Monday, March 23, 2015

CLASS 7 PINGING MY FAVORITE WEBSITES





Class 6 assignment 3










here you see the contacts and the work i did to find contacts for the following topics htc vive, oculus rift, samsung gear vr, 3d printing, virtual reality, and holograms.

Monday, March 16, 2015

Google Hangout

Here you see screenshots of me and fellow classmates in GOOGLE HANGOUT





Immersive illness

 "A challenge that concerns me the most is lurking on the horizon, one we don't yet understand the full scope of. As Immersive Education and other forms of personal virtual reality become more realistic and compelling we're going to see "immersive illness" become more common and more difficult to deal with. Although this is an issue today we're somewhat protected by the limitations of today's personal computers and game consoles (they just aren't powerful enough...yet), but in another decade or more it'll be a different story altogether. Nobody knows exactly what impact insanely realistic, media-rich virtual reality will have on society. We're already dealing with early forms of immersive illness, such as addiction, alienation, mental schisms, and more, but today it's not a problem that affects a large percentage of users. We don't see massive problems today for a number of reasons, including rather low-quality virtual environments and limitations on how much time we spend in these environments. But what happens when the visual and audio quality becomes indistinguishable from reality, the technology becomes truly mainstream, and a substantial portion of education takes place in such environments and not in a real classroom? With massive power comes massive problems. Last week I was asked how big this problem will be, and I responded that nobody knows for sure but I'd estimate that the at-risk population can be calculate by adding the percentage of people with addiction problems to the percentage of society that suffer some form of mental illness. That's a big chunk of society. Is it all gloom and doom? Certainly not, but it's a grand challenge we're not even remotely prepared for today. As with other disruptions society will eventually adapt, but I think we're in for a very rough ride." - http://terranova.blogs.com/terra_nova/2007/05/teaching_in_vr_.html




Virtual reality is a great thing. It has several positive components and impacts. For example someone who can't be present during the birth of their child can pretty much be present with a new invention of the goggles. Video games, virtual worlds, etc all being new never seen incredible things. Just how social media started small and became a phenomenon or video games back the, anything new growing and evolving to something popular.

With anything that has one side to it, there's always another side. Anything that has a positive has a negative. An easy example being social media. Several positives and great use to it but several negatives. With the virtual world and immersive idea that can also be the same situation. when you first think about it you wouldn't think that a virtual system and virtual world can affect your health but with any  addiction or something that brings great pleasure or happiness it can do such a thing. Many things arise that may never have seemed possible. Something like the virtual world is sort of a seed thats growing into maybe a tree with several leaves and branches and you just never know what exactly those aspects are (all the different branches and leaves being the aspects of the virtual world).

The virtual world world can maybe become a virtual drug. not an actual drug but something that serves as fix, a high, great pleasure that takes you away and it can easily become something addictive and negative pending the person. Thats just one possibility, with something so different and easily growable and the possibilities unseen, you never know. We will see in years to come how it all unfolds.

CLASS 5 ASSIGNMENT 1: REVISING MY IMMERSIVE TECH REPORTS IN GOOGLE DOCS


Here you see me working on a google doc. adding to and revising a previous document on a previous 
immersive technology report. The add on's and revision coming from further research and findings on each topic. Again these are screenshots showing progress in between the research and conduction of the report. 









Monday, March 9, 2015

CLASS 5: OPERATING SYSTEM REPORTS SHARED WITH ME



Here you can see the google docs shared with me, specifically other operating systems reports.

Microsoft HoloLens, HTC Valve Vive, and Samsung Virtual Reality (VR)

HOLOLENS - HoloLens provides a new way to look at your work and visualize things in a different way. It allows real physical objects and things to be blended with high-defintion holograms and sort of makes it appear as if its all one thing. The holograms are there to serve and make things you do easier as well as make life better.




HTC VALVE VIVE - HTC has made a headset that allows you to see things virtually. Allows you to see unseen things and create a different world. It allows you to see things differently as well as things you havent seen and the experience makes it so that your body is apart of the virtual world you see.



SAMSUNG VIRTUAL REALITY - A new samsung virtual reality headset that lighter, better, more efficeint with added ventilation providing it to last longer. Its the new future of mobile virtual reality and samsung is looking to capitalize on this and its also compatible with other phones not just the galaxy 4.


http://immersiveeducation.org/buzz

CLASS 5: SHARING MY OPERATING SYSTEM REPORT WITH CLASSMATES

Here you see a screenshot of a screen that shows that ive shared my google document on Operating systems with my classmates. 

CREATING MY OWN TWITTER LISTS


FRESH POSTS AND TWEETS


Entrepreneurship is a topic of interest for me and also nfl free agency this year.
 

VIDEO GAMES MORE THAN A GAME

Summary: IBM Reports


   The online world has many hours invested in it as the real world. This gaming world many of us have experienced has taught people to get out of their comfort zone. In these reports I found out that on average gamers put in 22 hours a week into playing these games. That is the same amount of a part-time job in the real world. 
    In the virtual realm decision-making can either make or break you. What I'm saying is that you can either be a leader or you can be a follower. You tendencies and habits that you acquire from these gaming experiences carry over into the real world which is extraordinary. It creates leaders in people who would've never thought they'd to leave their comfort zone. The rewards you may receive in these games are a reflection of the decision-making you made in order to get that certain point. 

     These "incentive systems" that the creators of the games have made are phenomenal. They tie in virtual world experiences to real world ones. Someone's judgment and responses in a game will separate them from someone else's, in which you either have what it takes at this moment or you don't. If not there will always be another task you may excel in that someone else may not. Leadership in these types of environments don't last forever. Sometimes the rewards in the game can even extend to the real world. 

       The teachings of online gaming form experiences that many people cannot say that they have had. Some of these experiences include strengthening traits and habits that people have, or have acquired while playing online. These strengths help people embrace their confident side. Also gives them more experience (job wise) to feel more at home with being a leader and not a follower. (Such as a management position.) lessons learned by playing online can help turn weaknesses into strengths as well and vice versa. 

        Online gaming has proved to be more than just having fun. It is a way that many companies today use in order to build character skills. Such as strengthening leadership skills and eliminating any weaknesses that don't comply.


http://www.ibm.com/us/en/

http://immersiveeducation.org/minecraft

Immersive oscars



Sharing on facebook



facebook likes vs friends vs shares

Facebook
Likes: in Facebook Liking something is showing whoever posted it that you either agree, find it funny, etc. depending on the actual post itself. These lights are only visible to whoever else can see the post as well as the person who posted it. When you like a page however it is different then liking the post. The difference is that by liking a page you are now connecting to it and can see the stories and whatever else is on your newsfeed from that page. It is as if you were adding a friend. 
 
Friends: by adding friends you're connecting with them in which you see the activity while they are on Facebook. There activity is based on what it is they are doing while on the site. Also when you add certain friends suggestions for adding new friends may appear. These suggestions are based on mutual friends that you and someone you may know both have. Friends are something you must add or if they request you, you can either confirm or deny that request. Once that is established you start sharing information between you and your friends on your newsfeed. 

Shares(Sharing): Sharing is a term on Facebook people use when they see a post they find entertaining or interesting to them. Once this are in post is established as entertaining they have the option of sharing it to their friends. And once you share something from one of your friends or a page you follow it appears on your newsfeed. Sharing can vary from links, photos, etc. Sharing is it's own option in which it differs from likes and/or friends. However they are similar but the difference is when you share something you are not connecting to that page but merely showing that you and that post share a common interest.