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XR mission possible


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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

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XR mission possible

  1. 1. XR Preconference Workshop: Monday, March 18 | 1:00p.m. - 5:00p.m. ET | Room 553 XR: Mission Possible NERCOMP Annual Conference 2019
  2. 2. XR Welcome to 1. Please sign in (sign in sheet is at the entrance) 2. Connect to Zoom 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: 4. Check out the demo table before we begin! XR!
  3. 3. XRXR Welcome and Introductions Joining us from Minnesota and moderating the backchannel, Plamen Miltenoff!
  4. 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. 5. XR XR Overview Aura Lippincott & Kristi Newgarden
  6. 6. XRXR Differentiating AR/VR/MR
  7. 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. 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 reality.html
  9. 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. 10. XR Augmented Reality HYPER-REALITY by Keiichi Matsuda watch full video here 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. 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 ..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 . Augmented Reality Google Maps is coming... 2/11/2019 mented-reality-google-maps-is-coming-starts- testing-in-private/
  12. 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. 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.
  14. 14. XRXR XR Affordances and Pedagogies
  15. 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
  16. 16. XR Supported Pedagogies
  17. 17. XR Does it work in higher ed? Source: 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. 18. XR Chart: summary of findings from XR Effectiveness Studies bibliography. See Effectiveness studies Bloom’s Learning Domains Affective domain (Feelings, attitudes) Cognitive domain (Thinking, knowledge) Psychomotor domain (Manual or physical skills)
  19. 19. XR Figure 1. The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature. 232426/, Published online 2018 Nov 6. VR/AR Web of Science research category clusters (last 5 years)
  20. 20. XR Please contact us for more info, collaboration... ● Dan Getz, Immersive Experiences Consultant, Pennsylvania State University, ● Randall Rode, Director of Campus IT Partner Relationships and Development, Yale University, ● Jonathan Moore, MIS Academic Director/Manager of OPIM Innovate Initiative, University of Connecticut, ● Tara Watrous, Girls for Technology, ● Plamen Miltenoff, Ph.D., Professor, Information Specialist, InforMedia Services, Saint Cloud State University, E ● Mark Gill, Director SCSU VizLab, Saint Cloud State University, ● Aura Lippincott, Instructional Designer, Western Connecticut State University, ● Kristi Newgarden, Ph.D., Assistant Director of Instructional Design, Charter Oak State College,
  21. 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