On our blog you can find:
- Practical tips on using VR in education;
- Output from our research projects;
- Guides to create your own VR content &
- Updates about the VR Learning Lab.
On our blog you can find:
A while ago I asked my parents what I wanted to become when I was a kid. They couldn’t really think of anything, which matched my own memories. Apparently I never had any specific profession I dreamed of. No obsession with becoming a pro soccer player, movie star or pilot (probably saving me a lot of disappointments). Together we remembered that I did have a fascination for the large office buildings we passed during car or train rides. What happened behind the windows of all those giant anonymous towers; what were people doing there?
Does Virtual Reality work on a tablet?
Not ideally, no. But as this picture shows, you can get the two images required on a small tablet. At least on this is Samsung Tab A 8.0. Combine this with a foldable VR headset, like the VR Square Mini we use, and you’re there!
Every year Robin teaches an Honours Class at Leiden University. The past years this course was Learning through Virtual Reality
In the fall of 2019 I will (almost certainly) start a new course ‘Augmented Reality & Human-Computer Collaboration‘, which has its focus on how AR will affect our society and influence the future of work.
In principle the course is only open to students from Leiden University. However, we’re also looking for organizations for the final projects for the students! Please contact us if you’re interested.
With the rise of Augmented and Virtual Reality our relation with digital technology is becoming more and more intimate. In this process, the borders between our bodies and brains and the tools we use become more and more blurred. This raises interesting philosophical questions on what it means to be smart and how Augmented Reality could change our society and our very experience of reality.
But it also brings forward more applied questions on the demands of the workforce of tomorrow.
Although precise predictions vary, sometime in the next decades we’ll have access to Augmented Reality glasses that we could potentially wear all day. This technology is expected to make 3D computer interfaces mainstream and a major way of interacting with the digital world.
It’s hard to underestimate the effects this development will have on our society. In this course we’ll focus on how AR will allow us to solve problems and learn in whole new ways:
In this course you will be challenged to think how AR and VR technology could change how people solve all sorts of problems in collaboration with computers.. You will learn the skills needed to translate these ideas into future scenarios and Virtual and Augmented Reality prototypes.
For your final project you will work together with an organization and apply the knowledge you’ve gained for a real-world challenge.
This blog post is part of our research program Augmented Reality & Human-Computer Collaboration. Here we focus on how emerging computer interfaces like Augmented Reality will help people solve problems more effectively and change the future of work. This project consists of:
This summary of Google’s I/O 2019 event shows some of the impressive products Google is working on: new Augmented Reality functionalities, a smarter Google Assistant and cheaper Google Pixel phones.
What is really interesting about this event is the shift in the mission of the company:
“We’re moving from a company that helps you find answers to a company that helps you get things done”
This statement by CEO Sundar Pichai illustrates the developments in digital technology and the role digital products will have in our daily lives. The focus in articles on Artificial Intelligence is often on completely autonomous computer systems. The focus in this event however, is mostly on how smarter algorithms allow for more sophisticated computer interfaces for users.
We are working hard on the Virtual Reality Learning HUB: an online environment centered around the use of Augmented & Virtual Reality for education and training. We are bundling all the knowledge we’ve gained in 5 years of fundamental research, building prototypes and teaching students and professionals.
Our framework is standing, with interactive courses, databases with the most interesting apps and tools and a social environment to connect with educators from around the world. However, we’re still working on the content, we plan to release the first version this summer.
To know what content we should focus our attention on, we’d love to know what you want to learn about VR & AR for education. If you’re interested in the VR Learning HUB, please consider filling in our questionnaire!
A while ago we made a virtual museum of a few of the most famous GIFs in CoSpaces Edu. Although this was mainly a fun afternoon project, we often show it to illustrate the possibilities for students to make virtual exhibitions for their school projects. Definitely more exciting than another Powerpoint 🙂
Recently, and after much speculation, Nintendo announced their VR set for the very successful Switch. An important moment in the history of VR, I would say.
Why? Not per se because of how many of these VR add-on sets are going to be sold. Definitely not because of the hardware specifications. Nor because of the games. Sure, Nintendo has the ability to create great games with limited processing resources. And we’re probably going to see some very creative uses of this whole set of cardboard extensions of your Switch. But that’s not what makes this device of importance.
Why this move deserves to be part of VR history, is because it shows Nintendo has moved passed the trauma that was the Nintendo Virtual Boy, the device that became the symbol for the end of the Virtual Reality hype of the ’90s. All the media attention, the predictions that in 5 years we’d all be living in cyberspace, everything came to a stop. Companies went bankrupt, media attention faded, people were disappointed.
And now, after about 25 years, Nintendo is moving into Virtual Reality again. Less radical, only with a creative add-on for a device that already does very well. But still, an important sign I’d say. They might start to feel the heat of the Oculus Quest, which will –according to John Carmack– compete with the Switch.
Are you looking for VR headsets for your school? Check out our post on which hardware you should get!
Today Marleen & Robin (that’s me) visited the kick-off of the PERL group at Leiden University. An interesting afternoon! As probably everybody who attended this event, we think it’s important for students to learn the digital skills they need to create new things. That’s why we organize courses for teachers and students in Processing and CoSpaces Edu an co-organize the CoSpaces Competition!
The day consisted of several talks focusing on research that helps to teach programming skills a little better. In this post I’ll share some insights.
All of a sudden we were with ten at our Lab meeting, including all interns, freelancers and students. Time for an update.
Chris studies psychology at the Leiden University. Chris helps with marketing of our services. Chris is now studying in Australia for a few months!
Kevin studies Interaction technology at Hogeschool Leiden. For his graduation project he works on our own app, which is now available on the Play Store.
Nadine studies Media Technology at Leiden University. She writes blog posts and works on our online courses. She also is involved in the CoSpaces Competition.
Nino studies Communication & Multimedia Design at Avans Hogeschool in Den Bosch. Nino continued his internship and now works as a CoSpaces Edu specialist, creating new spaces and and learning material.
Simone is a student Film & Literary Studies at Leiden University. She helps at the VR Learning Lab with all organization and communication.
Which VR headsets should we buy with our school? That’s a question people often email us about. We understand the question very well, as you need hardware to experience VR, right? However, we do think that the question often comes too early in the process. To make a good decision about which headset to go for, you first need to find out what you want to use it for.
We completely updated our VR Buying Guide for Schools in August 2019. We’ve included the Oculus Quest, the Rift S, ClassVR and we’ve made our recommendations more explicit.
We wrote a blog about the Oculus Go when it just came out. The angle of the post was how we usually don’t recommend the Oculus Go as the sole device for schools. A controversial statement, as it’s quite an amazing device. Affordable, very comfortable, and the remote offers quite a lot of interactive functionalities. Why wouldn’t we recommend it then? Because it’s quite a closed-off system. When choosing a VR headset, you also choose the app store where you can find applications, it’s an entire ecosystem.
Sometimes that’s no problem, because you’re going to create your own 360 videos. Or you’re going to use apps that are available on Oculus Home. But as a school you often want to have more flexibility.
Quite unexpectedly, this post turned into one of our most viewed posts of the year. Apparently, this is a problem many people are struggling with. That’s why we decided to create a VR Buying Guide for Schools to help schools and teachers.