878 research outputs found

    Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm

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    This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented

    Evaluating the Use of Audio Smartphone Apps for Higher Education

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    Digital audio technology has garnered interest in Education recently, being deployed by early adopter academics to provide audio feedback. Students have also used it, gathering audio notes on their personal devices to enhance their learning. However, the sharing and distributing of the recordings is time-consuming and requires separate technology. Smartphones with audio apps are able to support recording and distribution/sharing of learning conversations more effectively because of their additional customisable and integrated functionality. This is attractive to Education now that it is clear that smartphones are becoming ubiquitous on campus. This paper describes an evaluation of audio apps for recording learning conversations by an academic and students and their experience in using smartphone audio apps to date

    The role of virtual reality in built environment education

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    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutors’ perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas

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    Judith Jeffcoate, Multimedia in Practice ‐Technology and Applications, BCS Practitioner Series, Prentice‐Hall International, 1995. ISBN: 0–13–123324–6. £24.95

    Exploring multimedia and interactive technologies

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    The goal of multimedia design strategies and innovation is to produce meaningful learning environments that relate to and build upon what the learner already knows and what the learner seeks. The multimedia tools used to achieve knowledge transfer should activate recall or prior knowledge and help the learner alter and encode new structures. Traditionally, multimedia has been localized to specific delivery systems and demographics based on the government, industry, or academic concentration. The presenter will explore the introduction of immersive telecommunications technologies, constructivist learning methodologies, and adult learning models to standardize networking and multimedia-based services and products capable of adapting to wired and wireless environments, different devices and conditions on a global scale

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    Europe In the Round CD‐ROM, Guildford, Vocational Technologies, 1994

    Mobile reflections (MoRe) pilot, developing reflection within initial teacher training for students with dyslexia

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    The MoRe (Mobile Reflections) pilot was designed to explore whether the use of freely available Web 2.0 technology and mobile phones could assist dyslexic student teachers to develop reflective skills by capturing their reflections using audio within a shared online learning space

    About using Mobile Reflections

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