...Virtual Assistive Technology Two of the biggest challenges currently faced by both special and general educators are to diversify instruction in order to make core content area curriculum available to all learners and to keep the learners involved and interested in the learning process. The No Child Left Behind Act (NCLB) and the 2004 reauthorization of the Individuals with Disabilities Act (IDEA) mandate that statewide tests be used to measure and evaluate student progress. This leaves educators striving to adapt their instruction to accommodate the needs of students in terms of learning styles and ability. It has been suggested in the literature that virtual reality (VR) has the potential to assist educators in accommodating individual differences in terms of learning style, ability, and engagement (Muscott & Gifford, 1994; Chen, Toh, & Ismail, 2005; Neel, 2006; and Tiala, 2007). Virtual reality can be defined as a text and graphics-based environment that is created by a computer. Today’s students are proficient in using technology; ninety percent of children in the U.S. between the ages of 5 and 17 use computers on a regular basis (DeBell & Chapman, 2003). It stands to reason that integrating virtual reality technology into lessons would improve student motivation and engagement. Levels of Virtual Reality The educational community in general has been slow to embrace virtual reality as an assistive technology. This is most likely to due to its cost and its complexity. Many...
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...n Overall Definition of Augmented Reality (AR): Augmented Reality (AR) refers to a live view of physical real world environment whose elements are merged with augmented computer-generated images creating a mixed reality. The augmentation is typically done in real time and in semantic context with environmental elements. By using the latest AR techniques and technologies, the information about the surrounding real world becomes interactive and digitally usable (Carmigniania, 2011). For example, according to Ronald Azuma, Research at Nokia Research Centre, an AR user could see the real world and computer-generated images projected on top of that world by wearing translucent goggles (Azuma, 1997). Virtual Reality verses Augmented Reality: Most of the people may be confused with Virtual Reality (VR) and Augmented Reality (AR), a concept very similar to Augmented Reality. Here is the main difference between AR and VR. VR is a totally artificial environment that created by computers that allowed users to immerse with this environment. 3-D image is a good example of VR. However, AR is a real-time direct or indirect view of a physical real-world environment that has been augmented by adding virtual computer-generated information to it (Hermans, 2000). According to Billinghurst, director of the Human Interface Technology Laboratory in New Zealand, AR allows the users to see the real world at the same time as virtual imagery attached to real locations and object, unlike VR that...
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...Computers & Education 49 (2007) 3–18 www.elsevier.com/locate/compedu Web3D technologies in learning, education and training: Motivations, issues, opportunities Luca Chittaro *, Roberto Ranon HCI Laboratory, Department of Math and Computer Science, University of Udine, Via delle Scienze 206, 33100 Udine, Italy Abstract Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the pedagogical basis that motivate their exploitation in the context of education and highlight their interesting features. We outline the main positive and negative results obtained so far, and point out some of the current research directions. Ó 2005 Elsevier Ltd. All rights reserved. Keywords: Human–computer interface; Interactive learning environments; Multimedia/hypermedia systems; Programming and programming languages; Virtual reality 1. Introduction The use of virtual reality (VR) as an educational tool has been proposed and discussed by several authors (e.g., Helsel, 1992; Wickens, 1992; Winn, 1993). Virtual environments (VEs) offer the possibility to recreate the real world as it is or to create completely new worlds, providing experiences that can help people in understanding concepts as well as learning to perform...
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...ASSIGNMENT SBIT4002 GROUP 1 WORD COUNT: 1,428 AUGMENTED REALITY TOPIC: A REPORT COMPILED BY OLUKAYODE OLAWALE ARIYO STUDENT ID: 113442-84 AUGUST 2011 Contents INTRODUCTION 2 DEFINITION OF AUGMENTED REALITY 2 HISTORY OF AUGMENTED REALITY 2 APPLICATION OF AUGMENTED REALITY 3 GAMING AND ENTERTAINMENT 3 EDUCATION 3 MUSEUMS 3 SECURITY AND DEFENCE 3 MEDICINE 4 BUSINESS 4 TECHNOLOGY BEHIND AUGMENTED REALITY 5 HARDWARE 5 HEAD-MOUNTED DISPLAYS 5 TRACKERS 5 HAPTICS 5 SOFTWARE: 5 ADVANTAGES OF AUGMENTED REALITY 6 DISADVANTAGES OF AUGMENTED REALITY 6 ETHICAL ISSUES 6 BIBLIOGRAPHY 8 INTRODUCTION There was an interesting news at www.bbc.co.uk, on 25th June, 2010 it was titled “The promise of augmented reality: Gaga in a living room”, the news reported a company who developed and demonstrated an augmented reality system which generate a virtual image in 3D mapped onto a wall paper, with the use of a device with camera, (Hudson, 2011). Although augmented reality have been in existence in a similar form called Virtual reality, but it has taken a step forward, (Maad, 2008). As a consequence of the relevance of digital and media technology, there is an increase request for the development of new application which is capable of harnessing the power of augmented reality, in meeting the needs of various industries. DEFINITION OF AUGMENTED REALITY Augmented Reality can be described as the process of overlaying computer generated...
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...2013 1. Explain virtual reality. Provide three examples. Virtual reality (VR) is a system “that enables one or more users to move and react in a computer-simulated environment.” (Stair & Reynolds, 2012, p. 337) Virtual reality applies sights and sounds in an artificial environment where human actions determine to an extent, what occurs inside the environment. Today, virtual reality is used in communication, training, and treatment in a spectrum of areas including the medical field, entertainment, and education. Medical VR systems “provide a new human-computer interaction paradigm in which users are no longer simply external observers of images on a computer screen but are active participants within a computer-generated 3D virtual world.” (G & B, 2002) Inside the world of virtual reality, medial applications such as three dimensional visualization of anatomy, telepresence surgery, complex medical database visualization, rehabilitation, surgical simulators and virtual surgical equipment as well as virtual operating rooms are emerging. Facilitated through computer interface, these medical applications of virtual reality are essential in the field of medicine. These applications allow individuals to learn human anatomy by “flying inside and around organs.” (Satava, 1995) The purpose of VR systems in the medical field is to ultimately develop a digital physician. Virtual reality will allow individuals to perform actively in a virtual operating room. These...
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...VIRTUAL REALITY Virtual reality-the very name conjures up fantastic visions of computer technology providing the ultimate out-of-body experience. What is VR? And what can we learn from studying the history of its development and the development of its early and present-day applications? The history of modern VR is the history of the technology that makes it possible-the computer, the head-mounted display, and the data glove. It is also the history of the people and organizations that developed the technology, hardware and software, and applications for that technology. And finally, the history of VR is a history of the social use of VR technology for entertainment, education, military, and commercial purposes. Defining VR Defining VR is an important first step in presenting a brief history of its development. It may also prove to be the most difficult since the combination of the two terms is itself oxymoronic. The phrase "virtual reality" is widely credited to Jaron Lanier who coined it in 1989 to describe the experience made possible by the use of the latest generation of goggles, gloves and related technologies. The role of perception in defining reality raises interesting issues of psychological, sociological, philosophical, and cognitive origins. In this postmodern age the concept of the real continues to have philosophical and practical significance for those who are engaged in the creation of artificial or virtual representations of reality. For some, the dawn of...
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...Virtual Gaming Video games are a universally part of almost all children’s and adolescents lives. And most of the research done by Psychologist is on its negative impact and has less information regarding its possible positive effects. And still, after decades of research into the negative effects of video games, the result remains controversial (Vitelli, 2014) but is video game playing necessarily harmful? Now, multiple of reviews suggest that we need to look at the positive aspects of virtual games, as well as the negative. Granic, Lobel,& Engels (2013) agreed that in order to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed, one that considers not only the possible negative...
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...areas of industries in various ways such as education, communication and entertainment. In this paper I explore three types of advanced Virtual Reality, Augmented Reality and Tele-immersion technologies compare some distinguish characteristics between them as well as some of the ramification of these technologies on current and future life. Virtual Reality This topic was a sub-topic discussed in week 5 of the ISYS100 course which briefly introduced what Virtual Reality is about and how people perceive this new trend and concepts of inventing and sharing a virtual space in the future. The term of "virtual reality" is described as new interactive software programs which allow the user to immerse into a 3D surreal environment that is generated by a computer. The sight and sound from the three-dimensional monitor stimulates senses of reality; even the users are able to feel and touch the objects (Human Factors and Ergonomics Society 2006). The ultimate immersed experience is when the users are allowed to move around, touch things, and talk in this virtual environment. Virtual Reality (VR) −Virtual −Interactive −Immersive Familiarity with Virtual Reality Most ordinary people may consider themselves to be acquainted with virtual reality experience through television and movies such as Star Trek: The Next Generation, The X-Files, Minority Report and The Matrix (Koltko-Rivera 2005), whereas for online cybers, virtual reality engaging them through gaming activities...
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...Christopher Chapman Week 4 DB AIU Online The electronic auction websites have a role of providing the mean to the people who want to sell their electronic devices on the websites in order to get the maximum sale price of the product. The role of these auction sites is to reduce the risk of sellers, protect intellectual property rights, support laws and regulations, provide equal opportunity to the sellers and provide the more enjoyable buying and selling experience to the visitors. There should be proper policies for buying and selling electronic items on the auctions websites (Jacobson, 2003- 2015). No, sellers should not be able to post whatever they want without sensitivity to others because each electronic or non-electronic auction website has some rules and policies using which the sellers have to sell their products on these websites. Some sensitive items should not be posted on these websites as these posts can hurt someone’s feeling. Like a well- known auction website does not allow the sale of some items like firearms, weapon, random drawings, offensive material which includes items that are racially and ethnically inappropriate and some electronic sex toys etc. So these sensitive items should not be posted on auction websites. The control that should be placed on the auction of electronic elements on auction websites should consist of rules, compliance monitoring and enforcement. Rules define the lines between violation and norms between sanction and approval...
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...Augmented Reality – Where it Started from and Where It’s Going Veronika Szucs, Silvia Paxian and Cecília Sik Lanyi Additional information is available at the end of the chapter http://dx.doi.org/10.5772/59796 1. Introduction This study provides an overview of augmented reality (Augmented Reality, AR) and some of its important and popular areas of application. Augmented reality technology integrates 3D virtual objects into a real 3D environment, in real time. This book chapter presents the areas of everyday life where AR can be used (including, but not limited to): medical informatics, production repair, visualization, route planning, entertainment and military applications, marketing tasks and education. The basic characteristics of AR systems, the need for compro‐ mise in their applicability, and optical and video mixing approaches are presented in the chapter. The chapter introduces the two main areas of sensor errors, which are considered as a basic problem during the design of efficient augmented reality systems. We summarize how the current devices are able to solve these problems. The expected future direction of AR technology developments and the areas where further research is needed are simultaneously introduced. 1.1. Aims In the course of preparing the study, the actualities of augmented reality technologies have been reviewed. Questions associated with differing scope of application, design and imple‐ mentation problems of augmented reality systems...
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...A Virtual World Wirt Brumfield December 19, 2011 INF/103 Lambert Fooks A Virtual World A man turns to find a Tyrannosaurus chasing him. Is it a dream or is it actually occurring? To the individual, it is actually occurring because he has entered the world of virtual reality. The world of virtual reality has endless possibilities to allow individuals to experience a new world. From its earliest uses to enhance gaming to its more developed use of training military personnel, the world of virtually continues to fascinate those who develop, use, and seek acceptance for it. The world of virtual reality is limited only by the imaginations of those who choose to enter its world. Understanding Virtual Reality Virtual reality (VR) involves an artificially generated environment created using software and hardware that allows the user to suspend belief and accept the environment around him or her as real. Virtual reality exists in two forms. The first involves the use of the virtual reality environment for educational and training simulations. The second involves the use of virtual reality in the interactive gaming and entertainment environments. If using a computer, the individual experiences virtual reality primarily through two senses: sound and sight. When an individual uses his or her personal computer, he or she is experiencing the simplest form of virtual reality known as 3-D imaging (Steuer, 1993). The user manipulates the keys or mouse to move the content of the image...
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...Edition), by Kenneth C. Laudon and Jane P. Laudon. The case studies are varied and entitled, “Reality Gets Better”, Chap. 11, p, 429; “The Flash Crash: Machines Gone Wild?”, Chap. 11, p. 439; and “Piloting Valero with Real-Time Management”, Chap. 12., p. 476. Business and Support Systems Case Studies Reality Gets Better 1.1. The differences between virtual and augmented realities are very distinctive. With virtual reality the person experiencing the alteration often wears some type of head gear or device to facilitate the change in realities from normal to virtual. With augmented reality (AR) they have a cognitive presence in the real world while experiencing and enhanced perception of reality so the view of the surrounding “reality” is augmented, to become interactive with and improving it (Laudon & Laudon, 2012). 1.2. Marketers actively embracing AR as an “icing on the cake” as it were, to their media advertisements and articles by attaching interactive print and designs to magazines Laudon & Laudon, 2012). For example, such as Sports Illustrated did with its annual swimsuit issue enabling readers to scan editorial pages and thereby being able to access behind-the-scenes videos (Tode, C., 2012). 1.3. AR is so attractive to marketers primarily for its video streaming capabilities particularly in areas such as real estate for virtual real-time home tours rather than having to travel extensively across town looking...
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...Conclusion…………………………………………………………………………………15 Bibliography……………………………………………………………………………….16 Executive Summary Sony Corporation offers a variety of innovative products and services to consumers in multiple market segmentations. Sony’s product design expertise, high quality products, innovation, and competitive pricing are some of the companies well known attributes that keep them in a competitive position. Sony Corporations most profitable market, video games, continues to grow selling video game counsels at record numbers. Introduction of Sony’s new virtual reality system, Project Morpheus, will help Sony satisfy repeat customers, advance technology in gaming, and increase profits by being the first to offer a highly desired immersive gaming experience. The intentions of the proposed marketing plan include; increasing exposure of the Project Morpheus by 30%, familiarizing potential target markets with virtual reality technology, and creating a working...
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...The Effectiveness of Virtual Training in Organizations Lisa R. Sickinger University of Maryland University College ITEC 610 Section 9042 Abstract This paper discusses how virtual training is a cost effective training solution for organizations without sacrificing training quality. Three major motivations for implementing virtual training are discussed: 1) To replace traditional training; 2) To develop new training capabilities; and 3) To augment traditional training. In each of these scenarios, this paper shows how cost effectiveness is realized through cost savings, reduced risks and increased proficiency of trainees. Table of Contents Introduction 4 Background 4 What is Virtual Training? 4 What is Cost Effectiveness? 5 Virtual Training Effectiveness 6 Replacing Traditional Training 6 Developing New Training Capabilities 9 Augmenting Traditional Training 13 Conclusion 18 References 19 Introduction Virtualization is a term often heard today with regards to information technology innovations. One area of virtualization that is widely being adopted by organizations is virtual training. Is the adoption of virtual training simply a popular trend or are there greater benefits? Like any project, the development and implementation of a new technology like virtual training requires extensive planning and resource allocation. Are the extensive investments needed to implement a virtual training program worth it to the organization in the long...
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...11 | 8 | Risk Assessment…………………………………………………………………………. | 12 | 9 | Appendix A: References…………………………………………………………………. | 14 | 10 | Appendix B: Key Terms…………………………………………………………………. | 15 | 11 | Appendix C: Detailed Tasks and Schedule……………………………………………… | 16 | 12 | Appendix D: Risk Matrix and Impact Definitions………………………………………. | 17 | 13 | Appendix E: Technology Assessment Approval………………………………………… | 19 | 14 | Appendix F: Technology Assessment Results Form…………………………………….. | 20 | 1. EXECUTIVE SUMMARY This report was developed to provide a plan of implementing Augmented Reality (AR) Software as a supplemental learning tool into the Engineering Graphics curriculum at the College of the North Atlantic (CNAQ), as approved through the submitted Memorandum dated May 21, 2016. Since one of aims of CNAQ’s strategies is to support and encourage innovation through the use of the latest technology, Augmented Reality is a process...
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