JunoVR: Improving a Breath Sensor for Virtual Reality (VR) Applications

Full Title: JunoVR: Improving a Breath Sensor for Virtual Reality (VR) Applications Presenters: Thomas Driver, Brandon Perry Advised by: Morgan Benton Sponsors: Chris Smith -- JunoVR Abstract: In today’s world technology is advancing faster each year and is able to aid us in finding solutions in critical areas of our lives. One of these critical areas is health-care facilities. The doctors and staff working within these facilities are in an environment where they often need to know at a moments notice the location of a patient or other health specialist. One solution to this need is the LoCATE system which uses the improvements in technology to track people in near real time. LoCATE makes use of the current 802.11 wireless networks within a health-care facility and edge node technology as its tracking solution. The edge nodes constantly communicate with the current network in an non-intrusive manner. The data collected from the network with the edge nodes is able to locate the carrier of the edge node within a reasonable range of variability. The data is then pushed and stored on a cloud storage system where it waits to be accessed by our mobile application. The mobile application will display the near real time location of any patient or staff member. The small size of the edge nodes allows for anyone to easily carry the node on a lanyard around their neck. This simple and small solution known as LoCATE is cost effective due to the use of the current 802.11 wireless network infrastructure. Overall LoCATE is the solution that the health-care facilities need and in a short time will be tested and implemented. Virtual Reality (VR), a rapidly growing technology, provides a fully immersive visual and auditory experience. While VR’s early applications were predominantly games and entertainment, recent applications have expanded to education and therapy. VR has been used to treat PTSD, chronic anxiety, provide portable “sensory rooms” for people with autism spectrum characteristics, and to help people learn to meditate and cultivate mindfulness. JunoVR, the sponsor of this project, developed a novel input/output device, a breath sensor, that allows VR users to visualize and control their breath while meditating. The goal of this project was to take the JunoVR breath sensor prototype and develop the design to make it more durable, easy to manufacture and assemble, and affordable to produce. The team also explored making the product wireless and able to support multiple different VR platforms.

When Virtual Reality Meets Education

Webinar – Virtual Reality in Education: State of the Industry

Abstract In this webinar, we will explore some of the latest announcements, advancements, tools, rumors, and data surrounding Virtual Reality in education. Description We all know virtual reality (VR), mixed reality (MR), and augmented reality (AR) have some real potential in education, but what’s the latest in the space? Is VR becoming more accessible? Are there affordable platforms or resources educators are currently using and finding effective in their classrooms? What is on the VR horizon in education and where are the industry trends headed? Is TCS doing anything with VR yet? If you have found yourself asking these kinds of questions or would simply like some updates related to VR/MR/AR in the EdTech space, then this informative webinar will be a good one for you. Presenter Bio: Thad Stott is an Instructional Technologist for TCS Education System. Links to articles, tools, and platforms discussed in this webinar: https://tcsedsystem.sharepoint.com/sites/DTL/SitePages/TCS%20Digital%20Teaching%20and%20Learning%202018%20Conference.aspx https://pollev.com/thadstott413 https://er.educause.edu/blogs/2017/12/vr-and-ar-learners-as-creators-and-world-builders-of-our-immersive-future https://www.insidehighered.com/digital-learning/article/2017/07/12/vr-and-ar-more-just-cool https://techcrunch.com/2016/01/23/when-virtual-reality-meets-education/ https://www.forbes.com/sites/delltechnologies/2017/10/17/more-than-half-of-colleges-will-use-virtual-reality-to-enhance-education-by-2021/#a4973fd6c489 https://www.digitalbodies.net/vr-videos-demos-keynotes/ https://www.realitytechnologies.com/market/ https://www.realitytechnologies.com/applications/ https://www.realitytechnologies.com/applications/education/ http://www.inavateonthenet.net.s3.amazonaws.com/images/default-source/inavate-news/gartner-hype-cycle-2016.jpg?sfvrsn=0 https://www.istaging.com/en/livetour-gallery https://pixelcase.com/virtual-reality/ar-snapchat-portals/ https://www.thinglink.com/video/961548987523923969 https://uctagol.maps.arcgis.com/apps/MapSeries/index.html?appid=3128845ec8a34f8f9e25c15f744733f6 http://www.medievalist.net/worlds.htm https://unimersiv.com/experiences/ http://www.zamaniproject.org/ http://immersivevreducation.com/medical-training-virtual-reality/ https://altvr.com/ https://store.steampowered.com/app/449130/Engage/ https://www.inverse.com/article/24413-htc-vr-education-video http://immersivevreducation.com/apollo-11-vr/ https://cospac.es/zFbQ https://edu.cospaces.io/Studio/Spaces https://vimeo.com/254070466 https://www.digitalbodies.net/virtual-reality/virtual-reality-artist-live-performance-at-the-louvre-museum-paris/ https://vhil.stanford.edu/projects/ https://simplecore.intel.com/itpeernetwork/wp-content/uploads/sites/38/2017/05/VR_World_infographic.png https://mspoweruser.com/microsoft-is-promoting-the-hololens-at-the-hannover-messe-trade-show-this-week/ https://www.digitalbodies.net/mixed-reality/the-magic-leap-whale-finally-shows-up/ https://www.digitalbodies.net/augmented-reality/coordinates-the-fascinating-collaborative-ar-art-project/#more-13305 https://www.youtube.com/watch?v=bnfwClgheF0 https://www.youtube.com/watch?v=upWRwTbS6bw&index=8&list=PLqA0zOqn4dddKhxLuHl1XQ1m4OLmkV-Oh https://www.fastcompany.com/company/osterhout-design-group https://www.youtube.com/watch?v=nTfhmJrRt_Y https://www.eonreality.com/applications/augmented-virtual-reality-education/ https://www.eonreality.com/platform/eon-creator/ https://www.realitytechnologies.com/news/augmented-reality-news/ https://www.roadtovr.com/report-apple-unveil-arkit-2-0-putting-privacy-multiuser-ar-core/ https://www.datamation.com/mobile-wireless/virtual-reality-companies-top-20-vr-companies-to-watch-1.html https://www.cnet.com/news/apples-multiplayer-arkit-2-vision-of-the-future-works-well-so-far/ https://docs.google.com/document/d/1W5Rn2YHxBricHXh94Ut15ivxeoDuXdre3EwxZ3NZoLQ/edit

#21 – Tom Impallomeni | Impactful Entrepreneurship & Future of Education with Virtual Reality (VR)

Today's episode features Tom Impallomeni, CEO & Co-Founder of Tribe VR. Tribe VR is a San Francisco-based VR development startup concentrating on immersive learning applications for virtual and augmented reality to enable users to learn real-world skills. Prior to Tribe, Tom built up extensive experience with startups such as SuperAwesome, Virtually Live and WAYN.com. Tom is an adviser to a Aflete, FireTech Camp and Pyramind. In his spare time, he's a dad to three girls, a long-suffering Tottenham Hotspur fan and spends most of his days listening to house music playlists on Spotify. If you would like more information on Tom please check out the following links below: Tribe VR - https://www.tribevr.io/ Tom's LinkedIn - https://www.linkedin.com/in/tomimpallomeni/ Tom's Twitter - https://twitter.com/tomimpallomeni ~ Listen to the Podcast in Audio Form ~ iTunes - http://apple.co/2w2igRz Google Play - http://bit.ly/2i520dh Stitcher - http://bit.ly/2iPsrRB iHeart Radio - http://bit.ly/2Ag3xW3 Humans 2.0 Twitter - https://twitter.com/Humans2Podcast YouTube - http://bit.ly/2xk3a9U Twitter - https://twitter.com/markymetry Medium - https://medium.com/@markymetry Facebook - https://www.facebook.com/mark.metry.9 Instagram - https://www.instagram.com/markmetry/ My Website - https://www.markmetry.com/

Homepage VRTO

VRTO 2017 – Virtual Reality in Education – Jeremy Friedberg, Spongelab Interactive

In the past games and simulation and narrative were used as the primary type of education. From the era of basic hunter-gather skills where games and activities were designed to replicate a good case scenario in safe environments to modern industrial and commercial applications, we’ll discuss the implications of VR, and how it may continue to bring us full circle in its educational and training usage. Learn more about this video and conference at https://conference.virtualreality.to

Most Useful Apps for VR in Education

This is a list of the apps that have gotten the most use on our HTC Vive in our school makerspace. All of the apps mentioned are available both for the HTC Vive and Oculus Rift. This is of course not an extensive list and it focuses only on high end VR devices. Check out some of my other videos to see useful mobile VR apps for education. Apps mentioned in this video: https://vr.google.com/earth/ https://irisvr.com/prospect http://store.steampowered.com/app/386690/Fantastic_Contraption/ http://infectiousape.com/ - KingSpray Graffiti Simulator https://vr.google.com/objects https://www.tiltbrush.com/ http://www.vrpioneering.com Music provided by Argofox: Ampyx - Rise https://youtu.be/1YBkV-zQxss

VR in Education

How one Tennessee high school set out on a six-week mission to test immersive education via virtual reality and answer the question, “Could VR be the next frontier for education?” *** Subscribe: http://bit.ly/Subscribe_to_AMD Like us on Facebook: http://bit.ly/AMD_on_Facebook Follow us on Twitter: http://bit.ly/AMD_On_Twitter Follow us on Twitch: http://Twitch.tv/AMD Follow us on G+: http://bit.ly/AMD_on_GooglePlus Follow us on Linkedin: http://bit.ly/AMD_on_Linkedin Follow us on Instagram: http://bit.ly/AMD_on_Instagram ©2017 Advanced Micro Devices, Inc. AMD, the AMD Arrow Logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. Other names are for informational purposes only and may be trademarks of their respective owners.

Workplace Applications of Virtual Reality

Charles Palmer, Director of the Center for Advanced Entertainment & Learning Technologies (CAELT) at Harrisburg University of Science and Technology presents on the history of VR and the technologies used to create and inhabit these worlds using examples from large companies to smaller just in time solutions.

Beyond the Frame: The New #Classroom

Beyond the Frame: The New Classroom

How will virtual reality change the future of education? With a failing education system stuck in the past, Samsung x VICELAND talk to education innovators, students and more about the amazing ways VR is impacting the way we learn. Watch more episodes of 'Beyond The Frame' on VICELAND: http://bit.ly/2rv45ln Subscribe Now: http://bit.ly/SUBSCRIBE-TO-VICELAND Follow VICELAND: VICELAND.com | https://www.viceland.com VICE Video | https://video.vice.com Full Uncensored Episodes on iTunes: http://itunes.com/Viceland Facebook | https://www.facebook.com/VICELANDTV Twitter | https://twitter.com/viceland Instagram | http://instagram.com/viceland Newsletter | http://bit.ly/1kpnyN6

SEAside Webinar Virtual, Augmented, and Mixed Reality Uses and Applications – Aprl 28, 2017

Presentation Summary: Virtual, augmented, and mixed reality are hot technology topics, but how will these emerging technologies impact education, the medical profession, and industry? What platforms are currently available and how can librarians and educators implement them successfully? In this webinar, we will explore how libraries are sharing virtual, augmented, and mixed reality with their communities. MLA CE Contact Hours for this NNLM hosted video is only available within the first 6 months of its presentation.

Scroll to top

By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.

Close