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At the SXSWedu workshop “Enhancing Learning with Virtual and Augmented Reality,” held on Monday, Mar. 7, roughly 20 people spent most of the time waiting in line to try one of the three devices, according to Maya Georgieva. The event made her nervous that there wouldn’t be enough devices at her own talk, “Learning Through Virtual Reality Experiences,” presented with her co-founder, Emory Craig. Together, they have created Digital Bodies, an outlet that covers how wearable tech, virtual reality included, will influence teaching and learning.

Fast forward to their session on Wednesday, where they began by profiling the virtual reality device industry and its upcoming offerings—including Oculus, the Homido Mini, Meta Glass, Microsoft’s Hololens, the Mattel Viewmaster, Magic Leap, Google Cardboard, Samsung Gear VR—and discussing how most of the high-profile tools are currently in the development stage. Few devices are out on the market now, but virtually every major tech company and even major film studios like Lucasfilm have announced a device that will enter the space in 2016. There is even a virtual reality theme park in Utah and a theater in Amsterdam. The virtual world is about to get crowded.

The speakers were optimistic. “It’s now really about experiences. It’s no longer about content,” Georgieva said. “It’s no longer about visual resources on a device. It’s about worlds.”

Sourced through Scoop.it from: www.edsurge.com

See on Scoop.itAugmented, Alternate and Virtual Realities in Higher Education

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