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Will VR revolutionize the way kids learn at school ?

Imagination is more important than intelligence. If you can imagine it, you can build it, said Albert Einstein. With VR, every kid can get the power of imagination. Its sure to revolutionize learning.

Oshine is also used by a wide range of businesses including corporates, architects, design & development agencies, PR companies, hotels, shops, blogs, restaurants, apps and startups. By combining beautiful designs & layouts with powerful options, Oshine lets you build any kind of website starting from simple portfolio websites to full blown ecommerce, multi-lingual websites, without any coding involved. Inspite of being powerful & flexible, Oshine is quite easy to use, which is why it is loved by beginners and advanced users alike.

” VR and AR are going to drive the next generation of tech innovation in the coming future. From entertainment to learning you are going find this tech everywhere. “

Mark Zuckerberg

CEO, Facebook

Oshine is a clean & modern, creative wordpress theme that comes with 43 stunning demos.  It has been the #1 choice of creative professionals for presenting their portfolios. 1000’s of creatives across the world, from Photographers, Graphic Designers, Web Designers, Artists, Videographers, Makeup artists, Musicians, Freelancers, and even Models, have used Oshine to create their portfolio websites and have enjoyed great success.

More RAM and SSD Storage than most entry level PC’s

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OS that’s improving each year

Oshine comes packed with over 50 shortcode modules to help style your content in a plethora of ways. They are integrated with the page builder for easy use.

Gigabit 5G Connections

Choose between masonry, medium or large thumbnail layouts and play with title & meta variations to arrive at the best way to present your blog. Supports Gallery, Video, Audio, Quote and Link Post Formats and comes with in built Social Sharing.

Oculus Pro set us debut in CES 2019

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Video and Content Streaming

Two of the best selling slider plugins of all time, namely Slider Revolution and Master Slider plugins have been included with the theme for free. Create multi-layer responsive slides with terrific transitions and animations.

Improved multi-tasking and gaming experience

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Exponent is a modern business theme, that lets you build stunning high performance websites using a fully visual interface. Start with any of the demos below or build one on your own.

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4 Comments
  • Manish Dixit
    12:14 AM, 26 January 2020

    The goal of this research is to enable the future workforce to work in unfamiliar environments, including desolate hard to reach places such as: deep space, low Earth orbit, deep ocean, and polar regions. The research team will introduce a new cost-effective educational platform combining Virtual Reality (VR), Eye Tracking and electroencephalography (EEG). This platform will inform design principles for scenario-based simulations and games to train the future workforce to adapt to and work in altered environments. The main goal is to understand how spatial cognitive processing differs in altered gravitational and visual environments, and how VR-based simulation can accelerate training the nation’s future workforce to adapt to such environments. The research team integrates the principles of information modeling, VR, fixation analysis, EEG, and aerospace engineering to conduct the proposed research on spatial cognitive processing in altered conditions.

    Specifically, the research team will address how, and to what extent, the non-alignment of visual and idiotropic frames of reference (FOR) and a lack of visuospatial cues offered by familiar landmarks influence spatial abilities, fixation patterns, and brain functions. This study will: (1) measure spatial abilities through behavioral tests, and contrast scores and reaction time in simulated normal and altered environments; (2) measure and analyze cognitive strategies and mental workload using eye tracking and electroencephalography (EEG) and contrast results in simulated normal and altered environments; and (3) apply the results of spatial abilities, attentional allocation, and mental workload to create the framework of a simulation or game to train the future workforce to work in altered conditions.

    The proposed research will lead to inventing, evaluating, and applying innovative methods and tools that use VR, eye tracking and EEG to design scenario-based simulations and games for workforce training. This study will create new knowledge in the behavioral and physiological domains of cognitive science leading to a better understanding of spatial cognitive processing in altered environments. The broader impacts of this work include developing a unique, safer, and cost-effective approach to train workers using virtual analogs and augment their spatial abilities to enhance their safety, quality of work life, productivity, and potential for more people to participate in the future workforce. Broader impacts also include developing educational course content and increased mentoring of underrepresented student groups. Educational activities include a strong outreach program for K-12 and college students to increase their participation in careers in science, technology, engineering and math (STEM), inform them about the future of work in altered conditions, and explain how a human-technology frontier can bolster spatial cognitive performance.

  • Henry Fuchs
    7:44 AM, 17 June 2020

    The Future of Work at the Human-Technology Frontier (FW-HTF) is one of 10 new Big Ideas for Future Investment announced by NSF. The FW-HTF cross-directorate program aims to respond to the challenges and opportunities of the changing landscape of jobs and work by supporting convergent research. This award fulfills part of that aim.

    This award supports basic research underpinning development of an eyeglass-based 3D mobile telepresence system with integrated virtual personal assistant. This technology will increase worker productivity and improve skills. The system automatically adjusts visual focus and places virtual elements in the image without eye strain. The user will be able to communicate to the system by speech. The system also uses sensors to keep track of the user’s surroundings and provide the relevant information to the user automatically. The project will explore two of the many possible uses of the system: amplifying a workers capabilities (such as a physical therapist interacting with a remote patient), and accelerating post-injury return to work through telepresence (such as a burn victim reintegrating into his/her workplace). The project will advance the national interest by allowing the right person to be virtually in the right place at the right time. The project also includes an education and outreach component wherein undergraduate and graduate students shall receive training in engineering and research methods. Course curriculum at Stanford University and the University of North Carolina at Chapel Hill shall be updated to include project-related content and examples.

    This project comprises fundamental research activities needed to develop an embodied Intelligent Cognitive Assistant (GLASS-X) that will amplify the capabilities of workers in a way that will increase productivity and improve quality of life. GLASS-X is conceived of as an eyeglass-based 3D mobile telepresence system with integrated virtual personal assistant. Methods include: body and environment reconstruction (situation awareness) from a fusion of images provided by an eyeglass frame-based camera array and limb motion data provided by inertial measurement units; fundamental research on adaptive focus displays capable to reduce eye strain when using augmented reality displays; dialog-based communication with a virtual personal assistant, including transformations from visual input to dialog and vice versa; human subject evaluations of GLASS-X technology in two workplace domains (remote interactions between a physical therapist and his/her patient; burn survivor remote return-to-work). This research promises to push the state of the art in core areas including: computer vision; augmented reality; accommodating displays; and natural language and dialogue models.

  • Evan Rosenberg
    7:06 AM, 13 July 2020

    LeaPhysical distancing is currently the most effective countermeasure against the rapid proliferation of the virus that causes COVID-19, and scientific projections indicate that these practices will be necessary for a year or possibly even longer. As the current circumstances are unprecedented, the compliance rate for physical distancing over an extended period of time is unknown. Many people, especially young adults, typically being used to active social life, can find this physical/social distancing leading to social isolation. Unfortunately, social isolation is strongly associated with negative outcomes for mental health and therefore represents a serious threat to long-term compliance. Mitigating the negative impact of physical distancing on social-emotional wellbeing is therefore paramount, as failure to consistently maintain these practices could result in additional outbreaks or a rebound of the pandemic. To address this enormous threat to global public health, this project leverages virtual reality technologies to facilitate group social interaction that is potentially unsafe to experience in the real world. Virtual Reality (VR) provides the capability to interact with other people in a shared 3D environment, thereby opening the doors for a multitude of shared experiences and activities that would not be possible with other remote communication modalities such as videoconferencing. The aim of this project is to promote the use of web-based VR technology as a safer environment that mitigates the effect of social isolation, leading to better psychological health. The challenge here is the lack of a broader variety of VR content, as well as shared activities that capture the imagination, which would make it compelling and engaging to spend time in the virtual environments. To address this challenge, this project will catalyze a community effort for crowd-sourced or user-generated VR content (or environments) and shared activities to facilitate virtual social interaction during the pandemic, thereby contributing to worldwide efforts to encourage physical distancing. This effort will involve the longitudinal investigation of virtual reality usage and social-emotional wellbeing, which will lead to new insights for the design and development of technology-mediated support systems.

    With the COVID-19 pandemic continuing for months, significantly large fluctuations in the number of people getting infected are being observed. This has resulted in prolonged recommendations of social/physical distancing. For many, especially for people used to a socially active lifestyle, such extended social distancing leads to social isolation that adversely impacts mental health. To mitigate this, this project will enable the use of web-based VR for overcoming social isolation without endangering human health due to physical proximity. In this context, there is a distinct need to create engaging VR environments and shared activities that can be customized for different social groups. This project is divided into three phases: an immediate response to deploy and facilitate the use of online social virtual environments; medium-term activities to catalyze a broader community effort; and a long-term plan for ongoing support and empirical evaluation. In order to rapidly address the urgent need, the first phase will involve: (1) using a web-based infrastructure, creation of new VR environments and shared activities, and deploying and distributing them; (2) creation of onboarding procedures, tutorial videos, and public-facing documentation; and (3) outreach through news outlets and social media to promote their use as an alternative medium for social interaction during the pandemic. Over the medium-term, a broader community effort will be organized to create a diverse collection of user-generated content and shared activities, to maintain engagement over an extended period of time. To this end, surveys will be conducted to identify technical gaps, generate ideas for new scenarios and content, and establish guidelines for the community. The project will continue to support this community effort over the long term. Additionally, a longitudinal study will be conducted to evaluate the impact of virtual reality usage, social-emotional wellbeing, and physical distancing behaviors. Design guidelines and scientific results produced under this project will be widely disseminated to inform the design and development of future virtual reality technologies and applications.

    • Derek Hansen
      7:46 AM, 17 June 2020

      This project aims to serve the national interest by implementing educational simulations to improve career preparation among STEM students. There is a shortage of qualified workers in many STEM careers, including cybersecurity and data science. Although undergraduate education is a key step along the career pipeline, in-depth experiences such as internships often come too late and are challenging to scale up to large numbers of students whose skills are still developing. There is a need for authentic, scalable learning experiences that expose undergraduates to professional STEM practices. This project will examine how educational simulations can help undergraduate students understand and engage with STEM careers in a realistic and interdisciplinary context. The project aims to enhance the career awareness and skills of students in two areas of national interest: cybersecurity and crisis response. The project also aims to generate knowledge about how simulations can be used synergistically with traditional courses. The outcomes of the project have potential impact across the higher education spectrum and the K-12 environment.

      This project will use a new form of educational simulation called a Playable Case Study (PCS). In a PCS, players collaborate with each other and fictional characters in an authentic scenario using a multimedia interface supported by chatbots, videoconferencing, and interactive STEM tools. Players’ actions and decisions influence the unfolding narrative. The PCS will spawn in-class discussions to help students reflect on and gain more disciplinary understanding from their experience. Like other educational simulations, PCSs provide undergraduate students with a low-risk opportunity to experience professional STEM work that can be scaled up through technology to reach more students. The project will create and evaluate two PCSs focused on human-centered cybersecurity and crisis response. It will use a socio-cognitive approach, called expansive framing. Students will have the opportunity take ownership of their learning by framing problems in their own words. The project will combine design-based research and quasi-experimentation to answer three research questions: 1) How do PCSs support STEM learning, engagement, career awareness, and career intent; and how does this vary for different kinds of students? 2) How can a situated learning simulation (e.g., PCSs) be augmented by expansive framing to increase near and far transfer of STEM knowledge? 3) How can a simulation with an analytics engine and embedded assessments present meaningful student feedback about their interdisciplinary, team-based STEM work? The results of this project have the potential to improve STEM career pathways and will enhance understanding of how simulation can be effectively used in educational environments. This Engaged Student Learning project is supported by the NSF Improving Undergraduate STEM Education Program: Education and Human Resources (IUSE: EHR), which supports research and development projects to improve the effectiveness of STEM education for all undergraduate students. Through the Engaged Student Learning track, the program supports the creation, exploration, and implementation of promising practices and tools.

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