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HumTech Releases First Interview in a Four-Part Extended Reality (XR) Series

In the first article of this four-part series, HumTech’s   sat down in spring 2019 to talk to Dr. Maja Manojlovic, a UCLA lecturer and Faculty Advisor for Writing II Pedagogy. Her current research examines the effects that VR technologies and cinematic 3D aesthetics have on our embodied experience of temporality and spatiality. She is also working on a few projects that study how VR shapes our identities, empathy, and relationships with others.

The goal of this first article is to provide readers with an all-encompassing introduction to these technologies, particularly to VR, that will prepare them for the upcoming installments.

Read the interview on HumTech’s Blog.

 

Photo courtesy of Unsplash

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XR for Teaching and Learning: Year 2 of the EDUCAUSE/HP Campus of the Future Project

The HP/EDUCAUSE Campus of the Future project is now in its second year of investigation into the benefits of XR for teaching, learning, and research at the institution. Their most recent report focuses on the types of learning goals that are effectively supported by XR technology.

See what institutions participating in the XR project discovered about achieving learning goals, effective pedagogical uses, curricula integration challenges, XR adoption requirements, and factors influencing effectiveness by reading the report.

Reference

Pomerantz, Jeffrey. XR for Teaching and Learning: Year 2 of the EDUCAUSE/HP Campus of the Future Project. ECAR research report. Louisville, CO: EDUCAUSE, October 2019.

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UCLA Tech Fair Brief Recap

TechFair 2019 Graphic Banner Image

 

Tech Fair graphic banner

On October 23rd, the UC Learning Centers hosted the annual tech fair for students who were interested in playing with equipment relating to AR/VR. It was also a great opportunity to expose them to various use cases and to encourage them to explore different careers options within STEM. The following are some shots taken at the fair as students trickled in to connect with various booths and play with the demoes.

A crowd of students gather around two virtual reality headset demoes
A crowd of students gather around two virtual reality headset demoes
A group of students huddled around the UCLA Makerspace Booth

A group of students huddled around the UCLA Makerspace Booth
UCLA Makerspace booth with the Oculus Rift demoes in the background.

UCLA Makerspace booth with the Oculus Rift demoes in the background.
Students waiting in line in front of the DJ's stage to have their portraits digitally drawn in real-time.

Students waiting in line in front of the DJ’s stage to have their portraits digitally drawn in real-time.
Closer shot of students using the Oculus Quests.

Closer shot of students using the Oculus Quests.
UCLA Makerspace booth with the Oculus Rift demoes in the background.

UCLA Makerspace booth with the Oculus Rift demoes in the background.

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Along with Makerspace, UCLA Esports, Bird, and other vendors, there was a dedicated booth to showcase Augmented Reality in which Anthony Caldwell (the Manager and Resident Technologist at the Scholarly Innovation Lab in YRL) deployed using Vectorworks. Many of the students were wowed by the ease of use as we showed them how to easily upload a 3D model created through Vectoworks into the cloud where it takes anywhere from 10 – 30 seconds of construction until it appear on your IPAD through their dedicated app. 

More companies are finding it lucrative and time-saving to invest in integrated features that lower the entry level to immersive experiences. It’s important for students to learn about the ever-changing technological space. Tools like those presented allow users to spend more time creating and scoping the content rather than wrestling with the interface itself.

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