3D Creation: The LiDAR and Photogrammetry Experience
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Colorado Convention Center, Mile High Ballroom 1EF
Presenters


Session description
Purpose & objective
As we move towards the future of the metaverse, the necessity of creating 3D content is increasingly clear. 3D content will be the foundation of digital environments, and without 3D content, the metaverse would be little more than a 2D representation of the real world. As we continue to explore the potential of the metaverse, it is clear that creating 3D content creators is an essential skill for our students to build a rich and engaging virtual world.
Outline
Attendees will go through the full experience of scanning and designing augmented and virtual reality with 3D assets.
Station 1: Intro to LiDAR and Photogrammetry and NeRF.
Station 2: LiDAR & Photogrammetry Scanning
Station 3: AR & Merge Cube Integration
Station 4: WebXR View
Station 5: VR Headset View
Supporting research
Donally, J. (2021). The Immersive Classroom. ISTE INTL SOC FOR TECH IN.
Donally, J. (2018). Learning Transported. ISTE INTL SOC FOR TECH IN.
A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, link.galegroup.com/apps/doc/A488630753/GIC?u=uphoenix_uopx&xid=f3bbd63e. Accessed 29 Sept. 2017.
Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study
Author: Bargar, Dylan
Journal: International journal for service learning in engineering
Date: 10/01/2016
Session specifications
Tablet: iOS
Empowered Learner
- Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
- Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
- Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.