excerpt:
You’re going to own a virtual reality headset one day.
Yes, you’re going to put those funny-looking goggles on your face and your eyes won’t be rolling at me like they are right now.
I’ve been there. My interest in gaming stops at Monopoly. The promise of virtual reality meant little more to me than a funny photo opp.
But the buzz! It’s the future, they say! So I went on a journey to find virtual reality’s practical uses.
You can take a class of fifth-graders across the world without needing permission slips. You can inspect the countertops in that dream house you’ve been eyeing. You can feel your heart pound as you practice your big speech in front of a room of people who aren’t actually there.
John Carmack calls ‘Minecraft’ for Gear VR ‘the best thing’ on Oculus — from uploadvr.com by Ian Tingen
Excerpt:
After a hands-on with Minecraft VR – an in-development title for the Samsung Gear VR – Oculus CTO John Carmack gave a speech where he proclaimed Minecraft VR to be, “the best thing to come out on Oculus…Not just for the Gear VR but everything”.
Virtual reality headsets are roaring in 2016 : What’s your pick? — from unimersiv.com by Sanjay Bojan
Excerpt:
In 2016, although still in their infant stages, VR headsets are advancing thick and fast. On that note, here is a selection of the best VR headsets you could buy at the moment.
How virtual reality will democratize learning — from readwrite.com by Jacob Tempchin
Excerpt:
Still, I am confident that virtual reality will revolutionize how we learn, and the reason is simple. Virtual reality is not just a technology, it’s a medium. And I’ve seen how powerful that medium can be.
Jaunt’s ‘cinematic VR’ tech will take you around the world — from engadget.com by Mariella Moon
First stop: Machu Picchu.
Addendum on 3/25/16:
The world’s first virtual reality cinema has opened in Amsterdam — from springwise.com
The VR Cinema gives movie-goers an immersive experience via Samsung Gear VR, headphones, and 360 degree chairs.
Excerpt:
At the beginning of this month, the world’s first VR Cinema opened in Amsterdam.
The idea originated as a pop-up cinema touring cities in the Netherlands, Germany and Switzerland. Unlike a traditional cinema, the theatre uses Samsung Gear VR, combined with a Samsung Galaxy S6 and a 360 degree chair to allow people to look around freely through the film. This is combined with immersive headphones to give a full VR experience to those watching the films.
Now showing:
Addendum on 3/17/16:
Predictions on the future of digital media — from techcrunch.com by Peter Csathy
Excerpt:
It’s pundit time — this time, digital media style. Last year I predicted challenges to YouTube’s dominance in online video, a beginning of cord cutting and the unbundling of video services, and an explosion in short form video content. This year the media landscape will continue to shift as VR grows up and consolidation takes over.
MIT’s amazing new app lets you program any object — from fastcodesign.com
The Reality Editor is a Minority Report style AR app that makes programming your smart home as easy as connecting the dots.
Take me away! Elderly home residents given virtual reality goggles to help them feel like they are travelling the world — from dailymail.co.uk by Belinda Cleary
NASA partners with Microsoft to provide holographic computing in space — from seriouswonder.com by B.J. Murphy
Excerpt:
Partnering with multinational technology company Microsoft, NASA has since been engaging with their astronauts to use HoloLens headsets to help them make complex computations and provide them with virtual aid as they work inside the ISS. Labeled Project Sidekick, this form of space-based holographic computing will help empower astronauts by allowing them to achieve greater autonomy in their work as they explore and connect back home at NASA headquarters.
With the Cygnus delivery of the HoloLens headsets, expect holographic computing to become a crucial facet of future space exploration – one more item to check off of our list on, “How to become more like Star Trek.”
How to try virtual reality today without breaking the bank — from bgr.com by Jacob Siegal
Excerpt:
2016 might be the year that virtual reality finally takes hold in the tech world. Sony, Microsoft and Oculus VR are all planning to launch their own hardware before the end of next year, with tons of developers already hard at work on games, apps and other software to ensure that VR hits the ground running.
But if you don’t want to wait until next year to see what VR has to offer, you can take a sneak peek at the innovations today without putting a strain on your wallet.
Breaking Down Billion-Dollar AR/VR Investment In The Last 12 Months — from techcrunch.com by Tim Merel
Which VR Headset Holds the Pole Position? — from statista.com by Felix Richter
The show goes on in Paris – through augmented-reality glasses — from theguardian.com by Barbara Casassus
If your French doesn’t go beyond bonjour, you can still enjoy a night at a Parisian theatre thanks to new glasses that provide simultaneous translations
Excerpt:
It’s Saturday night at Le Comédia theatre in central Paris and I’m staring at the stage through square plastic glasses. While the actors in the musical Mistinguett, Reine des Années Folles sing boisterously in French, the words appear simultaneously in English on a small screen in the right-hand lens. Though it’s not the same as watching the show unfettered, I find it surprisingly easy to follow the translated dialogue along with the action.
.
Also see Immersive VREducation’s:
ER VR Trailer – Virtual Reality Medical Training Simulation
Virtual-reality lab explores new kinds of immersive learning — from chronicle.com by Ellen Wexler
Excerpt:
That can have implications in distance learning, he said. For students attending class via webcam or video lecture, the video is two-dimensional, and the audio doesn’t sound as it would if they were in a real classroom. Mr. Duraiswami thinks the virtual-reality technology could help the experience feel more immersive. “If all you’re seeing is a bunch of things in front of you, you’re not as immersed,” Mr. Duraiswami said. “You want the instructor to feel as if they’re right in front of you.”
10 killer media applications enabled by ‘virtual reality’ headsets — from eweek.com by Mike Elgan
Virtual reality headsets can do much more than ‘virtual reality,’ a technical term that is badly defined in most news reports. Here are 10 rapidly developing applications.
Deakin University to launch virtual and augmented reality hub — from cio.com.au by Rebecca Merrett
Industry partners, as well and students and staff, can get their hands on latest virtual/augmented reality tech
Excerpt:
Deakin University will launch an Interactive Digital Centre Hub in Melbourne CBD in the first half of 2016, which will allow industry partners to access the latest virtual and augmented reality technology. Partnering with EON Reality, more than US$10 million has been poured into the facility and will be the first of dedicated centre to virtual and augmented reality in the Asian region. Having a strong group of researchers in virtual reality, Deakin University decided to open a hub to facilitate working with industry and host education programs and courses in this field.
Virtual reality could finally get people to care about climate change — from techinsider.io by Chris Weller
Excerpt:
As the founding director of Stanford’s Virtual Human Interaction Lab, Jeremy Bailenson firmly believes that statistics don’t make people care about issues.
Experiences do.
That’s why Bailenson has spent the last few years developing an underwater virtual reality (VR) experience that shows people firsthand how climate change impacts ocean health.
All the data in the world won’t make a problem seem real unless people care about it on an emotional level, he says. According to Bailenson, virtual reality solves that problem without creating new ones.
Virtual reality in 2016: The 10 biggest trends to watch — from techrepublic.com by Erin Carson
2016 promises to be a watershed year for virtual reality as a commercial product. Here’s what to expect.
Revolutionary tech for the real world — from createtomorrow.co.uk
Excerpt (emphasis DSC):
AR is also highly effective for education and training says Ronald Azuma who leads the AR team at Intel Labs. Why? “Because it makes instructions easier to understand by displaying them directly over the real-world objects that require manipulation, thus removing the cognitive load and ambiguity in spatially transforming directions from traditional media like manuals, text, images and videos into the situation at hand.”
Samsung launches Gear VR virtual reality headset in Australia, promises 360-degree web browsing — from news.com.au
AUSTRALIAN phone users will be able to play virtual reality games, watch 360-degree films, and navigate the web using their eyes as Samsung launches its third virtual reality headset.
CES 2016: driverless cars and virtual reality to dominate at world’s biggest technology show — from mirror.co.uk
The world’s biggest technology showcase kicks off in Las Vegas on 6 January 2016. Here’s what we know about what will be happening at the Consumer Electronics Show
Should your institution move into the Augmentarium future? — from ecampusnews.com by Ron Bethke
The University of Maryland, College Park, is leading the way in studying the innovative applications of augmented and virtual reality across a wide range of fields
Excerpt:
Sundance 2016 dominated by VR, over 30 experiences listed — from vrfocus.com
Excerpt:
This year’s Sundance Film Festival in Park City, Utah was a surprise hit for virtual reality (VR) technology. It was here that Oculus VR revealed its new film-focused division, Oculus Story Studio, while plenty of other filmmakers and story tellers showcased their own projects using head-mounted displays (HMDs) in the festival’s New Frontier section. That section is set to return for the 2016 edition of the festival from 21st – 31st January, and is this time utterly dominated by VR experiences.
Virtual reality for all, finally — from scientificamerican.com by Larry Greenemeier
Will the new generation of headsets hitting the consumer electronics market deliver enhanced virtual-reality experiences at more affordable prices?
Excerpt:
You can be forgiven for rolling your eyes at the latest round of promises that virtual reality has finally arrived for the masses. Tech companies have been hanging their hats on that one for decades without much success, due to high prices and poorly rendered graphics that have given people headaches—literally.
Despite these missteps, a new generation of virtual-reality tech targeted at consumers has begun to hit the market, most prominently with Samsung’s $100 Gear VR visor released in late November. Both Gear VR and Google Cardboard—which starts at less than $20 and was launched in 2014—rely on a smartphone clipped or slid into their respective visors. The headset’s binocularlike lenses—between the phone and wearer—help deliver a 3-D VR experience. That makes the gadgets a relatively low-risk investment for consumers and enables tech companies to gauge public demand for virtual reality in advance of devices such as ones from Oculus, Sony and HTC slated for next year that feature more sophisticated embedded sensors and displays.
…
Now that VR headsets no longer cost tens of thousands of dollars the door is open for educational and social applications that are true to virtual reality’s roots, allowing people to learn and interact in digital classrooms and playgrounds.
Here’s what virtual reality means for kids stuck in the hospital — from techcrunch.com by Drew Olanoff
Excerpt:
Virtual reality is here to stay and it’s more important than just playing a game or watching a boxing match in a more immersive way. It could, and will, change lives. Imagine this kind of happiness in children’s hospitals everywhere, all of the time. Then think about how doctors can train for surgery virtually. Pretty amazing stuff, eh?
Addendum on 12/20/15:
A virtual reality revolution, coming to a headset near you — from nytimes.com by Lorne Manly
Excerpts:
Virtual reality — once the stuff of science fiction — is still in its infancy. But there’s already a gold rush around the technology, which plunges viewers into a simulated 3-D environment and lets them explore their surroundings as if they were really there.
Technology and entertainment giants are betting billions that virtual reality is much more than a passing fad, one that will revolutionize the way we experience movies, news, sporting events, video games and more.
Meanwhile, filmmakers and other creators are grappling with an entirely new storytelling language and dealing with some formidable challenges — claustrophobic headsets that can make people cybersick.
…
Here, some of the other pioneers in film, journalism, sports and gaming talk about the potential and struggles of building a new art form from the ground up.
…
“You really engage on scene in a way that gives you this incredible connection to where you are,” Ms. de la Peña said. “And that’s why, early on, I was calling it an empathy generator, an empathy machine.”
8 characteristics of good online video — from ecampusnews.com by Meris Stansbury
Instructor-led video is a must in online learning, but not all videos are successes. Here are eight tips to help educators create effective online videos for their courses.
Excerpt:
According to a report published in the MERLOT Journal of Online Learning and Teaching, instructor-generated video can have a positive influence on student satisfaction with, and engagement in, online courses. But not all videos are created equal.
Research conducted by the American Academy of Neurology also reveals that “watching videos helps boost brain plasticity,” or the ability of the brain to undergo physical changes at any age. Learners who were trained to perform a particular task through videos performed better than those who learned through images and text, the researchers found—and they concluded that video has a “higher impact on the brain.”
However, researchers emphasize that the format of the video, its platform, and the subject are all variables in the video’s effectiveness.
“Creating interesting, professional videos does take some planning and technical skill,” says eLearn Magazine. “There’s also a fear of perceived high cost. But none of these barriers are insurmountable. By employing … tips to know when to use it, how to maximize its effectiveness, and how to keep costs reasonable, you can make video a key part of your next online course.”
Here are eight tips to help educators create videos for their online courses…
From DSC:
A quick reflection here. Frame rates, compression, having the right equipment and recording facilities, how best to frame a shot, knowing about proper lighting and placement of microphones, and more…hmmm…and we expect the faculty member to know/do all this as well as keep up with their knowledgeabase of their particular discipline? Not likely in many cases. Time’s too limited — even if all of the required gifts and/or interest levels were there (which is asking a lot).
This is why I’m big on using TEAMS of specialists. Depending upon the quality of your products/services that your organization is willing to accept, flipping the classroom or using video in online-based learning requires a team of specialists.
Switcher Studio: Be your own TV station — from switcherstudio.com with thanks to Mr. Doug Cuddihy for letting me know about this resource
Mobile streaming video production app
Excerpt:
Switcher Studio is a mobile video app that lets you sync up to four iPhones and iPads to record and stream LIVE video to services like YouTube and Ustream. Insert photos and graphic overlays, manage multi-view effects, and more.
From DSC:
Now let’s take this one step further.
If REMOTE learners could switch between cameras at any point, NOW we’re talking! That is, it would be great if we could set up 3-4 cameras in a face-to-face classroom, and let the remote learners switch between whichever viewing angle/feed that they want to see at any given point in time (i.e., the professor, the whiteboard, the computer, other).
Addendum on 10/15/15: also see:
5 Lessons Learned While Making Lost — from oculus.com by Saschka Unseld; this post regards making a VR-based movie
Excerpts:
We eventually redefined the relationship between storyteller, listener, and the story itself. Even though time for the viewer unfolds in a linear fashion, the discovery of the story might not. This realization, of course, had big implications on staging and timing. It also sparked discussion around something we call “Spatial Story Density”.
Technology and The Evolution of Storytelling — from medium.com by John Lasseter; with a shout out to The Digital Rocking Chair for the Scoop on this
Excerpts:
“People aren’t going to sit still for a feature-length cartoon. Are you nuts?”
But Walt was a visionary.
Walt saw beyond what people were used to. They were used to the short cartoon.
There’s a famous statement by Henry Ford that before the Model T if you asked people what they wanted, they would say, “A faster horse.”
My own partner at Pixar for 25 years, Steve Jobs, never liked market research. Never did market research for anything.
“It’s not the audience’s job to tell us what they want in the future, it’s for us to tell them what they want in the future.” — Steve Jobs
It was because people didn’t understand what the technology ***could*** do. — John Lasseter
I wanted to learn as much as I could.
The more you dig into the technology and the more you learn it, you are going to get ideas you would never have thought of without knowing your technology.
The goal was to make the technology invisible.