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Prospective AR and VR content in LET Domain

Prospective AR and VR content in LET Domain

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This slide was introduced ISO/IEC JTC1 SC36 (Information Technology for Learning, Education and Training, ITLET) Prague meeting. Thanks to this brief contribution. SC36 established Ad-hoc Group (AHG) on environments and resources for AR and VR in June 25 2016.

Acronyms:
LET: Learning, Education and Training
AR: Augmented Reality
VR: Virtual Reality

This slide was introduced ISO/IEC JTC1 SC36 (Information Technology for Learning, Education and Training, ITLET) Prague meeting. Thanks to this brief contribution. SC36 established Ad-hoc Group (AHG) on environments and resources for AR and VR in June 25 2016.

Acronyms:
LET: Learning, Education and Training
AR: Augmented Reality
VR: Virtual Reality

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Prospective AR and VR content in LET Domain

  1. 1. Prospective AR and VR Content in LET Domain Convenor of SC36 / WG4 Yong-Sang Cho, Ph.D zzosang@keris.or.kr FB: /zzosang Twitter: @zzosang JTC1/SC36 WG4 Meeting 2016-06, Prague, Czech Republic
  2. 2. Horizon Report - 2016 HE edition * Source: http://www.nmc.org/publication/nmc-horizon-report-2016-higher-education-edition/
  3. 3. “Augmented reality (AR), the layering of data over 3D spaces to produce a new experience of the world, sometimes referred to as “blended reality,” amplifies access to information, bringing new opportunities for learning. Virtual reality (VR) describes computer-generated environments that simulate the physical presence of people and objects to generate realistic sensory experiences.” <from Horizon Report – 2016 HE edition>
  4. 4. “VR constructs provide contextual learning experiences that foster exploration of real world data in virtual surroundings, while AR’s responsive interactivity enables students to construct broader understandings based on interactions with virtual objects. These two flexible, immersive technologies spark similar educational outcomes, bringing learners to deeper levels of cognition as they attain new perspectives on underlying data. ” <from Horizon Report – 2016 HE edition>
  5. 5. < AR example: Microsoft Hololens > < VR example: www.jerrysplacevr.com >
  6. 6. < Google Expedition Program using Google Cardboard > <In the lesson using Oculus Rift> Example of VR content - Apolo 11 <http://immersivevreducation.com/ed-experiences>
  7. 7. * Source: http://chicago00.org/ Case Study: Chicago History Museum Chicago History Museum and the School of the Art Institute of Chicago collaborated on the free AR app Chicago “0,0” to create a historical downtown walking tour
  8. 8. Human Factor “Human factors and ergonomics (HF&E), also known as comfort design, functional design, and systems, is the practice of designing products, systems, or processes to take proper account of the interaction between them and the people who use them.” * Source: https://en.wikipedia.org/wiki/Human_factors_and_ergonomics
  9. 9. Who knows there is necessary for • human factor guideline of AR and VR in LET purpose • packaging standard for LET purpose (i.e. connect to curriculum metadata, or packaging and delivering using manifest) • best practice and implementation guide for LET purpose • Interface model for communication with physical and/or virtual objects • Anything else ?
  10. 10. Do you agree to study for this topic? • Initiate study period or group for one-year term Note: WG4 made consensus to establish AHG under SC36 • Call for use cases to NBLOs how they already use immersive content • Study trends for human factors related to AR and VR (not 3D) Note: 3D human factor was standardized via IEEE. • Anything else? No Yes OTL0 0 <Korean Emoticon>
  11. 11. Thank You !!! Contacts: Yong-Sang Cho, Ph.D. zzosang@gmail.com FB: /zzosang Twitter: @zzosang

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