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Think 3D is a workbook geared toward the educational space: Teachers, students, maker spaces, and programs looking to start teaching how to create for spatial computing such as Virtual Reality, Augmented Reality, and Mixed Reality. It’s rich in stories, experiences, information, and exercises targeted at the growing XR community.
 
Demands for XR are on the rise, and it’s challenging for companies to find people trained to do the work. This book helps bridge that gap. Universities and colleges need this workbook to support under-trained teachers. High schools need this book to support their students who are interested in exploring future opportunities. The training you’ll find inside specifically targets senior high school, higher education—both universities and technical colleges, vocational studies, and anyone looking to train into the evolving market for XR. 
 

 


The power to connect with the 3D world involves thinking in 3D and harnessing the emerging technologies and devices to build and embody our ideas. Thinking in 3D is a leap we all need to take to envision, create, and develop in this new world.

 

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1-800-565-5758

“We live in a multi-dimensional world so it’s time we explicitly taught our students to think that way. In science, mathematics, ADST (applied design skills and technology), visual arts and beyond students are required to work in multi-dimensions, often only using a reference that is in two dimensions - spatial thinking skills are critical.

Computer scientists and engineers need to be able to unleash their imaginations and work with designers to seamlessly incorporate input sensors, immersive interfaces, and haptic environments in order to blend virtual and physical worlds.  Beyond enabling new VR/AR experiences, breaking through the barriers and limitations of 2D representations will vastly improve models for simulation, data analytics and artificial intelligence (AI).”  Yvonne Coady, Professor, Computer Science, University of Victoria, PhD
 

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“In 3D, you have the possibilities of space so you don’t have to force the user to make decisions they might not want to. In 3D you can look at things from different angles, tilt to the side and view it. In 2D, there are so many options and modes that it is making people timid in use. But 3D just expands it enough that you have the potential of showing more information in a way that’s still coherent and matches what human cognition finds natural. Bringing in 3D gives the brain a fighting chance to keep up with the complexity if it is done well.  AR enables more of a window, enough UI to re-empower users. It is fundamental that UI gets better or else people will continually be disempowered. Therefore, it is so important to think of ways where 3D can come into play.”
Jaron Lanier, The Godfather of VR, Microsoft Office of the CTO, Prime Unifyi

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“Charla’s work is a much needed exploration of the opportunities for using 3D spatial computing in education. There is a growing body of educational research showing some powerful benefits to using XR technologies for learning and teaching, and they represent some of the most engaging educational technologies on the market. The research in this field suggests that there are some compelling affordances of these technologies to support the learning experience.

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When undertaken with effective instructional design, XR has the potential to improve content understanding, long-term memory retention, and physical task performance, and has been found to shift learning from an individual domain to a more social and public sphere, with potential improvements in student engagement, motivation, and collaboration. This book represents an important resource for using XR in the classroom, with a toolkit for how to get there.” 


James Rout, Associate Vice-President, Education Support and Innovation, BCIT
 

HOW THE BOOK WORKS

Each chapter is divided into sections that include both learning and doing.  

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First, you will explore the core concepts which are necessary for working in 3D.  

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Then you will test your comprehension through exercises and assessments.  

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The workbook sections are about your project - the 3D experience that you will design while working through this book. 

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Each chapter adds a new level of understanding and an additional step in creating your XR project. This framework will support your 3D thinking in the future. 

Included in each chapter
Clearly stated learning outcomes and goals 
Personal story about the section topic 
Outline and definition of that section’s main topic or concept 
Real-world examples of the concept 
Leader advice on creating for XR
Rules for the concept that you should use in building your designs and to challenge your work 

The Workbook  

  • Additional resources to dive deeper into the concepts.

  • Key terms from the chapter.

  • Short self-evaluations at the end of each chapter to test your comprehension of that chapter’s core concepts. 

  • Throughout this book, you will work on your own 3D design project from start to   finish, ensuring that you understand the entire process.

  • The workbook pages are there to help you through the process with thought starters, questions, exercises, and tips. 

  • There is space for you to write notes and add data, but you can use this space however you like. This is your place to think in 3D! 

  • Worksheets and grids are included to help you sketch out your ideas.

  • Over 100 graphics and visuals for the understanding the concepts. 

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****FOR USA CUSTOMERS

for now please call 1-800-565-5758

“Considering how quickly everything is evolving, it’s imperative to find new ways to train people. Think 3D needs to be a part of a designer’s training and should be taught in high schools and universities. It’s no longer enough to just be a 2D designer in this new world. It’s important to have a solid grounding in traditional schooling, but it needs to include a 3D perspective for success going forward.” Edoardo De martin, GM Dynamics 365 Mixed Reality Apps

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“As a workbook it offers practical exercises for shaping a vision of the promise of VR or AR into a practical plan. It distills the experience of an AR/VR pioneer, not as a set of nostrums, but a series of actions. The book does not guarantee success; no book or process could. But it does improve your odds of creating a successful new XR product. Take it to heart; use it, let it help you shape your vision. You and maybe all of us will be better for it.”
Dr. Dennis Wixon, Emeritus Professor, Interactive Media and Games Division, School of Cinematic Arts, University of Southern California. 

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“I encourage you to use this book as an opportunity to rethink how humans work with technology, using whatever projects you might be starting on.  You will benefit from all of the mistakes and breakthroughs we’ve had over the past near decade of actively designing and building in 3D and XR. And you have the opportunity to learn from Charla, who has always put customer over code, experiential learning over theory, and deep empathy over quick fixes–and who made this transition herself. She’s the guide you need.”  Lorraine Bardeen, VP and CTO Microsoft Global Industries

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