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Welcome to XR

  • Please sign in (sign in sheet is at the entrance)
  • Connect to Zoom https://zoom.us/my/nercomxr
    • Introduce yourself (name, role, affiliation, interest in and experience level with XR)
    • Use Zoom chat for back channel discussion throughout the workshop
  • Access the workshop material: https://bit.ly/2TbQKgw
  • Check out the demo table before we begin!

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Welcome & Introductions

Aura, Kristi and Plamen (joining us from Minnesota and moderating the backchannel

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Workshop Learning Outcomes

  • Distinguish between VR, AR, and MR approaches
  • Discuss the affordances and pedagogy of XR
  • Discuss examples of XR use in higher ed and their outcomes for learners
  • Identify potential challenges and needed support
  • Create an action plan for a project or ongoing learning

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Differentiating AR/VR/MR

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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?

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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

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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?

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Definitions of 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

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Augmented Reality Google Maps is coming... 2/11/2019 https://arstechnica.com/gadgets/2019/02/augmented-reality-google-maps-is-coming-starts-testing-in-private/

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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?

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Definition of 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.

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360 Video

Immersive or spherical video that enables the viewer to experience in all directions.

360 degree video is not XR by itself, but it is needed to create some VR experiences.

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XR Affordances & Pedagogies

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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

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Supported

Pedagogies

problem-based

project-based

game-based

collaborative �learning

simulation/role play

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?

?

?

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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:

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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) 

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VR/AR Web of Science research category clusters (last 5 years)

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/PMC6232426/, Published online 2018 Nov 6.

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Agenda - what’s next

  • Welcome
  • XR Overview
  • XR Learning Examples and Applications
  • XR Technology
  • XR Activities
  • Planning Activity
  • Wrap Up and Sharing

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