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Anatomy & Physiology VR Lab
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CC BY-NC
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Unlock Human Anatomy in VR! "Anatomy & Physiology Lab" offers immersive learning. Dive into the intricate Skeletal Lab, explore cranial and facial bones in the Skull Lab, and feel the heart's rhythm in the Heart Lab. Enjoy VR experiments and interactive modules. Embark on your educational adventure today and uncover the wonders of the human body!

Subject:
Anatomy/Physiology
Material Type:
Activity/Lab
Author:
Brooks Winchell
Date Added:
11/01/2023
The Anthropology of Cybercultures
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CC BY-NC-SA
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This course explores a range of contemporary scholarship oriented to the study of 'cybercultures,' with a focus on research inspired by ethnographic and more broadly anthropological perspectives. Taking anthropology as a resource for cultural critique, the course will be organized through a set of readings chosen to illustrate central topics concerning the cultural and material practices that comprise digital technologies. We'll examine social histories of automata and automation; the trope of the 'cyber' and its origins in the emergence of cybernetics during the last century; cybergeographies and politics; robots, agents and humanlike machines; bioinformatics and artificial life; online sociality and the cyborg imaginary; ubiquitous and mobile computing; ethnographies of research and development; and geeks, gamers and hacktivists. We'll close by considering the implications for all of these topics of emerging reconceptualizations of sociomaterial relations, informed by feminist science and technology studies.

Subject:
Anthropology
Arts and Humanities
Career and Technical Education
Graphic Arts
Graphic Design
Social Science
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Suchman, Lucy
Date Added:
02/01/2009
Designing the Digital World
Unrestricted Use
CC BY
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Short Description:
This book touches on design thinking, virtual reality, and 3D printing, and their applications in our world.

Long Description:
This book offers a blend of theory and practice in guiding readers to apply design thinking principles to solving some of our world’s biggest problems. At the same time, readers are encouraged to become aware of new and emerging technologies that make prototyping and applying solutions a reality.

Word Count: 38787

(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)

Subject:
Applied Science
Arts and Humanities
Career and Technical Education
Computer Science
Graphic Arts
Graphic Design
Visual Arts
Material Type:
Textbook
Date Added:
04/12/2021
Designing the Digital World
Unrestricted Use
CC BY
Rating
0.0 stars

The book offers a blend of theory and practice in guiding readers to apply design thinking principles to solving some of our world’s biggest problems. At the same time, readers are encouraged to become aware of new and emerging technologies that make prototyping and applying solutions a reality.

Subject:
Applied Science
Arts and Humanities
Computer Science
Information Science
Visual Arts
Material Type:
Textbook
Provider:
Open Press at NUI Galway
Author:
Eileen Kennedy
Date Added:
05/31/2021
Economics Made Easy: Curricular Resources for Economics Courses
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CC BY
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Looking for engaging content for your economics courses? The Institute for Humane Studies has curated this collection of educational resources to help economics professors enrich their curriculum. Find videos, interactive games, reading lists, and more on everything from opportunity costs to trade policy. This collection is updated frequently with new content, so watch this space!

Subject:
Economics
Social Science
Material Type:
Teaching/Learning Strategy
Provider:
Institute for Humane Studies
Author:
Institute for Humane Studies
Date Added:
04/13/2018
Google Expeditions/Tour Creator Tutorial
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CC BY-NC
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This is a brief tutorial for teachers and/or students in using the main features of Google Expeditions and Tour Creator. I demonstrate the interface of the Expeditions app on iPad and Smartphone, both from a teacher and student perspective. I also show an example of the Tour Creator which is newly available from Google/Poly and has potential for student artifact creation as well as custom teacher-made materials. In an attached document I explain how these newer functions satisfy the concerns expressed by some toward VR and how they support a Digital Didactical Design teaching model.

Subject:
Educational Technology
Material Type:
Interactive
Simulation
Teaching/Learning Strategy
Author:
Will Cheney
Date Added:
02/18/2020
How Big Is the US Debt? : Virtual Reality Experience
Unrestricted Use
CC BY
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The US government debt is now bigger than the debt of any other government in human history. It is so big, that it is hard to comprehend just how big it is. This immersive 360 degree video helps illustrate the scale of the debt while Professor Antony Davies from Duquesne University breaks down the debt and explains its implications.

Subject:
Economics
Social Science
Material Type:
Lecture
Provider:
Institute for Humane Studies
Author:
Antony Davies
Date Added:
02/18/2017
IMLS Fellowship Course
Rating
0.0 stars

In this course we will look at ways to change the narrative on school libraries from questioning the need for them or how to renovate the industrial era models of a single, shared resource environment to a learner-centered model.  We will work on how to move beyond traditional concepts, personal biases and even past current Learning Commons and Maker Spaces to creating learning environments where resources are ubiquitously accessible to students in virtual and physical formats.    We will look at the enormous complexity of this model in a K-12 school and why not exploring unique, alternative concepts may be hastening the elimination of school librarians.

Subject:
Applied Science
Computing and Information
Material Type:
Full Course
Date Added:
10/06/2016
IMLS Fellowship Course, Creating Alternative School Library Environments
Rating
0.0 stars

In this course we will look at ways to change the narrative on school libraries from questioning the need for them or how to renovate the industrial era models of a single, shared resource environment to a learner-centered model.  We will work on how to move beyond traditional concepts, personal biases and even past current Learning Commons and Maker Spaces to creating learning environments where resources are ubiquitously accessible to students in virtual and physical formats.    We will look at the enormous complexity of this model in a K-12 school and why not exploring unique, alternative concepts may be hastening the elimination of school librarians.

Subject:
Applied Science
Computing and Information
Material Type:
Unit of Study
IMLS Fellowship Course, Creating Alternative School Library Environments, Leveraging Virtual Reality in a School Library
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CC BY-SA
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The module asks students to think beyond their current experiences in school libraries.  We will look at content that is not specific to school, yet it will be the basis for discussions about how it might apply in future school library environments. You will ask your students to "think out of the box" for the moment then consider those futurist ideas when planning a space for today while knowing the space  should be flexible enough to accommodate futuristic possibilities. 

Subject:
Information Science
Material Type:
Module
Author:
Margaret Sullivan
Date Added:
08/04/2016
Immersive Experiences in Natural and Cultural History Education
Conditional Remix & Share Permitted
CC BY-SA
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Imagine being transported into an entirely new world, or see the world you know being transformed in fantastical ways: that is what immersive experiences can deliver. Traditional classroom learning can be restrictive and at times dull, but virtual reality (VR), augmented reality (AR), and mixed reality (MR) can offer transformative learning experiences that are novel, interactive, and exciting. There is nothing quite like the immersive experience that this media and these technologies offer. It these experiences and this technology pertaining to education and natural and cultural history that we explore in this open course.

Subject:
Archaeology
Arts and Humanities
Education
Educational Technology
History
Life Science
Social Science
Visual Arts
Material Type:
Unit of Study
Author:
Johannes Wielenga
Yannick Wong
Erica Hargreave
Date Added:
01/22/2021
Inclusive Spectrums
Unrestricted Use
CC BY
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Preliminary Research Exhibition

Short Description:
This exhibition presents the preliminary major research project ideas of OCAD University’s Inclusive Design 2019/2021 cohort. These projects explore a spectrum of themes, ranging from healthcare, to sensory experiences, to storytelling and services for cultural communities, to neurodiversity, and finally, to design practices and processes themselves.

Word Count: 28442

(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)

Subject:
Applied Science
Architecture and Design
Arts and Humanities
Business and Communication
Career and Technical Education
Computer Science
Education
English Language Arts
Film and Music Production
Graphic Arts
Graphic Design
History
Information Science
Social Science
Special Education
Material Type:
Textbook
Date Added:
08/09/2020
Introduction to Robotics
Conditional Remix & Share Permitted
CC BY-NC-SA
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0.0 stars

This course provides an overview of robot mechanisms, dynamics, and intelligent controls. Topics include planar and spatial kinematics, and motion planning; mechanism design for manipulators and mobile robots, multi-rigid-body dynamics, 3D graphic simulation; control design, actuators, and sensors; wireless networking, task modeling, human-machine interface, and embedded software. Weekly laboratories provide experience with servo drives, real-time control, and embedded software. Students will design and fabricate working robotic systems in a group-based term project.

Subject:
Applied Science
Career and Technical Education
Electronic Technology
Engineering
Physical Science
Physics
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Asada, Harry
Leonard, John
Date Added:
09/01/2005
Introduction to VR in Unity & Unreal
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CC BY-SA
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Welcome to an overview of using Unity and Unreal engines to get started with Virtual Reality. This documentation was originally compiled and utilized for the Pittsburgh VR Meetup group at Community College of Allegheny County.

Subject:
Arts and Humanities
Career and Technical Education
Education
Material Type:
Primary Source
Reading
Date Added:
04/13/2018
Mada AT Portal
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CC BY-NC
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Mada Assistive Technology Portal is the first digital platform specialized in assistive technology in Arabic. The portal provides a wide range of information, resources and assistive technology services to enable and support the independence of persons with disabilities through accessible information and communication technology ICT.

Subject:
Applied Science
Career and Technical Education
Education
Educational Technology
Electronic Technology
Information Science
Material Type:
Data Set
Author:
Mada Center
Date Added:
12/15/2022
Music, Heritage, and Community
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CC BY-NC-SA
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Music, Heritage, and Community is about the use of music, presentations, and XR tools to support anti-racist teaching and to engage the community. This resource features interviews with professional musical artists who work with The Rhapsody Project, a Seattle-based community organization, and it also includes interviews with a Northwest Virtual Reality Specialist about the use of of virtual reality (VR) to teach local Black history. A variety of tools, including non-digital organic tools, online conferencing tools, and extended reality (XR) can further support teaching practices to decolonizing classrooms and be used to build community.

Subject:
Arts and Humanities
Education
Educational Technology
Ethnic Studies
Performing Arts
Social Science
Visual Arts
Material Type:
Teaching/Learning Strategy
Provider:
Open Washington Pressbooks
Author:
Ron Austin
Date Added:
08/29/2023
Navigating Virtual Meeting Spaces in Education
Unrestricted Use
CC BY
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Virtual meeting spaces have now become integral to modern education and have the potential to make education more accessible, engaging, collaborative and relevant in our rapidly changing world. In this OER we explore how virtual meeting spaces have evolved over the past few decades with an emphasis on the critical role of interfaces in shaping the virtual meeting experience. We investigate what future virtual meeting spaces may look like and attempt to reimagine a future where standards in education are maintained and virtual environments are responsive to learners, society and environmental needs. 

Subject:
Computing and Information
Educational Technology
Higher Education
Technology
Material Type:
Full Course
Author:
Nicola Brandon
Date Added:
11/11/2023
Project – ERASMUS CRANE 4.0
Only Sharing Permitted
CC BY-NC-ND
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0.0 stars

Under the Erasmus+ programme, the project CRANE 4.0 has been developed. A partnership of 6 European organizations has been working on this innovative project.
CRANE 4.0 aims to up-skill and re-skill the European construction labour force with new skills in order to meet the demand of the labour market for new digital competencies. Applying Virtual Reality (VR) in vocational training and in on-the-job situations involving complex tasks facilitates the visualisation of the activities to be performed, even the riskiest ones, and the transmission of knowledge-intensive skills leading to increased training quality.
The gap between conventional teaching methods and the everyday work life of trainees, which is shaped by information technologies, is growing and vocational training needs to cope with the pace of digital advancements.CRANE 4.0 develops innovative training paths and methods for teaching, learning, and assessing the learning outcomes, through the use of Virtual Reality thus supporting educators and learners in using digital technologies in creative, collaborative, and efficient ways.
The project aims to improve work-based and initial/continuous learning of crane operators to adapt their skills to the Industry 4.0 requirements. It has done so through the development of a Virtual Reality (VR) application downloadable from partners’ websites, from the project website, and from the main platforms for application download. The innovative use of VR in the training of crane operators is an added value for all those public and private VET providers who want to offer upskilling pathways to their educators and training.
CRANE 4.0 has developed three main outputs:
• Curriculum Handbook - Transnational job analysis and report, Course Plan and Didactic Manual for Crane Ope-rations 4.0.
• Virtual Reality Application development - VR app, Users’ Technical Guide, Manual for assessing the quality of the VR app and learning outcomes.
• Blended pilot testing - 55 crane operators trained and a Procedural Manual for the implementation of the VR-Labs.

Subject:
Applied Science
Engineering
Material Type:
Interactive
Simulation
Teaching/Learning Strategy
Author:
Confindustria Veneto SIAV S.p.A.
I-BOX CREATE
MECB
SQLEARN
UNIVERSITATEA POLITEHNICA DIN BUCURESTI
SGS TECNOS S.A.
Date Added:
12/23/2022