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Research and innovation opportunities occur at
the interface of, or the interaction between,
two or more areas or issues of interest…
https://deepgreenpermaculture.com/permaculture/permaculture-design-principles/10-edge-effect
∞Nature
∞Impacts &
Benefits
∞Generation Alpha
Teleportation
VIRTUAL TOURISM
A Time Machine
Presence
Presence is a shortened term for telepresence and was first introduced by
Minsky, M. (1980). Telepresence. Omni 2, 45–51.
Presence is defined as the sense of being in a mediated environment (Steuer,
1992; Draper et al., 1998) or being in a computer-generated world such as in
VR (Sheridan, 1992; Slater and Wilbur, 1997).
• Spatial Presence
• Involvement
• Realness
Empathy
Simulated
Practice
Super
Abilities
∞Generation Alpha
Generation Alpha will lead a 100% digital world
• MOST EDUCATED AND WILL
HAVE THE LARGEST SPENDING
POWER IN HISTORY
• TECH-SAAVY
• RELATIONSHIPS VIA SOCIAL
MEDIA CHANNELS
• HIGHLY PERSONALIZED
• AI IS ALREADY A PART OF THEIR
LIVES
Muchísimas gracias!

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2022_06_30 «XR in Education: Impacts and Benefits»

Editor's Notes

  1. I have degrees in different disciplines and am a lifelong learner but if I had to say who I am at my core – I would say that I am a naturalist. I always look to nature – for comfort, for stability, for answers and just to focus on what is important. The Mascot at my university is the OWL – So let me ask you to do something….can you all do OWL EYES? It looks something like this…. Everyone put on your owl eyes… right – look at me and brings me into focus – you are sharply seeing me on this stage with your owl eyes
  2. Given my introduction is should be no surprise but my driving force is the United Nations Sustainability Development Goals…but I want to take things further that Sustainability – I want to build a regenerative culture…following Life’s Principles which are design lessons from nature. Afterall life has evolved a set of strategies that have sustained life for over 3.8 Billion Years. I actually just finished an immersive workshop in BIOMIMICRY two weeks ago because I want to be mentored by nature’s genius…because Life creates conditions conducive to life…
  3. Which may seem weird that I am at this intersection between Nature and XR – but one of the lessons from Nature is that this is where the magic happens – at the edges of two different boundaries – where they intersect – this is called the ECOTONE or the EDGE EFFECT…
  4. The richest or most productive ecological activity occurs in this ECOtone – keep in mind often Research and innovation opportunities occur at the interface of, or the interaction between, two or more areas of interest… this is the edge effect…
  5. Now you may say Colleen - what does this have to do with XR – well this is where I would like you to focus and see life through this new set of eyes… as we peer into … the world of XR and the role you can take by bringing your expertise and research into this brave new world
  6. Today I am going to speak to you about our connection with nature and what we can learn, different ways that XR can be Impactful and Beneficial, I ask that you think about how each of these will impact your research, the economy and jobs of the future. I will highlight some case studies, then I am going to tell you a little bit about the next generation that will be entering Higher Education in less than 7 years…
  7. Teleportation – Global and now interplanetary exploration are now possible via VR
  8. Learners can travel to places they may not be able to visit IRL- - In Real life – I oversee our International Education program and believe that students need explore the world and the beautiful thing about VR is that you can visit any place in the world even if you cannot afford to go. When we were in lockdown when the pandemic first started I visited Machu Picchu in a National Geographic App. I have to say it was breathtaking. You can literally take students anywhere across the globe. Many travel companies during the course of the pandemic began adapting and making digital guided tours and opened them up for anyone to explore. Think about how this will impact the future…and the future of tourism
  9. If you are not familiar there are programs like TIME LOOPER which links directly to museums and heritage sites. Timelooper is an application designed to give individuals the ability to immerse themselves completely in important historical events, experiencing the past from a first-person perspective. Have you ever wanted step into the past and walk in the shoes of someone from the a past era? VR lets you do that.
  10. I use Google Arts and Culture to digitally teleport students on guided virtual 360° field trips to explore artifacts in virtual museums, destinations in nature such as the Great Barrier Reef, or iconic world landmarks using any type of VR headset
  11. We can even now teleport students to the surface of MARS. When looking at it as a concept for the future… how can tie what you do into this? What kind of jobs will there be for this new world? I love that we have the ability to explore other planets using real data and 360 Degree views. I also use this with my students when speaking about climate change – where would you rather live I ask? On our beautiful planet teeming with life = or on this cold, inhospitable planet.
  12. There have been may studies demonstrating the benefits of virtual field trips – I like those like this one that can also facilitate learning about climate change – Greenland Melting for example is a virtual reality experience that introduces and brings educational awareness to the effects that the warming waters of the ocean and the impacts they have on glaciers
  13. VR let’s you visit places around the world but it is also a Time Machine where learners can experience cultures and historical events first hand…
  14. This shot is from Meta’ and their depiction of students visiting Rome to see Mark Antony debate in 32 BC. Rome is one of the most well known historical cities in the world – a place where the past greets you around every corner, with sites like the Trevi Fountain, the Pantheon, the Colosseum …so many iconic areas that can take students back in time – many apps will show you what they looked like when they were just built. That’s what is amazing about VR = it is like a time machine. A speaking of Time
  15. TIME Magazine created a similar experience for the battle at Dunkirk, which places users on the beach with British forces as you wait to be picked up. This was done along with the release of the movie, showing how VR, history, culture and entertainment can all work together. The VR immersion for the aircraft that puts you in the cockpit it really is something else. National Geographic also has created a fully immersive video project that places viewers in the center of a Viking fighting pit, giving viewers a feel for what Viking life may have been like.
  16. One of our archaeologist uses video games to demonstrate when games correctly represent ancient places and when they get it wrong. He has his own You Tube Channel called Video Game Archaeology and he uses these platforms so students learn about the archaeological concepts of preservation with a case study from the Uncharted series.
  17. When students are transported to another world or another time and they are in a VIRTUAL SPACE THEY have what is called a sense of presence… This is where VR is fundamentally different from other media; it is highly immersive and it disconnects the user from the surrounding “real” world and places them somewhere else.
  18. Presence is a shortened term for telepresence and was first introduced by Minsky in 1980 Presence is crucial to participants so that they feel a sense of being in a virtual environment. Enhancing presence as a psychological phenomenon can offer participants a special subjective experience, rather than the purely observational experience like that of television or film. Presence is composed of three dimensions: (i) social presence relates to a sense of “being there”; (ii) personal presence connects to feeling of “being there with others”; and (iii) environmental presence offerings the existence of virtual space. For those of you interested in this area there is a lot of interesting research on PRESENCE
  19. For example this one recognizes three dimensions of presence: spatial presence, involvement, and realness. Involvement hinges on the level of interactivity and is influenced by speed (rate at which user input is assimilated into experience), range (number of possibilities of action), and mapping (ability of the system to project changes instituted by user into the environment). Realness depends on the technology, which, as it develops, will expand with regard to sensory breadth and depth. I for one am interested in SOCIAL PRESENCE
  20. Social perception is defined as the sense of “being together with another” This is about social connections that a user makes to beings within a virtual space, and the degree of social presence influences on one’s feeling of being in a virtual environment …
  21. I am on the leadership team for XR WOMEN – our mission is to connect, educate, and support women and allies who are making waves in Virtual, Augmented, and Mixed Reality. We are women from all of the globe and we get together on the Virbela Platform in ILRN every Wednesday. When you are in that platform with others you feel like you are there with them. I am friends with and connected to many women on this platform although I have never met any of them in person. To me this demonstrates that social presence is the most crucial perception that occurs in an environment and it is fundamental in person-to-person communication In everyday reality, we communicate and interact with others all the time; therefore frequent communication and interaction with other people within VR may enhance a sense of one’s own and other’s existence.
  22. And this sense of presence can lead to a sense of empathy… Empathy forges a path forward for us, even when we disagree with another's behavior or beliefs. Through empathy, we are able to identify the needs of ourselves and others, we gain tools to communicate more effectively and can more easily find solutions to problems we never realized existed. Empathy is the stepping stone to tolerance and well-being
  23. A wealth of research has uncovered how virtual reality can help encourage greater empathy between individuals — whether to better understand the life of a homeless person, gain insight into elderly people’s experiences, or to appreciate other cultures. VR can elicit empathy in a variety of settings.
  24. We have all at one point in our life been moved to laughter or tears by a movie that depicted the life of another. We now have an even more impactful medium – that can literally put us in the shoes of another and there is an organization called Project Empathy that is the first attempt at narrative story-creation in virtual reality for social impact.
  25. VR can also allow for Simulated Practice – you can rehearse in a safe environment and this is beneficial in a number of ways…
  26. In VR students can perform experiments without the risk of contamination, infection, chemical spills, breaking glass, or radioactivity. VR experiments can be used to teach laboratory safety, as well as practice before conducting the experiment in a real-life science laboratory. This way, students can learn how to handle laboratory equipment and the possible risks associated with the real application without the real consequences. Here are some virtual scenes from PraxiLabs
  27. AR applications are being used for training – and universities in the United States such as Case Western Reserve have done away with CADAVER Labs and have created their own virtual versions –
  28. But SAFETY is not just about physical safety it is about psychological safety as well… At my university we work with children and adults on the autism spectrum… we have been exploring case studies to further the work on how virtual reality may provide a new non-invasive therapy for autism as well as building programs to assist learners who have difficulty with social communication and behaviors. We want to create an environment where a user can first privately practice their social skills and behaviors, become better at it, then use it in a public setting. And one of the last benefits I will cover is that VR can give you ….
  29. Imagine you are confined to a wheel chair but now you are an avatar and you can move through rooms without needing a wheel chair – now you can hike a trail or you can climb a mountain – you can move more freely in the world ……and in some worlds you can also fly… Virtual reality lets you break the traditional bounds of physics and in many ways are only limited by your imagination –
  30. I spoke on a panel two days ago with a company called BODY SWAPS in the United Kingdom. With their program you can even swap bodies. With Body swap you can practice for a job interview and have an interviewer ask you questions – then it literally swaps you and suddenly you are in the interviewers body and now you can see how you act on a job interview… Body Swaps also created a Diversity Equity and Inclusion program working with George Brown College in Toronto, Canada Their Let's Talk About Race series has 3 anti-racism modules which were co-developed with faculty from the college The simulations, examine the effects of privilege, bias and microaggressions on black, indigenous and people of color. Diving deeper into behavioral data, the results show significant increases in confidence on transformative skills such as one’s confidence in using strategies to respond to microaggressions, ability to detect one’s own bias or recognizing privilege. The thing about Body Swaps is that it actually lets you act as you would – then swaps your body out with the person you were just talking to so you can see yourself and how you respond.
  31. How could you use this in your classroom? How would this help students be more empathetic towards each other? How could this help students empathize not just with others but also with creatures of this earth that have no voice?
  32. Here they come…
  33. In 2010 the Alpha generation replaced generation Z. Growing up in a digital environment, with all knowledge just a click away, will not only affect their experiences, but will define the way they interact with their peers. I will tell you their characteristics, the impact of digital on their development and which technologies will define them.
  34. I have followed McCrindle in for their research since they defined Millenials. Which shows my age… I like this graphic because it shows the workforce in 2030 I am a GEN Xer and you can see how different this new generation will be… There are 2,800,000 of them born every week and their timeline is from 2010 with the advent of the iPad and will run to 2025
  35. According to Mark McCrindle - They are the first generation who will be entirely born and shaped in the 21st century, and the first generation that we will see in record numbers in the 22nd century as well. They are logged on and linked up – they are the most materially endowed and technologically literate generation to ever grace the planet! And they live their life through screens…
  36. 1. There will be the most educated Generation in history Although most of them are still in infancy, by the time Generation Alpha comes to the age, they will be the most educated Generation of all time thanks to the technology and instantaneous information available to them. They will grow up learning more and deeper about the world than all of their predecessors. This also changes the nature of higher education this about the different expectations that will be placed on your institutions.   2. They are tech-savvy Gen Alpha will be the first to have a seamless integration of technology into every aspect of their life. In fact, Alpha Gen and technology are so intertwined that it is estimated by the time they are 8 years old, they will surpass their parents in technology skills. They will never know a world without the internet of things, smart technology, and virtual reality. 5. Social media dominates their interactions Gen Alphas will interact with their friends and peers mostly through social media and they are connected throughout the day. Social acceptance also becomes a matter of how much they are liked online. While this becomes the norm, they need to be taught the importance of person-to-person interaction. 4. Their learning is highly personalized Gen Alphas are accustomed to having immediate access to information which makes lecturing and old models of learning obsolete. They will learn at their own pace with personalized learning experiences targeted to keep up with them. Along with the classrooms, online learning modules and tutorials will facilitate their approach to education.
  37. It was impossible a Generation ago for people to imagine the impact of Siri, Alexa, and Google’s assistant in their lives and homes. For Gen Alphas, it’s the exact opposite, Ai dominates their reality and is a natural part of their lives. It will also factor into how they will view the world with the ocean of information presented to them at every step. Gen Alpha is part of a world where TikTok, Roblox and Instagram are not disruptors but the established incumbents. Gamification is an essential part of their lives – from education to hobbies. This ties in with gaming platform Roblox which my son uses. He is now 8 and he has outpaced me in learning speed builds. If you are not familiar with it Roblox which is a gaming platform for kids 7 and up – much like Mindcraft – it is a Metaverse and Approximately 60 billion messages are sent daily on this platform. My son found this game through friends during COVID and that is how they would meet up and hang out with each other. Even after restrictions lifted he and his friends still gather in different ROBLOX games to role play, get through obbis, explore and build new worlds. The virtual world is growing and people are spending a lot of money. - last year $54 billion was spent on virtual goods, almost double the amount spent buying music.  
  38. Virtual reality, REAL virtual reality truly has so much more to offer than just being a passive tool for the consumption of media. It can allow students to harness a range of higher order thinking skills from analyzing historical sources to evaluating scientific experiments to using motion capture style technology to create animations. The visceral, immersive nature of the medium engages the minds of students in ways that we genuinely cannot accomplish with other forms of media.
  39. I want them to use this medium to DEEPEN their appreciate for nature and to have them understand that they are a part of nature - not separate from it. It is their key to happiness and to figuring out how to best deal with the Wicked Problems that they are going to have to address…
  40. And in looking to nature for answers, I believe we are here in the adaptive life cycle– where the red star burst is and the red in the curve – breaking free to the rigidity trap – old structures break down and it’s chaotic but it releases resources and opens up new opportunities…
  41. If Einstein is correct, and my imagination is my preview of life’s coming attractions, then I prefer to tell a new story, One where we are in harmony in nature and not destroying it… one focused on regenerative development Okay, now I have one more thing for you to do….remember your OWL EYES? Now I want you to do this…   It’s okay to be focused but let your eyes take in more than a narrow view – If you broaden your perspective and look to the edges - You will be surprised by all you can see!
  42. Muchas Gracias – scan the QR Code and connect with me on LinkedIn~