Jump to content
NEW - Download our iLRN2023 Springer Proceedings here! ×

Michael Hamaoka

Administrator
  • Posts

    151
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Michael Hamaoka

  1. Genevieve Smith-Nunes explores AI at the intersection of visual arts and data analysis by producing over a dozen pieces of AI-generated artwork representing data visualizations that effectively emphasize intricate patterns and correlations that might elude detection in conventional data depictions and enabling educational researchers to communicate their findings in innovative ways, diverging from traditional print-based dissemination, and appealing to a broader audience.
  2. The Northern Heritage Network has curated immersive virtual museum exhibits and tours showcasing the rich history, landscapes, and artifacts of the Northern periphery and arctic regions of Europe. These web-based 2D and 3D experiences highlight treasures from the Orkney North Isles, Downpatrick Head, and St. Kilda, as well as offering virtual walks in Teampull na Trionaid and Barca Lang's.
  3. Wake: Tales from the Aqualab is a 6th-9th grade science game that challenges students with engaging, authentic missions in a variety of ocean-based ecosystems.
  4. Navigating the complexities of designing immersive learning systems, there is a nuanced interplay between the distinct needs and inherent capabilities of neurodiverse learners.
  5. This is amazing. I especially like the area for the blue-tongued skink!
  6. This immersive reptile zoo contains reptiles from all over the world.
  7. Using a simulation built in Minecraft, employees work together to build palettes of products in three rounds of play. After each round, employees work together to decide how best to spend their profits on upgrades.
  8. PRESENTER: Panagiotis Antoniou, Aristotle University of Thessaloniki, Greece ABSTRACT. Extended reality (XR), which includes VR and AR, has several applications in medical education and surgery. In terms of resources, the global virtual reality sector was valued USD 3.10 billion in 2019 and is expected to be worth USD 57.55 billion by 2027. The creation of such engaging resources, on the other hand, is based on several iterative implementations influenced by real user input. The problem of producing and making available material is then addressed using participatory design approaches like quacan. Through thematic analysis, qualitative evaluation is an efficient technique to comprehend the concepts, opinions, and personal experiences of the participants. Thematic analysis is a widely used technique for extracting meaning and arranging feedback from qualitative data. Developers and researchers can acquire extensive descriptions of the developed resources by applying qualitative methods and thematic analysis. Furthermore, qualitative research methods are useful in producing enhancements and features for continuous development, as well as outlining and resolving any concerns that may arise. This paper describes the design approach and implementation of a qualitative evaluation plan on a group of educational anatomy VR resources' pre-pilots. Six VR materials, three for neuroanatomy and three for hepatic anatomy, were examined in three European medical education institutions with distinct audiences. Personal semi-structured interviews were used to collect feedback on usability, acceptance, and perceived utility. Specific suggestions for additions and functionality were gathered. These multi-centric qualitative pre-pilots also yielded insights into the best design of XR resources for anatomy teaching.
  9. 98 downloads

    This document describes the iLRN Plagiarism Policy for Conferences, including guidelines for the proper use of Artificial Intelligence (AI).
  10. 49 downloads

    This document is the iLRN Volunteer Handbook. We provide this handbook to help volunteers be successful, understand expectations, and know where to go for assistance.
  11. A SPECIAL INVITATION for iLRN designers, practitioners, and researchers. We are pleased to circulate announcement of a Special Issue on "Designing Extended Reality (XR) for Authentic Learning" in the Journal of Applied Instructional Design (JAID). For this special issue, the editors are interested in presenting current research in applied instructional design methods for utilizing VR, AR, MR, and other immersive technologies to foster authentic learning experiences. They invite articles that will provide readers with practical ideas, strategies, methods, and techniques on topics related to designing, implementing, and evaluating instruction using XR for authentic learning experiences. Furthermore, they seek contributions that provide evidence about the efficacy of XR technologies, including the challenges encountered during their application in authentic settings. The articles should inform the study and practice of immersive learning in preschool, K-12, higher education, or work-based contexts. This special issue of JAID invites scholar-practitioner perspectives as a means of disseminating and developing new ideas in instructional design. They have a particular aim to share expertise, success stories, and lessons learned from failure. This Special Issue will be published in July/August 2024. TIMELINE Article Proposals Due – October 15, 2023 (1000-word max excluding references) Article Proposal Notifications – October 30, 2023 Full Articles Due – December 30, 2023 Articles Reviews Returned to Authors – February 18, 2024 Revised Articles Due – March 15, 2024 Articles Reviews Returned to Authors – April 19, 2024 Revised Articles Due – May 15, 2024 Article Final Decision Notifications – May 30, 2024 Publication of the Special Issue – July / August 2024 Please follow this link for more information:https://content.invisioncic.com/r324136/pages_media/2113465245_6_JAIDSpecialIssue-CallforProposals-XRandAL.pdf
  12. 76 downloads

    This is the inaugural edition of The State of XR and Immersive Learning Outlook Report, published in the Summer of 2021. iLRN's State of XR & Immersive Learning Project involves a Delphi-inspired environmental scanning and forecasting exercise in the vein of the well-known Horizon Report series (previously published by the New Media Consortium). Each year educators, education leaders, researchers, technologists, and others representing diverse learning sectors and contexts are selected to join an esteemed global panel of experts, and invited to contribute their perspectives and research on applications of XR and immersive learning technologies. Their discussions and deliberations over the course of several months serves as the springboard for the production of an official report, published under a Creative Commons license by the Immersive Learning Research Network, that showcases the findings.
  13. until
    Boris Terrano, is currently a visiting professor at the University of Waterloo, Canada, where he introduces young critical minds to the endless potential of immersive technology. Debating the possibilities of bringing machine learning technology into the everyday home, he claims he is on the way to creating "the next Alexa or Google Home" 2021. He poses the question “Why should other immersive technologies not be accessible to all" 2021. The founder of GTech Collective, Boris is an innovative humanitarian, well known for his work with young computer science technologists from under-represented communities. Over the last few years the GTech Collective have successfully trained over 680 early career programmers, all supplied for on bursaries. Dr Terrano is an AI enthusiast, he has 6 robotic dogs at home! On weekends he’s a regular at the local Badminton Club.
  14. until
    How can we use Alternate Reality Games (ARGs) for educational purposes. ARGs use transmedia storytelling to build a world and share a story across different platforms; which often uses real-world interactions to help tell this virtual story, such as phone calls, websites, social media accounts, and live events (Schrier, 2016; Schrier, Torner, & Hammer, 2018). ARGs have been used to market games like Halo 2, in the case of ilovebees, and to promote the launch of the film The Dark Knight or launch of the character, Sombra, from Overwatch. They could also potentially be used for teaching purposes (Hu, Zhang, & Rhea, 2016). However, there are limitations to using ARGs for learning, such as the current stigma that ARGs are associated with the propagation of disinformation and conspiracy theories (Davies, 2022). In this session, we will brainstorm ways to effectively use ARGs for learning, and we will also consider the limitations and how to constructively minimize those issues. How can we repair play (Trammell, 2023) and reclaim it for playing well together, rather than to harm or isolate others, or amass power (DeKoven, Zimmerman; ADL, 2022). The session will be collaborative, and use design thinking techniques to help participants brainstorm and learn from each others’ experiences. You are welcome no matter what your experience level is–even if you have never played or used an ARG, please join us!
  15. until
    The next Emerging Media Community of Practice (EMCoP) event is “Using AI Tools for Creative Process” and will feature three presenters. Two confirmed presenters are Dr. Derek Jacoby from the University of Victoria, and Dr. Benedict Carpenter van Barhold from Nottingham Trent University in the UK. The event will take place over Zoom on Friday, April 21st from 12:00-1:00 pm PST. Sign up on EventBrite: https://www.eventbrite.ca/e/using-ai-tools-for-creative-process-tickets-607818089267 Emerging Media Community of Practice is a collaborative group of researchers, developers, designers, and educators committed to building a community of practice focused on the development of emerging media technologies for human good. iLRN is proud to be a partner of EMCoP. To see more upcominig events from EMCoP, visit https://emcop.ca/category/upcoming-events/
  16. until
    To register for this session, please visit https://www.eventbrite.ca/e/how-ai-tools-such-as-chatgpt-are-changing-conversations-in-higher-education-tickets-525864012417 The Emerging Media Lab presents an online Zoom seminar about AI technologies (such as ChatGPT), and how they will affect higher education in our future. Hosted by the Emerging Media Community of Practice and moderated by Patrick Pennefather, a selection of panelists including Professor Stephen Murgatoyd, Dr. Farhad Dastur, David Clement, and Professor Jutta Treviranus will join us to analyze these fascinating topics. Read below to learn about our panelists and a teaser about what they plan to discuss! Dr. Patrick Pennefather – Moderator – UBC EML Meet [Your Name], a dedicated educator and mentor in the field of emerging technology pipelines. With a passion for inspiring the next generation of tech professionals, [Your Name] has a role as an Assistant Professor in Film & Theatre at the University of British Columbia and a faculty in residence at the Emerging Media Lab. [Your Name] is not an expert in using generative AI but has facilitated prototyping to support students on their development journeys. It brings a wealth of experience and knowledge to the classroom, which is articulated in their recently published book "Mentoring Digital Media Projects". The bio was not written with the help of a machine learning model. PANELISTS: Professor Jutta Treviranus, OCAD University, Faculty of Design, Graduate Studies Jutta Treviranus is a full Professor at the Ontario College of Art and Design University (OCADU) in Toronto, Canada. She is the director and founder of the Inclusive Design Research Centre (IDRC) and the Inclusive Design Institute (IDI). Treviranus is a world expert[1] in the field of inclusive design and has made appearances at the White House and United Nations. Concerned about the impact of statistical reasoning on people who happen to be outliers or different from the statistical norm, and the amplification, acceleration and automation of the harms by machine learning that makes decisions using statistical processing of past data, she has "led many international multi‐partner research networks that have created broadly implemented technical innovations that support inclusion".[2] More info: https://en.wikipedia.org/wiki/Jutta_Treviranus Professor Stephen Murgatroyd, University of Alberta, Faculty of Education (Adjunct) "A variety of AI technologies enable faculty and students to imagine assessment as an engaging, proactive and collaborative activity intended to enhance and enable learning. While some are 'panicked' by issues of academic misconduct, the opportunity to reimagine assessment and for faculty and students to partner with AI for assessment represents a new renaissance opportunity for the academy." Stephen has been engaged in distance education since 1972 and in online learning since 1993 when he launched the world's first fully online MBA. A former Dean, Vice President and Provost, Stephen now works as a consultant, writer and innovator. He has worked extensively for governments and institutions around the world and is in demand as a speaker and presenter. He is the author of thirty-five books and close to three hundred papers, book chapters, articles and book reviews. Dr. Farhad Dastur, Principal Investigator, KPU Virtual Reality Lab "Like the blinding flash of a meteorite, generative AI has burst into higher education conversations. Few areas have been untouched. Faculty are concerned around authentic assessment and academic integrity. Students contemplate more personalized tutoring, better grades, and improved accessibility. Employees ruminate about job losses. Perhaps the most intriguing conversations will be with generative AI itself. What possibilities for co-discovery, collaboration, and creativity emerge from the merging of human and artificial intelligences?" Farhad received supervised and unsupervised pre-training in experimental psychology at UBC and Dalhousie. He has generated teachings in higher education for 22 years. His areas of curiosity span perception, evolutionary psychology, human factors, and extended realities. In 2019, he founded the KPU Virtual Reality Lab, a creative hub for students, faculty, and other collaborators to engage in research, educational projects, and artistic explorations. David Clement David Clement is a serial innovator with over 35 years of experience. He has held technical leadership roles in organizations including the BBC, CNN, US Department of Homeland Security, Discreet Logic, Wavesine, and many more. David is fluent in many disciplines including philosophy, business and startup culture, machine intelligence, virtual reality, computer graphics as well as system and software architecture. David is currently working at a startup focused on improving the physical and social development of youth.
  17. until
    Mixed Reality Comedy Show
  18. until
  19. until
    Pour yourself a cup of coffee or tea and let's chat about everything across the Metaverse!
×
×
  • Create New...