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XR
Preconference Workshop: Monday, March 18 | 1:00p.m. - 5:00p.m. ET | Room 553
XR: Mission Possible
NERCOMP Annual Conference 2019
XR
Welcome to
1. Please sign in (sign in sheet is at the entrance)
2. Connect to Zoom https://zoom.us/my/nercomxr
a. Introduce yourself (name, role, affiliation, interest in and experience level with XR)
b. Use Zoom chat for back channel discussion throughout the workshop
3. Access the workshop material: https://bit.ly/2TbQKgw
4. Check out the demo table before we begin!
XR!
XRXR
Welcome and Introductions
Joining us from Minnesota and moderating the
backchannel,
Plamen Miltenoff!
https://zoom.us/my/nercomxr
XR
Workshop Learning Outcomes
● Distinguish between VR, AR, and MR approaches
● Discuss examples of XR use in higher ed and their outcomes for learners
● Discuss the pedagogy of XR
● Identify potential challenges and needed support
● Create an action plan for a project or ongoing learning
XR
XR Overview
Aura Lippincott & Kristi Newgarden
XRXR
Differentiating AR/VR/MR
XR
Virtual Reality
While you are watching the
video, share your
impressions and reactions in
the Zoom chat.
Do you see the utility of this
technology in your work or at
your institution?
XR
A definition of VR
A three-dimensional, computer generated environment which can be explored and
interacted with by a person. That person becomes part of this virtual world or is
immersed within this environment and while there, is able to manipulate objects or
perform a series of actions.
from Virtual Reality Society https://www.vrs.org.uk/virtual-reality/what-is-virtual-
reality.html
XR
360 Video
Immersive or spherical video that enables the viewer to experience in all
directions.
● NY Times daily 360
● National Geographic 360
● SCSU library orientation
360 degree video is not XR by itself, but it is needed to create some VR
experiences.
XR
Augmented
Reality
HYPER-REALITY by Keiichi Matsuda watch full video here https://www.youtube.com/watch?v=YJg02ivYzSs
While you are watching,
share your
impressions/reactions in
the Zoom chat.
Do you see the utility of
AR in your work or at
your institution?
XR
What is AR?
The real-time use of information in the form of text, graphics, audio and
other virtual enhancements integrated with real-world objects. It is this
“real world” element that differentiates AR from virtual reality.
From https://www.gartner.com/it-glossary/augmented-reality-ar/
..can be described as experiencing the real world with an overlay of
additional computer generated content.
From 7 Things...Augmented Reality, Virtual Reality, and Mixed Reality
https://library.educause.edu/-/media/files/library/2017/10/eli7149.pdf
.
Augmented Reality Google Maps is
coming... 2/11/2019
https://arstechnica.com/gadgets/2019/02/aug
mented-reality-google-maps-is-coming-starts-
testing-in-private/
XR
Mixed Reality
While you are watching,
share your
impressions/reactions in
the Zoom chat.
Do you see the utility of
MR in your work or at
your institution?
XR
What is MR
Milgram and Kishino define Mixed Reality as “..a particular subclass of
VR related technologies that involve the merging of real and virtual
worlds.” More specifically, they say that MR involves the blending of real
and virtual worlds somewhere along the “reality-virtuality continuum” (RV)
which connects completely real environments to completely virtual ones.
https://medium.com/@marknb00/what-is-mixed-reality-60e5cc284330
XRXR
XR Affordances and Pedagogies
XR
Comparing the Educational Affordances of VR, AR & MR
Affordance VR AR MR
Mirroring of “real” world settings
Extension/augmentation of present environment
Embodied interaction with objects
Learner agency
Multimodality of information (voice, text, haptics)
Immediacy of feedback ? ?
Coaction with others (real or virtual)
Co-presence with other learners
XR
Supported Pedagogies
XR
Does it work in higher ed?
Source: Can AR/VR Improve Learning? Integrating Extended Reality Into Academic Programs #DLNchat
https://www.edsurge.com/news/2018-07-19-can-ar-vr-improve-learning-integrating-extended-reality-into-academic-programs-dlnchat
“Previously, our pedagogical vision
was outpacing the technological
capacity; I think the technology has not
only caught up, but surpassed our
pedagogical vision. We're going to
need to play catch up.”
Two guiding questions: “What
educational activities lend themselves
to the use of 3D technologies? And
what are the most effective 3D
technologies for various learning
goals?”
Christopher Brooks, director of research for EDUCAUSE:
XR
Chart: summary of
findings from XR
Effectiveness Studies
bibliography. See
https://bit.ly/2TbQKgw
Effectiveness
studies
Bloom’s Learning
Domains
Affective domain
(Feelings, attitudes)
Cognitive domain
(Thinking, knowledge)
Psychomotor
domain (Manual or
physical skills)
XR
Figure 1. The Past, Present, and Future of
Virtual and Augmented Reality Research: A
Network and Cluster Analysis of the Literature.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6
232426/, Published online 2018 Nov 6.
VR/AR Web of
Science research
category clusters
(last 5 years)
XR
Please contact us for more info, collaboration...
● Dan Getz, Immersive Experiences Consultant, Pennsylvania State University, dag5084@psu.edu
● Randall Rode, Director of Campus IT Partner Relationships and Development, Yale University,
randall.rode@yale.edu
● Jonathan Moore, MIS Academic Director/Manager of OPIM Innovate Initiative, University of Connecticut,
jonathan.a.moore@uconn.edu
● Tara Watrous, Girls for Technology, tara.watrous@uconn.edu
● Plamen Miltenoff, Ph.D., Professor, Information Specialist, InforMedia Services, Saint Cloud State
University, E pmiltenoff@stcloudstate.edu
● Mark Gill, Director SCSU VizLab, Saint Cloud State University, mcgill@stcloudstate.edu
● Aura Lippincott, Instructional Designer, Western Connecticut State University, lippincotta@wcsu.edu
● Kristi Newgarden, Ph.D., Assistant Director of Instructional Design, Charter Oak State College,
knewgarden@charteroak.edu
XR
Agenda - what’s next
● Welcome, Introductions, and XR Overview slides
● XR Learning Examples and Applications
● XR Technology
● XR Activities
● Planning Activity
● Wrap Up and Sharing

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XR mission possible

  • 1. XR Preconference Workshop: Monday, March 18 | 1:00p.m. - 5:00p.m. ET | Room 553 XR: Mission Possible NERCOMP Annual Conference 2019
  • 2. XR Welcome to 1. Please sign in (sign in sheet is at the entrance) 2. Connect to Zoom https://zoom.us/my/nercomxr a. Introduce yourself (name, role, affiliation, interest in and experience level with XR) b. Use Zoom chat for back channel discussion throughout the workshop 3. Access the workshop material: https://bit.ly/2TbQKgw 4. Check out the demo table before we begin! XR!
  • 3. XRXR Welcome and Introductions Joining us from Minnesota and moderating the backchannel, Plamen Miltenoff! https://zoom.us/my/nercomxr
  • 4. XR Workshop Learning Outcomes ● Distinguish between VR, AR, and MR approaches ● Discuss examples of XR use in higher ed and their outcomes for learners ● Discuss the pedagogy of XR ● Identify potential challenges and needed support ● Create an action plan for a project or ongoing learning
  • 5. XR XR Overview Aura Lippincott & Kristi Newgarden
  • 7. XR Virtual Reality While you are watching the video, share your impressions and reactions in the Zoom chat. Do you see the utility of this technology in your work or at your institution?
  • 8. XR A definition of VR A three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and while there, is able to manipulate objects or perform a series of actions. from Virtual Reality Society https://www.vrs.org.uk/virtual-reality/what-is-virtual- reality.html
  • 9. XR 360 Video Immersive or spherical video that enables the viewer to experience in all directions. ● NY Times daily 360 ● National Geographic 360 ● SCSU library orientation 360 degree video is not XR by itself, but it is needed to create some VR experiences.
  • 10. XR Augmented Reality HYPER-REALITY by Keiichi Matsuda watch full video here https://www.youtube.com/watch?v=YJg02ivYzSs While you are watching, share your impressions/reactions in the Zoom chat. Do you see the utility of AR in your work or at your institution?
  • 11. XR What is AR? The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects. It is this “real world” element that differentiates AR from virtual reality. From https://www.gartner.com/it-glossary/augmented-reality-ar/ ..can be described as experiencing the real world with an overlay of additional computer generated content. From 7 Things...Augmented Reality, Virtual Reality, and Mixed Reality https://library.educause.edu/-/media/files/library/2017/10/eli7149.pdf . Augmented Reality Google Maps is coming... 2/11/2019 https://arstechnica.com/gadgets/2019/02/aug mented-reality-google-maps-is-coming-starts- testing-in-private/
  • 12. XR Mixed Reality While you are watching, share your impressions/reactions in the Zoom chat. Do you see the utility of MR in your work or at your institution?
  • 13. XR What is MR Milgram and Kishino define Mixed Reality as “..a particular subclass of VR related technologies that involve the merging of real and virtual worlds.” More specifically, they say that MR involves the blending of real and virtual worlds somewhere along the “reality-virtuality continuum” (RV) which connects completely real environments to completely virtual ones. https://medium.com/@marknb00/what-is-mixed-reality-60e5cc284330
  • 15. XR Comparing the Educational Affordances of VR, AR & MR Affordance VR AR MR Mirroring of “real” world settings Extension/augmentation of present environment Embodied interaction with objects Learner agency Multimodality of information (voice, text, haptics) Immediacy of feedback ? ? Coaction with others (real or virtual) Co-presence with other learners
  • 17. XR Does it work in higher ed? Source: Can AR/VR Improve Learning? Integrating Extended Reality Into Academic Programs #DLNchat https://www.edsurge.com/news/2018-07-19-can-ar-vr-improve-learning-integrating-extended-reality-into-academic-programs-dlnchat “Previously, our pedagogical vision was outpacing the technological capacity; I think the technology has not only caught up, but surpassed our pedagogical vision. We're going to need to play catch up.” Two guiding questions: “What educational activities lend themselves to the use of 3D technologies? And what are the most effective 3D technologies for various learning goals?” Christopher Brooks, director of research for EDUCAUSE:
  • 18. XR Chart: summary of findings from XR Effectiveness Studies bibliography. See https://bit.ly/2TbQKgw Effectiveness studies Bloom’s Learning Domains Affective domain (Feelings, attitudes) Cognitive domain (Thinking, knowledge) Psychomotor domain (Manual or physical skills)
  • 19. XR Figure 1. The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6 232426/, Published online 2018 Nov 6. VR/AR Web of Science research category clusters (last 5 years)
  • 20. XR Please contact us for more info, collaboration... ● Dan Getz, Immersive Experiences Consultant, Pennsylvania State University, dag5084@psu.edu ● Randall Rode, Director of Campus IT Partner Relationships and Development, Yale University, randall.rode@yale.edu ● Jonathan Moore, MIS Academic Director/Manager of OPIM Innovate Initiative, University of Connecticut, jonathan.a.moore@uconn.edu ● Tara Watrous, Girls for Technology, tara.watrous@uconn.edu ● Plamen Miltenoff, Ph.D., Professor, Information Specialist, InforMedia Services, Saint Cloud State University, E pmiltenoff@stcloudstate.edu ● Mark Gill, Director SCSU VizLab, Saint Cloud State University, mcgill@stcloudstate.edu ● Aura Lippincott, Instructional Designer, Western Connecticut State University, lippincotta@wcsu.edu ● Kristi Newgarden, Ph.D., Assistant Director of Instructional Design, Charter Oak State College, knewgarden@charteroak.edu
  • 21. XR Agenda - what’s next ● Welcome, Introductions, and XR Overview slides ● XR Learning Examples and Applications ● XR Technology ● XR Activities ● Planning Activity ● Wrap Up and Sharing

Editor's Notes

  1. Aura’s interests: XR on a shoestring (leveraging the affordances of XR with few resources); the “instructional design” of XR experiences (applying the methodologies of ID to the design of XR learning experiences); “buy” versus “build” XR experiences (XR as curated instructional resources); Campus collaboration opportunities (faculty, ID, IT, media, students crossing siloes to make XR happen)
  2. Brief presentation will focus on defining/differentiating AR/MR/VR and emerging immersive pedagogies
  3. Three examples of VR: 1. Seniors Trying VR for the First Time (shows the amazement, frustration and fear that are part of being in VR), 2. Second Language Learning in VR (shows both immediacy of feedback and limitations on feedback) and 3. VR for Distance Learning (shows use of a commercial VR education and training platform designed to provide immersive experiences in distance learning courses) Full clip links: Seniors Try VR for the First TIme (YouTube), Learning Languages in VR with Mondly (YouTube), This is Real - Immersive VR Educaiton (YouTube)
  4. Research points to skill and knowledge acquisition, affective domain and learner motivation impacts of XR in the curriculum.