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Augmented Reality and Virtual Reality in Education and Research

MBARI and MBA interest

Focus of 2019 short EARTH workshop

Presenters:

  • Erika Woolsey – The Hydrous
  • Geraldine Fauville – Stanford
  • Katy Scott – MBA
  • Adam Merry and Craig Mink – MBA
  • Juliano Calil – MIIS

  • Outcome document:

And a few thoughts –

  • Looking forward to using the Google Cardboard camera to have students make their own 360, and combine with Tour Creator to have students research something and teach someone else using that tool
  • Would love to collaborate with NatGeoExp to make a VR game, and a lot of the comments that came up in this workshop would be helpful
  • Would love to test run educational materials from The Hydrous
  • A good reminder of the design process!
  • Looking forward to the whale fall photogrammetry
  • Sea level rise: each student can look closely at a small section of town where they are and share out
  • Using the distance education resources from the aquarium
  • Polar Play game in 3D or VR
  • Share these new tech ideas with the tech dept at school to get started

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2020-2021…. Well, you know

Technology has continued and AR/VR has continued to grow and develop – still not a huge focus on education but the seeds are there and are starting.

The Hydrous has completed the Immerse demo that they showed us in 2019 – and a second exploration called the AR Reef.

MBARI has acquired a stereoscopic camera and has started filming short segments as well as doing some mapping tocreate 3D images that can be explored – MBARI SketchFab

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KEY TAKEAWAYS

  • AR/VR technologies are a promising addition to the “edtech” space due to their immersive nature, ability to share information in new and engaging ways, and potential to offer virtual experiences that can mitigate barriers from cost or distance.
  • Although still in its early stages, there are many promising examples of this technology already in use in K-12, higher education, and teacher training. Applications range from STEM education and technical training to arts and humanities.
  • AR/VR can provide K-12 educators with interactive and engaging tools for classroom learning. These include libraries of immersive content, experiences for specific subjects or learning objectives, and tools for students with learning disabilities.
  • In higher education, AR/VR can help learners grasp abstract concepts and gain hands-on experience in low-risk virtual settings. This can enhance STEM courses, medical simulations, arts and humanities materials, and technical education.

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Oculus Quest Headsets

While the Oculus Quest has recently been overshadowed by the new Oculus Quest 2, the original Quest remains a massively popular option for standalone headsets.

The Quest follows on from the Oculus Go, the affordable, standalone device from Oculus released in 2018. Although the Go still has a place for those keen to try VR (or, more precisely 360-video) on a budget, the Quest is a massive step up in every way.

Oculus Cheat Sheet started in April 2020 – please feel free to update and edit

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Augmented Reality and Virtual Reality in Education and Research