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Showing posts with label virtual reality (VR). Show all posts
Showing posts with label virtual reality (VR). Show all posts

Thursday, December 15, 2022

Higher EdTech trends to watch for 2023 [KEVRI Insight, 2022]

Title:
Higher EdTech trends to watch for 2023
 
Author:
KEVRI Staff
 
Published:
KEVRI Insight, 21 october 2022
 
From the article:
Fierce innovation and digitisation sped up by the Coronavirus Pandemic show no signs of slowing down. The global EdTech market is forecasted to grow to over US$230 billion by 2028. 
 

Saturday, June 11, 2022

Experiential learning and VR will reshape the future of education [World Economic Forum, May 2022]

Title:
Experiental learning and VR will reshape the future of education
 
Authors:
Dr. Ali Saeed Bin Harmal Al Dhaheri Chief Executive Officer, Abu Dhabi University Holding Company 
&
Dr. Mohamad Ali Hamade 
Chief Executive Officer, Amanat Holdings
 
Published:
World Edonomic Forum (WEF), 23 May 2022
 
From the article:
* Methods of education have not kept pace with advances in technology but the imperative of change is becoming more apparent. 
 
* Virtual reality (VR) is being adopted more readily as the gains of experiential learning is being realised. 
 
* VR is making education less conventional and advancing K-12, higher education and vocational training.

Tuesday, December 28, 2021

How AI, VR, AR, 5G, and blockchain may converge to power the metaverse [VentureBeat, December 2021]

Title:
How AI, VR, AR, 5G, and blockchain may converge to power the metaverse

Author:
Gary Grossman, Edelman
 
Published:
VentureBeat, 26 December 2021
 
From the article:
Emerging technologies including AI, virtual reality (VR), augmented reality (AR), 5G, and blockchain (and related digital currencies) have all progressed on their own merits and timeline. Each has found a degree of application, though clearly AI has progressed the furthest. Each technology is maturing while overcoming challenges ranging from blockchain’s energy consumption to VR’s propensity for inducing nausea. They will likely converge in readiness over the next several years, underpinned by the now ubiquitous cloud computing for elasticity and scale. And in that convergence, the sum will be far greater than the parts. The catalyst for this convergence will be the metaverse — a connected network of always-on 3D virtual worlds.

Wednesday, November 24, 2021

Innovating the education metaverse: MR virtual campus [Installation, November 2021]

Title:
Innovating the education metaverse: MR virtual campus

Author:
Rob Lane

Published:
Installation, 12 November 2021 [updated: 15 November 2021]
 
From the article:
Two of Manchester’s leading tech companies are leading the race to innovate the global education metaverse with their own science and tech campus, ‘Credersi World’, using a mixed reality platform that includes virtual reality (VR) and augmented reality (AR).
 

Saturday, May 1, 2021

University of Bath (Press Release, April 2021) - Virtual Reality could help improve balance in older people

Title:
Virtual Reality could help improve balance in older people
 
Published:
University of Bath (Press Release), 28 April 2021
 
From the press release:
Researchers at the University of Bath investigating how virtual reality (VR) can help improve balance believe this technology could be a valuable tool in the prevention of falls.

Also see

Soltani P and Andrade R (2021) The Influence of Virtual Reality Head-Mounted Displays on Balance Outcomes and Training Paradigms: A Systematic Review. Front. Sports Act. Living 2:531535. 
 

Friday, April 2, 2021

China Turns To Virtual Reality (VR) Technology To Hone Combat Skills Of Its Soldiers (by Mansij Asthana)

Title:
China Turns To Virtual Reality (VR) Technology To Hone Combat Skills Of Its Soldiers
 
Author:
Mansij Asthana 
 
Published:
The EurAsian Times, 24 March 2021
 
From the article:
China has started training its military personnel with the help of virtual reality (VR) technologies to increase their combat capabilities, according to reports.
 

Sunday, March 7, 2021

Microsoft Mesh aims to bring holographic virtual collaboration to all [Engadget, 2 March 2021]

Title:
Microsoft Mesh aims to bring holographic virtual collaboration to all
 
Author:
D. Hardawar
 
Published:
Engadget, 2 March 2021

From the article:
We were experiencing one of the first apps powered by Microsoft Mesh, the company's ambitious new attempt at unifying holographic virtual collaboration across multiple devices, be they VR headsets, AR (like HoloLens), laptops or smartphones. Powered by Microsoft's Azure cloud, Mesh isn't just an app, it's a platform that other developers can use to bring remote collaboration to their own software. If remote work is here to stay — and by most accounts, it is — Microsoft wants to be the company taking us beyond Zoom video chats, and towards holographic experiences that everyone can join.

Thursday, January 28, 2021

Unified Representation for XR Content and its Rendering Method [ACM Digital Library, November 2020]

Title:
Unified Representation for XR Content and its Rendering Method
 
Authors:
Yongjae Lee, Changhyun Moon, Heedong Ko, Soo-Hong Lee & Byounghyun Yoo
 
Published:
Web3D '20: The 25th International Conference on 3D Web Technology, November 2020, Article No.: 21, Pages 1–10 [ACM Digital Library]

Abstract:
Virtual Reality (VR) and Augmented Reality (AR) have become familiar technologies with related markets growing rapidly every year. Moreover, the idea of considering VR and AR as one eXtended reality (XR) has broken the border between virtual space and real space. However, there is no formal way to create such XR content except through existing VR or AR content development platforms. These platforms require the content author to perform additional tasks such as duplicating content for a specific user interaction environment (VR or AR) and associating them as one. Also, describing the content in an existing markup language (e.g., X3D, X3DOM, A-frame) has limitations of that the content author should predefine the user interaction environment (i.e., either of VR and AR). In this study, a unified XR representation is defined for describing XR content, and the method to render it has been proposed. The unified XR representation extends the HTML so that content authored with this representation can be harmoniously incorporated into existing web documents and can exploit resources on the World Wide Web. The XR renderer, which draws XR content on the screen, follows different procedures for both VR and AR situations. Consequently, the XR content works in both user interaction environment (VR and AR). Hence, this study provides a straightforward XR content authoring method that users access anywhere through a web browser regardless of their situational contexts, such as VR or AR. It facilitates XR collaboration with real objects by providing both VR and AR users with accessing an identical content.

Friday, December 18, 2020

University of Bath - Create a realistic VR experience using a normal 360-degree camera

Title:
Create a realistic VR experience using a normal 360-degree camera
 
Published:
University of Bath, Press Release, 14 December 2020 (updated: 15 December 2020)
 
From the article:
Scientists at the University of Bath have developed a quick and easy approach for capturing 360° VR photography without using expensive specialist cameras.
 

Monday, December 7, 2020

Five Most Advanced Technologies That Are Game-Changers [IdeasPlusBusiness, November 2020]

Title:
Five Most Advanced Technologies That Are Game-Changers
 
Author:
Ellen Royce

Published:
IdeasPlusBusiness, November 2020

From the article:
IoT, artificial intelligence, virtual reality, and more advanced technology is occurring at breakneck speed, and 2021 is anticipated to be the year of the great technological leap.  
 
As the world prepares to embark on a new era where robots and other tech trends will dominate our lives, some technologies are the most advanced and are game-chargers.

Sunday, December 6, 2020

Virtual Reality (VR) leaps into the Disruptive Phase [Peter Diamandis Blog, 25 November 2020] - Inlcudes emotive & immersive education

Title:
VR leaps into the disruptive phase
 
Blog author:
Peter Diamandis
 
Published:
Peter Diamandis Blog, 25 November 2020
 
From the blog post:
Already, VR headset sales volumes are expected to reach 30 million per year by 2022. For example, Facebook’s new Oculus Quest 2 headset has outsold its predecessor by 5X in the initial weeks of the product launch.   
 
With the FAANG tech giants pouring billions into improving VR hardware, the VR space is massively heating up.  
 
In this blog, we will dive into a brief history of VR, recent investment surges, and the future of this revolutionary technology.

Wednesday, May 20, 2020

University of Bath, United Kingdom - Self-isolating? Get fit faster with multi-ghost racing

Title:
Self-isolating? Get fit faster with multi-ghost racing

Published:
University of Bath, United Kingdom, 18 May 2020
https://www.bath.ac.uk/announcements/self-isolating-get-fit-faster-with-multi-ghost-racing/

From the article:
"Eager to ramp up your fitness while stuck at home? A new generation of VR exergames will nudge you to perform better by immersing you in a crowd of cyclists."