A four hour workshop on eXtended Reality: Virtual Reality, Augmented Reality, Mixed Reality in academia for Instructional Designers and others interested in setting up services and projects involving these technologies
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!
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
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
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)
Brief presentation will focus on defining/differentiating AR/MR/VR and emerging immersive pedagogies
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)
Research points to skill and knowledge acquisition, affective domain and learner motivation impacts of XR in the curriculum.