Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Thursday, July 7, 2016

HTC Vive and educational implications

Today I had the opportunity to bring my HTC Vive into work with the new gaming rig.  

There are great number of educational resources in the Steam store including InCell VR and InMind VR (for use in Science and Biology classes), and Tiltbrush for use in an art class. 

The HTC Vive Minimum Specs are as follows (DOES NOT WORK ON MAC):

RECOMMENDED PC SPECS

GPU: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
CPU: Intel i5-4590 / AMD FX 8350 equivalent or greater 
RAM: 4GB+
Video Output: HDMI 1.4 or DisplayPort 1.2 or newer
USB Port: 1x USB 2.0 or greater port
Operating System: Windows 7 SP1 or newer

If you are using and HTC Vive in the classroom you may want to use these covers to prevent the transmission of germs.  

Covers 

Using VR in classrooms, schools and makerspaces can be a great tool for both educational purposes, active learning and release of stress and anxiety.  HTC Vive just released that Lifeliqe will be the new platform for educational VR content. "The experiences ranged from examining the Hubble telescope (in space) to interacting with dinosaurs to viewing the body of a shark from the inside out while deep in the ocean." HTC selects Lifeliqe as educational VR content partner

Virtual Reality Therapy (VRT) is actively being used to, "treat addiction, phobias, and anxiety disorders, among other mental health problems."


If the HTC Vive is too expensive for you, then take a look at the Google Cardboard  and some of the Curricular applications that can be integrated here.  

As VR continues to grow and become more main stream, we will see products like Opto (a more expensive version of Google Cardboard WITH sound), Google Daydream a platform for mobile VR, and teachers seeing methods that this can be used in the classroom.  

In a recent study by Samsung of over 1,100 teachers, "more than 9 in 10 teachers (93 percent) said they believe the use of VR would "excite" their students, and 8 in 10 (83 percent) say it might improve learning outcomes." The Possibilities for VR to Transport Students Appeal to Teachers

Overall, this is the year of VR and there are great possibilities that are coming down the pike regarding HTC Vive, Samsung VR, Oculus and Google Cardboard.  The possibilities are endless! 

Saturday, May 21, 2016

#ThingLink360 Part 2

#ThingLink360

This week I began my own personal journey with #ThingLink360.

My last blog post, ThingLink360/VRspoke to joining the #ThingLink360 Beta program and exactly what is ThingLink. (ThingLink is the leading platform for creating interactive images and videos for web, social, advertising, and educational channels. The goal is to be creative with video, text, images, music and more! Every image contains a story.)

This week I had the opportunity to use my Ricoh Theta S for the first time on a field trip with the Sloatsburg Fifth Grade Students around the Village of Sloatsburg.  After the completion of the trip, I created a #ThingLink360 as a post field trip assessment.

Sloatsburg Village Trip

This video describes how to use a #ThingLink360.  Click and hold your mouse to  move around the page.  Click the arrows to go forward and back to different other locations we went to on the field trip!


RP Connor Fifth Grade

This is another #ThingLink360 that one of Dawn Bean's IE Fifth Grader's at RP Connor has just started working on.  For this I created two documents, one for the teacher, one the students.

Create a Classroom Walkthrough

Bobby B Lewis created a classroom walkthrough.  This is a great way to describe your classroom before the beginning of the year starts.  Help alleviate anxiety, show students where items belong, etc

ThingLink Blog/Facebook Group

Finally, ThingLink offers a great blog and Facebook Group with fantastic resources.  The last blog post is full of great information - Features and Specs for 360/VR Editor.

The ThingLink 360/VR Facebook Group  is a public group with people in the Beta Test Group creating and sharing ideas.  Join and start creating today!



Wednesday, May 11, 2016

ThingLink 360/VR

ThingLink is a platform for creating interactive images and videos for educational channels. Images come alive with video, text, images, shops, music and more!


Tag different locations in an image to show different information or indicate different things.

This is a great way visually for students to show their knowledge of a subject area without JUST having to share it through a slide show, document or drawing.

VR and ThingLink

ThingLink has developed a Virtual Reality editor which will assist in creating 360 degree ThingLinks.




There are some great ways to learn MORE about the Summer VR Challenge and how you can integrate the 360/VR challenge into your classroom:

Sign Up!


Friday, February 19, 2016

Virtual Reality and Leap Motion

Leap Motion in VR

Over the past few days I have had more time to delve into the world of VR and utilize my Leap Motion.  A Leap Motion is a gesture and motion tracker that will follow the motions of your hands to remove the need for a mouse.  Leap Motion for the past 6 weeks has been running a 3D Jam 2.0 for developers to create their own software, apps and programs that would work and integrate with Oculus Rift (predominately) as well as other open source projects (such as Google Cardboard).


Trinus VR 

Unlike Oculus Rift, Google Cardboard, does not come with it's own graphical interface card and therefore cannot run its own programs directly from the device, therefore we need an engine that can run the program from the computer to our cell phone: Trinus.  Trinus (as stated from their website):
Trinus VR (previously known as Trinus Gyre) was created to provide PC gamers with a high-end virtual reality headset without needing to buy expensive hardware, because you already have the hardware in your pocket. Trinus VR uses the display and sensors of your own phone to transform it into a portal to your PC games. Live your PC games in virtual reality today.
I have been able to sail a ship in Wurm through Trinius and Google Cardboard, roll a ball through a labyrinth and Trinius and my HooToo (This was more difficult with the Leap Motion controls)


.

Problems

Distance Tracking

Once I attached the Leap Motion to the front of both my HooToo and my Google Cardboard, I had the same problem in both situations: Distance.  It was very difficult for me to figure out the distance from my hands to the Leap Motion which in turn made it difficult for the Leap Motion to sense my hands.  

Head Tracking

I have not spent enough time working with the Trinius software, but I was unable to integrate the head tracking into my programs.  Head tracking can run through Trinius in programs that have 360 degree rotation. 

Leap Motion Overheating

The adhesive I was using continually fell off as the Leap Motion was getting quite hot.  There is a Leap Motion vr developer mount for those interested for $20 through the Leap Motion Store.

Trinius Time Limitation 

For the free version of Trinius, you are limited to 10 minutes at a time.  For more time, the app costs $9.99.

Virtual Reality, Education and Society

During school holidays seem to be the only time that I get to delve deep into my hobbies.  Now most of you know Technology and especially Educational Technology are of great interest to me (good thing I work in Emerging Tech!), but also of interest to me are the trends of the future, Virtual Reality, Augmented Reality and how the two will come together to change the scope of the educational playground.

Virtual Reality

In June 2014, I was watching the Google IO developer conference and I saw that placed on the seats of the conference attendees was a piece of cardboard.  This was the first time Google Cardboard hit the market. I was instantly intrigued but did not run out to get one yet.   


I researched and finally got myself a pair in December 2014. I understood immediately how this was going to change the course of our educational system and wrote two blogs in in January 2015 and one more recently in November 2015.



Education 

As we think to the future, the device students choose to have in their hands are their cellphones, as recently noted in the WSJArticle Teens' New Homework Tool? A Cellphone highlighting a friend and former colleague, Heidi Bernasconi,  Students live in a virtual world where a device is always at their finger tips.  They can complete assignments and get news in real time; even see locations around the world in 3D.

Society

Recently, the NYTimes created their own Virtual Reality App and Website NYT VR: Virtual Reality and sent out to its print customers a Google Cardboard.  Nonny de la Peña's, a journalist and presenter at TEDWoman The Future of News? Virtual Reality trying to find ways to integrate the reality of News and still maintain integrity of the news stories.

Future

As educators, parents, administrators, we throw around the terms college and career ready, but what does that mean? Is swiping going to take the place of keyboarding as a skill of the future? 

Whatever the future holds...
Students need to be creators of information, not just consumers!

Tuesday, November 10, 2015

Google Cardboard and Digital Storytelling

Digital Storytelling

Google Cardboard

As teachers, we often try to think of new and interesting ways for students to tell their own stories.  This weekend, the New York Times, sent to its print subscribers, Google Cardboard, to expose readers to the new idea of digital storytelling.  "VR film for the app called The Displaced, details the struggles of three children caught in the global refugee crisis."
nyt-googlecardboard
NYT Google Cardboard 
Through Google Cardboard, a smartphone (preferably Android, although more apps for IOS are coming), and a variety of VR apps, students, and teachers can show, create, or view stories and locations from around the world in 3D.

These include: 
There are many other locations on the web in which students can tell their stories.  Below are just a few of the many locations they can use to tell their stories.

  • StoryBird- Storybird lets anyone make visual stories in seconds. We curate artwork from illustrators and animators around the world and inspire writers of any age to turn those images
    into fresh stories.
  • ZooBurst- ZooBurst is a digital storytelling tool that lets anyone easily create his or her own 3D pop-up books. Using ZooBurst, storytellers of any age can create their own rich worlds in which their stories can come to life.
  • Show Me App for iPad - Turn your iPad into your personal interactive whiteboard!  ShowMe allows you to record voice-over whiteboard tutorials, tell stories and share them online. When you are done, upload your whiteboard to your YouTube channel for future viewing! 
  • VoiceThread- Create and share dynamic conversations around documents, snapshots, diagrams and videos -- basically anything there is to talk about. You can talk, type, and draw right on the screen. VoiceThread takes your conversations to the next level, capturing your presence, not just your comments. Anyone can join the discussion -- anytime, anywhere.
  • Little Birds Tales- Little Bird Tales was created to help nurture children's creativity and imagination while simultaneously creating one of-a-kind digital stories that can easily be shared. We strive to foster a love for reading, writing, self-expression and creative technology and to make the process easy and fun for students and teachers.
  • Google Stories - Searches can become stories. Some are inspiring, some change the way we see the world, and some just make us laugh. Here are a few of our favorites.

Sunday, August 16, 2015

#Scratch2015AMS


Creative Communities
August 12-15, 2015











Over the past week, I had the opportunity to participate in the Scratch 2015 Creative Communities Conference. Throughout the course of this conference, many presenters and community members spoke and demonstrated the many different ways they use Scratch, Scratch based or similar programs. The similar idea behind many community members was that the highest level of learning, thinking and instruction is through creation and that no one person can do that in a silo; hence the topic of "Creative Communities".  Here are just a few of the multitude of topics that I came across this week.

Online - Web Based

ScratchX

ScratchX allows you to try out experimental extensions to the Scratch programming environment. With extensions, you can connect Scratch to the physical world (such as Arduino, Raspberry Pi, LeapMotion, Littlebits) and online resources (Twitter, Musical Effects, ISS Tracker).

BeetleBlocks

Beetle Blocks is a graphical blocks-based programming environment for 3D design and fabrication. Use code to control a beetle that can place 3D shapes and extrude its path as a tube. Then make a 3D print! (Same premise as Scratch but with X, Y and Z AXIS)

Dr. Scratch

You receive feedback to improve your coding skills. You can track your progress through charts and stats. Soon to come Teacher "dashboard" to see student progress over time.  Currently, teachers and upload csv files of all students projects and receive csv files in response.  

Simulation and Programming Tools

The power to learn from creating a program and seeing the result is the basis of the tools and platforms we’ve developed – for teaching complex systems, computational thinking, and providing an easier entry into computer science. Using our programming platforms, students can generate models of real-world systems, make games to better-understand their environment, and create working apps for mobile devices.

Turtlestitch

Based on a browser-based educational programming language (Snap!) to generate patterns for embroidery machines. It is easy to use, requiring no prior knowledge in programming, yet powerful in creating nowels patterns for embroidery. It is usefull for designers to experiment with generative aesthetics and precision embroidery as well as tool for innovative workshops combining an introduction to programing with haptic output.

Turtlestitch uses Snap!s "pen module" which it interprets as a needle and transforms its output into widely-used embroidery file formats.

Snap! 

Snap! allows you to Build Your Own Blocks. It also features first class lists, first class procedures, and continuations. These added capabilities make it suitable for a serious introduction to computer science for high school or college students. Snap! runs in your browser and is implemented using Javascript.

IPad and/or Android


Tickle

Programming re-imagined for the connected world. Learn to program Arduino, drones, robots, connected toys, and smart home devices, all wirelessly. Tickle is easy to learn, fun to use, and 1000x more powerful!

Devices

MakeyMakey

MaKey MaKey is an invention kit for the 21st century. Turn everyday objects into touchpads and combine them with the internet. It's a simple Invention Kit for Beginners and Experts doing art, engineering, and everything in between.

Dash & Dot - Can be programmed with Tickle
  • Dash arrives fully assembled and ready to play.
  • Use a supported iPad (iPad 3+, Mini, Air) to access free Wonder Workshop apps that control Dash. Limited Android support. See device support below.
  • Dash can hear sounds, detect objects, even respond to the sound of your voice using sensors.
  • Program Dash to do anything you imagine. Deliver a message to a friend, have a dance party, and even navigate through an obstacle course.

OllieCan be programmed with Tickle

  • iOS & Android compatible
  • Apps: Driving & Programming
  • Durable polycarbonate body
  • Built-in LED glow
  • Bluetooth LE connection up to 98ft (30m)
  • Drives over 14 mph (6m/s)
  • USB charging (cable included)
  • Automatic firmware updates

LightBlue Bean (Arduino)Can be programmed with Tickle

  • We provide you with Mac and iOS applications to program and use the Beans with!
  • To get you projects started, follow our guide! https://punchthrough.com/bean/getting-started/
  • The Bean can be used as an iBeacon, and has Pin Codes available for Security
  • Built-in Arduino - Atmega328p
  • BLE - Bluetooth 4.0 - Bluetooth Low Energy

Parrot Minidrone - Can be programmed with Tickle

  • An ultra-compact drone with amazing stability and speed, indoors and outdoors
  • Turns 90° and 180° and performs acrobatic 360° forward and backward flips
  • Fitted with a propeller circuit-breaker in the event of a crash
  • Removable wheels to roll anywhere: across the floor, up the walls or across the ceiling
  • Take aerial shots like selfies from the sky with the embedded vertical mini-camera
  • FreeFlight 3 app offers an intuitive control from your smartphone or tablet through Bluetooth® Smart and is free
  • Lithium-Polymer battery, rechargeable and removable, lasts up to 8 minutes and full recharge in 1 hour

SpheroCan be programmed with Tickle

  • Robot, Smart Toy, Gaming System
  • Geek out with the smartest toy on the block. Now faster and brighter than ever, this robot will change the way you play.
  • Now faster, brighter, and smarter than ever. The future of gaming is here, and you hold the power.
  • Unleash Spheros inner robot and program like a pro.

No Computer...No Problem!! 

Hello Ruby

Hello Ruby is a children's book that teaches programming fundamentals through stories and kid-friendly activities.


CS Unplugged is a collection of free learning activities that teach Computer Science through engaging games and puzzles that use cards, string, crayons and lots of running around. We originally developed this so that young students could dive head-first into computer science, experiencing the kinds of questions and challenges that computer scientists experience, but without having to learn programming first.  The collection was originally intended as a resource for outreach and extension, but with the adoption of computing and computational thinking into many classrooms around the world, it is now widely used for teaching.

Scratch for Kids for Dummies by Derek Breen -bit.ly/scratch4kids4dummies

Extra Resources 

Website - Scratch2015ams.org

Twitter Feed - #Scratch2015AMS

Scratch2015 Conference Keynotes, Ignite sessions, etc.

Creative Computing 

The guide can be used in a variety of settings (classrooms, clubs, museums, libraries, and more) with a variety of learners (K-12, college, and beyond). No prior experience with computer programming is required, only a sense of adventure!

New Dimensions to Scratch 

Great mix of resources - Scratch Cards - Remix Projects - Inspiration - Example Extension Projects

Scratch Card Template

Friday, January 16, 2015

Google Cardboard: Curricular Integration

So anyone who has been following my blog saw last week's post about my new "toy/device" GOOGLE CARDBOARD.

Insert Face Here!! 

I have been really tinkering and trying to understand the in's and out's of this device as well as how this can be used and integrated into the classroom environment.  I think there are a multitude of ways (as I previously stated in my last post) but I have continued learning over the past week.

I created a document "Google Cardboard: Notes for Facilitating Purposeful Educational Experiences" with a variety of information on Google Cardboard as well as how to use Google Maps in the classroom.  Think about the explorations that you can go on!

Imagine taking a student to the depths of the Ocean to SHOW them the coral reefs and have them see and discover what they look like...Look for yourself.

Great Barrier Reef

Now imagine a student from a Caribbean island being able to see snow for the first time, IN VIRTUAL REALITY...what might that experience be like from someone that had never experienced it before? 

Snow in Switzerland

Finally, I've never been to Alaska to experience the Northern Lights, have you? Well now you can! 

Northern Lights, Alaska

Unfortunately, these are all still images and nothing like what you can experience with Google Cardboard and Google Maps.  

Now let's say you want your students to create their own Photospheres (360º view of a location)? Just make sure you have an Android phone (Jelly bean 4.1 or higher), Google Camera and PS Viewer for Google cardboard and you are all set! Have the students (or you) create your Photosphere in Google Camera . Swipe right and you will see a list of options on the left side for what type of picture you would like to take (i.e. Photosphere, Panaroma, Lens Blur, Camera or Video).  Click on Photosphere and follow the prompt for creating your photosphere ("To start, keep dot inside circle").  When you are done to view your Photosphere in Google Cardboard (VR), open PS Viewer for Google cardboard (remember this is still in Beta). If you only have one Photosphere it will automatically open, if you have more than one you can tilt your head to the right until you find the Photosphere that you would like to look at.

VOILA! You have now created your own Photosphere! 

Other ideas for curricular integration? Tell us here! 

Tuesday, January 6, 2015

Google Cardboard

On Saturday I recieved my Google Cardboard in the mail.  Now some of you may be thinking "Hmm did she really say Cardboard?" YES!! This was a promotional item distributed at the Google Developers Conference this past summer and I was wondering about this myself.  Google Cardboard is a simple fun and inexpensive way to experience VR (virtual reality).  If you want to create it yourself, Google gives the template and even links to suppliers for the items that you will need (most supplies you will have or can get locally...other than lenses) or buy it online for the low, low cost of $3.17!!

Google Cardboard!! 
This is a great, fun and innovative experience.  I was floored by the graphics and the experience (as has been everyone that has used it thus far).  Most of the apps are free (but it has been built and developed mostly for the Android platform (here is some information about Google Cardboard and Iphones).  
Now the question is, what is the educational value in a device such as this? HUGE!! Start with the cardboard...this can be a school wide recycling project.  Then the students can decorate and create their cardboard in Art class (also remember, Google Cardboard doesn't necessarily need to be made out of cardboard!! Be creative! What can you make yours out of?) Then bring the inquiry based learning back into the mainstream classroom.  
Without the phone inside
  • Science- There is a magnet on the side- Why is that there? What does it do? (Hint: NFC - Near Field Communication)
  • Math and Science- How does the device work? Why do the lenses need to be 45mm lenses? 
  • Social Studies: Google Maps Street View
  • English: Write about your experiences! Blog about it! Present about it!    

Insert Face Here!

What are your thoughts??