{"id":54259,"date":"2016-03-24T12:51:46","date_gmt":"2016-03-24T16:51:46","guid":{"rendered":"http:\/\/danielschristian.com\/learning-ecosystems\/?p=54259"},"modified":"2016-03-25T13:56:05","modified_gmt":"2016-03-25T17:56:05","slug":"the-promise-of-virtual-reality-in-higher-education-6-other-items-re-vr","status":"publish","type":"post","link":"http:\/\/danielschristian.com\/learning-ecosystems\/2016\/03\/24\/the-promise-of-virtual-reality-in-higher-education-6-other-items-re-vr\/","title":{"rendered":"&#8220;The promise of virtual reality in higher education&#8221; + 6 other items re: VR"},"content":{"rendered":"<p><a href=\"http:\/\/er.educause.edu\/articles\/2016\/3\/the-promise-of-virtual-reality-in-higher-education\" target=\"_blank\"><strong>The promise of virtual reality in higher education<\/strong> <\/a>&#8212; from er.educause.edu by Bryan Sinclair and Glenn Gunhouse<\/p>\n<p><em>Excerpt:<\/em><\/p>\n<p style=\"padding-left: 30px;\">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.<\/p>\n<p style=\"padding-left: 30px;\"><strong>VR may be seen as the next logical extension of cyberspace.<\/strong><\/p>\n<p>&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/er.educause.edu\/~\/media\/images\/articles\/2016\/3\/ero1631image2.png?la=en\" alt=\"\" width=\"100%\" height=\"100%\" border=\"0\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"http:\/\/www.fastcompany.com\/3057413\/app-economy\/five-ways-virtual-reality-is-reshaping-industries\" target=\"_blank\"><strong>Five ways virtual reality is reshaping industries<\/strong> <\/a>&#8212; from by Daniel Terdiman<br \/>\n<em>Gaming is only the beginning.<\/em><\/p>\n<p><em>Excerpt:<\/em><\/p>\n<p style=\"padding-left: 30px;\">It\u2019s 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 <a href=\"http:\/\/www.fastcompany.com\/company\/oculus-vr\" target=\"_blank\">Oculus Rift<\/a> and <a href=\"http:\/\/www.fastcompany.com\/3056977\/fast-feed\/htcs-vive-vr-headset-to-cost-799-available-for-pre-order-on-feb-29\" target=\"_blank\">HTC Vive,<\/a> as well as the imminent release of <a href=\"http:\/\/www.fastcompany.com\/3057890\/sonys-playstation-vr-to-cost-less-than-oculus-rift-htc-vive-at-launch\" target=\"_blank\">Sony\u2019s PlayStation VR<\/a>, high-end virtual reality has arrived. Add to that lower-end headsets like <a href=\"http:\/\/www.fastcompany.com\/3056563\/samsungs-new-gear-360-camera-is-ideal-for-shooting-vr-video\" target=\"_blank\">Samsung\u2019s Gear VR<\/a>, <a href=\"http:\/\/www.fastcompany.com\/3055991\/google-has-shipped-5-million-cardboard-vr-players\" target=\"_blank\">Google\u2019s Cardboard<\/a>, and many other players and it\u2019s 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\u2014hardware and content\u2014at $30 billion by 2020. It\u2019s not just gaming and entertainment that are poised for transformation. Here are some of the most interesting\u2014and potentially lucrative\u2014ways VR is being deployed.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"http:\/\/www.wsj.com\/articles\/why-you-should-try-that-crazy-virtual-reality-headset-1458743074\" target=\"_blank\"><strong>Why you should try that crazy virtual reality headset<\/strong> <\/a>&#8212; from wsj.com by Joanna Stern<br \/>\n<em>VR isn\u2019t just for gamers\u2014take a journey through the virtual experiences that will make the real world better<\/em><\/p>\n<p><em>Excerpt:<\/em><\/p>\n<p style=\"padding-left: 30px;\">You\u2019re going to own a virtual reality headset one day.<\/p>\n<p style=\"padding-left: 30px;\">Yes, you\u2019re going to put those funny-looking goggles on your face and your eyes won\u2019t be rolling at me like they are right now.<\/p>\n<p style=\"padding-left: 30px;\">I\u2019ve been there. My interest in gaming stops at Monopoly. The promise of virtual reality meant little more to me than a funny photo opp.<\/p>\n<p style=\"padding-left: 30px;\">But the buzz! It\u2019s the future, they say! So I went on a journey to find virtual reality\u2019s practical uses.<\/p>\n<p style=\"padding-left: 30px;\">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\u2019ve been eyeing. You can feel your heart pound as you practice your big speech in front of a room of people who aren\u2019t actually there.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"http:\/\/www.wsj.com\/articles\/why-you-should-try-that-crazy-virtual-reality-headset-1458743074\" target=\"_blank\" rel=\"attachment wp-att-54274\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-54274\" src=\"http:\/\/danielschristian.com\/learning-ecosystems\/wp-content\/uploads\/2016\/03\/WhyTryCrazyVRHeadset-WSJ-March2016.jpg\" alt=\"WhyTryCrazyVRHeadset-WSJ-March2016\" width=\"100%\" height=\"100%\" border=\"0\" srcset=\"http:\/\/danielschristian.com\/learning-ecosystems\/wp-content\/uploads\/2016\/03\/WhyTryCrazyVRHeadset-WSJ-March2016.jpg 845w, http:\/\/danielschristian.com\/learning-ecosystems\/wp-content\/uploads\/2016\/03\/WhyTryCrazyVRHeadset-WSJ-March2016-150x71.jpg 150w, http:\/\/danielschristian.com\/learning-ecosystems\/wp-content\/uploads\/2016\/03\/WhyTryCrazyVRHeadset-WSJ-March2016-768x365.jpg 768w\" sizes=\"(max-width: 845px) 100vw, 845px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"http:\/\/uploadvr.com\/john-carmack-calls-minecraft-for-gear-vr-the-best-thing-on-oculus\/\" target=\"_blank\"><strong>John Carmack calls \u2018Minecraft\u2019 for Gear VR \u2018the best thing\u2019 on Oculus<\/strong><\/a> &#8212; from uploadvr.com by Ian Tingen<\/p>\n<p><em>Excerpt:<\/em><\/p>\n<p style=\"padding-left: 30px;\">After a hands-on with <em>Minecraft VR<\/em> \u2013 an in-development title for the Samsung Gear VR \u2013 Oculus CTO John Carmack gave a speech where he proclaimed <em>Minecraft<\/em> <em>VR<\/em> to be, \u201cthe best thing to come out on Oculus\u2026Not just for the Gear VR but everything\u201d.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/unimersiv.com\/post\/virtual-reality-headsets-are-roaring-in-2016-what-s-your-pick-344\/\" target=\"_blank\"><strong>Virtual reality headsets are roaring in 2016 : What\u2019s your pick?<\/strong><\/a> &#8212; from unimersiv.com by Sanjay Bojan<\/p>\n<p><em>Excerpt:<\/em><\/p>\n<p style=\"padding-left: 30px;\">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.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"http:\/\/readwrite.com\/2016\/03\/23\/how-virtual-reality-will-democratize-learning\/\" target=\"_blank\"><strong>How virtual reality will democratize learning<\/strong><\/a> &#8212; from readwrite.com by Jacob Tempchin<\/p>\n<p><em>Excerpt:<\/em><\/p>\n<p style=\"padding-left: 30px;\">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\u2019s a medium. And I\u2019ve seen how powerful that medium can be.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><strong><a href=\"http:\/\/www.engadget.com\/2016\/03\/22\/jaunts-cinematic-vr-tours\/\" target=\"_blank\">Jaunt&#8217;s &#8216;cinematic VR&#8217; tech will take you around the world<\/a><\/strong> &#8212; from engadget.com by Mariella Moon<br \/>\n<em>First stop: Machu Picchu.<\/em><\/p>\n<p><img decoding=\"async\" src=\"http:\/\/o.aolcdn.com\/dims-shared\/dims3\/GLOB\/crop\/1400x956+0+15\/resize\/1400x956!\/format\/jpg\/quality\/85\/http:\/\/o.aolcdn.com\/hss\/storage\/midas\/7900cdd917170d5cc52dfbfdd08bc48b\/203580928\/machu-picchu.jpg\" alt=\"\" width=\"100%\" height=\"100%\" border=\"0\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"color: #800000;\"><em>Addendum on 3\/25\/16:<\/em><\/span><\/p>\n<ul>\n<li><a href=\"http:\/\/vrscout.com\/projects\/inside-salvador-dali-painting-virtual-reality\/\" target=\"_blank\"><strong>Step Inside a Salvador Dali Painting in Virtual Reality<\/strong> <\/a>&#8212; from vrscout.com by Jonathan Nafarrete<br \/>\n<span style=\"color: #ffffff;\">.<\/span><\/li>\n<li><a href=\"http:\/\/edtechmagazine.com\/higher\/article\/2016\/02\/academia-tackles-storytelling-virtual-reality\" target=\"_blank\"><strong>Academia Tackles Storytelling in Virtual Reality<\/strong><\/a> &#8212; from edtechmagazine.com by D. Frank Smith<br \/>\n<em>The University of Southern California\u2019s School for Cinematic Arts is studying how virtual reality can be used to tell stories in the next generation of movies.<\/em><br \/>\n<span style=\"color: #ffffff;\">.<\/span><\/li>\n<li><a href=\"https:\/\/unimersiv.com\/post\/virtual-reality-headsets-are-roaring-in-2016-what-s-your-pick-344\/\" target=\"_blank\"><strong>Virtual Reality Headsets are Roaring in 2016 : What\u2019s your Pick?<\/strong><\/a> &#8212; from unimersiv.com by Sanjay Bojan<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/unimersiv.com\/post\/virtual-reality-headsets-are-roaring-in-2016-what-s-your-pick-344\/\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/unimersiv.com\/img\/media\/29-playstation-vr-virtual-reality-glasses-vr-1.png\" alt=\"\" width=\"100%\" height=\"100%\" border=\"0\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The promise of virtual reality in higher education &#8212; 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, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[277,387,112,271,63,3,391,419,180,276,408,156,312,367,273,253,299],"tags":[],"class_list":["post-54259","post","type-post","status-publish","format-standard","hentry","category-art","category-business","category-corporate-business-world","category-creativity","category-google","category-higher-education","category-human-computer-interaction-hci","category-ideas-teaching","category-innovation","category-interactivity","category-mediafilm","category-usability","category-user-experience-ux","category-vendors","category-virtual-field-trips","category-virtual-reality-worlds-learning","category-workplace"],"_links":{"self":[{"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/posts\/54259","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/comments?post=54259"}],"version-history":[{"count":17,"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/posts\/54259\/revisions"}],"predecessor-version":[{"id":54315,"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/posts\/54259\/revisions\/54315"}],"wp:attachment":[{"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/media?parent=54259"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/categories?post=54259"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/danielschristian.com\/learning-ecosystems\/wp-json\/wp\/v2\/tags?post=54259"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}