Category Archives: Uncategorized

VR Education……….just ignore that stuff from the 2000s

Lawnmower Man was the beginning of my journey into the use of VR for education. That one didn’t end so well 🙂

Since then, VR has gone through a few hype-cycles, each time ending up in disappointment and disuse. However, each iteration brings graphics and experiences (and expectations) that blow away the previous versions and do so in smaller and (arguably) cheaper boxes.

The most recent iteration is a two-pronged focus. Dedicated VR boxes (similar to gaming boxes) with headsets are doing amazing things with realistic graphics and the processing power required to reach realistic virtual experiences. Some of these are Oculus Rift, HTC Vive, and PlayStation VR. The second prong is mobile-based VR. This seems to be the stronger of the two at this point, most likely due to the lower cost of entry for consumers and the portable nature of the hardware. On the low end, Google Cardboard (or other viewers based on the Cardboard standard) can be found for as little as $5. These enable users to experience VR, but do so without many bells and whistles, and they can be used on most modern smartphones. The only “button” on cardboard devices is a chooser button on the top of the viewer. On the slightly higher end, but still rather inexpensive are viewers like the Samsung Gear VR and the relatively new Google Daydream VR. The Gear VR has been around for a couple years. It connects to your smartphone via bluetooth and includes buttons for volume, directionality (to a limited degree), selection, and focus. These types of headsets tend to fit better and block out more outside light for better viewing.

Apps for both of these types of VR hardware tend to be similar. Games rule the roost as they are immersive and engaging. There are many good games, but most are little more than a 180 degree view of action and not true 360 or spherical. I’m guessing this is due to both processor power and cost of development. In addition to games, 360 degree video and images are also popular. 360 videos are of the fly-through variety. This is wonderful for experiencing the natural wonders of the Grand Canyon or the excitement of Rio’s Carnival, but there is little to no engagement. 360 images, on the other hand, with hotspots for linking to extra information take the museum approach. Think Google Street View inside a museum, a city, and so forth. These are not video but rather single pictures with a 360 degree view or a series of pictures (stations) as in the museum example. At least one YouTuber (LearnEnglishInVR — was LinguaPractica) has put these together by recording and narrating the view around rooms to listen to and identify objects for English language learning.

Aside from a few projects here and there, there are vary few examples of using these VR options for language learning. This is an ongoing problem with educational software. There have been many new technologies over the years with great potential for education, but little development. In the end, cost seems to be the biggest barrier. Not just the cost of development, but the lack of a return on that investment. For example, the cost of developing a game might be high, but imagine if that game was only a one or two week lesson in school. Then, imagine providing 30-40 weeks of instruction. The difficulty of development and the cost to do so would be staggering. And, in the end, who will be able to pay for that? Will you recoup your costs? It’s unlikely. Billions of dollars are spent on educational technology, but much of that is not for the provision of content, but rather the management of students. So, what does this mean for those interested in using VR for language learning?

Teachers have been re-purposing materials for use in classes since the beginning of education. The use of video games for learning over the years have mainly taken the form of entertain games for the purpose of education. For example, how could League of Legends be used for language learning? Turn the settings to English and try to engage English speakers in the game. These games weren’t make for language learning, but they have been used for such. For most teachers, VR will be the same (at least in the near future). Virtual visits to sites and events through 360 images and video are already used by many teachers (see Google Expeditions) and I’m sure some are using available games to accomplish their goals.

However, like many recent technologies, VR will not be widely used by teachers until easy-to-use authoring tools are available. The better and easier (and cheaper) authoring tools become, the more teachers, students, and anyone interested can develop their own VR materials. The lower the barrier of entry, the easier this becomes. Some services are already available for 360 images (not yet video), such as ThinkLink. When authoring systems like this become accessible to teachers, you will see many materials developed for classes.

I hope to be discussing this topic more in the near future. I have been interested in virtual worlds for language learning since getting involved in MUDs and MOOs in graduate school, but particularly so when discovering SecondLife. Wikipedia has a good page on virtual world language learning. Now that Linden Labs (creator of SecondLife) is launching a new virtual world built for VR hardware called Sansar, I have to say that I’m getting excited again. However, I’m afraid we may just be seeing history repeat itself. SecondLife was(is) great, but usage completely crashed. The public lost interest even with a substantial amount of investment initially heading there. To have a GOOD experience, users needed a high-end computer and fast connection. Most went in with less and the experience wasn’t very good. Even these days, I have problems accessing it from a work computer with a nice processor, but only a built-in graphics. I only have one computer that will play it and it’s the one I built with my son for PC gaming ($$$). Let’s see what this year brings.

Shelf Reliance THRIVE 1-year Supply Dehydrated & Freeze-Dried Food – Awesome!

Shelf Reliance is your premier source for food storage and emergency preparedness planning. Because nothing is more important than the health and safety of your family, they provide only top-of-the-line products. Shelf Reliances line of THRIVE Foods are held to the highest standards. All THRIVE Foods have been developed with everyday menu planning in mind, though they are also the perfect addition to your long-term food storage supply. With their great taste and simple preparation, THRIVE is a trusted source of healthy, delicious meals anytime.

For questions or additional information please email costcosupport@shelfreliance.com.  Please include your the item number and description that corresponds with your question.

The THRIVE 1 Year Food Supply comes complete with 84 #10 (gallon size) cans of grains, fruits, veggies, protein & beans, dairy, and baking essentials. With over 5,000 servings and many foods with a shelf life of up to 25 years, this package will give you variety, nutrition, and peace of mind.

  • 12 month food supply for 1 Person
  • 6 month food supply for 2 People
  • 3 month food supply for 4 People
  • Shipment arrives in 14 separate boxes
  • Grains and rice have a shelf life of up to 30 years
  • Freeze-dried foods have a shelf life of up to 25 years
  • Dehydrated foods have a shelf life of up to 15 years
  • Simple rehydration instructions, recipes, and helpful tips are included on each can
  • 5,011 total servings
  • 84 gallon-sized cans

This THRIVE 1 Year 1 Person Food Storage package contains 84 #10 (gallon size) cans. See below for specific package contents.

Grains
  • 8 Cans of Instant White Rice (48 servings per can)
  • 12 Cans of Hard White Winter Wheat (44 servings per can)
  • 3 Cans of 6 Grain Pancake Mix (50 servings per can)
  • 2 Cans of Elbow Macaroni (45 servings per can)
Vegetables
  • 6 Cans of Dehydrated Potato Chunks (42 servings per can)
  • 1 Can of Freeze-Dried Sweet Corn (46 servings per can)
  • 1 Can of Freeze-Dried Green Peas (41 servings per can)
  • 1 Cans of Dehydrated Chopped Onions (45 servings per can)
  • 1 Can of Freeze-Dried Mushroom Pieces (48 servings per can)
  • 1 Can of Freeze-Dried Broccoli (47 servings per can)  
Fruits
  • 2 Cans of Organic Apple Slices (48 servings per can)
  • 2 Cans of Freeze-Dried Strawberries (45 servings per can)
  • 1 Can of Freeze-Dried Blueberries (50 servings per can)
  • 1 Can of Freeze-Dried Blackberries (49 servings per can)
  • 2 Cans of Freeze-Dried Raspberries (48 servings per can)
Dairy
  • 6 Cans of Powdered Milk (43 servings per can)
  • 3 Cans of Chocolate Drink Mix (48 servings per can) 
Proteins/Beans

The taste and texture of TVP (Textured Vegetable Protein) is consistent with real meat, making it a great addition to vegetarian diets

  • 3 Cans of Bacon TVP (47 servings per can)
  • 3 Cans of Beef TVP (44 servings per can)
  • 3 Cans of Chicken TVP (45 servings per can)
  • 2 Cans of Taco TVP (42 servings per can)
  • 6 Cans of Pinto Beans (49 servings per can)
  • 1 Can of Black Beans (49 servings per can)
  • 2 Cans of Lima Beans (49 servings per can)
  • 3 Cans of Lentils (52 servings per can)
  • 6 Cans of Whole Eggs (236 servings per can) 
Cooking Basics
  • 2 Cans of White Sugar (46 servings per can)

Quite possibly the coolest thing I’ve ever seen at Costco. Just what I wanted for the end of times.

Univ. Entrance Drops for 1st Time since ’90 in Korea

Univ. Entrance Drops for 1st Time since ’90 Write 2010-03-07 13:10:38   Update 2010-03-07 15:20:18

The ratio of high school graduates entering university has fallen for the first time since 1990.

Statistics Korea said in its social indices report for last year that 82 percent of high school graduates went on to college last year, down from 83.8 percent in 2008.

The female university entrance rate was 82.4 percent, besting that of males at 81.6 percent for the first time.

Experts say they are unsure whether the fall is temporary or if the entrance rate has peaked and is falling.

I’m very interested in this. Is this just an anomaly or is it a trend in the de-emphasis of university education? Is there an increase in attending non-Korean institutions?

U.S. travel promotion bill signed into law – CNN.com

STORY HIGHLIGHTS
  • President “has acted to support the power of travel,” U.S. Travel Association chief says
  • Law establishes a public-private U.S. travel promotion organization
  • Part of the funding will come from fees paid by travelers included in Visa Waiver Program
  • Funding will be matched by private sector contributions

I have an idea. Let’s tax the people who don’t need visas. These guys are idiots. I’m not saying that $10 is going to keep any tourist out, but it is just another piece of a confusing puzzle for people who want to visit the US.

If you want to increase travel traffic, don’t make people jump through so many hoops to get visas. Of course, that won’t fly because it will be seen as opening holes for terrorists to come in through. The fact is, though, if they really want to get in, they will. Our huge boarders are sieves and there is little that anyone can do once undesirables are in the country.

I think we can better spend out time and money, encouraging people to experience America.

Study proves conclusively that violent video game play makes more aggressive kids

Study proves conclusively that violent video game play makes more aggressive kids

Published: Monday, March 1, 2010 – 11:44
in Psychology & Sociology

Iowa State University Distinguished Professor of Psychology Craig Anderson has made much of his life’s work studying how violent video game play affects youth behavior. And he says a new study he led, analyzing 130 research reports on more than 130,000 subjects worldwide, proves conclusively that exposure to violent video games makes more aggressive, less caring kids — regardless of their age, sex or culture. The study was published today in the March 2010 issue of the Psychological Bulletin, an American Psychological Association journal. It reports that exposure to violent video games is a causal risk factor for increased aggressive thoughts and behavior, and decreased empathy and prosocial behavior in youths.

I’m concerned about the claim that the study “conclusively” proves this connection. I’d like to see the published study to see how their variables were accounted for. However, the finding passes the sniff test in my opinion. It makes sense, but I wonder how confounding variables were accounted for in these studies: cartoons, movies, home life, community, and so forth.

Milestone in NHN-Twitter rivalry – I welcome the competition. Let’s see what they can do.

Milestone in NHN-Twitter rivalry
Korean microblog sees 1 million users
March 04, 2010

“Social media is the new inbox,” Erik Qualman, the author of “Socialnomics,” was once quoted as saying.

Some time has passed since microblogs like Twitter emerged as the darlings of the world of social networking.

While endorsements from numerous high-profile figures in politics and entertainment have certainly played a role in the increasing popularity of Twitter and other microblogging sites, their role in breaking the news of the Hudson River plane crash in New York last year also provided a major boost.

Now, the top Korean portal operator NHN has announced that me2DAY, a Korean microblogging service, has registered its millionth user, and the company has vowed to enhance the site so it can catch up with Twitter, which has entered the international lexicon like Google before it.

The San Francisco-based Twitter does not release official figures on the number of users it has, but some industry sources here estimate that some 100,000 Koreans use the service to “tweet” their thoughts.

“It’s difficult to say whether we are a market leader in local SNS at the moment,” said Kim Sang-hun, NHN’s CEO. “Yet I believe that the key words that will change the paradigm of Internet business today are ‘mobile,’ ‘relations’ and ‘real-time.’ In that sense, I believe NHN’s me2DAY is in tune with this trend.”

NHN kicked off its me2DAY service, using the slogan, “What are you thinking now?” in January 2009. At the start, there were just 26,000 users.

Me2Day is a lot like Twitter in terms of functionality, except perhaps the U.S. site’s added compatibility with smartphones.

NHN is in the process of remedying that problem. Last year, it introduced me2DAY apps for the iPhone as well as for smartphones with Windows Mobile platforms.

“In the coming months, we plan to add a photo attachment service and enhance the search capabilities of our me2Day service, among other things,” said Park Su-man, head of the company’s microblog task force.

NHN officials also predict that many politicians will use the service ahead of the June 2 local elections, and the Blue House said last week that it will also use me2DAY to connect with the general public.

I’m not sure that I believe Me2Day can catch up, but I’d like to see them try. I think competition in this area will benefit both services.

I also don’t believe that there are more Me2Day users in Korean than Twitter users. In a small, informal survey (ok, just 2 of my classes), no student knew what Me2Day was and about half knew Twitter. Out of those, only a few were actually using Twitter (we will be using it in those classes this semester).

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