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https://itunes.apple.com/us/developer/aurasma/id432295054
https://downloads.tomsguide.com/Aurasma,0301-58796.html

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Aurasma Step by Step Guide - Augmented Reality App

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https://itunes.apple.com/us/app/metaverse-ar-browser/id1159155137?mt=8
https://play.google.com/store/apps/details?id=com.gometa.metaverse&hl=et
Video/
https://www.youtube.com/watch?v=bkCXRQndkgg&feature=share

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Metaverse - AR Browser - Android-rakendused teenuses Google Play

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Koji is the world’s most powerful Link in Bio, with hundreds of free apps to customize and monetize.

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https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo&hl=et

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Cardboard - Android-rakendused teenuses Google Play

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Kogemused virtuaalne reaalsus nutitelefoni koos kartong.

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https://play.google.com/store/apps/details?id=air.com.ercangigi.sitesin3d&hl=et

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Sites in VR - Android-rakendused teenuses Google Play

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Virtuaalretki vaatamisväärsused 360 ° panoraampilte (1600+).

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https://play.google.com/store/apps/details?id=com.Smart2it.VR.Smart2VR.VRCities&hl=et

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VR Cities - Android-rakendused teenuses Google Play

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Smart2VR tervitab teid uurida maailma suurimaid linnu virtuaalne reaalsus.

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https://developers.google.com/vr/

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Google VR for everyone | Google VR | Google Developers

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Google's suite of various VR platforms, aimed at allowing everyone to enjoy VR in a simple, fun, and natural way.

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https://cospaces.io/edu/

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We care about your students' privacy. CoSpaces Edu takes student privacy very seriously and is COPPA and FERPA-compliant.

We have several measures in place to make sure that the data that you and your students store in CoSpaces Edu is always kept safe.

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CoSpaces Edu for kid-friendly 3D creation and coding

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Boost your kids' learning experience by letting them invent, build and code their own creations. Runs on mobile, tablet and desktop, including Chromebooks.

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https://itunes.apple.com/us/app/nyt-vr-new-york-times/id1028562337?mt=8
https://play.google.com/store/apps/details?id=com.im360nytvr&hl=et

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NYT VR - Virtual Reality - Android-rakendused teenuses Google Play

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NYT VR viib teid maailma läbi VR lugusid Android ja Daydream.

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https://www.discoveryvr.com/

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https://www.nytimes.com/video/360-video

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new video loaded: House Tour | Jonathan Saunders

transcript

House Tour | Jonathan Saunders

The designer and his rescue dog, Basil, take T on tour of his Williamsburg, Brooklyn, apartment.

[BARKING] Hey, come on in. Don't mind the dog. [MUSIC PLAYING] And welcome to Brooklyn. We've got the Manhattan skyline. And this area of Brooklyn reminds me of where I used to come from, in East London. This is the living room. And this is my beautiful dog, Basil. These are some of the cushion designs I did with the Rug Company. This is the first piece of furniture I designed. And this is one of my favorite artists. This is my favorite cookbook. We have people over at least once a week. This is my favorite little nook, surrounded by my books. [BLEEP] is that hard. [INAUDIBLE] This is by Victor Vasarely. He inspired my first collection. This is my collection of white ceramics from Germany. This is one of my works in progress. Donald Judd chair. Sottsass penis. These are my textile designs. I screen printed these myself. This is my office. My mood boards. I'm trying a new spray technique on metal. This was a disaster. I've been collecting kimonos for years. I don't wear them, though. My dog matches my bed. Our closet is a disaster. You're not coming in here. O.K. guys, I have a flight to catch. But thanks for coming. [BARK]

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360 Video - The New York Times (Published 2016)

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new video loaded: House Tour | Jonathan Saunders transcript The designer and his rescue dog, Basil, take T on tour of his Williamsburg, Brooklyn, apartment. [BARKING] Hey, come on in. Don't mind the dog. [MUSIC PLAYING] And welcome to Brooklyn. We've got the Manhattan skyline.

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iTunes/ https://itunes.apple.com/us/app/expeditions/id1131711060?mt=8
Android/ https://play.google.com/store/apps/details?id=com.google.vr.expeditions

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https://www.opencolleges.edu.au/informed/edtech-integration/10-ways-virtual-reality-already-used-education/

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We've been hearing a lot over the past few years about how virtual reality has the potential to transform the way we learn and teach, from providing in-depth knowledge and helping us understand complex subjects to facilitating language immersion and virtual trips.

Although in theory VR technology should be an amazing tool for learning and teaching, the reality is that it's been slow to take off in educational settings, in large part due to the fact that it's still so costly to implement.

Even so, predictions are that by 2019 VR will start becoming mainstream, and some of the major players in the education and technology sectors including Google and Facebook are already pursuing applications for the classroom.

To give you an idea of how VR will eventually facilitate learning, we decided to take a look at some of the most notable examples of how virtual reality is already being used by schools and learning institutions around the world.

1. Virtual field trips

Virtual field trips have become one of the most popular applications of VR technology for learning, and many schools have begun using Google Expeditions to transport students to faraway and even inaccessible parts of the planet.

The Google Expedition app is free to download on IOS or Android and teachers can invest in some of the low-cost cardboard headsets that can be attached to a smartphone. With these simple headsets, students can actively explore anything from Machu Picchu to outer space or the deep sea.

2. Language immersion

One of the best ways to learn a new language is through full immersion, as this requires students to listen to and speak the language they're learning all day, every day. Since most of us can't afford to jet off to another country for weeks or even months at a time, virtual immersion is the next best thing. Virtual reality simulations can trick the brain into thinking the experiences are real, and a number of new language learning apps that use VR are now being developed.

One such app is Unimersiv, which can be used together with the Oculus Rift headset. The app allows learners to connect with people from all over the world and practise their language skills while playing games and interacting with other students in a virtual world.

3. Skills training

Virtual reality simulations can also help students learn practical skills, and one of the biggest benefits to training people in this way is that students can learn from realistic scenarios without the risk of practicing an unfamiliar skill in an uncontrolled real-life situation.

An experiment carried out by Google's Daydream labs found that people who got VR training learned faster and better than those who were merely shown video tutorials. The interactive learning experiment was aimed at teaching coffee making, and students were either shown a YouTube tutorial on how to pull espresso shots or allowed to practice it in VR.

After training for as long as they liked, the students from both groups were asked to make coffee in the real world. Sure enough, the students who learned with VR made fewer mistakes and were quicker at pulling the espresso shots than those who watched the video tutorials.

4. Philosophical theories

Even philosophical theories can be brought to life with virtual reality. The Sevenoaks School in the United Kingdom recently started using VR headsets in its philosophy lessons as a way to introduce students to French philosopher Rene Descartes' dream argument.

Meditations on First Philosophy is one of the most influential philosophical texts ever written, and begins with the claim that dreams and waking life can have the same content. Thanks to the VR headsets, students are able to see just how immersive a simulation can feel and experience firsthand the possibility that life is nothing more than a simulation.

One student commented that "It's amazing to think that we can test and understand more about these centuries-old theories with the latest modern technology. It has brought a whole new meaning to Philosophy for me!"

5. Architecture and design

Schools are also finding that virtual reality technology is a great way to spark students' creativity and keep them engaged, especially when it comes to architecture and design. For the last three years, David Beach, assistant professor at the Drury University Hammons School of Architecture, has been researching ways to apply VR technology in his field and believes it opens up countless possibilities in architectural design.

The Oculus Rift hardware makes it possible for architects to take computer-generated 3D models and place viewers into those 3D models in order to bring their plans to life. At a primary school in Ireland, students have even been using VR to construct 3D models of historical Irish sites and then visit them virtually.

6. Special education

The Jackson School for special needs students in Victoria, Australia has been using the Oculus Rift headset with students in the classroom. Technology and special education instructor Mathieu Marunczyn explains that the Oculus Rift has helped spark his students' imagination and gives them a visual insight they wouldn't otherwise have. For instance, students can take a peek inside an Egyptian temple or view a jet engine to gain an understanding of how it all fits together, which makes lessons a lot more hands on.

Marunczyn also notes that structured lessons with meditative virtual reality apps like those that explore planets and stars tend to have a calming effect on his students, many of whom have some form of autism.

7. Distance learning

Virtual reality technology also has huge potential in the distance learning industry, and a recent study from Penn State University researchers showed that VR technology can improve learning outcomes for online students.

Stanford School of Business is already offering a certificate program delivered entirely through VR, and at the University the University of British Columbia Law School, students are enjoying virtual reality lectures using a VR social application called VR Chat. The application provides virtual online chat spaces where students with a VR headset can project themselves and interact with lecturers and other students.

8. Improved collaboration

Virtual reality technology has the potential to greatly enhance collaboration between teachers and students, both in distance learning and classroom-based teaching. Research shows that virtual and augmented reality simulations increase student motivation and improve collaboration and knowledge construction. One study conducted in a virtual world called Second Life allowed teachers to design, create and use collaborative activities to introduce exchange students to Chinese language and culture before they went abroad. The students showed improvements in key areas including reduced embarrassment when practicing their language skills and better social interactions between students.

9. Game-based learning

Virtual reality will likely completely change the way games can be used for learning. Game-based learning works because in increases engagement and motivation, and virtual reality can take this to the next level.

Jane Wilde, an instructor at Marlboro College in Vermont who has been using games and simulations in her lessons for some time now, notes that although virtual reality games are not the only source of fun and engagement in class, they can make a substantial difference.

"In my own experience game-based learning is motivating because it is fun," she says. "The playing field is leveled - a player's gender, weight, race don't have to interfere with their acceptance by other players. You are judged by your actions.

A lot can be accomplished in a virtual environment that would not be possible in real life. Also it is memorable - the visual and kinesthetic experiences in virtual worlds contribute to our ability to learn."

10. Virtual campus visits

Technology is changing the way students select universities and many schools have now started virtual reality campus tours as a way to connect with applicants on a wider scale. These campus 'visits' allow students to see what it would be like to attend universities in other cities and countries even if they can't visit in person.

The virtual reality tours use photos and videos of campuses and their surroundings that enable students to explore the campuses at 360-degree angles. For instance, the University of Michigan Football program now has a virtual reality tour that lets students experience what it's like to play at the university's stadium.

Want to get a feel for what VR campus tours are like? Check out this list of virtual campus tours you don't want to miss.

Marianne Stenger is a London-based freelance writer and journalist with extensive experience covering all things learning and development. She's particularly interested in the psychology of learning and how technology is changing the way we learn. Her articles have been featured by the likes of ABC Education, The Huffington Post, Lifehacker, and Psych Central. Follow her on Twitter @MarianneStenger.

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10 Ways Virtual Reality Is Already Being Used in Education | InformED

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We've been hearing a lot over the past few years about how virtual reality has the potential to transform the way we learn and teach, from providing in-depth knowledge and helping us understand complex subjects to facilitating language immersion and virtual trips. Although in theory VR technology should be an amazing tool for learning and...

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https://vrodo.de/virtual-reality-sprachen-lernen-mittels-konkreter-gespraechssituationen/

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News zu Virtual Reality, KI, Augmented Reality, Mixed Reality | VRODO

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Das mobile Sprachlernprogramm Mondly bietet seit neuestem auch Kurse in der Virtual Reality. Der VR-Version liegt ein interessantes Konzept zugrunde: Mit Hilfe einer VR-Brille werden Sprachschüler in immersive Lernumgebungen versetzt, die realen Gesprächssituationen nachempfunden sind. Auf diese Weise sollen Nutzer Fremdsprachen leichter und schneller erlernen.
Eine neue Sprache lernt man bekanntlich am besten, wenn man sich in das Land begibt, in dem sie gesprochen wird und sich dort über eine längere Zeit hinweg immer wieder Gesprächssituationen aussetzt. Die theoretischen Grundlagen einer Sprache soll eine VR-App wie Mondly VR zwar nicht ersetzen, aber sie fängt ein Stück weit jene Erfahrungsdimension ein. Außerdem kann sie Nutzern die Angst vor dem Sprechen nehmen.

"Aus unserer Erfahrung tun sich Menschen deshalb so schwer mit dem Erlernen neuer Sprachen, weil sie selten Gelegenheit oder Angst davor haben, ihre Sprachkenntnisse einzusetzen. Mit Mondly VR können sie diese Hemmnisse überwinden und sich angstfrei das Sprechen in der Fremdsprache angewöhnen", sagt der CEO von Mondly Alex Iliescu.

30 Sprachen, fünf Gesprächssituationen

Die Standard-App für iOS und Android verzeichnet mittlerweile mehr als 20 Millionen Downloads und wurde von Facebook zur besten europäischen App des Jahres 2017 gekürt. Im Februar brachten die rumänischen Entwickler eine kostenlose Early-Access-Version der VR-Fassung für Samsung Gear VR heraus. Nun ist die Vollversion für Daydream View und Google Cardboard erhältlich.

In den simulierten Gesprächssituationen knüpft man Freundschaften, bestellt ein Abendessen in einem Restaurant, checkt in ein Hotel ein und spricht mit dem Hoteldirektor oder einem Taxifahrer. Für die virtuellen Figuren wird eine Chatbot-Technologie eingesetzt, dank Spracherkennung erhält man Feedbacks zur Aussprache und wird bei Fehlern korrigiert.

Wer eine Samsung Gear VR besitzt, kann im Oculus Store die kostenlose Testversion von Mondly VR ausprobieren. Die Vollversion für Daydream View und Google Cardboard ist bei Google Play erhältlich und kostet bis Ende September 4,99 Euro. Danach wird der Preis 7,99 Euro betragen. Die genannten Gesprächssituationen kann man in 30 Sprachen erleben, darunter Englisch, Spanisch, Französisch, Italienisch und Russisch.

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Virtual Reality: Sprachen lernen mittels konkreter Gesprächssituationen

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Das mobile Sprachlernprogramm Mondly bietet seit neuestem auch Kurse in der Virtual Reality. Der VR-Version liegt ein interessantes Konzept zugrunde: Mit Hilfe einer VR-Brille werden Sprachschüler in immersive Lernumgebungen versetzt, die realen Gesprächssituationen nachempfunden sind. Auf diese Weise sollen Nutzer Fremdsprachen leichter und schneller erlernen.

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Vizor - Explore, Create and Publish VR on the Web

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Vizor is a platform for creating and sharing VR content on the web. All you need is a WebVR capable browser and a headset, although you can use Vizor without one. There is no need to download and install large native applications.

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Explore the world with your Google Cardboard™, Gear VR®, Rift™ or Vive™ headset

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Choose Your Development Environment | Google VR | Google Developers

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Google VR provides SDKs for many popular development environments. These SDKs provide native APIs for key VR features like user input, controller support, and rendering, which you can use to build new VR experiences on either Daydream or Cardboard.

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Facebook Spaces - a new VR app where you hang out with friends in a fun, interactive virtual environment, as if you were in the same room.

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VR View for Android | Google VR | Google Developers

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Inside the Activity, the primary method is VrPanoramaView.loadImageFromBitmap() . Call it with a standard Android Bitmap object and an optionalVrPanoramaView.Options object. The latter is used to configure the format of the image. The Activity also implements aVrPanoramaEventListener which receives events when the load operation succeeds or fails.

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VeeR VR: create and share your VR/panoramic/360 photos, images and videos to global VR network. Explore and watch immersive experience and virtual reality content.

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This deck was used to provide professional development to students by Lisa Johnson (@TecChef4u) and Chris Hanson (@tejaschris). The deck covers 4 topics (digit...

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https://www.googlewatchblog.de/2018/03/just-line-google-augmented/

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Google investiert aktuell viel Energie darin, die Augmented Reality auf so viele Smartphones wie möglich zu bringen und mit einfachen Anwendungen die Möglichkeiten dieser Technologie unter Beweis zu stellen. Jetzt wurde wieder ein neues AR Experiment veröffentlicht, das auf den Namen Just a Line hört und nur eine einzige simple Funktion anbietet, die aber dennoch recht unterhaltsam sein kann.

Nachdem es mit der Virtual Reality noch immer nicht so recht klappen will, setzt Google nun viele Hoffnungen auf die Augmented Reality oder auch die Mixed Reality, mit der die meisten Menschen wohl mehr anfangen können. Um diese Technoogie möglichst schnell weit zu verbreiten, wurde mit ARCore eine eigene Plattform geschaffen, die auf Android aufsetzt und viele Millionen Smartphones in Augmented Reality-Geräte verwandelt.

Jetzt hat Google einem weiteren AR-Experiment eine eigene App spendiert und hat sie unter dem Titel Just a Line in den Play Store gebracht. Das Prinzip der App ist sehr simpel: Der Nutzer sieht direkt in der App natürlich das Livebild der Kamera, auf dem dann nach Herzenslust per Finger Striche gezeichnet werden können. Diese verbleiben dann exakt an der Stelle im Raum und können durch Bewegung des Smartphones von allen Seiten angesehen werden - ganz so, als wenn die Zeichnungen tatsächlich im Raum schweben würden.

Hat man das virtuelle Kunstwerk fertig gestellt, kann man es sich aus der Nähe, aus der Ferne und auch von allen Seiten ansehen - so wie in obigem Video sehr schön zu sehen ist. Hat man ein wahres Meisterstück geschaffen, lässt sich ein Rundgang auch direkt auf Video aufnehmen und an andere Nutzer weiterleiten.

Die App ist bewusst sehr einfach gehalten und ermöglicht nur das Zeichnen von weißen Linien. Es gibt keine andere Farben, keine Linienstärken und erst recht keine anderen Pinsel. Es ist eben „Just a Line" und soll zeigen, was mit der Augmented Reality so alles möglich ist. Voraussetzung für die App ist ein aktuelles Android-Smartphone mit der ARCore-App von Google.

Wem das jetzt nicht ausreicht, der kann sich auch einmal die App Tilt Brush ansehen, die relativ ähnlich begonnen hat, mittlerweile aber stark ausgebaut wurde und sehr viel mehr Funktionen und Möglichkeiten bietet. Allerdings handelt es sich bei Tilt Brush um eine VR und nicht um eine AR-App. Wer sie ausprobieren möchte, braucht außerdem eine HTC Vive oder eine Oculus-Brille. Wohl auch aus dem Grund dürfte sich Just a Line anfangs großer Popularität erfreuen 🙂

" Just a Line Homepage

Siehe auch
" Beeindruckend: Neue Google-Technologie kann Hintergründe in Live-Videos austauschen (Video)
" Das Smartphone ist nicht genug: Google arbeitet an neuer Augmented Reality-Hardware

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Just a Line: Google veröffentlicht neue kurzweilige Augmented Reality-App (Video) - GWB

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Google investiert aktuell viel Energie darin, die Augmented Reality auf so viele Smartphones wie möglich zu bringen und mit einfachen Anwendungen die Möglichkeiten dieser Technologie unter Beweis zu stellen. Jetzt wurde wieder ein neues AR Experiment veröffentlicht, das auf den Namen Just a Line hört und nur eine einzige simple Funktion anbietet, die aber dennoch recht unterhaltsam sein kann.

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http://www.glif-it.com/?ref=betalist

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Just point your smartphone's camera at an object and Glif it will show a result. Stop waisting time on typing!

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https://www.getfable.io/

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https://www.youtube.com/watch?v=_Aj9nAPa4z4

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2016_EDUCATION Y: Lernen im 21. Jahrhundert

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Für Android/ https://play.google.com/store/apps/details?id=com.t11.skyviewfree
Für iOS/ https://itunes.apple.com/us/app/skyview-lite/id413936865?mt=8

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SkyView is a free augmented reality app (an Android version and an iOS version is available) that helps students identify stars and constellations. With the free app installed students can point their phones at the sky and see constellations identified on their screens. In addition to constellations the app will identify planets, satellites, and some individual stars.

There are other apps that do similar things to the SkyView app. One thing that makes SkyView different from some similar apps is that it has a "time travel" function. The time travel function will show users what the sky above them looked like on past nights and what constellations and other objects will appear in future nights.

Applications for Education
You could spark your students' interest in using the app by first teaching a lesson about constellations and the myths associated with some of them. Then have students use the app with their parents to try to identify some of the constellations that they have learned about in your classroom.

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SkyView - An Augmented Reality App to Help Students Find Constellations

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SkyView is a free augmented reality app (an Android version and an iOS version is available) that helps students identify stars and constellations. With the free app installed students can point their phones at the sky and see constellations identified on their screens. In addition to constellations the app will identify planets, satellites, and some individual stars.

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https://play.google.com/store/apps/details?id=com.fusion.bluewhale&hl=en

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Blue Whale VR is a free virtual reality app that provides a 360 tour of a blue whale's anatomy. The app isn't terribly interactive. The only interactive element is that students can move around the whale during the tour. If you don't have VR viewers, you can access the tour through this YouTube video.

The app could be a good to pair with this TED-Ed lesson titled Why Are Blue Whales So Enormous? The video that the lesson is based on uses some neat animations to explain how much blue whales eat, how the eat, and why they need to eat so much.

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Blue Whale VR is a free virtual reality app that provides a 360 tour of a blue whale's anatomy. The app isn't terribly interactive. The only interactive element is that students can move around the whale during the tour. If you don't have VR viewers, you can access the tour through this YouTube video.

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http://www.freetech4teachers.com/2017/12/a-handful-of-apps-for-exploring.html#.WsN2IPluZdg

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Earlier this week I shared a neat augmented reality app called SkyView that helps users identify constellations, planets, and satellites in the night sky. SkyView could be helpful in sparking students' curiosity about space. SkyView shows some of the potential for augmented reality in education. There are other apps that I often share with people who are just beginning to explore how AR works and its potential in education. Those apps are featured below.

Plum's Creaturizer from PBS Kids is a free iOS and Android app that lets students create fun cartoon creatures then place them into outdoor settings through the use of augmented reality. The purpose of the app is to have students learn and show how the characteristics of an animal help it thrive in its environment. In the following video I demonstrate how the app works (apologies for the background noise, I recorded this video outside to show how the AR feature works in real settings).

Spacecraft 3D is a free iPad app produced by NASA's Jet Propulsion Laboratory. Spacecraft 3D uses augmented reality technology to bring NASA spacecraft to life on your iPad. To get started using the app you first need to print out the spacecraft target codes. Then your students can scan those target codes with their iPads. The spacecraft then becomes a 3D model that your students can explore.

The Walking With Dinosaurs app uses a bit of augmented reality to take students on a virtual walk with dinosaurs. To use the apps you have to print out the "targets" that when scanned reveal a dinosaur's story. The apps also allow your students to include pictures of themselves in settings with the dinosaurs that they learn about through the app.

Disneynature Explore is a free iPad app designed to help children learn about bears, butterflies, lions, chimpanzees, and sea turtles. The activities for learning about each animal include augmented reality components. Students can use their iPads to take pictures to put animals into settings that they photograph. The app encourages students to go on nature walks with their parents. On the nature walks students can take pictures and record observations in their digital field journals.

Augmented Reality and Virtual Reality will be two of the topics covered in January in the Practical Ed Tech Coaching Group.

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A Handful of Apps for Exploring the Potential of AR in Education

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Earlier this week I shared a neat augmented reality app called SkyView that helps users identify constellations, planets, and satellites in the night sky. SkyView could be helpful in sparking students' curiosity about space. SkyView shows some of the potential for augmented reality in education.

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Virtuelle Realität, kurz „VR“, und sphärische Panoramen, kurz „360°“, ermöglichen uns einen Ortswechsel, einen Rollentausch und geben uns die Möglichkeit, Dinge aus anderen Perspektiven und Blickwinkeln zu betrachten. Einige kostenlose Angebote für VR und 360° stellen wir in dieser Mini-Serie vor:

https://www.medienpaedagogik-praxis.de/2018/04/10/mini-serie-vr-und-360-grad-in-der-kinder-und-jugendarbeit-einleitung-teil-1-4/

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Mini-Serie: (VR und) 360 Grad in der Kinder- und Jugendarbeit - Einleitung - Teil 1/4

Virtuelle Realität, kurz „VR", und sphärische Panoramen, kurz „360°", ermöglichen uns einen Ortswechsel, einen Rollentausch und geben uns die Möglichkeit, Dinge aus anderen Perspektiven und Blickwinkeln zu betrachten. Zur Darstellung werden spezielle Ausgabegeräte, sogenannte Head-Mounted Display´s (wörtlich „am Kopf befestigte Anzeige"), benötigt. Die Identifikation in und mit der virtuellen Welt wird als "Immersion" bezeichnet, aus dem englischen übersetzt „Eintauchen".

Laut Wikipedia ist im Unterschied zur passiven, filmischen Immersion, in der virtuellen Realität eine Interaktion möglich, also eine Handlung, in welcher du dich bewegen und mit Hilfe von Controllern interagieren kannst. Dadurch wird eine wesentlich höhere Intensität der Immersion erreicht. Die Immersion bei 360-Grad-Bildmaterial, also sphärischen Panoramen, welche sämtliche Blickwinkel wiedergeben, liegt wahrscheinlich irgendwo dazwischen. Einfach gesagt, desto mehr Sinne gereizt werden, desto intensiver ist das Erlebnis.

Im Gegensatz zu VR erfordert das Betrachten von sphärischen Videos und Bilder kein spezielles Head-Mounted Display mit Controllern, sondern lediglich ein Smartphone und eine sogenannte Cardboard-Brille, eine Halterung aus Karton mit zwei Sammellinsen, welche auch die Technik der Stereoskopie nutzt.

Erste Stereoskope gab es schon vor 1900. Google veröffentlichte 2014 die erste Cardboard Brille. Diese ermöglicht mit einem Smartphone eine 3D Ansicht in 360°, dank der stereoskopischen Illusion, also der Zweiteilung des Bildes, sowie der Erkennung der Kopfbewegung über die eingebauten Sensoren in Smartphones (Gyroskope bzw. Kreiselinstrument). Mit einer Cardboard Brille und einem Smartphone kannst du nun in einem 360° Video in alle Richtungen blicken, als wärst du tatsächlich vor Ort.

Stereoskopische Illusion selber machen
Um zu Verstehen wie die Technik der stereoskopischen Illusion funktioniert, können eigene 3D Fotos gemacht werden.

Eine schnelle und einfache Möglichkeit bieten „3D Camera" APPs auf Tablets oder Smartphones und eine einfache 3D Brille (rot/blau), welche selbst gebastelt oder günstig gekauft werden kann. Es gibt auch einige Beispiel-Bilder und Videos im Netz. Es wird einfach das Motiv aus zwei zueinander versetzten Blickwinkeln aufgenommen, meistens der Abstand der menschlichen Augen zueinander, und übereinandergelegt. Für mich ein Aha-Erlebnis!

Immersives Lernen mit Kinder und Jugendlichen!
Einige kostenlose Angebote für VR und 360° gibt es. Als Beispiel für den Unterricht und die Kinder und Jugendarbeit sind sicher die vorgefertigten 360°-Entdeckungsreisen von "Google Expeditions". Bis Virtual Reality mit der Möglichkeit der Interaktion im Unterricht eingesetzt werden kann, dauert es meiner Meinung nach, aufgrund des kleinen Angebotes und der aktuell noch hohen technischen Anforderungen, sicher noch einen Moment. Wobei Marc Zuckerberg mit der bald erhältlichen VR-Brille "Oculus Go" für USD 199.- eine Lösung verspricht. Ich bin gespannt.

Bei 360° ist die Sache meiner Meinung nach einfacher. Brillen können selbst gebastelt oder günstig erworben werden. Inhalte können dank "Bring Your Own Device" (BYOD) mit dem eigenen Smartphone erstellt, bearbeitet und anschließend betrachtet werden. Für mich ist es auch ein Mehrwert wenn die Kinder und Jugendlichen nach dem Unterricht oder den Workshops das gelernte weiter umsetzen können. Die Kartonbrillen dürfen sie jedenfalls bei uns immer behalten.

Durch den niederschwelligen, kostengünstigen Zugang und die Einfachheit in der Umsetzung war der Einsatz von 360° in unseren Projekte in der offenen Kinder- und Jugendarbeit immer ein Mehrwert. Später beschreibe ich, wie wir in unseren Projekten sogenannte 360°-Tools einsetzen und wie diese Hilfsmittel für eigene Projekte genutzt werden können.

Nun aber nochmals kurz zurück zur Schule.
Was ist mit den Pädagoginnen und Pädagogen, sehen diese einen Mehrwert für den Unterricht?
Glaubt man der Studie „VR im Unterricht" von Kantar Emnid im Auftrag von Samsung Electronics im November 2016, hat der Einsatz von VR als Lernmedium signifikante Vorteile. Die Lehrpersonen sehen ein großes Potenzial für die Nutzung von Virtual Reality im Unterricht. Besonders im Aspekt des Erlebens, im Erfahrungen machen, die die Kinder sonst nie machen würden. Aber auch um Orte zu erkunden, an denen sie sonst nicht kommen würden. Zwei Drittel der Befragten sind auch der Meinung, das sich die Motivation der Schülerinnen und Schüler steigert und sich der Lernerfolg verbessert. Den größten Nutzen von Virtual Reality wird den Fächern Geografie/Erdkunde, Geschichte und Naturwissenschaften zugeschrieben.
Samsung (2017): „Samsung Studie: Lehrer sehen großes Potenzial für die Nutzung von Virtual Reality im Unterreicht" URL: https://news.samsung.com/de/samsung-studie-lehrer-sehen-grosses-potenzial-fuer-die-nutzung-von-virtual-reality-im-unterricht/ [Stand: 26.02.2018] Und die Schülerinnen und Schüler?
Dass die Kinder und Jugendlichen sich den Einsatz von Virtual Reality wünschen ist vermutlich klar. Laut YouGov-Umfrage, auch im Auftrag von Samsung Electronics, wünschen sich drei von vier Schülerinnen und Schülern den Einsatz von VR im Unterricht.
Samsung (2017): „Drei von vier Schülern wünschen sich Einsatz von Virtual Reality im Unterricht" URL: https://news.samsung.com/de/drei-von-vier-schulern-wunschen-sich-einsatz-von-virtual-reality-im-unterricht/ [Stand: 26.02.2017]
In einem unserer Jugendtreffs vom Jugendnetzwerk SDM haben wir zur Ergänzung der PlayStation4 ein Sony PS VR Headset angeschafft. Es wird von einigen rege genutzt, während andere das intensive Immersions-Erlebnis nicht vertragen. Dies kann von Spiel zu Spiel unterschiedlich sein. Es braucht teilweise wenig Bewegung im Spiel um "VR-krank" zu werden. Die "VR-Krankheit" ist vergleichbar mit der See- oder Flugkrankheit und tritt in Form von Übelkeit, Unwohlsein und anderen Symptomen als Resultat einer körperlichen Irritationen bei hoher Intensität der Immersion auf. Für einen barrierefreien Unterricht braucht es für Virtual-Reality-Erlebnisse sicher noch Lösungen bzw. muss die Qualität der Inhalte verbessert werden. Die Forschung der Auswirkung auf den Körper und die Gesundheit steht lt. Wikipedia erst am Anfang.

Nichtsdestotrotz überwiegen für mich die Vorteile. Da die Immersion bei 360°-Inhalten nicht so intensiv wirkt und das "Erlebnis" nicht zu lange dauert, werden wir in Zukunft weiter bei Projekten mit sphärischen Panoramen arbeiten. Wenn ihr schon Lösungen parat habt, oder gegenteilige Erfahrungen gemacht habt, freue ich mich über eure Kommentare.

In den nächsten Folgen beschreibe ich, wie ihr im schulischen als auch im außerschulischen Setting, für eure Projekte sogenannte 360°-Tools einsetzen könnt.

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" Mini-Serie: (VR und) 360 Grad in der Kinder- und Jugendarbeit - Einleitung - Teil 1/4 - Medienpädagogik Praxis-Blog

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Virtuelle Realität, kurz „VR", und sphärische Panoramen, kurz „360°", ermöglichen uns einen Ortswechsel, einen Rollentausch und geben uns die Möglichkeit, Dinge aus anderen Perspektiven und Blickwinkeln zu betrachten. Zur Darstellung werden spezielle Ausgabegeräte, sogenannte Head-Mounted Display´s (wörtlich „am Kopf befestigte Anzeige"), benötigt.

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https://www.360cities.net/video_gallery

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A stunning collection of high quality 360° / VR videos created by 360Cities' worldwide community of contributors. Perfect for VR experiences, advertising, publishing and more.

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Virtual Field Trips and General VR Content Apps

- The first and broadest content provider of 360 pictures for VR field trips and career shadowing experiences. Sign up for the Google Expeditions Team to come to your school and bring a VR field trip with them.

HiverLab - An interactive 360 video company that has a promising 360 video annotation platform called Storyhive. Could be a Google Expeditions competitor.

Embodied Learning - Embodied patient experience labs (U.S.)

E-learning Studios - offers VR and AR learning technology design and development services (U.K.)

VR equipment or Google Expedition Kits sellers

(Disclaimer: this is just a list we compiled and we are not responsible for any transactions you have with these sites)

- A U.K.-based VR hire and event-planning company with the major headsets, PCs, and more for rent.

Amazon.com - Of course, you can pretty much buy everything from here. It probably won't be the cheapest option though.

Dynamic Innovative Data solutions - An Indianapolis, IN, USA-based company providing less expensive classroom VR kits.

- A VR technology and kit provider based in Bahrain, serving the Middle East and Subcontinent region

- A 360 video authoring and publishing platform focused on creating educational experiences.

Web-based VR Creation Tools - Visit this link for reviews of some of the tools below.

Academic Institutions & Labs specializing in VR

General Links to Education-related Virtual Reality Resources

Google Daydream VR - Google's next offering of a VR headset. Requires Daydream-compatible phones (usually $600-800). The wand/remote that comes with it is the biggest difference between it and the old Samsung gear. Now Samsung Gear VR version 2 also has a similar product.

Virtual Reality News sites

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VR Resources - Virtual Reality for Education

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Virtual Field Trips and General VR Content Apps - The first and broadest content provider of 360 pictures for VR field trips and career shadowing experiences. Sign up for the Google Expeditions Team to come to your school and bring a VR field trip with them.

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ClassVR comes complete with a huge range of pedagogically sound, engaging content along with structured lesson plans to help spark the imagination of students, leaving them with memories and experiences that help visualise and understand even the most complex of educational subjects.

There are currently over 500 pre-made activities, instantly accessible and covering a huge range of topics and curriculum subject areas, with teachers able to add their own resources, such as 360 degree photos and videos, and build their own engaging lesson plans.

For a more detailed view of the content currently available, please click on the topic links below and explore some of the exciting resources already available in ClassVR. Click on any resource image and you will be able to view a comprehensive list of US state standards the experience relates to. Whatsmore, with your subscription to the ClassVR portal, you will receive brand new VR and AR lesson plans and content every month!

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ClassVR comes complete with a huge range of pedagogically sound, engaging content along with structured lesson plans to help spark the imagination of students, leaving them with memories and experiences that help visualise and understand even the most complex of educational subjects.

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360° Panoramafotos erstellen, mit zusätzlichen Bildern, Texten, Audiodateien und Videos verknüpfen, mehrere Szenen miteinander verbinden und damit Geschichten erzählen. Mit stories360.org, einem Entwicklungsprojekt der Pädagogischen Hochschule Bern, ist dies ohne Registrierung, einfach und kostenlos möglich. Ziel ist es, den Mehrwert von Virtual Reality für den Schulunterricht zu implementieren.
https://www.medienpaedagogik-praxis.de/2018/05/08/vr-und-360-grad-in-der-kinder-und-jugendarbeit-360-storytelling-teil-3-4/

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(VR und) 360 Grad in der Kinder- und Jugendarbeit - 360° Storytelling - Teil 3/4

360° Panoramafotos erstellen, mit zusätzlichen Bildern, Texten, Audiodateien und Videos verknüpfen, mehrere Szenen miteinander verbinden und damit Geschichten erzählen. Mit stories360.org, einem Entwicklungsprojekt der Pädagogischen Hochschule Bern, ist dies ohne Registrierung, einfach und kostenlos möglich. Ziel ist es, den Mehrwert von Virtual Reality für den Schulunterricht zu implementieren.

Mit dem einfachen kostenlosen Browser Tool können mit Bildern, Texten, Audiodateien und YouTube-Videos "virtuelle Welten" gebaut werden. Es können mehrere Szenen miteinander verknüpft und als Geschichte erzählt werden. Ganz toll auch die Möglichkeit im Team zu arbeiten. "Einer schaut, der andere baut".

Wir nutzten mit Jugendlichen auch 360° Panoramafotos um das Thema Freiraum (im öffentlichen Raum) zu thematisieren. Die Jugendlichen gestalteten eine "analoge" Großformat-Karte (siehe Bild), auf der ihre Lieblingsplätzen mit Fahnen gepinnt wurden. All diese Fahnen wurden mit einem 360° Panoramafoto ihres Lieblings-Ortes verlinkt. Die Karte wurde dann von den Jugendlichen auf einer Veranstaltung vorgestellt.

Es gab einen Austausch zwischen Jugendlichen und Besuchern, es wurde über Freiraum, Jugendliche im öffentlichen Raum und auch über neue Technologien und deren Möglichkeiten diskutiert. Die Lieblingsorte der Jugendlichen wurden durch die Cardboards für alle „erlebbar", die Wichtigkeit von Freiräumen für Jugendliche sichtbar.

Auch bei stories360.org wird die Technik der stereoskopischen Illusion genutzt. Um aber den 3D Tiefeneffekt zu verstärken können hier zusätzliche Bilder, Texte, Audiodateien und Videos auf drei verschiedenen Ringen positioniert werden. Es kann auch die Ansicht zwischen "Sphere" für sphärische Panoramen und einem "Zylinder" für 360° Panoramen ausgewählt werden. Zugriff erhält man mit Hilfe eines automatisch generierten PDF-Dokumentes als Download oder zum versenden. Die enthalten zwei QR-Codes ermöglichen ein direktes Betrachten und ein nachträgliches Bearbeiten.
Wofür eignet sich 360° Storytelling...

Lieblingsplätze! Jugendliche geben Einblick in ihre Lebenswelt im öffentlichen Raum.

Mitbestimmung! Jugendliche erweitern eine Aufnahme einer Situation, machen aufmerksam auf diese und zeigen Möglichkeiten mithilfe der Tools von stories360.org .

Traumreisen. Eine fiktive Geschichte, erzählt durch verknüpfte 360° Szenen.

Heimat, wo kommst du her? Eine selbst erstellte 360° Welt aus Bildern, Tönen, Videos über sich und seine Heimat.

Interaktives QR Game! Ein eigenes, interaktives Game mithilfe von QR-Codes und 360° Aufnahmen, bei welchem die Informationen in der 360° Umgebung zu finden sind.

Material und Tools:

VR Brille aus Karton (Neu oder zum Selbermachen ) und Smartphone

Smartphone / Tablet mit Internetzugang

QR Code Reader App

PlayStore - ?? Bei Android habe ich leider kein passendes App gefunden um sphärische Aufnahmen zu machen und dieses dann auf dem Gerät zu speichern. Bitte hier um Tipps in den Kommentaren.

Technischer Ablauf

1. 360° Bild suchen oder selbst aufnehmen. Mithilfe eines 360° Kamera Apps eine sphärische Aufnahmen machen und diese auf das Gerät sichern.

2. Über den Browser auf die Website www.stories360.org gehen.

3. Tipps und Möglichkeiten, siehe im Hamburger Menü rechts oben, von stories360.org kennenlernen.

4. Eine "neue Welt erstellen" und Aufnahme hochladen. Achtung- in der Ansichtsauswahl "Sphere" für sphärische Bilder, oder Panorama für Panoramabilder auswählen. Es kann auch zu zweit zusammengearbeitet werden. Einer schaut, der andere bearbeitet im Live-Modus.

5. Weitere geeignete Bilder (PNG), Audiodateien z.B. soundbible.com, Videos und Texte einfügen.

6. Das PDF mit den Zugangsdaten speichern/senden und präsentieren.

Nutzungs- und Datenschutzbedingungen
Einer der „Macher" von stories360.org , Nico Steinbach (Informatiker und Wissenschaftlicher Mitarbeiter IWM PHBern) erklärt die Nutzungs- und Datenschutzbedingungen:

Dienste wie stories360.org eignen sich, um die Medienkompetenz zu fördern und Themen wie Urheberrecht anzusprechen. Wir empfehlen Dienste wie pixabay (https://pixabay.com/) oder unsplash (https://unsplash.com/) oder CC-Search über CC-0 Lizenzen sowie einen pragmatischen Umgang mit Welten und deren Inhalten, die nicht im Katalog gelistet werden, da wir keine Qualitätskontrolle leisten können. Solange die Welten privat gehalten werden, sind sie nur über den Link erreichbar und nicht im Katalog veröffentlicht. Die Daten werden auf einem Root-Server in Frankfurt gesichert und ausschliesslich für statistische Auswertungen zum Zweck des Betriebs, der Sicherheit und der Optimierung des Angebotes verwendet. Die Daten werden nicht an Dritte weitergegeben. Mehr unter & Datenschutz: Nutzungsbedingungen

Der zweite Kopf hinter stories360.org, Christoph Schluchter, erklärt in diesem Tutorial nochmals das fantastische Tool. https://www.youtube.com/watch?v=bjaqrOQYrL0
Viel Spass

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" (VR und) 360 Grad in der Kinder- und Jugendarbeit - 360° Storytelling - Teil 3/4 - Medienpädagogik Praxis-Blog

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360° Panoramafotos erstellen, mit zusätzlichen Bildern, Texten, Audiodateien und Videos verknüpfen, mehrere Szenen miteinander verbinden und damit Geschichten erzählen. Mit stories360.org, einem Entwicklungsprojekt der Pädagogischen Hochschule Bern, ist dies ohne Registrierung, einfach und kostenlos möglich. Ziel ist es, den Mehrwert von Virtual Reality für den Schulunterricht zu implementieren.

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https://play.google.com/store/apps/details?id=com.google.vr.cyclops&hl=en
https://itunes.apple.com/ie/app/cardboard-camera/id1095487294?mt=8

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Capture and share moments with virtual reality (VR) photos. VR photos let you experience scenery and sound in every direction and in 3D, making near things look near, and far things look far. From vacation travels to family get-togethers, capture the moment with Cardboard Camera and relive it in VR.

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https://play.google.com/store/apps/details?id=com.google.vr.cyclops&hl=en
https://itunes.apple.com/ie/app/google-arts-culture/id1050970557?mt=8

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Google Arts & Culture VR - Apps on Google Play

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View artworks curated by museums from around the world with the Google Arts & Culture VR app. Step inside a virtual gallery to see works by artists like Van Gogh or Rembrandt.

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https://play.google.com/store/apps/details?id=com.discovery.DiscoveryVR&hl=en
https://itunes.apple.com/ie/app/discovery-vr/id1030815031?mt=8

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Discovery VR for Cardboard - Apps on Google Play

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The Discovery VR app has always been about driving curiosity - exploring new places, characters and ideas. With VR videos, Discovery embraces a new opportunity to tell these amazing stories immersing you in experiences like never before. We're excited about what virtual reality will show us, and we'll be adding new content regularly.

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https://play.google.com/store/apps/details?id=com.google.android.apps.youtube.vr&hl=en

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Experience every YouTube channel, video and creator in virtual reality.The YouTube VR app turns every video on the platform into your own virtual reality experience and reimagines YouTube as a 3D world you can explore from the inside.

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https://jacksadvice.com/best-free-vr-apps-list/1282/

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VR is fast becoming the future of entertainment. While headsets like Oculus VR, PlayStation VR and HTC Vive have entered the market, most of the technological benefits of these innovations are out of reach for consumers due to the cost and engineering limitations. However, by utilising your smartphone you can download some great free VR apps for Android and iOS to get an idea of how VR is going to revolutionise the world. Here is our list of the 11 best free VR apps for 2018 available for iOS and Android devices.

The 11 Best Free VR Apps For 2018 - Summary List

1. Zombie Shooter VR (Android & iOS)

Zombie Shooter VR is an amazing iOS & Android game that does exactly what its name suggests - it helps users kill zombies. It was originally a paid app in its early days. However, the developing team made it free to compete with the fierce competition in the VR ecosystem. There are in-app purchases though should you want to upgrade your experience.

The best thing about this game is the controls. All you have to do is look at zombies and it triggers the weapon, making it one of our best free VR apps that is a must have.
Zombie Shooter VR for iOS Zombie Shooter VR for Android
2. Google Cardboard (Android & iOS)

Google Cardboard is one of the earliest mobile apps for VR technology and still ranks highly on our best free VR apps list for 2017. It was specifically built to depict the possibilities of VR and it is recommended for people who want to enter the world of VR and see some of the amazing features of this technology.

It is available for free and has tons of videos and in-app features like integration with Google Maps, where you can travel the world via 360-degree videos.
Google Cardboard for iOS Google Cardboard for Android
3. VR Sniper (Android & iOS)

VR Sniper allows players to feel the thrill of being a sniper and kill enemies via sniper shots triggered by their head movements. The app is available for free on iTunes and the Google Play store. There are in-app purchases however to unlock some additional features and levels.

VR Sniper gameplay is pretty simple; easy to learn and hard to master. You, as a sniper would have to kill 10 strategically positioned enemy soldiers by looking at them via your VR gear. New levels mean more soldiers and of course more of a thrill.
VR Sniper for iOS VR Pro Sniper Free for Android
4. Cardboard Camera (Android & iOS)

Don't confuse Cardboard Camera with Google Cardboard; these are two different apps developed by Google. As the name suggests, the Cardboard Camera app allows users to take 360-degree pictures via their Android and iOS devices.

The app is extremely easy to use and you don't even have to create a Google account to use it. Simply download and install the app, and you are good to go. It may take you some time to capture perfect pictures, but it's well worth the effort for the experience afterward.
Cardboard Camera for iOS Cardboard Camera for Android
5. Expeditions (Android & iOS)

Expeditions is available under the Education category in Google's Play Store, however, it's more fun than education and people of all age groups can equally enjoy it. It allows users to experience the world's popular destinations, places and go on expeditions.

Currently, the app has around 200 expeditions and the developing team is continuously adding more and more locations. Although the Expeditions app works best with Cardboard or VR gear, you can also enjoy it via 360-degree mode.
Expeditions for iOS Expeditions for Android
6. Google Arts and Culture (Android & iOS)

Google Arts and Culture is quite similar to the Expeditions app mentioned above except it mainly focuses on museums, heritage sites, and historical places. The app is fully compatible with Google Cardboard and there are hundreds of different locations available within it.

Google Arts and Culture has a relatively small user base compared to other VR apps from Google. However, it is considered one of the best free VR apps available in the world right now. As an added bonus, the app shows real-time information about different places and items so you can get useful knowledge on the way.
Google Arts & Culture for iOS Google Arts & Culture for Android
7. Netflix VR (Android)

If you're looking for the best VR app to watch movies and TV shows, look no further. Netflix VR is the official app from the company that allows users to watch their favorite movies and TV shows in a virtual environment. Although Netflix VR has a lot of potential considering the millions of customers they have; the Netflix VR app needs some improvements and new features.

For example, you can't download contents for offline viewing in Netflix VR, even though the original Netflix app allows this. Also, the app is exclusively available for Daydream Android devices. However, it's still better than nothing.
Netflix VR for Android
8. Discovery VR (Android & iOS)

No list covering the best VR apps would be complete without Discovery VR. It's the official app from the Discovery Channel and it's available for all Android and iOS devices running Android 4.0+ and iOS 7+ respectively. Unfortunately, you cannot watch all of Discovery's content on this app but it still has a lot of VR content you can enjoy.

Discovery VR offers a range of videos in different environments allowing users to explore hard to reach places. As this is an early version of the app, we're hoping for some new features and more content in the upcoming versions.
Discovery VR for iOS Discovery VR for Android
9. GoPro VR (Android & iOS)

GoPro VR is quite similar to the Discovery VR app except it offers even more diversified content. All of the videos available in the GoPro VR app are captured via GoPro cameras so you can expect mind-blowing quality.

This is the perfect free VR app for people who want to see adventurous videos via Cardboard or VR gear and get the thrill. You can download GoPro VR for free from iTunes and Google Play Store however it's restricted to some countries. Amazingly, some of the videos available in GoPro VR are even 60 frames per second.
GoPro VR for iOS GoPro VR for Android
10. YouTube VR (Android)

YouTube is one of the best online resources to get your hands on 360-degree videos for free. Like other Google apps, YouTube VR is available for free too.

In order to enjoy VR videos on YouTube, you can either get a cost efficient cardboard or go for an expensive Samsung Gear VR. It also allows you to search for videos with your voice, providing a totally hands-free experience.
YouTube VR for Android
11. FullDive VR (Android)

If you're stuck for content and looking to broaden your viewing, FullDive VR is one of the best vr apps to do just that. It offers over 1 million videos for you to discover and explore.

FullDive VR also allows you to play any videos you have on your phone and experience them like you would in a movie theatre. You can also browse anything on the internet in VR mode and access any of your 360 photos to view them in an immersive experience. FullDive VR is one of the best VR apps to download that provides a virtual reality platform for your phone. Sadly, it's only available for Android users at the moment.
FullDive VR for Android
If you have any other suggestions, we'd love to hear them, so be sure to send your best VR apps into us here.

Paul is the Editor of JacksAdvice and Strategy Director for a digital marketing agency. He has an avid interest in technology and gadgets. You can follow him at Twitter.

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VR is fast becoming the future of entertainment. While headsets like Oculus VR, PlayStation VR and HTC Vive have entered the market, most of the technological benefits of these innovations are out of reach for consumers due to the cost and engineering limitations.

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http://stories360.org/

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https://play.google.com/store/apps/details?id=com.shakingearthdigital.vrsecardboard
https://itunes.apple.com/gb/app/vrse-virtual-reality/id959327054?mt=8

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Discover the best VR content from the world's finest VR creators.

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https://play.google.com/store/apps/details?id=com.netflix.android_vr&hl=en_US

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Jaime Donally wants students to experience what it's like to hold a beating heart in their hands and walk among the planets in the solar system-without leaving the classroom. As a former pre-K-8 math teacher turned technology-integration specialist, Donally spends her time thinking about how educators can practically use augmented, virtual, and mixed reality.

Immersive-reality technology is slowly creeping into the education world, whether as a tool for training new teachers or adding excitement to student learning. Virtual reality is an interactive digital environment, while augmented reality projects digital images or text against a viewer's real surroundings. Mixed reality is a combination of the two. The tools continue to get more life-like and more affordable.

Yet for all the hype, many educators and parents are wary of crossing realities, especially because there is little research so far about the technology's effects. In 2017, only about 5 percent of teachers reported using VR or AR with students, according to a survey of 38,000 teachers by the nonprofit Project Tomorrow. Parents are particularly worried about potential negative effects on their children's development, especially for young students who have a harder time separating what's real from what's imagined. Others wonder how to make such technologies meaningful for student learning.

Donally, who is based in White Oak, Texas, left her district-level technology coordinator position in 2016 and will move into independent education consulting in June. She runs a weekly Twitter chat about AR/VR education. Her book Learning Transported, released last month, tackles the fears and hurdles of immersive-reality integration and aims to get teachers on board with implementing these new technologies.

Using AR/VR is not just about entertainment, Donally argues-it's about enhancing lessons (that virtual beating heart could go into a science discussion, for example), broadening students' experiences through immersive virtual field trips, and helping them glean practical computer-science skills. The technology, she says, isn't going away, so students should learn how to leverage it responsibly.

In a phone interview with Education Week Teacher, Donally shared her advice for harnessing the technology that teachers already have at their fingertips.
Work with what you've got.
"Many of our classrooms already have the resources and devices that they need to get started. We have Chromebooks in the classroom, PCs, laptops, mobile devices, and there's so much we can do with those devices. It's just a matter of being informed. I don't think we start with big purchases and these crazy developer tools. While those tools may be cool, they're not classroom appropriate. Should there be classrooms that are developing and coding, then that makes sense to go for developer tools, but they're not made for all of our classrooms."
Collaborate with school leaders to figure out learning goals.
"We need to scale back and look at our objectives in using this technology. Oftentimes, we start with the tools first and then backtrack to, 'Oh, wait, what's our goal here?' We [should be] looking at standards, students' expectations of their future, the future skills they'll need to have, and then how to set this up in a way that we'll have progress and success. Until we have teachers and principals and administrators sit down to have a collaboration, it's always going to be a one-time thing. You also need to have a buy-in from [the school's technology team] in making sure you have the bandwidth to handle what you want to accomplish."
Pick multi-platform tools that adapt for all ages.
"Look at tools that cover all subjects, all grade levels, and all skill levels. Something that's multi-platform, so if you have iPads or Chromebooks, you can hit all of those things. CoSpaces Edu is a very good starting point for classrooms. A kindergartner can do it up through a high schooler who's coding and using [coding language such as] Blockly or JavaScript. Students can go in at all levels and create virtual reality, animation, characters, and you can invite people to join in your world. NearPod does a fantastic job making VR accessible for teachers.

On the AR side, there's a mobile-based Merge Cube -it's like holding a hologram in your hand. It can become many different things based on the apps that you download. Students can also be the developers of the content, make apps, and see their products come to life in augmented reality. Getting our students to see the practicality of what they create digitally come to life is very relevant to their future."
Give students ownership.
"We need to look beyond experiences toward our creation tools for our students. Students are beginning to see a necessary skill of how they're going to handle their digital world, and creating digital content is what we're looking at. So digital content is no longer just a PowerPoint-we're looking at things in 360. Creating 360 images can be done through Google Street View with any mobile device or tablet.

As students progress and learn these skills, they're able to develop an understanding of how this can be applicable for their life and their world. Being the authors of their content-that's relevant and important because they created it. A lot of this seems scary because it seems complex, but there are simplified versions to get started. It's really getting buy-in from your students and allowing them to take that learning and customize it for what fits to them."
Find the right balance.
"If I'm going to put a student on a VR for hours, yes, that's not good, just like watching TV for hours is not good. I think once teachers are able to first identify where our students struggle and how this technology can be a bridge for their learning, that's when parents and teachers are going to start seeing the practical usage. In my classroom, I don't have the option to bring you to the moon, but I can bring you to the moon in this experience. When you think about how mind-blowing that is, it is scary because we don't understand what that means for our future.

But I'm also practical. I have three children of my own. I just went out and bought an Oculus Go [virtual reality headset], and it is addicting. I have very open-ended and honest conversations about how long we should be on it. What's healthy for our brains? When you come out of this VR world, how do you feel? We have these conversations as opposed to saying, 'Technology is bad.' It's going to be in their face for the rest of their lives. It's more powerful for us to be going on this journey together in a common-sense, practical way."
The interview has been edited for length and clarity.
Photo credit: A student uses a virtual-reality viewer at Chapelwood elementary in Indianapolis last year. -AJ Mast for Education Week

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5 Ways Teachers Can Use Virtual and Augmented Reality in the Classroom

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Jaime Donally wants students to experience what it's like to hold a beating heart in their hands and walk among the planets in the solar system-without leaving the classroom. As a former pre-K-8 math teacher turned technology-integration specialist, Donally spends her time thinking about how educators can practically use augmented, virtual, and mixed reality.

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https://vrchat.net/

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VRChat lets you create, publish, and explore virtual worlds with other people from around the world.

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https://www.freetech4teachers.com/2017/12/vr-hangar-vr-app-from-smithsonian-air.html

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VR Hangar is a new virtual reality app produced by the Smithsonian National Air and Space Museum. This free virtual reality app is available to use on Android phones and on iPhones.

VR Hangar contains three virtual reality tours that feature landmark moments in aviation history. Those moments are the Wright Brothers' first flight, Chuck Yeager's record-breaking flight in the Bell X-1, and the Apollo 11 mission. Each of these tours incorporates artifacts from the Smithsonian National Air and Space Museum.

I tried all three of the virtual tours in VR Hangar and was most impressed by the Apollo 11 tour. It felt like the most immersive of the three tours and it appeared to feature more archival imagery than the other two tours (that is probably to be expected as there is less available imagery of the other two events).

There is one quirk of the VR Hangar app that you should tell your students about before they use it. That quirk is that what appears to be "back" arrow is actually the arrow for moving forward in the tours. I discovered this because I initially used the "home" function in the app thinking that I had to go back to the beginning to start each part of each tour. In fact, I just needed to use the arrow that appeared to indicate moving backwards, but actually indicates moving forward.

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VR Hangar - A VR App from the Smithsonian Air and Space Museum

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VR Hangar is a new virtual reality app produced by the Smithsonian National Air and Space Museum. This free virtual reality app is available to use on Android phones and on iPhones. VR Hangar contains three virtual reality tours that feature landmark moments in aviation history.

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Tech that brings us together.

Point your phone or tablet at our products and watch the reactions. Curiscope's products creates an audience unlike anything else. Open up a portal inside the body or travel into Space. They're fun on your own, with the family or in the classroom.

And when you're done, they're cool products with the AR mode turned off.

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We're on a mission to make magical experiences with tech that making learning Science & STEM subjects fun using AR & VR. Our educational learning toys are used in homes and schools in over 100 countries. We're sparking curiosity in the next generation.

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MERGE | Virtual Reality, powered by your smartphone

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Virtual reality powered by your smartphone. MERGE VR/AR Goggles is a VR headset that uses iPhone or Android smartphones to deliver immersive virtual reality experiences. You can use the headset to enjoy 360 video, 3D movies, and augmented reality.

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https://www.eschoolnews.com/2019/02/15/10-ar-apps-classroom/?fbclid=IwAR1inbuRyqX7xXjO-oDdtt02Ql8fgxXe5SF-r74csguymFCBo7D1xOm8bfI

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TimeRide - Reist mit uns in die Vergangenheit

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TimeRide macht den Menschheitstraum des Zeitreisens wahr. Unsere Gäste tauchen in unseren fünf Senseums in Köln, Frankfurt, München, Berlin und Dresden mit allen Sinnen mitten in die Geschichte ein. Jeder TimeRide ist einzigartig und lässt das Lebensgefühl längst vergangener Zeiten wieder auferstehen. TimeRide GO!

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Augmented Reality in Education: Five Powerful Tools for Teachers

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Augmented Reality in Education: Five Powerful Tools for Teachers

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https://www.educatorstechnology.com/2021/10/augmented-reality-in-education-five.html?fbclid=IwAR0jgPkxB_znBhRWKZnPQqOkXftH9MwASrkyLroXC6ebrnNpBaTMS2rSYms

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Educational Technology and Mobile Learning

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Augmented reality has a huge potential for us in education. It helps engage students in hands-on and immersive learning experiences and boosts their self-directed learning and "their social and emotional connections to curricular topics". A few days ago I shared with you a number of AR resources including Apple's guide: Augmented Reality in Education and a review of two powerful AR science apps. In today's post I am sharing more resources to help you make the best of AR in your classroom. Check them out below.

EyeJack is an app and a platform that offers curated collections of augmented reality arts including street art, murals, installations, books, posters, and many more.

Merge EDU offers engaging 3D content and simulations to enhance students learning in various STEM related subjects. Using hands-on AR activities, students will get to touch, hold, interact with objects and learn complex science concepts in fun and engaging ways.

Explore virtual reality art with the Museum of Other Realities."The virtual museum is an ongoing, regularly-updated experience. It contains a cross section of the free-ranging experimentation present in the relatively new medium of VR art, supporting artists who are challenging and redefining what is possible."

3D Bear offers a wide variety of educational materials to help teachers and students make the best of AR in their education. It combines augmented reality, virtual reality, 360- photos, and scanning and 3D printing. Students can use 3D Bear app to create "AR scenes with various 3D model collections and import millions of models (Sketchfab, Thingiverse, own models) to create engaging homework for students."

An app to help students create their own virtual reality learning materials and explore them in AR-based environments. Students can build immersive virtual tours, create interactive stories, design virtual exhibitions, conduct experiments in 3D, design their own games, and many more.

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Augmented Reality in Education: Five Powerful Tools for Teachers

# data[].attributes.attachment_link.description
Augmented reality has a huge potential for us in education. It helps engage students in hands-on and immersive learning experiences and boosts their self-directed learning and "their social and emotional connections to curricular topics". A few days ago I shared with you a number of AR resources including Apple's guide: Augmented Reality in Education and a review of two powerful AR science apps.

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Augmented Reality in Education: Five Powerful Tools for Teachers

# data[].attributes.subject
Augmented Reality in Education: Five Powerful Tools for Teachers

# data[].attributes.body
https://www.educatorstechnology.com/2021/10/augmented-reality-in-education-five.html?fbclid=IwAR0jgPkxB_znBhRWKZnPQqOkXftH9MwASrkyLroXC6ebrnNpBaTMS2rSYms

# data[].attributes.attachment_link.provider_name
Educational Technology and Mobile Learning

# data[].attributes.attachment_link.readable_text
Augmented reality has a huge potential for us in education. It helps engage students in hands-on and immersive learning experiences and boosts their self-directed learning and "their social and emotional connections to curricular topics". A few days ago I shared with you a number of AR resources including Apple's guide: Augmented Reality in Education and a review of two powerful AR science apps. In today's post I am sharing more resources to help you make the best of AR in your classroom. Check them out below.

EyeJack is an app and a platform that offers curated collections of augmented reality arts including street art, murals, installations, books, posters, and many more.

Merge EDU offers engaging 3D content and simulations to enhance students learning in various STEM related subjects. Using hands-on AR activities, students will get to touch, hold, interact with objects and learn complex science concepts in fun and engaging ways.

Explore virtual reality art with the Museum of Other Realities."The virtual museum is an ongoing, regularly-updated experience. It contains a cross section of the free-ranging experimentation present in the relatively new medium of VR art, supporting artists who are challenging and redefining what is possible."

3D Bear offers a wide variety of educational materials to help teachers and students make the best of AR in their education. It combines augmented reality, virtual reality, 360- photos, and scanning and 3D printing. Students can use 3D Bear app to create "AR scenes with various 3D model collections and import millions of models (Sketchfab, Thingiverse, own models) to create engaging homework for students."

An app to help students create their own virtual reality learning materials and explore them in AR-based environments. Students can build immersive virtual tours, create interactive stories, design virtual exhibitions, conduct experiments in 3D, design their own games, and many more.

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Augmented Reality in Education: Five Powerful Tools for Teachers

# data[].attributes.attachment_link.description
Augmented reality has a huge potential for us in education. It helps engage students in hands-on and immersive learning experiences and boosts their self-directed learning and "their social and emotional connections to curricular topics". A few days ago I shared with you a number of AR resources including Apple's guide: Augmented Reality in Education and a review of two powerful AR science apps.

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Die Akte L - Ein Umweltthriller in Virtual Reality (Offizieller Trailer)

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