Experience Media Studios’ 3DPOV® system enables the capture of a three-dimensional visual and auditory experience from the first-person perspective. 3DPOV® media delivers a higher level of sensory engagement than virtual reality that replicates a true-to-life binocular and peripheral visual field and a stereophonic auditory experience.
CEDAR FALLS — The teeth of a John Deere combine poke out into a dark theater.
Students raise their arms and try to touch the behemoth as it floats what seems like inches from their faces. But their efforts are futile. Their hands can’t grasp the 3-D image on the screen in front of them. But their imaginations can.
NEW YORK (AP) — Elmo, Big Bird and the rest of the “Sesame Street” crew have always talked to kids. Now, they’ll try to have a two-way conversation with their pint-sized audience using Kinect, the motion and voice-sensing controller created by Microsoft.
“Kinect Sesame Street TV,” out Tuesday, is not exactly a video game, though it runs on the Xbox 360 video game system. There are no winners and losers, no real rules to follow and no points to score. If you don’t want to play, that’s fine. Just sit back and watch “Sesame Street,” as kids have for the past 43 years. But if you do play, Grover will count coconuts you’ve thrown, the Count will praise you for standing still and Elmo will catch a talking ball if you throw it to him.
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.
While there has been a surge in the acceptance and prevalence of game-based learning in schools over the past decade, especially in light of the success of programs like Khan Academy, playing games in the classroom is nothing new. Educational games have been a commonplace part of the K-12 experience since the beginning of the 1980s (and in some places well before that), with early titles introducing students to fundamental math, history, and problem solving concepts just as games do today. While the graphics may not have been great, the games helped to engage a generation of kids with technology and laid a solid foundation for the educational games that were to come.
J.K. Rowling’s ‘Book of Spells’ will allow players to wave wands and cast spells using Wonderbook technology.
It’s being called the reinvention of the storybook.
At a Monday announcement at the annual video game conference known as the Electronic Entertainment Expo in Los Angeles, Sony Entertainment of America announced J.K. Rowling’s “Wonderbook: Book of Spells,” an interactive spell book that comes alive on PlayStation 3 videogame consoles.
Maxence Parache’s experimental augmented-reality system lets you detach your point of view from your body.
We take our first-person visual perspective for granted every second of the day — we have to, because our eyeballs are attached to our heads. But what if you could detach your personal “camera angle” at any moment and float away from your own body while still inhabiting it, like an on-demand out-of-body experience? Designer Maxence Paranche has created the next best thing in his HyperReality system, which uses a Microsoft Kinect to scan your physical environment and display it inside a virtual-reality helmet, so you can rotate the visual angle any way you like.
Image: The avatar for Dr. Brian Ross welcomes participants to an online training session using Xbox chat technology (Stephen Brashear photos/PSBJ)
The sight of a surgeon playing “Grand Theft Auto” in the operating room might raise eyebrows, but it’s one example of how consumer technology is being repurposed to advance the practice of medicine.
Rising medical costs — bloated by expensive, complicated machines — are wrecking the nation’s economic health, while off-the-shelf consumer gadgets keep getting cheaper and more powerful. So the health care industry has discovered it can tap into the innovative wonders of an Xbox 360 or PlayStation 3 or an Android smartphone app.
You don’t have to look very far to realize that technology is becoming more natural and intuitive. In a typical day, many people use touch or speech to interact with technology on their phones, at the ATM, at the grocery store and in their cars. The learning curve for working with computers is becoming less and less of a barrier thanks to more natural ways to interact.