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.

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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.

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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.

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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.

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Finding Out What They Think: A Rough Primer To User Research, Part 2

[The following is the second of two articles by college professor and researcher Ben Lewis-Evans on games user research methodology (see Part 1, which covered focus groups, heuristics, and questionnaires, as well as giving a grounding in the topic of user research in general. In this article, Lewis-Evans covers interviews, observational methods (including think out loud and contextual inquiry), game metrics, and biometrics.]

Interviews

Much like a questionnaire — a topic covered in the last installment — an interview is for collecting subjective data. However, the face-to-face nature of an interview means that you can be more interactive in your data collection, which if done correctly, can lead to very rich data. However, it is also obviously quite time-consuming, and it is harder to analyze and quantify the data you get at the end.

The quality of what you get out of an interview will also depend greatly on your own skill as an interviewer, so here are some tips.

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Finding Out What They Think: A Rough Primer To User Research, Part 1

[In this first article in a new series, college professor and user research Ben Lewis-Evans takes a look at different methods of game user research, offering up a handy guide to different ways you can collect useful information about your game.]

This article, and its forthcoming followup, is intended to give a rough idea to developers of several different methods that can be used in games user research.

However, many, many books have been written on research methodology and I cannot cover everything. Therefore these two articles cannot be taken as completely comprehensive.

In the first of the articles I will be covering a few general points about Games User Research and then discussing three methods, focus groups, heuristic evaluation and questionnaires in some detail.

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Corning’s Second Day of Glass

Nearly a year ago, Corning (maker of Gorilla Glass), released a video encapsulating it’s vision of the future. It’s since gotten 17 million views on YouTube, and started numerous discussions and responses.

In the video, Corning predicted large scale desktop touchscreen displays, bigger video screens, and dynamic billboards. And while much of the video is still in the future, the OLED TV’s shown by LG at this year’s CES do seem to bring the video to life.

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Next Generation Technology for Full Body Game Controllers

Patent approved for Motion Recognition Clothing(TM)

Medibotics’ U.S. patent 7,980,141 for Motion Recognition Clothing™ (MRC) has been approved. MRC is an innovative technology for translating body motion into computer-readable signals that could power the next generation of full-body game controllers. The market for translating body motion into computer-readable signals is already very large. For example, over 10 million units of an existing camera-based full-body game controller system have been sold. With further development, MRC could be used for a variety of applications including not only computer gaming, but also virtual reality in general, sports training, medical therapy, virtual exercise, weight management, and telerobotics.

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Sony Says Games Will Read Emotions in 10 Years

Sony is talking crazy, indicating that games may be able to tell if you’re lying or depressed just ten years down the road. We’ll stick with growing crops, thanks.

Seriously, when do games stop being games and cross over into virtual reality? This was the question I asked Nvidia months ago at ECGC 2011, and was told there will always be a market for the high-end PC gamer with the rig nearly the size of a bookcase. But putting visual realism aside, what will happen when games suddenly stop acting like games, and become more like a self-aware super AI that could possibly one day sing you happy birthday or annihilate the human race?

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The Advanced Visualisation and Interaction Environment (AVIE) and Children’s Developing Brains

Image: The interactive experience at UNSW’s iCinema Centre. Source: The Australian

Lost in cyberspace

You only have to be the parent of a child over the age of seven to know what I’m talking about: the vacant eyes so preoccupied by what’s on screen that they can’t focus on your face for more than a few seconds before being drawn back into the cyberworld.

As you talk, your little darling types or toggles. “Are you listening to me?” you ask, only to be told in a precocious tone: “Yeahhhh. I’m multitasking, Mum.”

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