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SUNY Delhi - Virtual Reality Since Open Source

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SUNY Delhi - Virtual Reality Since Open Source

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Highlights the work of Dr. Eileen O'Connor in virtual reality, particularly since the movement to open source environments, which has lowered the cost of entry for students. These slides were presented in a conference at SUNY Delhi in January 2015.

Highlights the work of Dr. Eileen O'Connor in virtual reality, particularly since the movement to open source environments, which has lowered the cost of entry for students. These slides were presented in a conference at SUNY Delhi in January 2015.

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SUNY Delhi - Virtual Reality Since Open Source

  1. 1. Using virtual reality to create both learning environments and online communities  The presentation will demonstrate ways this instructor has used virtual reality (starting with Second Life and migrating to open source) to create a safe, inviting learning environment. She will give general examples that could apply to various courses or departments and she will bring forth her own examples from teacher education and from instructional technologies. Some video clips will be included to illustrate the type of interactions that are possible and information on the cost and feasibility of such a venture will be considered as well. Eileen O’Connor, Ph.D. - Empire State College eileen.oconnor@esc.edu Pictorial overview in conjunction with presentation – January 2015 My apps VP 1st time Open sourc e Fall links Fall pix Other apps
  2. 2. My apps VP 1st time Open source Fall links Fall pix Other apps
  3. 3. Why Virtual Reality? Community building Collaboration Study / simulations / visits Creation / programming Education & conceptual frameworks abound – motivation, constructivism, “authentic learning,” community of practice, assessment, analytics, evaluation, learning goals, objectives, outcome, simulations, Piaget, Vygotsky, dual coding, digital natives, scaffolding, training, project-based learning, problem-based learning, 21st century approaches, immersive experiences
  4. 4. Ways to procure your own virtual experiences Virtual Usage Approaches (join communities) Second Life / Active Worlds / other providers Rent islands Get advanced avatar w/ small land Sharecrop / field trips Or, get Open Source (code from SL) Stand alone or hypergrid Types of viewers Try on your computer My apps VP 1st time Open sourc e Fall links Fall pix Other apps
  5. 5. Various platforms today http://en.wikipedia.org/wiki/OpenSimulator http://opensimulator.org/wiki/Main_Page
  6. 6. New providers are emerging; lower cost but stability? http://www.kitely.com/ http://www.dreamlandmetaverse.com/
  7. 7. Joining community groups http://www.avacon.org/blog/ My apps VP 1st time Open sourc e Fall links Fall pix Other apps
  8. 8. More “world” providers are becoming available quickly; look at the HyperGrid Business for upcoming ideas http://www.hypergridbusiness.com/
  9. 9. Example from the Sept 2013 conference My apps VP 1st time Open sourc e Fall links Fall pix Other apps
  10. 10. My pathways into virtual  Initial motivation – to create an education platform that could have the potential for intrinsically motivating experiences that could be shared across geography for K12 STEM (science, technology, engineering, mathematics)  If World of Warcraft has their minds, why can’t we?  To bring in pre-service teachers  Many applications emerged  To start other virtual reality developers K12 Teacher Ed Virtual developers
  11. 11. SER/VE Begins My apps VP 1st time Open source Fall links Fall pix Other apps
  12. 12. My apps VP 1st time Open source Fall links Fall pix Other apps
  13. 13. My apps VP 1st time Open source Fall links Fall pix Other apps
  14. 14. My sabbatical too – healthcare simulation for middle school instruction/ work w/ Africa – private island My apps VP 1st time Open source Fall links Fall pix Other apps
  15. 15. Finally in spring 2014. . .  I began teaching a class on working & designing in virtual reality  For the MALET program (Master of Arts in Learning and Emerging Technology) at Empire State College  Students are now creating / designing amazing new virtual spaces  Most are using some original design and some purchased items  Using ESC island  Students developed focused, targeted areas of interest My apps VP 1st time Open sourc e Fall links Fall pix Other apps
  16. 16. Virtual – artistic & musical creation
  17. 17. Virtual – dorm management - meetings & classroom
  18. 18. Virtual – learning by doing / trampoline
  19. 19. Virtual classroom created by student – used as an ag-tech meeting space
  20. 20. But then things changed as the next class came: The islands in SL were too small – not enough space for students to develop their own work So, we moved to new venues . . . which changed us from limited use to virtual development and design My apps VP 1st time Open source Fall links Fall pix Other apps
  21. 21. What changes has open source allowed? • A larger, more cohesive framework for complex designs • A location where students could have ownership and control over an entire process / learning by reading, watching, doing, testing, sharing • A framework that allowed students to develop projects for others beyond themselves and their direct work /school experience • Greater sophistication in the work that emerged – from limited applications/all move towards things they would like to see that were not feasible in their current environment/students came with expertise and content areas • A more comprehensive and applied understanding of a complete learning environment • Freed from the constraints of “reality” – but held to a standard of sense- making, application, quality • Something that could be saved and used later – entire island downloads
  22. 22. Why Virtual Reality? Community building Collaboration Study / simulations / visits Creation / programming Education & conceptual frameworks abound – motivation, constructivism, “authentic learning,” community of practice, assessment, analytics, evaluation, learning goals, objectives, outcome, simulations, Piaget, Vygotsky, dual coding, digital natives, scaffolding, training, project-based learning, problem-based learning, 21st century approaches, immersive experiences
  23. 23. Why virtual? And, what can you REALLY do? • Students could now develop an entire “concept” for an education / communication / interaction environment • The bi-weekly meeting were about real events and designs – not just simple widgets and whirly-gigs • Students visited and share each others design ideas • Students could envision an entire process or project – and create a starting point that they could continue to develop Design, immersion & conceptual framing became a reality
  24. 24. ESC – MALET had a booth at the 2014 conference
  25. 25. What was the process of learning & community building? – working together in comfortable settings • Meeting and sharing • Ideas / technologies eventually, articulating a large and visionary instructional purpose within the space • Framing theoretical papers were produced by each student • Work in progress and “homework” via video (Screencast-o-matic)
  26. 26. Working within the individual students ideas and conceptualization / visiting their works-in-progress – not just the once-removed, abstraction of writing • Moving toward pilots and learner testing in the second course
  27. 27. Visiting each others “visualizations” and the approaches & skills they were developing
  28. 28. Fascinating projects emerged – the experience, talents, desires of the students emerged And, all of these could be saved onto their computer at the end of the semester for later implementation
  29. 29. Meeting and visiting – again, learning from a “reality” of a students’ thinking – not just talk and/or text • Collaborations among the students • One student even choose to “officially” tutor other students - https://www.youtube.com/watch?v=RhmnGi-8VxI&feature=youtu.be • Another student brought an entire class to her island
  30. 30. Examples -- students sharing their work • Virtual tutoring - https://www.youtube.com/watch?v=RhmnGi-8VxI&feature=youtu.be • ELL / ESOL (English learners) support – https://www.youtube.com/watch?v=0bk7kUlfOkI • Healthcare training - https://www.youtube.com/watch?v=lDRDMMUZ2sw • Art teaching & design - https://www.youtube.com/watch?v=36RrsY9aiuM • Video Production - https://www.youtube.com/watch?v=kfpWLVImKUc&feature=youtu.be • Conference Planning - https://www.youtube.com/watch?v=1yBI0bIGBto • Theater set design - https://www.youtube.com/watch?v=0JBp4rMIoXo • Biology for middle school - https://www.youtube.com/watch?v=aEML-r94xwo • A science lesson built within a complex island design framework - https://www.youtube.com/watch?v=kiNzhaM7siI My apps VP 1st time Open source Fall links Fall pix Other apps
  31. 31. Ways to procure virtual experiences Virtual Usage Approaches (join communities) Second Life / Active Worlds / other providers Rent islands Get advanced avatar w/ small land Sharecrop / field trips Or, get Open Source (code from SL) Stand alone or hypergrid Types of viewers Try on your computer
  32. 32. Learn video in studio settings or in natural setting– the “live” instruction & meetings will be centered hereMy apps VP 1st time Open source Fall links Fall pix Other apps
  33. 33. A hospital training department is investigating the use of virtual reality as a training site for the ongoing and 24/7 instructional needs . . . without adding more physical space
  34. 34. VP2 student tutors VP1 student – and shares his work via a taped sessions – a “digital native” at work
  35. 35. English language learners start with safe and then expansive experiences
  36. 36. - https://www.youtube.com/watch?v=0JBp4rMIoXo High school students can make and test theater sets thus learning set design and collaboration skills in a low cost yet highly flexible virtual environment
  37. 37. https://www.youtube.com/watch?v=36RrsY9aiuM Artist and art students can come to learn, experience and develop virtual creations that they can bring to fabricators later; they can begin to understand art exhibitions too
  38. 38. https://www.youtube.com/watch?v=1yBI0bIGBto This spearheaded the creation of an exhibit booth at a virtual conference on virtual reality – she brought us to the conference, and got us great publicity too
  39. 39. https://www.youtube.com/watch?v=aEML-r94xwo Middle school students (in an after school program) can come to a fun & informative cell biology simulations – with simulations, tutorials, and prizes
  40. 40. A VP2 student brings a class to her Creative Center
  41. 41. Securing a VR space Create / acquire Second Life Open Sim Visit SUNY Other island Borrow Eileen.oconnor@esc.edu
  42. 42. Example places – student visits • See some Second Life locations that students reported
  43. 43. My apps VP 1st time Open source Fall links Fall pix Other apps
  44. 44. Cultural location
  45. 45. Book Island
  46. 46. Ancient locations
  47. 47. Steampunk / machines

Editor's Notes

  • The presentation will demonstrate ways this instructor has used virtual reality (starting with Second Life and migrating to open source options) to create a safe, inviting learning environment. She will give general examples that could apply to various courses or departments and she will bring forth her own examples from teacher education and from instructional technologies. Some video clips will be included to illustrate the type of interactions that are possible and information on the cost and feasibility of such a venture will be considered as well.
  • The field of virtual reality was initially limited to virtual providers – Second Life and Active Worlds being the key players. When Second Life opened the source code to developers, many new options began to emerge. You can now (with some talent, drive, and tolerance for testing-environments) develop your own virtual worlds that could simply reside on your own computer or could be networked to an audience that you invite. You now run into more choices if you are running your own virtual realities.
  • These new vendors are making it easier to create your own islands, without having the heavy burden of knowing your own coding
  • http://www.hypergridbusiness.com/ is a must-have resource if you want to gain your own basic and easy applications through the help of the growing hypergrid / virtual-reality community.
  • Students, peer reviewers, and judges – presented at SUNY conferences ; listen to the conversations

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