360 Video for Equitable Assessment and Instruction

Every semester, dozens of classes with hundreds of students in the dance department need their midterms and finals video-recorded. Faculty use the recordings to assess their students’ improvement, give feedback, grade their performances and form their pedagogical plans.  

The traditional method of recording dance performances includes placing a stationary camera at the edge of a room or theatre, never crossing the imaginary line of performance, the proscenium line, and hoping that the performers do not block each other. This has proven to be a problem for equitable assessment. It is impossible to record every performer equally as it is easy for performers to go out of focus, block each other or not be correctly lit.  

Continue Reading

HoloLens Development Happening Here at Towson

Image of class 4 Excimer Gas Laser One application that has the most potential for the HoloLens and similar Mixed Reality devices is their use in training. Despite this great potential, the biggest concern about the HoloLens is that it may not have enough software developed for it to make it as useful as it could be. Here in Towson Michael Bachman is overseeing a group of Information Technology students who are developing a capstone project that looks to take advantage of this application of Mixed Reality while helping to address the concerns. They are doing this by developing an application for the HoloLens that will help with training for the operation of a specific device. While the training will be for a very specific audience there is a real necessity for this training from the university. Continue Reading

Spherical Cameras 101

Spherical cameras (also referred to as 360-degree or omnidirectional cameras) use one or more ultra wide-angle lenses to capture all surrounding light and produce spherical photos and videos. The resulting media can be viewed on a flat screen or with a virtual reality (VR) headset. While viewing on a smartphone or computer screen with a compatible player (YouTube, Facebook, etc.), you can drag the image in any direction to change your point of view (example). When wearing a VR headset (Oculus Rift, Google Cardboard, etc.) you can “immerse” yourself in the media, viewing different areas of the recording as you move your head or body.

Continue Reading