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XR in Museums: A Review of the Current State of the Field. This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience. It was funded via Re-Living Paleontology, a project which researched learning through differing AR experiences. It was led by researchers from USC’s Rossier School of Education and Institute for Creative Technologies partnered with from the Natural History Museum of Los Angeles. We used three approaches–a project review, expert interviews, and a literature review. The core questions were: (1) In what contexts has AR/VR been most successful in heightening the visitor experience?

, and (2) What are the possible outcomes from using XR in museums? AR was particularly successful in six contexts: Outdoor applicationsTimeline shiftsHistory museums and historical sitesUnderstanding or changing scaleInaccessible sites made availableRepresenting absence. Augmenting Museum Visits: Guiding Families to Share in the Learning – The Lawrence Hall of Science. The Lawrence Hall of Science is engaging in a three-year project (Institute of Museum and Library Services, Grant #MG-40-18-0005-18) that investigates Augmented Reality (AR) exhibit design through the lens of family-friendly learning design principles. We began by conducting a literature review of AR exhibits to identify the key features that best position families for engaging in learning conversations, resulting in seven principles that can guide the development of AR exhibits.

We then applied these principles to the collaborative design of an AR exhibit that we installed at the Lawrence Hall of Science in 2022 (learn about our design process below). The exhibit, BugtOpia, features life-like 3D models of unique bugs that can be investigated and even fed! The purpose of the exhibit is to leverage the AR technology to engage families in developing empathy with the critters through learning conversations as they explore the 3D models.

BugtOpia Exhibit Design Process. Cultivating the Overview Effect - resilience. The Overview Effect. That’s a term I’ve wanted to write on for a while. I almost did so after watching the first few episodes of the great documentary series One Strange Rock. Then, again after the news that William Shatner went into space and came back a transformed man. But only now, as I get a glimpse of the overview effect myself do I feel the inspiration to write this reflection. No, I didn’t take last week off to go out into space (and thanks to those who noticed the first weekly gap in Gaian Reflections since this endeavor started four years ago). My family and I actually spent some days in Montreal (a shorter drive from Connecticut than DC it turns out).* That was a first for us and filled with explorations of art, food (yes, including Poutine), even a giant biosphere created by Buckminster Fuller. While it doesn’t look like much, this might be the most impressive exhibit in Montreal (Image by Erik Assadourian) That was an important reminder.

Connecting with Gaia Exactly. Endnotes. DICE Guides Decision on When and Why to Use VR for Training : Learning Solutions | The Learning Guild. Training that uses virtual reality has the potential to encourage people to be more empathetic or adopt new perspectives, and it appears to be more effective in changing behavior over the long term than other forms of training, such as role-playing. There are compelling reasons to use VR for training, yet many corporate L&D teams are hesitant to adopt the technology. The resistance might be based on assumptions around the cost of a VR-based eLearning solution, the need for specialized equipment and spaces for learners to use VR, or a lack of clarity around when VR is an appropriate or ideal medium—and when more conventional formats are preferable.

The eLearning Guild’s Realities360 Conference and Expo offers an opportunity to dig into all three of those areas and gain a deeper understanding. For those who are wondering when and why it might make sense to consider VR-based training, though, a simple acronym can help: DICE. Dangerous Impossible VR makes the impossible possible. May 9, 2019. Students Boost Recollection and Engagement With VictoryXR and VIVE. ClipperAR: Europa Clipper Augmented Reality Experience – NASA's Europa Clipper. Explore Jupiter’s moon Europa and the Europa Clipper spacecraft like never before in the immersive ClipperAR (augmented reality) experience. You can visit Europa, peer through its layers, and learn about Europa’s ingredients for life.

After that, you can view the Europa Clipper spacecraft and learn about its individual instruments. Launch Your AR Experience On your desktop computer? Scan this QR code with your supported smartphone or tablet to launch the AR experience. See the instructions and requirements below. Click on this link to launch the AR experience ›If you're viewing this page on your smartphone or tablet, you can click on the link above to launch the AR experience directly from your device. Instructions Scan the QR code above with your supported smartphone or tablet or click the link above if you’re already using your smartphone or tablet. Requirements You’ll need a supported smartphone or tablet. See more Adobe Aero system requirements here. The Perseus-Taurus Supershell in Augmented Reality. #1237: The VOID’s Curtis Hickman on his book “Hyper-Reality: The Art of Designing Impossible Experiences” – Voices of VR Podcast. The VOID was a location-based entertainment company that shut down during the pandemic and maybe coming back at some point.

The VOID Co-founder & Chief Creative Officer Curtis Hickman convinced his partners to allow him to reflect upon and share the many experiential design lessons in a book titled Hyper-Reality: The Art of Designing Impossible Experiences. The book launched on June 15, 2023, and does an amazing job of sharing a ton of theoretical design insights that are grounded in specific examples and anecdotes from The VOID’s backlog of experiences. Hickman is a big fan of lists and frameworks, and he includes lots of theoretical reflections with the primary structure of his 52 Laws of Hyper-Reality Design spanning four categories of Story Laws, World Laws, Guest Laws, and Magic Laws.

Before I wrap up, I wanted to make a quick comment on a definition of experience that Hickman uses from Disney Imagineering legend Joe Rohde: Experience is a record of relationships. Mesle, C. Home - VR2Planets. Microdose VR. Kai XR | All-in-one Teaching Platform to Prepare Students for the Future. Virtual reality experience aims to raise personal awareness of racism’s effects | Digital Education. A siren wailed. A police car pulled up to the curb. Officers jumped out and shouted at me to get down on my knees, put my hands in the air and look at the ground. With my heart pounding, I immediately dropped into the position.

I was in shock. My response was much the same as thousands of others who have taken “1,000 Cut Journey,” an immersive virtual reality experience designed by a team at Columbia University School of Social Work, in collaboration with Stanford’s Virtual Human Interaction Lab. Unlike the shooter games, exercise routines and interactive sports that make up most of Meta Quest’s offerings, 1,000 Cut Journey isn’t entertainment: It’s a visceral tool to spur awareness about racism and help people to see how it pervades so many aspects of life. “We feel that nothing like this really exists, and it’s important that we make it as accessible as possible,” said Courtney D. The developers acknowledge that the program is not particularly slick. The Journey is a beginning. Smithsonian and Meta VR experience lets guests 'walk on moon' The Smithsonian and Meta Immersive Learning are set to open a new virtual reality (VR) experience that allows guests to ‘walk on the moon’ as part of the ‘Futures’ exhibition at the Arts and Industries Building (AIB).

Launching on 4 May, ‘Futures x Meta: Moonwalk’ was created using thousands of archival images, 3D scans of Smithsonian collections, NASA mission audio recordings and VR technology. Available through 6 June, the experience lets visitors ‘land on the moon’ and see the lunar surface through the window of the Apollo 11 landing capsule. Guests will ‘walk on the surface of the moon’ and kick moon dust before returning to Earth. Rachel Goslins, director of the Arts and Industries Building, said the attraction will “give visitors a new groundbreaking experience of moon travel”. “Experiencing ‘Moonwalk’ is going to ignite future dreams of adventure and space travel in our next generation of budding scientists and space explorers,” she added.

Images: Smithsonian/Meta. Educators in VR – Connecting educators and students with education in virtual reality, augmented reality, and extended reality. Estella Tse. ICTUS Audio I Vancouver Music Production. Home | ENGAGE - VR Education & Corporate Training Platform. ILMxLAB – Immersive Entertainment. LensPass | Deliver immersive experiences to your audience. Tree Official. Immotion Group plc | Virtual Reality Solutions. Pulseworks. Home | Future of Immersive Leisure | Las Vegas 2017. DPS-EPSC 2016: François Civet and Stéphane Le Mouélic Awarded Europlanet Prize for Public Engagement | Europlanet Outreach. Immersive VR exploration of Mars: Europlanet honours François Civet and Stéphane Le Mouélic with Prize for Public Engagement with Planetary Science 20 October 2016Europlanet 2020 RI Press Release The 2016 Europlanet Prize for Public Engagement with Planetary Science has been awarded to François Civet and Stéphane Le Mouélic of the CNRS/University of Nantes for their outstanding efforts in the development of immersive visualisation techniques for experiencing the Martian landscape.

They have developed a system that allows both groups and individuals to experience an immersive visit to Mars. The Mars Cave Automatic Virtual Environment (CAVE) is an immersive three-metre cube facility with a four-3D projector system that displays high-resolution imagery from ESA and NASA past and current missions, including Mars Global Surveyor, Mars Express, Mars Reconnaissance Orbiter, and Mars rovers.

Images: Science contacts Media Contacts: 'Google Earth VR' Launches For Free To Let You Fly Around The World. Augmented & Virtual Reality- Game Changers in the Museum Experience. Two of the hot topics amongst museum technophiles are AR and VR. Augmented Reality and Virtual Reality. The terms sometimes get muddled, but they are in fact two distinct forms of technology. Today we’re going to have a look at how AR and VR compare and some of the exciting ways they can be applied at your museum.

What Exactly is Augmented Reality? Augmented Reality could be described as overlaying the view before your eyes with layers of computer generated information. What Exactly is Virtual Reality? Whereas Augmented Reality is simply the addition of computer generated information and graphics to your view of the world, Virtual Reality is a completely synthetic experience. Choosing the Right Gear for Your Museum There are many hardware combinations that can be used to create an AR experience. So Many AR Headsets to Choose From In addition to headsets and tablets, there are AR shader lamps, mobile projectors, virtual tables, and smart projectors.

So Many VR Headsets to Choose From. Björk Shares 360° Virtual Reality "Stonemilker" Video. Back in March, Björk debuted the 360° virtual reality video for "Stonemilker", from this year's Vulnicura, but the only way to see it was to go visit it in person. The video, which was shot on a beach in Iceland, was exhibited at MoMA PS1 in Long Island City and the Rough Trade shops in New York and London. Now, she's shared the video online. You can check it out below via Dazed, and interact with the video by dragging around the window. The video was directed by Andrew Thomas Huang, who also directed "Black Lake" and the moving album cover featuring "Family"). It was produced by Vrse.works, while the special effects were handled by Digital Domain. Read our recent conversation with Björk, The Invisible Woman. Augmented Reality. Oculus Rift games: A hands-on field guide. There are a lot of games for the Oculus Rift virtual reality headset.

Like, a lot. Forty-one so far. And at Oculus's recent San Francisco pre-launch press event, we spent a day and a half playing as many as humanly possible. We'll have a full review of the Rift soon enough, but for now, what kind of games can you expect? We decided to make it easy and give you quick-hit snippets of everything, noting if the game requires the sold-separately Oculus Touch controllers. We're already seeing some familiar themes... Things moving so fast! Project Cars This was already a super realistic racing game, but now you feel like you're in the cockpit. Eve: Valkyrie The closest thing you're likely to get to deep-space dogfighting without travelling into the future. Radial G Boom: Super-fast future-racing on tubular hover-tracks similar to Wipeout or F-Zero, but now in 3D. Eagle Flight Dead & Buried If Disney made a Wild West shootout theme park in VR you'd have something like Dead & Buried.

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