WellesleyWeston Magazine

SPRING 2017

Launched in 2005, WellesleyWeston Magazine is a quarterly publication tailored to Wellesley and Weston residents and edited to enrich the experience of living in two of Massachusetts' most desirable communities.

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willing to slap on a goofy-looking headset into a virtual batting cage alongside David "Big Papi" Ortiz or to face pitcher David Price. This technology, which fans can also check out at Fenway Park, might have been the first real public use of VR in town, and judging from the steady line of people trying it out, the public is intrigued. This same underlying technology has been adopted by Six Flags in western Massachusetts this year to makes its Superman roller coaster ride even more thrilling. It was the aforementioned Google Cardboard that intro- duced Wellesley sisters Gigi and Mimi Celi, and fellow 7th grader Hannah Kreiss, to the world of virtual reality. The Celi sisters say their dad, John, bought a Cardboard viewer because it looked like fun, and, indeed, the girls have used it to travel virtually around the world via Google StreetView, checking out Paris, Jamaica, and Rio, among other places, as well as riding on virtual roller coasters. Kreiss received a Cardboard viewer from her grandfather, who got it as part of a New York Times journalism experiment. "It's a fun thing to pick up because I have the apps on my iPhone, so I never forget about it," says Kreiss, whose brother also now has one. 'Making the Invisible Visible' While the girls say technology companies still have kinks to work out of VR, which can be blurry or grainy at times and even cause headaches, they say it also has promise as an educational tool. "There's a high possibility of using it in social studies if teachers want to show what it's like in other countries or in science if they want to show something in space," Gigi says. Orit Shaer, an associate professor of computer science at Wellesley College, has high hopes for AR and VR in education, too. "We will see AR and VR integrated into both formal (e.g., schools) and informal (e.g., libraries, museums, afterschool programs) learning Virtual and Augmented Reality 124 W e l l e s l e y W e s t o n M a g a z i n e | s p r i n g 2 0 1 7 Augmented Reality Blurs lines between real and digital environments, layering digital information over reality, such as in the Pokémon GO mobile game. AR M E D I A B A K E R Y 1 2 3 4 5 6 7 8 9 + 0 Ð

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