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Exploring 360º Spherical Video as A Teaching Tool: Insights and Lessons Learned

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Educators, researchers and design teams continue to look for innovative solutions for online learning environments to better support lab-based and field-based instruction. The emergence of “affordable” interactive 360 video, VR technologies and production processes has given way to a new approach for capturing real-world situations, expert demonstrations and delivery of instructional content. With this technology, students can observe (visually, audibly) a recorded situation while retaining the ability to look around in any direction via mouse, touch pad, mobile device, Google Cardboard or other HMDs (head mounted displays).

The Instructional Innovations Services group with NC State's Distance Education and Learning Technology Applications (DELTA) department has partnered across campus with departments to continue the land grant mission to transform educational experiences and develop innovative technologies and pedagogies to solve instructional challenges. We believe 360º video and VR provides interactions and methods for presenting instructional content that differs from traditional video and may result in a measurable impact on student success.

http://delta.ncsu.edu

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Exploring 360º Spherical Video as A Teaching Tool: Insights and Lessons Learned

  1. 1. Exploring 360º Spherical Video as A Teaching Tool Insights & Lessons Learned Mike Cuales Creative Director, New Media Development Cathi Dunnagan Lead Instructional Designer, Instructional Innovation Services Bethanne Tobey Lead Instructional Designer, FBNS
  2. 2. Virtual Reality (VR) “an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment.” "Virtual Reality." Merriam-Webster.com. Merriam-Webster, n.d. Web. 13 Oct. 2015. <http://www.merriam- webster.com/dictionary/virtual reality>.
  3. 3. Then... circa 1962
  4. 4. Then... and Now circa 1962 2015
  5. 5. 360 Video / VR & Edu “Virtual learning through a VR system could open up a new window of opportunity for STEM education, difficult and often mundane content to be presented in a new and exciting way.” - Forbes 2014
  6. 6. ! 360 Video / VR & Edu Source: uploadvr.com September 2015
  7. 7. An Early Adopter (2013)
  8. 8. Graduate Student Help! “The emergence of “affordable”, high-quality 360 video technologies and production process has given way to a new approach for capturing real- world situations, expert demonstrations and delivery of instructional content... We believe this interaction and method for presenting instructional content differs from traditional video and may result in a measurable impact on student success.” - Ben Scott
  9. 9. Production [capture]
  10. 10. Production [software / post]
  11. 11. Production [distribution]
  12. 12. Food, Bioprocessing & Nutrition Sciences
  13. 13. ● Improve competencies and behavioral outcomes ● Impart new skills and/or behavior changes in the agricultural workforce ● Simulate real world experiential learning and assessment activities https://youtu.be/VFjPawoEkYo
  14. 14. http://issdev.delta.ncsu.edu/bscott/hc_6.html
  15. 15. (Electronic Field-based Interactive Rx-fire Experience) Courtesy of Ben Scott Photography
  16. 16. http://go.ncsu.edu/eFIRE
  17. 17. ● Teach landowners about prescribed fire applications, techniques and safety ● Reinforce conservation benefits and prepare landowners to conduct a burn 360° Video via Littlstar
  18. 18. Organic Chemistry Lab Observation
  19. 19. ● Supplement traditional video capture ● Assess TA / Student interaction ● Observe movement flow within the lab ● Deliver captioned 360° Video via YouTube
  20. 20. NTR 420 Community Nutrition
  21. 21. placeholder for nutrition ● Prepare student instructors before they engage in teaching K-12 community participants NTR 420 Community Nutrition
  22. 22. placeholder for LAR LAR Landscape Architecture ● Display and augment student landscape design renderings of existing landscape
  23. 23. Where Do I Start? Ricoh Theta S + YouTube + Google Cardboard = : )
  24. 24. DIY and Makerspaces
  25. 25. What’s Next? [gear] ● Oculus, GearVR, Playstation VR, FOVE, HTC VIVE ● Ricoh Theta, Kodak SP360 ● Motion control (Leap Motion) ● Augmented Reality (Hololens) ● Binaural Audio (360º Sound) ● Electroencephalography (EEG)
  26. 26. What’s Next? [software dev / post] ● Unity 3D + Maya for Augmented Virtual Reality (AVR) ● Nuke, Unreal Engine 4 ● Live 360 video capture ● Hotspots and branching ● Augmented Reality ● iOS / Android App Dev ● Google Cardboard SDK ● Analytics
  27. 27. Other Stuff? (the wish list)
  28. 28. Mike Cuales mpcuales@ncsu.edu Cathi Dunnagan clphilli@ncsu.edu Bethanne Toby bwtobey@ncsu.edu

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