By now everyone has heard about Virtual Reality games. We are at the beginning of a new era where people are immersed into virtual worlds and they get to be or do anything they wish. Now is the time to start making virtual reality games. This is what this course will teach you. Whether you have no experience making games with Unity or you are a seasoned developer, this course will get you up and running in no time. You will be shown how to start making VR games from scratch and publish them in the Apple app store and Google Play store.
By 2020, 25% of the American workforce will be over the age of 55 and approaching retirement, a phenomenon becoming known as the Silver Tsunami. While this could create a shortage of skilled workers in a number of fields including electric utilities, telecommunications, and manufacturing, augmented reality (AR) is poised not only to address issues faced by our aging workforce, but to fundamentality increase productivity by changing how all employees are trained in the future. In 2016, U.S. companies across industries spent nearly $1,000 in training per employee, largely delivered in traditional formats like classroom-based seminars and classes, and even online training modules that mimic that experience. This kind of learning has suited people's needs for centuries, particularly when learning was thought of as memorization with many cultures celebrating those who could recite long texts with exceptional rote skills. But as the breadth of human knowledge expanded, learning paradigms have changed with the works of John Dewey and others who recognized that understanding why information is important and how it relates to our world is true learning--and should be the goal.
A major benefit of educational robotics is its hands-on nature. This makes the learning process more compelling for most students, and underscores the connection between science, technology, engineering, and math (STEM) theory and physical reality. Educational haptics takes this premise a step further: haptic devices that provide force and tactile feedback to the student are programmed to generate physical interactions that improve student intuition for STEM subjects. Haptic devices also emphasize the need for interdisciplinary robotics education, and can inspire even very young students to enter STEM fields. In this paper, a variety of methods used by Johns Hopkins University researchers to incorporate haptic devices and simulations into undergraduate, graduate, and grade school curricula are reported.