CHALLENGING GOLIATH: Bringing Virtual
Reality into Higher Education
Creating courses and
community within academia
Eileen.oconnor@esc.edu
Avatars invade the
hallowed halls from SL
 open source
All images taken and owned by Eileen
O’Connor unless otherwise noted
Topics and areas covered
• Timeline – 2006 (SL)  2011 (open source)
• Meetings and courses – pragmatic / utilitarian design
• Graduate Course - student work — examples provided
• Steps towards greater usage – Institute for New
Paradigms
• Most recent – VR Residency – meet faculty & colleagues
while reducing cost and minimizing socio-economic entry
barriers
• State University of New York (SUNY) - Empire State College
• Total enrollment approximately 18,000
• Graduate School
• Education Division
• Master of Arts in Learning and Emerging Technology
Value in higher education — particularly in
online courses and programs
• Overcomes isolation; creates a sense of community
• Creates a sense of space and presence
• Encourages experimentation and shared development
• Allows modeling of best practices
• Encourages innovation and creativity with new
immersive medias
• Still hard to get other faculty to see and understand
the power
SUNY Empire State College
Saratoga Springs East Campus
Alumni House @28 Union Ave.
SUNY Empire State College
Alumni House in Second Life
Initial Second Life (SL) funding for Dr. Allain lead to
the re-creation of a campus building and the premise
for the “Future of Being Human” course
Initial foray with Second Life by O’Connor — 2007
Support from Empire State
College:
— training on basic artifact
creation
— support during meetings
— some artistic island
developments
— small grants for private islands
with K12 -> pilot study &
publication (O’Connor’s interest)
Bringing to other faculty and instructional designers
• Grassroots effort to bring to other faculty
and instructional designers:
• Some participation, however, no ongoing
support from ESC
• O'Connor and Allain continued to work in
their own SL environments; as did several
other faculty
• Faculty effort to maintain islands once
funding ceased and islands became more
expensive
• Move to open source, Kitely, 2012
Research & publication on VR applications, here is a
study of community &collegiality; third meeting: sandbox-level shared building
Oh my goodness! It looks like your group had so much fun.You definitely let your creative juices flow!
I'm jealous, I generally stayed within realistic limitations. I feel like I totally missed the fun of being in a
VIRTUAL environment! Good job! – quote from discussion board, after the session
Initially in SL, moved to open source — a
platform where students could work as well
• Explored several different
vendors — kitely proved to be
reliable and cost-effective
• Moved course meetings into
this space and developed a
course where around working in
open-simulator environments
• Created a complete set of start
up developer materials
https://sites.google.com/view/vrmarian/home
Students develop their own islands, during a course
• Beg, borrow, and Creative-Commons steal
• Learning, risk taking, experimenting
• Teacher level or proof of concept
• Curriculum / events
• Other components
• Assessment / evaluation
• Over 40 islands designed
Encouraging student island
development
● Acclimation to
American
culture for
second
language
learners
https://www.frontiersin.org/articles/10.3389/frobt.2016.00074/full#h10 an EXCELLENT open-access
articles on the growing activities in and importance of VR environments
Historic
Japanese
setting, for K12
social studies
instruction –
2016FA1 in Kitely
Islands may
change
Setting for social
worker professional
development; many
venues on these
islands – this section
replicates a theory-
foundation institute
Parent Education Network
in Kitely
Islands may
change
Students move
beyond the
course – using instructor-
developed online tutorials
(Creative Commons)
A social-worker, to the left,
discusses his VR social work
environment at an
international conference
Other students join in peer-
reviewed publication efforts
Image owned by and shared by Wales Brown
The student worked
remotely into a conference
using video conferencing too
Real-World Practice
for Financial Education
Budget Exercise
Task List
• Groceries
• Gift for a Friend
• Lunch
• Buy a Need
• Buy a Want
• Pay Credit Card
• Savings
VR - immersive
2d/3d
Innovative design from graphic artist –
immersive creative instructional
experience for his students
Eugenio Trainer in Kitely
Islands may
change
Continued promoting within the SUNY system —
"soft" promotion within the graduate school
• Interest seems active, however:
• Not sufficient time wit instructors to do all the professional
development needed to bring in colleagues
• Instructional designers not always supportive— too much
overhead
• Islands were perceived as expensive;
• Competition from other e-communication tools
• Engaged other faculty in research and development
• Some concerns surfaced
• Innovative technologies can be considered disruptive and
threatening
My Pragmatic Design
My Pragmatic Design
My Pragmatic Design
My Pragmatic Design
My Pragmatic Design
My Pragmatic Design
My Borrowed Design
My Borrowed Design
My Borrowed Design
My Borrowed Design
My Borrowed Design
My Borrowed Design
Immersive Residency –
October 13, 2018
• 9:00 AM - tech prep / Dean / faculty & alum intros
• 9:30 - 10:30 AM: The Virtual to Augmented Reality
Continuum - Eileen O'Connor, Ph.D.
• Break; move to Empire Learning Design in Kitely; you will be
given directions
• 11 - 12:00: VR World building - Nicola Allain, Ph.D.
• Break
• 1 - 1:30 PM: Arts & Media in Virtual Worlds - Nicola Allain
• 1:30 - 2:00 PM: STEM group activity - Eileen O'Connor
• 2:00 - 3:00 PM: Game Design and Unity Game Engine -
Mark Lewis, MA
Second Residency
October 2019
Conducting an Immersive Residency, with the Dean,
students across courses and programs, and alumni
Eight years prior to
this event, a previous
Dean had come in
and spoken as well
Instituting a think-tank to
grow and preserve
progressive technology-
threaded education ideas
PLAN
- Executive; logistics
- Scheduling; activities
- Advertising;
announcing
DO
- More interactive
meetings
- Events – island visits /
hops – by others
- Activities / mini
courses
- White papers
- Others?
THINK
- Research / pubs
- Yours / mine
Ready Player One? Integrating real and virtual; past &
present – within a story line
What are we creating for their future?

Master's Graduate Program's Use of Virtual Reality

  • 1.
    CHALLENGING GOLIATH: BringingVirtual Reality into Higher Education Creating courses and community within academia Eileen.oconnor@esc.edu Avatars invade the hallowed halls from SL  open source All images taken and owned by Eileen O’Connor unless otherwise noted
  • 2.
    Topics and areascovered • Timeline – 2006 (SL)  2011 (open source) • Meetings and courses – pragmatic / utilitarian design • Graduate Course - student work — examples provided • Steps towards greater usage – Institute for New Paradigms • Most recent – VR Residency – meet faculty & colleagues while reducing cost and minimizing socio-economic entry barriers
  • 3.
    • State Universityof New York (SUNY) - Empire State College • Total enrollment approximately 18,000 • Graduate School • Education Division • Master of Arts in Learning and Emerging Technology
  • 4.
    Value in highereducation — particularly in online courses and programs • Overcomes isolation; creates a sense of community • Creates a sense of space and presence • Encourages experimentation and shared development • Allows modeling of best practices • Encourages innovation and creativity with new immersive medias • Still hard to get other faculty to see and understand the power
  • 5.
    SUNY Empire StateCollege Saratoga Springs East Campus Alumni House @28 Union Ave. SUNY Empire State College Alumni House in Second Life Initial Second Life (SL) funding for Dr. Allain lead to the re-creation of a campus building and the premise for the “Future of Being Human” course
  • 7.
    Initial foray withSecond Life by O’Connor — 2007 Support from Empire State College: — training on basic artifact creation — support during meetings — some artistic island developments — small grants for private islands with K12 -> pilot study & publication (O’Connor’s interest)
  • 8.
    Bringing to otherfaculty and instructional designers • Grassroots effort to bring to other faculty and instructional designers: • Some participation, however, no ongoing support from ESC • O'Connor and Allain continued to work in their own SL environments; as did several other faculty • Faculty effort to maintain islands once funding ceased and islands became more expensive • Move to open source, Kitely, 2012
  • 9.
    Research & publicationon VR applications, here is a study of community &collegiality; third meeting: sandbox-level shared building Oh my goodness! It looks like your group had so much fun.You definitely let your creative juices flow! I'm jealous, I generally stayed within realistic limitations. I feel like I totally missed the fun of being in a VIRTUAL environment! Good job! – quote from discussion board, after the session
  • 10.
    Initially in SL,moved to open source — a platform where students could work as well • Explored several different vendors — kitely proved to be reliable and cost-effective • Moved course meetings into this space and developed a course where around working in open-simulator environments • Created a complete set of start up developer materials https://sites.google.com/view/vrmarian/home
  • 11.
    Students develop theirown islands, during a course • Beg, borrow, and Creative-Commons steal • Learning, risk taking, experimenting • Teacher level or proof of concept • Curriculum / events • Other components • Assessment / evaluation • Over 40 islands designed
  • 12.
  • 15.
    ● Acclimation to American culturefor second language learners https://www.frontiersin.org/articles/10.3389/frobt.2016.00074/full#h10 an EXCELLENT open-access articles on the growing activities in and importance of VR environments
  • 16.
    Historic Japanese setting, for K12 socialstudies instruction – 2016FA1 in Kitely Islands may change
  • 17.
    Setting for social workerprofessional development; many venues on these islands – this section replicates a theory- foundation institute Parent Education Network in Kitely Islands may change
  • 18.
    Students move beyond the course– using instructor- developed online tutorials (Creative Commons) A social-worker, to the left, discusses his VR social work environment at an international conference Other students join in peer- reviewed publication efforts Image owned by and shared by Wales Brown
  • 19.
    The student worked remotelyinto a conference using video conferencing too
  • 20.
  • 21.
    Budget Exercise Task List •Groceries • Gift for a Friend • Lunch • Buy a Need • Buy a Want • Pay Credit Card • Savings
  • 22.
    VR - immersive 2d/3d Innovativedesign from graphic artist – immersive creative instructional experience for his students Eugenio Trainer in Kitely Islands may change
  • 23.
    Continued promoting withinthe SUNY system — "soft" promotion within the graduate school • Interest seems active, however: • Not sufficient time wit instructors to do all the professional development needed to bring in colleagues • Instructional designers not always supportive— too much overhead • Islands were perceived as expensive; • Competition from other e-communication tools • Engaged other faculty in research and development • Some concerns surfaced • Innovative technologies can be considered disruptive and threatening
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
    Immersive Residency – October13, 2018 • 9:00 AM - tech prep / Dean / faculty & alum intros • 9:30 - 10:30 AM: The Virtual to Augmented Reality Continuum - Eileen O'Connor, Ph.D. • Break; move to Empire Learning Design in Kitely; you will be given directions • 11 - 12:00: VR World building - Nicola Allain, Ph.D. • Break • 1 - 1:30 PM: Arts & Media in Virtual Worlds - Nicola Allain • 1:30 - 2:00 PM: STEM group activity - Eileen O'Connor • 2:00 - 3:00 PM: Game Design and Unity Game Engine - Mark Lewis, MA Second Residency October 2019
  • 37.
    Conducting an ImmersiveResidency, with the Dean, students across courses and programs, and alumni Eight years prior to this event, a previous Dean had come in and spoken as well
  • 38.
    Instituting a think-tankto grow and preserve progressive technology- threaded education ideas
  • 39.
    PLAN - Executive; logistics -Scheduling; activities - Advertising; announcing DO - More interactive meetings - Events – island visits / hops – by others - Activities / mini courses - White papers - Others? THINK - Research / pubs - Yours / mine
  • 40.
    Ready Player One?Integrating real and virtual; past & present – within a story line
  • 41.
    What are wecreating for their future?

Editor's Notes

  • #10 After the three meetings where students posted within the discussion board, conviviality was the overall tone. After the third meeting, when the students had created their own, on-the-fly virtual setting one student wrote, on seeing another team’s posting with a piano bar: Oh my goodness! It looks like your group had so much fun. You definitely let your creative juices flow! I'm jealous, I generally stayed within realistic limitations. I feel like I totally missed the fun of being in a VIRTUAL environment! Good job!
  • #20 Later in the day we had live one on one sessions for participants to try out the games designed. Again the campus internet did not allow virtual world connectivity so we used skype conference.
  • #21 As a student of Learning with Emerging Technologies at ESC I became enamored with designing virtual spaces in Dr. O’Connor’s virtual practicum courses. My profession is in financial education so I was inspired to create an environment in which people could have fun while learning something that can be considered boring and also stressful and intimidating. What you are seeing here is an aerial view of the shopping center that serves as the backdrop for financial ed. I created an environment – named Pix-Elated – in which individuals can experience real-world practice and have fun, and then conducted a pilot study to test the environment and examine how to bring financial education into a virtual space. The design is a mixture of realism and simplicity, with a little humor sprinkled throughout. For example, there’s a restroom – as every shopping center needs a restroom.
  • #22 This is an example of a shopping list that can be used to teach budgeting, saving, and prioritization of needs and wants while enabling autonomous decision-making.