Simulations

After-School Program Exposes Students to Virtual Reality

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.

Video Game Teaches Blind People to Navigate Buildings

Image: Rendering of physical environment represented in the AbES software; in gamer mode, the player (yellow icon) navigates through the virtual environment using auditory cues to locate hidden jewels (blue squares) and avoid being caught by chasing monsters (red icons).

Blind people can learn the spatial layout of an unfamiliar building using a novel “video game” virtual reality environment that employs only audio-based cues, thus enabling them to learn skills that may improve functional independence, say US and Chilean scientists.

20 Coolest Augmented Reality Experiments in Education So Far

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.

Ground-Breaking Xbox 720 Tech Could Turn Rooms Into 3D Environments

Microsoft patent filing reveals new depth sensor and 360-degree interactive display

Microsoft’s R&D division is working on a landmark display technology that will project a full 3D game environment across the walls of player’s bedrooms and living areas, a new patent filing shows.

A breakthrough device, known in the patent as an “environmental display”, will project 360-degree game worlds across all four walls of a room using advanced projection technology.

20 Educational Games That Were Ahead of Their Time

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.

Ford Expands Uses of Virtual Reality

Ford Australia engineers and designers are living in a virtual world, and loving it.  The company has unveiled its new Virtual Reality Centre, a high tech digital evaluation and design environment

Years before a Ford vehicle shines on stage at a car show or arrives in dealer showrooms, Ford researchers are hard at work behind the scenes, building virtual vehicles that allow the company to design, analyse and enhance the driver experience before a physical vehicle ever exists.

Known as the Powerwall (Trekers would have preferred the term Holodeck, maybe next time) the new Virtual Reality Centre houses a 6m x 3m screen used to evaluated 3D models of proposed cars.

Minnesota School District Uses Telepresence to Offer Low-Demand Subjects

Image: Anoka-Hennepin school district technical support staffers interact from Andover High School with teachers at Blaine High School on the large wall monitors in a telepresence technology presentation Aug. 23, 2012. (Pioneer Press: John Doman)

Anoka-Hennepin ‘telepresence’ allows low-demand subjects to be offered

A handful of classrooms in Anoka-Hennepin high schools might appear equipped for surveillance rather than teaching to students returning from summer vacation next week.

Six giant flat-screens span the space where a podium might otherwise be, and long, semi-circular tables outfitted with built-in microphones stand in place of traditional desks. The rest of the space is empty, devoid of even a single poster on the walls.

50 Best Twitter Feeds to Follow Educational Gaming

It always seems like the media and parent groups want to rush after video games in a flurry of pitchforks and torches for the allegedly horrendous influence they hold over the youth of today. Debate is great, of course, but in reality, gaming actually holds some amazing, engaging benefits perfect for the educational setting. Game-based learning continues fascinating edtech enthusiasts, who eagerly flock to social media to share their developments, research, designs, and strategies. And a few of them are listed here in no particular order.

Future of Video Gaming May Lie in Virtual Reality

Valve employee talks virtual reality gaming

The future of video gaming may lie in virtual reality. No, that’s not 1996 calling; its Valve Software’s Michael Abrash, a game industry legend and one of the minds behind Quake and Doom. Abrash recently sat down for an interview with Rock Paper Shotgun and shared his thoughts on the future of gaming and potential for VR technology to change how we play games.  One of the reasons the time seems right for VR to make a comeback is the Oculus Rift, a VR headset that’s got gaming luminaries like John Carmack raving and developers throwing money at it over on Kickstarter.

Teaching Video Game Characters Natural Body Language

Video game characters with natural responses to human body language

Researchers at Goldsmiths, University of London have been using theater performers to design computer software capable of reading and replicating the way in which humans communicate with their bodies.

Dr Marco Gillies from the Department of Computing has made virtual characters more believable by enlisting actors to teach them body movement. The actors interact with members of the public through a screen, and their responses to specific body language are memorized as algorithms by the software.