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Augmented Reality in Education - home

Augmented Reality in Education - home

Will we ever have love affairs with video game characters? | Technology In Spike Jonze’s new movie Her, Joaquin Phoenix is an introverted writer on the verge of divorce who falls in love with his computer’s intelligent operating system. Exactly how far-fetched or credible you think that is probably depends on how invested you are in technology. It was after all, inspired by the real-life web application Cleverbot, which lets visitors engage in conversations with an AI program; and in a lot of ways the movie is a study of our growing reliance on devices as mediators in our social lives and love affairs. From Siri to Tinder, our smartphones and tablets are simultaneously humansing themselves while mechanising our relationships with other humans. Really though, this is already happening in video games, where non-player characters are becoming ever more complex, both in terms of visual representation and “intelligence”. But what if they could? Will we see AIs capable of falling for players? An intelligent question Mind the gap The social scene Learning and doing

About | Creating Augmented Reality for Education The Health CARE project is currently a short term JISC* funded project being delivered by City University London. As part of the project we’ll be looking at how Augmented Reality(AR) can be used to enhance teaching and learning for students in the School of Health Sciences. Case 1 – Clinical Skills Laboratory Clinical skills are an essential component of healthcare education for trainee nurses; simulated practice is used to orientate students to the clinical environment. This example looks at how relevant resources can be overlaid over equipment, dummies and key areas within a clinical skills lab. Case 2 – Public Health Walk/Locality Project Student nurses are allocated to a placement in East London and it is important that they gain an appreciation of the culture, history and social composition of the area they are working in. AR in Education Event We’ll also be organising an event, to share the findings of this project and promote the use of AR for all education disciplines.

What Sex, Food, And Selfies Have To Do With Effective Social Marketing Joe Smith wakes up one morning, walks out the front door of his apartment building, and takes a selfie with the three feet of snow that have piled up on his Toyota Camry. He tweets out the photo with the header “OMG, that is A LOT of snow.” He gets a few comments and retweets from friends. An hour later, he arrives at work, logs into Facebook and finds a friend’s link to www.theflatteringman.com. By 11:30 a.m., Joe can’t look at the Excel spreadsheet in front of him without getting cross-eyed, so he logs into LinkedIn, spots Fast Company’s latest post, "What, When, And How To Share On Social Media," and sends it off to the other guys in his marketing department. Why did Joe share so much on social media? Joe, like billions of other people, is driven by an infinite set of biological, social, environmental, and technological phenomena. Typically, as marketers we want to know what content will engage the right audiences. Social Media's Effect On Dopamine What This Means For Marketers

Augmented Reality in School Environments Existing augmented reality technology for museums is adapted to the everyday learning environment of teachers and students. The augmented-reality-teaching platform will provide 3D visual augmentation of real objects and sound and will be integrated with a multi-media database and an e-learning tool. ARiSE promotes team work, collaborative learning and communication between students, classes and schools, even across country borders. The teaching platform will support this on the technical level by providing remote collaboration and communication functionalities. ARiSE combines classical teaching material with audiovisual media. A major part of the project is dedicated to the exploration of new methods and tools for content development by users who are no augmented reality experts. The research and development process is based on close cooperation with schools from the beginning of the project. Extracted from: IST, FP6 projects

5 Futuristic Trends That Will Shape Business And Culture Today Trend-spotting shop Sparks & Honey has given us ideas to watch in health care, jobs we might be doing in 2025, and the future of relationships. Here, the shop takes a deep-dive into the zeitgeist to identify cultural trends. They're themes that could affect business, and therefore how we live, in the next year or two. Pranking is increasingly common. Some examples: a Coloradan sushi restaurant claiming (falsely) to have a cannabis pairing menu; artisanal plunger parodying high-end household tools; Amazon's ridiculous (though highly successful) drone roll-out. The idea of objects shifting easily between virtual and material. Add together "personal brand," life-logging technology, and people's desire to be famous at any cost and you end up with something called "life as entertainment." Fears about surveillance and intrusion are stirring people to create shadow worlds. We've come to believe that sharing data freely benefits all; that openness begets democracy and freedom.

Augmented Reality In Education? Here Are 20 Examples Augmented reality is exactly what the name implies — a medium through which the known world fuses with current technology to create a uniquely blended interactive experience. While still more or less a nascent entity in the frequently Luddite education industry, more and more teachers, researchers, and developers contribute their ideas and inventions towards the cause of more interactive learning environments. Many of these result in some of the most creative, engaging experiences imaginable, and as adherence grows, so too will students of all ages. Second Life:Because it involves a Stephenson-esque reality where anything can happen, Second Life proved an incredibly valuable tool for educators hoping to reach a broad audience — or offering even more ways to learn for their own bands of students.

Transcript of secret meeting between Julian Assange and Google CEO Eric Schmidt On the 23 of June, 2011 a secret five hour meeting took place between WikiLeaks publisher Julian Assange, who was under house arrest in rural UK at the time and Google CEO Eric Schmidt. Also in attendance was Jared Cohen, a former Secretary of State advisor to Hillary Clinton, Scott Malcomson, Director of Speechwriting for Ambassador Susan Rice at the US State Department and current Communications Director of the International Crisis Group, and Lisa Shields, Vice President of the Council on Foreign Relations. Schmidt and Cohen requested the meeting, they said, to discuss ideas for "The New Digital World", their forthcoming book to be published on April 23, 2013. We provide here a verbatim transcript of the majority of the meeting; a close reading, particularly of the latter half, is revealing. You can download the recording here (ogg) Well do you want us to start eating? So this is... what's the date? ...June 23rd. ...Lisa Shields. Can we start... Yeah, actually I mean Tor. Yeah. Uh, Delta.

5 Uses of Augmented Reality in Education Last week I mentioned augmented reality during a presentation and I could tell from the looks on some people's faces that augmented reality was a new thing to them. That's not uncommon. Sometimes when people hear "augmented reality" their minds drift to some vision of a science fiction world. The truth is augmented reality isn't science fiction, it's technology that is readily available now. Here are five potential uses of augmented reality in education today. Create 3D, augmented reality stories with ZooBurst. The Getty Museum offers a neat way to view art through augmented reality. Fetch! Spacecraft 3D is a free iPad app produced by NASA's Jet Propulsion Laboratory. Star & Planet Finder enables you to locate the planets and stars in the night sky through your iPhone or iPad.

Hay algo enfermo en una sociedad en la que Cristiano Ronaldo es el modelo a seguir Peinando la red, en esa navegación digital diurna de diversas olas de data me encontré con una entrevista de Jose Manuel Lillo, el entrenador del Almería, en la que habla de su preferencia estilística por el juego del Barcelona y cuando se le pregunta por el juego de Cristiano Ronaldo menciona que si este jugador es el símbolo de la sociedad, entonces “hay algo que no funciona en esta sociedad”. Las palabras de Lillo me recordaron una frase de J. Krishnamurti que Pijama Surf ha utilizado en su página de inicio: ” No es saludable estar bien adaptado a una sociedad profundamente enferma”. Aunque las palabras de Lillo y las de Krishnamurti no hablan excatamente de lo mismo, me parece que se complementan. Es decir, la sociedad está profundamente enferma porque en ella prevalecen los valores que Cristiano Ronaldo representa. Y en ese sentido querer ser como Cristiano Ronaldo, aunque esto sea por una especie de enajenamiento marketingero, es propagar la enfermedad que corroe a la sociedad.

ARiSE: HOME Being someone else: How virtual reality is allowing men and women to swap bodies It’s disorienting to look in the mirror and see yourself as another gender. I’m wearing my Oculus Rift development kit, and the virtual reality hardware gives me the illusion of being in a comfortable room in an Italian villa. There is a mirror in the room, and in it I don’t see myself, but a woman. My brain doesn’t quite know what to do with this information. I move my head, and she moves her head. The illusion of being myself, but in the body of a woman instead of a man, makes me dizzy. The demo Girl Mirror Look is a very rudimentary way for someone to experience inhabiting the body of a woman, but a group of artists, programmers, and activists are taking the idea much further by using low-cost virtual reality equipment to achieve something that sounds like science fiction: They’re allowing people to trade bodies. Becoming someone else Warning: the videos in this story contain nudity and may be considered not safe for work. "How would you feel to swap your body with another?" Dr. Dr. Dr.

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