As a nurse clinician in the comprehensive hemophilia treatment center at Nationwide Children's Hospital for nearly 30 years, Charmaine Biega, RN, has watched her patients endure hundreds of needle sticks for infusions and other procedures which can mean tears, frustration, wiggling and - in some cases - lifelong anxiety about the medical system and treatments that patients with hemophilia need to survive.
Nigel Wynne's insight:
Great account of the use of VR in minimising discomfort among children receiving treatment for haemophilia. Through a collaboration between the National Children's hospital and Ohio State University, specialist headsets where developed that allowed nurses to interact with children in the VR space as they played the game "Voxel Bay".
3D game developed to train police in how to secure electronic devices at a crime scene. Described as virtual reality training but think the term is being used loosely here.
If you take a look at the recently released Elsewhere VR headset, you’ll see a slender set of Google Cardboard-style frames and an iOS app that adds 3D depth to flat images or video. If yo
Nigel Wynne's insight:
A much needed opinion piece and product review ensuring that we all keep our feet on the ground when thinking, talking and processing information from others about VR. A well argued critique that although focussed on the marketing associated with the product Elsewhere, could be applied to much of what is written about VR today.
Indie developer Serellan added Oculus Rift and HTC Vive support to its blindness simulator, Hotel Blind. We asked them why.
Nigel Wynne's insight:
There have been a number of VR apps and games developed that seek to allow the user to experience what it is like to have an illness or disability. These have relied on 360 video or 3D modelling. But how would you go about developing a VR experience for someone who was blind? Hotel Blind achieves this by using voice prompts that help guide a user wearing a VR headset depicting zero vision, to navigate their way through challenges based within a hotel room. This is a simulator, rather than a game, that may have some very serious applications! have just mailed relevant staff at my Uni to get their opinion. thnx @Serellan
More than 650 respondents, ranging from entrepreneurs to investors and consultants, were polled. The results were somewhat surprising.
Nigel Wynne's insight:
With so much hype surrounding VR and to a much lesser extent AR it's easy to forget that these technologies are far from becoming mainstream media options for most consumers let alone people interested in educational applications like myself. This survey seeks to look beyond the hype and provides some insights into how a tranche of key stakeholders perceive the issues shaping VR and AR's steps towards mainstream. Link to the full survey is provided.
Hyper-Reality presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated…
Nigel Wynne's insight:
One of the best AR/Hyper reality concept films I have seen!!
The full capabilities of immersive technologies have yet to be explored, but already we can get a sense of how they can be used to manipulate us.
Nigel Wynne's insight:
Spending time thinking about the educational potential of VR can sometimes mean less time is given to how this technology can be exploited by others towards less altruistic aims. This article highlights some of the dangers that may come with in VR world avatar - client communication.
Meet the MSI VR One: a backpack PC optimized for virtual reality gaming. It weighs only 3.6kg and delivers 1.5 hours of gameplay. It is powered by an overclocked processor and a GeForce GTX 10 series graphics card.
Nigel Wynne's insight:
This takes wearables to the extreme. MSI have produced a wearable backpack computer and allows hardcore VIVE VR gamers to cut the tethers and immerse themselves in far more mobile gameplay. This also opens up even more possibilities for educational VR applications.
The VR headset revolution is underway and just because you own an iPhone rather than an Android mobile doesn't mean you can't get involved. Google Cardboard has stolen a lot of the limelight when it comes to mobile virtual reality, and Google Daydream is just around the corner, but you don't need an Android handset…
Nigel Wynne's insight:
VR for the masses!! Whilst full system VR headsets like the Vive and Rift provide the most immersive and interactive educational experiences, their tethering and need for a high spec PC are significant barriers to wider and scaled up adoption. Mobile VR headsets provide a technology hardware tier that brings VR, albeit limited, within reach of all. Always trying to look for synergies between different education modalities I think this provides an interesting challenge and potential opportunity for educators and developers whose objective is to provide VR experiences to learner cohorts that may contain 100's of students. How can we "cycle" large cohorts through geographically fixed full system VR experiences and then potentially extend or pre-load this learning via mobile VR . Is anybody doing/thinking about this at the moment?
We’ve investigated the age ratings of VR headsets and talked to optometrists and vision experts to find out if VR is safe for children. These are the potential risks of using VR for kids.
Nigel Wynne's insight:
Balanced article explaining why many VR headset providers are recommending that children under 12 don't use VR or are are being advised to only use it intermittently and with adult supervision.
General surgery and neurosurgery residents usually sharpen their skills on partial cadavers. This time, however, surgical residents operated on a full-bod
Nigel Wynne's insight:
Video from @jumpsimulation describing the animation of cadavers with pulsatile artificial blood to more effectively prepare trainee surgeons. The narrative describes the limitations of mannequin and VR based approaches to sim learning whilst acknowledging they still play an important role in education, but a role that will have maximum impact if aligned together with animated cadaver based learning. Depending on how squeamish you are this is an interesting example of sim based learning that's worth a look and not something I've heard of before - (actually video has been tastefully shot - so not too bad).
Wondering which Neuroscience Fundamentals you should know as an Instructional Designer? Check 7 Neuroscience Fundamentals ID professionals should know.
Nigel Wynne's insight:
Useful synopsis of theory as applied to e-learning
We posted a few weeks ago that HoloAnatomy was a finalist for the Jackson Hole Science Media Awards in the “Virtual Reality and Augmented Reality” category
Nigel Wynne's insight:
A win for the Hololens as 3d anatomy app scoops prize!
Neuroscience News has recent neuroscience research articles, brain research news, neurology studies and neuroscience resources for neuroscientists, students, and science fans and is always free to join. Our neuroscience social network has science groups, discussion forums, free books, resources, science videos and more.
Nigel Wynne's insight:
Another example of the therapeutic application of VR is described here in a piece which summaries research from the University of Texas. The research found that VR provided a safe place for children with autism to practice social situations leading to some positive outcomes. The idea of donning a headset to effectively exclude the real and social world is anathema to many who are involved in facilitating social skills. The same type of sentiment is often leveled at any form of online media, particularly by those that prefer face to face or face to physical interaction towards learning. Surely, and this is a view that seems to be building momentum, the way to see virtual as a teaching or therapeutic strategy, is that it is one of a number of approaches that can be designed and combined with other modalities to create outputs greater than could be achieved using one modality alone!
Video has proven to be an early driver of Samsung’s Oculus-powered Gear VR.
Nigel Wynne's insight:
Nick Di Carlo, VP at Samsung extols the virtues of 360 VR video and the Samsung Gear VR headset. he describes how 360 video content consumption outstrips, just, games consumption, on the VR and how the release of so many 360 video cameras and stitching software has led to the media pipeline for 360 video to be much bigger than they had originally planned. 360 video it's argued is the media that will drive VR adoption by the masses. Possibly true, however, whilst the Gear is an exciting product and whilst 360 video production is within reach far more people, the Gear itself, only work with a small number of flagship smart phones i.e. Galaxy S7 edge, S7, Note 5, S6 edge+, S6 and S6 edge. This makes using the Gear within learning and teaching far more problematic, given the wide variation in smart phone brands used by students.
(NewsUSA) - Sponsored News - Florida is no stranger to the entertainment industry. After all, it's home to the most visited theme parks on Earth. What people may not know is that the Sunshine State's entertainment expertise is also used to train our nation's military.
Nigel Wynne's insight:
Wow, 1000 acre site brings together industry and US military state of the art sim technology!
Griffith Film School and the Griffith Centre for Creative Arts Research are hosting the prestigious Joint Conference on Serious Games – the first time the event has been held in Australia.
Cardboard Camera is the 360-degree photos app from Google that lets users turn in a circle to capture a panoramic 3D photo, now available for iPhone.
Nigel Wynne's insight:
Making VR content creation even easier and accessible to the masses, Google have released their VR Cardboard 360 degree photo app for iOS and updated existing android app.
VR is already being used to treat phobias. Now a new project in Sweden is using the technology to help hydrophobic children learn to swim.
Nigel Wynne's insight:
Utilising VR to help people with phobias. It's strange why some people are scared by things that others just take in their stride. My daughter's reactions to spiders are slightly over the top and i assumed more of the same when one morning she found a bat in our bathroom! After shouting down the stairs, "Dad, there's a bat in the bathroom" I ran up only to see her disappear from the bathroom sharpish as I arrived. Understandable I thought, what eight year would want to be tapped in a bathroom with a bat flying around her head, and given her response to spiders just assumed that this was something else she had decided just wasn't her thing. Imagine my surprise, well actually astonishment, when she re-appeared three minutes later, stepped into the bathroom, shut the door behind her, held up my smart phone and started filming the said bat, which was bouncing around our heads off one wall then another managing to miss the windows we had opened to help it on its way!! In this scooped story from Next Web, we hear about a number of people who have real phobias related to spiders and snakes and in one case water and learn that for many these phobias can be paralysing. The piece describes the role that VR is playing in gradually exposing people to the sources of their phobias and in one fascinating insight this includes a Swedish swim team who coaxed and guided a child with hydrophobia to gradually become accustomed to water. The story argues strongly in support of VR playing a central role in helping people manage their phobias and i wonder whether this is something that parents could one day use to help their children as they start to display irrational reactions to their environment, whether it be spiders in the sitting room or bats in the bathroom!
Survey data from this year shows that educators think immersive learning experiences can improve student outcomes.
Nigel Wynne's insight:
Interesting infographic based on a survey by Samsung of 1000 K-12 teachers. 83% of teachers believe that VR could enhance learning outcomes, only 2% actually use VR, despite 2/3's considering themselves innovators. Samsung have provided a 4 step plan to help teachers get started. Step 1? "Buy the gear", very cunning Samsung:) Also check out the health warning at the bottom of the infographic, this is an interesting story in itself.
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