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XR for Higher Education:
Experiential Design Affordances,
Ethical Considerations,
& Production Strategies
@KentBye
● Introduction
● Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Mixed Reality Spectrum
aka Extended Reality (XR)
This graphic is a combination of
Milgram, P. and Kishino, F. (1994) A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems,
E77-D, 1321-1329. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.102.4646
+
Bye, K. (2017, May 18). Google's @claybavor presents the "Immersive Computing Spectrum" graphic at Google I/O 2017. Twitter. Retrieved October 20, 2021, from
https://twitter.com/kentbye/status/865244388057694208.
Real Environment
Virtual Environment
Physical
Reality
Augmented
Reality
Virtual
Reality
Microsoft’s Mixed Reality Spectrum
Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
Microsoft’s Mixed Reality Spectrum
Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Merriam-Webster. (n.d.). Experience. Merriam-Webster. Retrieved October 19, 2021, from
https://www.merriam-webster.com/dictionary/experience.
“True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
Protagonist
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
Making
Choices
Taking
Action
Emotional
Immersion
Sensory
Experience
“True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
Protagonist
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
https://en.wikipedia.org/wiki/Hero%27s_journey
Joseph Campbell Hero’s Journey
https://www.studiobinder.com/blog/downloads/story-circle-template/
Dan Harmon’s Story Circle
Alex McDowell’s Brief History of Storytelling
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
Authored
Narrative
Generative
Narrative
Spectrum of Story Authorship
No Agency or
Impact on Story
Maximized Agency &
Expression of Will
Protagonist
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR: An Analytical Framework for Ethical,
Educational and Eudaimonic XR Design (2021)
Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR: An Analytical Framework for Ethical,
Educational and Eudaimonic XR Design (2021)
Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR’s Low vs High Ethical Considerations (2021)
Southgate, E. (2020). Virtual reality in curriculum and pedagogy: Evidence from secondary classrooms. Routledge.
Actioned Pedagogy for
Immersive Learning
(2020)
Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality
Learning Analytics Ethical Framework. Computers 2021, 10, 92. https://doi.org/10.3390/computers10080092
ARLEAN: An Augmented
Reality Learning
Analytics Ethical
Framework (2021)
Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality
Learning Analytics Ethical Framework. Computers 2021, 10, 92. https://doi.org/10.3390/computers10080092
ARLEAN: An Augmented Reality Learning
Analytics Ethical Framework (2021)
ARLEAN: An
Augmented Reality
Learning Analytics
Ethical Framework
(2021)
Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality
Learning Analytics Ethical Framework. Computers 2021, 10, 92. https://doi.org/10.3390/computers10080092
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate
(available in print: Lawrence Lessig (2006). Code. Lawrence
Lessig. pp. 120–137. ISBN 978-0-465-03914-2.
Lessig’s Pathetic
Dot Theory
Nested
Contexts
vs
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig’s Pathetic Dot Theory
Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate (available in print: Lawrence Lessig (2006). Code. Lawrence Lessig. pp. 120–137. ISBN 978-0-465-03914-2.
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Culture
Laws
Culture
Economy
Laws
Culture
Economy
Laws
Culture
Design
Guidelines
User
Experience
Economy
Laws
Culture
Design
Guidelines
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Hardware
& Tech
Architecture
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Hardware
& Tech
Architecture
Human
Rights
Principles
Governments
& Laws
XR Companies
XR Hardware
Ethical
Design
Principles
XR
Experiences
Users
How do we preserve the Right
to Mental Privacy in XR?
Biometrically-inferred psychographic data from
XR is not covered by existing privacy laws.
Some biometric user data will be contextually-
relevant & required for some XR apps to
function, which users should be able to consent
to sharing within the context of those apps.
Companies require users to consent to their
Terms of Service & Privacy Policies, which do
not prevent them them from recording &
monetizing user data, extrapolating biometric
psychographic information, or using it for
contextually-aware AI, but they have limited
what third party developers can do with that
same data.
Human Rights
Principles
International Organizations
International Laws &
Human Rights Laws
UN Guiding
Principles on
Business &
Human Rights
Neuro-Rights
Initiative
Right to
Mental
Privacy
XR
Hardware +
Operating
System
Ethical
Design
Principles?
XR User’s Context & Data
Third-Party
XR Developers
XR Experiences
that Require User
Data to Operate
US Government
Lobbyists
European
Union
GDPR
XR Companies
State
Laws
Federal
Laws
Oversight & Enforcement
New
Federal
Privacy
Law?
Monetizing
User Data &
Biometric
Psychography?
Contextually
-Aware AI?
Terms of
Service
Privacy
Policy
App
Store
Developer
Terms of
Service
Whitehead’s Process Philosophy & Mereology
Whitehead, A. N. (1978). Process and reality. Free Press.
Mereology: Wholes & Parts
Mereology: Wholes & Parts Context
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Hardware
& Tech
Architecture
Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion.
Journal of Neural Engineering, 9(4), 046011. doi:10.1088/1741-2560/9/4/046011
Embodied Cognition as Nested Contexts
Hinton, A. (2014, December). Understanding Context. O'Reilly Online Learning. Retrieved October 19, 2021, from
https://www.safaribooksonline.com/library/view/understanding-context/9781449326531/ch04.html.
VR & AR
Theatre
Film
Radio
Video Games
Internet
TV
Writing
Mobile Phone
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Different Models of Perception & Cognition
Roth, C. (2019). Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role
Distancing in A WAY OUT. Violence | Perception | Video Games, 53–62. doi:10.14361/9783839450512-006
Jain, A., Horowitz, A. H., Schoeller, F., Leigh, S., Maes, P., & Sra, M. (2020). Designing interactions beyond conscious control. Proceedings of
the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 4(3), 1-23. doi:10.1145/3411829
Cognitive processing stages and pathways for
external stimuli from the environment to the mind
Information processing & presence model focus
Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic
Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion.
Journal of Neural Engineering, 9(4), 046011. doi:10.1088/1741-2560/9/4/046011
Embodied Cognition as Nested Contexts
Hinton, A. (2014, December). Understanding Context. O'Reilly Online Learning. Retrieved October 19, 2021, from
https://www.safaribooksonline.com/library/view/understanding-context/9781449326531/ch04.html.
Steinicke, F. (2021, March 31). B(l)ending Realities. Keynote lecture presented at The IEEE Conference on Virtual Reality and 3D User
Interfaces in Spain (virtual), Libson. Retrieved from https://www.youtube.com/watch?v=Ds-h1J4MFMI&t=13496s
Stefanics, G., Kremlácek, J., & Czigler, I. (2014). Visual mismatch
negativity: a predictive coding view. Frontiers in Human Neuroscience,
8. doi:10.3389/fnhum.2014.00666 Available from:
https://www.researchgate.net/figure/Simplified-scheme-of-the-hierarchical-
predictive-coding-framework-Friston-2005-2008_fig1_266401430 [accessed
20 Feb, 2020]
Alexander, W.H., & Brown, J.W. (2018). Frontal cortex function as derived from hierarchical predictive coding. Scientific Reports.
Predictive Coding Theory
of Neuroscience
Attention
Active
Engagement
Error
Feedback
Consolidation
Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
Different Models of Perception & Cognition
Confirm
Contest
Stabilize
Destabilize
Belief
Doubt
Lived
Experience
Mental
Model
The Importance of Dialectics in Design:
Polarities of the Learning Process
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Chertoff’s Review of Presence Theory Components (2009)
Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic
Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
Slater’s Place Illusion & Plausibility Illusion (Dec 2009)
Slater, M. (2009, Dec 14). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments.
Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557. doi:10.1098/rstb.2009.0138
Plausibility
Illusion
Place
Illusion
“The process of using these dimensions to create such an
experience is known as experiential design” - Chertoff (2010)
Chertoff, D. B., Goldiez, B., & LaViola, J. J. (2010). Virtual Experience Test: A virtual environment evaluation questionnaire.
2010 IEEE Virtual Reality Conference (VR). doi:10.1109/vr.2010.5444804
Experiential Design "originated from the marketing field
where it was used to encourage people to create meaningful
emotional and social connections to a product."
Cognitive &
Relational
Active
Affective
Sensory
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Survey of Presence and Related
Concepts (Skarbez et al, 2017)
Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney’s
Media Taxonomy (2019)
Edition Distribution
Bernard Miège’s Definition of a Medium
Kaplan-Rakowski, R. , & Meseberg, K. (2019). Immersive media and their future. In R.M. Branch et al. (Eds.), Educational Media and Technology Yearbook
(Vol. 42, pp. 143-153). Springer. https://doi.org/10.1007/978-3-030-27986-8_13 citing Miège, B. (2003). La contribution des industries de la culture,
de l'informationet de la communication à l'informationnalisation et à la globalisation. Questions de communication, (3), 211-229 cited in
“adaptation of content into the
medium through editing,
filming, post-production, etc.”
“spread of the edited content to
make it accessible for the
audience”
Communications Medium as Process
Emerging Tech
Provides New
Affordances
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Communications Medium as Process
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Distributors
Provide Channels
For Audiences to
Access New Work
Communications Medium as Process
Audiences
Learn How to
Watch New Work &
Provide Feedback
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Distributors
Provide Channels
For Audiences to
Access New Work
Communications Medium as Process
Edition Distribution
Bernard Miège’s Definition of a Medium
Kaplan-Rakowski, R. , & Meseberg, K. (2019). Immersive media and their future. In R.M. Branch et al. (Eds.), Educational Media and Technology Yearbook
(Vol. 42, pp. 143-153). Springer. https://doi.org/10.1007/978-3-030-27986-8_13 citing Miège, B. (2003). La contribution des industries de la culture,
de l'informationet de la communication à l'informationnalisation et à la globalisation. Questions de communication, (3), 211-229 cited in
“adaptation of content into the
medium through editing,
filming, post-production, etc.”
“spread of the edited content to
make it accessible for the
audience”
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney’s
Media Taxonomy (2019)
Moloney’s Media Taxonomy [1 of 3] (2019)
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of
Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at:
<https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney’s Media Taxonomy [2 of 3] (2019)
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of
Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at:
<https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney’s Media Taxonomy [3 of 3] (2019)
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of
Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at:
<https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Photo by
Laval Virtual Visionaries Think Tank 2019
Brainstorm on XR Ethics
Photo by
Photo by
Public
Private
Other
Self
XR Ethics Manifesto
@KentBye
Stewart, M. (2021, July 23). Breadth & depth: Why I'm optimistic about Facebook's responsible innovation efforts.
Facebook Technology. Retrieved October 8, 2021, from https://tech.fb.com/responsible-innovation/.
Alex McDowell’s World Building Mandala
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
Extend reality with awareness! XR safety and privacy guide for artists - XR Safety Initiative. XRSI. (2020, December 10). Retrieved October 8, 2021, from
https://xrsi.org/publication/extend-reality-with-awareness-xr-safety-and-privacy-guide-for-artists.
XR Safety Initiative
Framework for XR
Risk Assessment
(2020)
Educational Impacts of
Avatar Embodiment
Diverse Selection of Avatars
Biometric Data & Identity
Threats to Mental Privacy
(1) The right to identity
(2) The right to agency
(3) The right to mental privacy
(4) The right to fair access to mental
augmentation
(5) The right to protection from
algorithmic bias
Proposed Neuro-Rights
Yuste, R.,Genser, J. & Herrmann, S. "It's Time for Neuro-Rights." Horizons: Journal of International Relations and Sustainable Development, no. 18,
2021. pp 154-164. JSTOR, https://www.cirsd.org/en/horizons/horizons-winter-2021-issue-no-18/its-time-for-neuro--rights. Accessed 31 Mar. 2021.
Privacy. Office of Educational Technology. (2018, May 8). Retrieved October 8, 2021, from https://tech.ed.gov/privacy/.
Access to XR Technology
Screen Time
Volumetric Privacy
Escapism & Addiction
Being Aware of
Triggers to Trauma
VR Motion Sickness
Ethics of Using Biometric Feedback
Virtual Harassment & Bullying
Virtual Violence
Virtual Being Influencers
Privacy. Office of Educational Technology. (2018, May 8). Retrieved October 8, 2021, from https://tech.ed.gov/privacy/.
Algorithmic Bias
Accessibility
Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR: An Analytical Framework for Ethical,
Educational and Eudaimonic XR Design (2021)
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
Different Academic Disciplines Adopting XR Technologies
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
Lee & Hu-Au’s E3XR paper: Learning paradigms and XR examples (2021)
Ashworth, F., Brennan, G., Egan, K., Hamilton, R., and Sáenz, O. (2004). Learning Theories and Higher Education. Available at:
https://arrow.tudublin.ie/cgi/viewcontent.cgi?article=1003&context=engscheleart.
Learning Theories and Higher Education (2004)
Cognitivist &
Social Learning
Behaviorism &
Action-Based
Humanist
Constructivist
& Experiential
Active
Presence
Environmental &
Embodied
Presence
Titans of Space (2013)
Micro Cosmic Worlds (2017)
InMind 2 VR (2017)
Nanoscape VR (2021)
Secrets Of Soil (2021)
MiTOSSis (2021)
syGlass View (2021)
AVROD [Archaeological Virtual Reality Online Database] (2021)
Colosseum VR (2021)
Visite virtuelle de l'Assemblée nationale (2021)
KaiXR
Mocove Arts VR (2017)
Hajji VR (2021)
LUX SINE (2020)
VeeR VR:VR Video and Movie Platform (2017)
Fire Protection Training Simulator (2021)
Active
Presence
HoloLAB Champions (2018)
Calcflow VR (2016)
LabTrainingVR: Personal Protective Equipment Edition (2021)
Surgical Robot Simulator (2021)
Futuclass - Oxygen Escape Room (2021)
The Stanford Ocean Acidification Experience (2016)
Active
Presence
Mental & Social
Presence
ENGAGE (2016)
Virtual Beings
A Clever Label (2021)
Altar Show (2017)
Pandemic by Prisms (2021)
Great Pyramid VR (2017)
Nanome (2018)
Materials VR (2021)
Calcflow VR (2016)
4D Toys (2017)
Dry Erase: Infinite VR Whiteboard (2017)
Sharecare YOU VR (2021)
Sharecare YOU VR (2021)
Active
Presence
Emotional
Presence
Imercyve: Living with Intellectual Disability (2021)
Becoming Homeless: A Human Experience (2020)
Virtual Becomes Reality: A Stanford VR Experience (2021)
Once Upon a Sea (2021)
Coral Compass: Fighting Climate Change in Palau (2018)
Beyond The Diorama: Caribou World (2021)
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
The Cone of Experience
SAMR Model of Educational Technology Diffusion
Schrock, Kathy. “SAMR.” Kathy Schrock's Guide to Everything, 9 Nov. 2013, www.schrockguide.net/samr.html. Image the creation of Dr. Ruben Puentedura, Ph.D. http://www.hippasus.com/rrpweblog/
Skeuomorphic Design of iPad Book App
Hobbs, T. (2012, May 30). Can we please move past Apple's silly, faux-real uis? Fast Company. Retrieved October 20, 2021,
from https://www.fastcompany.com/1669879/can-we-please-move-past-apples-silly-faux-real-uis.
Gessler, N. (1998). Skeuomorphs and cultural algorithms. Evolutionary Programming VII, 229–238. doi:10.1007/bfb0040776
Greek Etymology of “Skeuomorph”
March, H. Colley (1889) The Meaning of Ornament, or Its Archaeology and Its Psychology. Transactions of the Lancashire
and Cheshire Antiquarian Society 7:160–192. via Oxford English Dictionary, 2nd ed. (1989), "Skeuomorph."
“If those taken from animals are called zoomorphs,
and those from plants phyllomorphs,
it will be convenient to call those
derived from structure, skeuomorphs.”
-- March, H. Colley (1889)
σκεῦος (vessel, implement) + µορϕή (form)
VR & AR
Theatre
Film
Radio
Video Games
Internet
TV
Writing
Mobile Phone
Bloom’s Taxonomy
Shabatura, Jessica. “Using Bloom's Taxonomy to Write Effective Learning Objectives.” Teaching Innovation and Pedagogical Support, 19 Mar. 2018, tips.uark.edu/using-blooms-taxonomy/.
Wardley’s Model of Technology Diffusion
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
A Century of Technology Diffusion
Simon Wardley’s Model of Technology Evolution
Wardley, S. (2015, March 5). Evolution, diffusion, hype cycle and early failures. Retrieved October 19, 2021, from
https://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html.
Prototype &
Genesis
Custom-Built
Enterprise App
Ubiquitous
Commodity
Consumer
Product
Simon Wardley’s Model of Technology Evolution
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Sword of Damocles
Initial Prototype: Sword of Damocles (1968)
Sword of Damocles
Custom, Bespoke Enterprise Apps: VPL (1989)
Sword of Damocles
Consumer VR (2012 to 2019)
https://twitter.com/vr_sam/status/1189169806198693892
Sword of Damocles
Ubiquitous Commodity? (TBD)
Prototype &
Genesis
Custom-Built
Enterprise App
Ubiquitous
Commodity
Consumer
Product
Simon Wardley’s Model of Technology Evolution
Wardley, Simon (2015). http://blog.gardeviance.org/2015/03/evolution-diffusion-hype-cycle-and.html
Wardley Mapping: Pioneers vs Settlers vs Town Planners
Wardley, Simon (2015). https://medium.com/wardleymaps/better-for-less-58fe8c0a3aaa
Wardley Mapping: 3D Production Pipeline
Wardley, Simon (2015). https://medium.com/wardleymaps/exploring-the-map-ad0266fad59b
292 Educational VR Experiences for the Go
https://www.oculus.com/experiences/go/section/161391067688077/
Calcflow VR (2016)
7 Educational VR Experiences for the Quest
Linear Film Production Phases
Alex
McDowell’s
Visualization
of the Film
Production
Process
+
Different
Roles.
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
Silver, A. (2019, June 10). Organizing complexity: How architects collaborate to build the world around us. Retrieved March 03, 2021,
from https://medium.com/swlh/organizing-complexity-how-architects-collaborate-to-build-the-world-around-us-2a508aeb83a1
Design phases - hmh modern architecture + interiors - boulder, co. (2017, November 17). Retrieved March 03, 2021, from https://hmhai.com/design-phases/
Game Design
is a
continuously
Iterative
Process
Zahra, Z. (2017, October 07). Scrum methodology. Retrieved March 03, 2021, from https://zaynabzahrablog.wordpress.com/2017/10/07/scrum-methodology/
Combining design thinking, lean startup, and agile development - everyone misses the point of continuous innovation. (2020, July 08). Retrieved March 03, 2021,
from https://shiftup.work/combining-design-thinking-lean-startup-and-agile-development-everyone-misses-the-point-of-continuous-innovation/
Elements of User
Experience from
Web Design
World are Broken
Down into
Distinct Phases &
Iterated on.
Garrett, J. J. (2011). The elements of user experience: User-centered design for the Web and beyond. Berkeley, CA: New Riders.
Holcolmb, S., Klebahn, P., Segovia, K., & Utley, J. (2017, September 17). d.bootcamp 25 Take Off Presentation. Retrieved March 03, 2021 from;
https://static1.squarespace.com/static/57c6b79629687fde090a0fdd/t/59bc54422aeba555ff0041fe/1505514587533/MASTER+DECK_2017+Sept+25+Bootcamp.pdf
Gray, D. (2017, July 14). Empathy map. Retrieved March 03, 2021, from https://gamestorming.com/empathy-mapping/
World Leaders in Research-Based User Experience. (n.d.). Design thinking 101. Retrieved March 03, 2021, from https://www.nngroup.com/articles/design-thinking/
● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies

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XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies

  • 1. XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies @KentBye
  • 2.
  • 3.
  • 4. ● Introduction ● Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 5. Mixed Reality Spectrum aka Extended Reality (XR) This graphic is a combination of Milgram, P. and Kishino, F. (1994) A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems, E77-D, 1321-1329. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.102.4646 + Bye, K. (2017, May 18). Google's @claybavor presents the "Immersive Computing Spectrum" graphic at Google I/O 2017. Twitter. Retrieved October 20, 2021, from https://twitter.com/kentbye/status/865244388057694208. Real Environment Virtual Environment Physical Reality Augmented Reality Virtual Reality
  • 6. Microsoft’s Mixed Reality Spectrum Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
  • 7. Microsoft’s Mixed Reality Spectrum Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
  • 8. ● Introduction ● An Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 9. Merriam-Webster. (n.d.). Experience. Merriam-Webster. Retrieved October 19, 2021, from https://www.merriam-webster.com/dictionary/experience.
  • 10. “True character is revealed in the choices a human being makes under pressure - the greater the pressure, the deeper the revelation, the truer the choice to the character's essential nature.” ― Robert McKee
  • 11. Protagonist Placed in a Context with Pressure Make Choices & Take Action Essential Character is Revealed + = Unfolding Process Over Time
  • 12.
  • 15.
  • 16. “True character is revealed in the choices a human being makes under pressure - the greater the pressure, the deeper the revelation, the truer the choice to the character's essential nature.” ― Robert McKee
  • 17.
  • 18. Protagonist Placed in a Context with Pressure Make Choices & Take Action Essential Character is Revealed + = Unfolding Process Over Time
  • 21. Alex McDowell’s Brief History of Storytelling McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
  • 22. Authored Narrative Generative Narrative Spectrum of Story Authorship No Agency or Impact on Story Maximized Agency & Expression of Will
  • 23. Protagonist Placed in a Context with Pressure Make Choices & Take Action Essential Character is Revealed + = Unfolding Process Over Time
  • 24. ● Introduction ● An Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 25. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design. Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full. E3XR: An Analytical Framework for Ethical, Educational and Eudaimonic XR Design (2021)
  • 26. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design. Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full. E3XR: An Analytical Framework for Ethical, Educational and Eudaimonic XR Design (2021)
  • 27. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design. Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full. E3XR’s Low vs High Ethical Considerations (2021)
  • 28.
  • 29.
  • 30. Southgate, E. (2020). Virtual reality in curriculum and pedagogy: Evidence from secondary classrooms. Routledge. Actioned Pedagogy for Immersive Learning (2020)
  • 31. Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92. https://doi.org/10.3390/computers10080092 ARLEAN: An Augmented Reality Learning Analytics Ethical Framework (2021)
  • 32. Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92. https://doi.org/10.3390/computers10080092 ARLEAN: An Augmented Reality Learning Analytics Ethical Framework (2021)
  • 33. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework (2021) Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92. https://doi.org/10.3390/computers10080092
  • 34. ● Introduction ● An Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 35. Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate (available in print: Lawrence Lessig (2006). Code. Lawrence Lessig. pp. 120–137. ISBN 978-0-465-03914-2. Lessig’s Pathetic Dot Theory Nested Contexts vs Market Law Cultural Norms Technology Architecture & Code User
  • 36. Lessig’s Pathetic Dot Theory Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate (available in print: Lawrence Lessig (2006). Code. Lawrence Lessig. pp. 120–137. ISBN 978-0-465-03914-2. Market Law Cultural Norms Technology Architecture & Code User
  • 46. Human Rights Principles Governments & Laws XR Companies XR Hardware Ethical Design Principles XR Experiences Users
  • 47. How do we preserve the Right to Mental Privacy in XR? Biometrically-inferred psychographic data from XR is not covered by existing privacy laws. Some biometric user data will be contextually- relevant & required for some XR apps to function, which users should be able to consent to sharing within the context of those apps. Companies require users to consent to their Terms of Service & Privacy Policies, which do not prevent them them from recording & monetizing user data, extrapolating biometric psychographic information, or using it for contextually-aware AI, but they have limited what third party developers can do with that same data. Human Rights Principles International Organizations International Laws & Human Rights Laws UN Guiding Principles on Business & Human Rights Neuro-Rights Initiative Right to Mental Privacy XR Hardware + Operating System Ethical Design Principles? XR User’s Context & Data Third-Party XR Developers XR Experiences that Require User Data to Operate US Government Lobbyists European Union GDPR XR Companies State Laws Federal Laws Oversight & Enforcement New Federal Privacy Law? Monetizing User Data & Biometric Psychography? Contextually -Aware AI? Terms of Service Privacy Policy App Store Developer Terms of Service
  • 48. Whitehead’s Process Philosophy & Mereology Whitehead, A. N. (1978). Process and reality. Free Press.
  • 50. Mereology: Wholes & Parts Context
  • 52. Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion. Journal of Neural Engineering, 9(4), 046011. doi:10.1088/1741-2560/9/4/046011 Embodied Cognition as Nested Contexts
  • 53. Hinton, A. (2014, December). Understanding Context. O'Reilly Online Learning. Retrieved October 19, 2021, from https://www.safaribooksonline.com/library/view/understanding-context/9781449326531/ch04.html.
  • 54. VR & AR Theatre Film Radio Video Games Internet TV Writing Mobile Phone
  • 55.
  • 56. ● Introduction ● An Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 57. Different Models of Perception & Cognition
  • 58. Roth, C. (2019). Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT. Violence | Perception | Video Games, 53–62. doi:10.14361/9783839450512-006
  • 59. Jain, A., Horowitz, A. H., Schoeller, F., Leigh, S., Maes, P., & Sra, M. (2020). Designing interactions beyond conscious control. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 4(3), 1-23. doi:10.1145/3411829 Cognitive processing stages and pathways for external stimuli from the environment to the mind
  • 60. Information processing & presence model focus Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
  • 61. Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion. Journal of Neural Engineering, 9(4), 046011. doi:10.1088/1741-2560/9/4/046011 Embodied Cognition as Nested Contexts
  • 62. Hinton, A. (2014, December). Understanding Context. O'Reilly Online Learning. Retrieved October 19, 2021, from https://www.safaribooksonline.com/library/view/understanding-context/9781449326531/ch04.html.
  • 63. Steinicke, F. (2021, March 31). B(l)ending Realities. Keynote lecture presented at The IEEE Conference on Virtual Reality and 3D User Interfaces in Spain (virtual), Libson. Retrieved from https://www.youtube.com/watch?v=Ds-h1J4MFMI&t=13496s
  • 64. Stefanics, G., Kremlácek, J., & Czigler, I. (2014). Visual mismatch negativity: a predictive coding view. Frontiers in Human Neuroscience, 8. doi:10.3389/fnhum.2014.00666 Available from: https://www.researchgate.net/figure/Simplified-scheme-of-the-hierarchical- predictive-coding-framework-Friston-2005-2008_fig1_266401430 [accessed 20 Feb, 2020] Alexander, W.H., & Brown, J.W. (2018). Frontal cortex function as derived from hierarchical predictive coding. Scientific Reports. Predictive Coding Theory of Neuroscience
  • 65. Attention Active Engagement Error Feedback Consolidation Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
  • 66. Different Models of Perception & Cognition
  • 68. ● Introduction ● An Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 69. Chertoff’s Review of Presence Theory Components (2009) Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
  • 70. Slater’s Place Illusion & Plausibility Illusion (Dec 2009) Slater, M. (2009, Dec 14). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557. doi:10.1098/rstb.2009.0138
  • 72. “The process of using these dimensions to create such an experience is known as experiential design” - Chertoff (2010) Chertoff, D. B., Goldiez, B., & LaViola, J. J. (2010). Virtual Experience Test: A virtual environment evaluation questionnaire. 2010 IEEE Virtual Reality Conference (VR). doi:10.1109/vr.2010.5444804 Experiential Design "originated from the marketing field where it was used to encourage people to create meaningful emotional and social connections to a product."
  • 75. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301 Survey of Presence and Related Concepts (Skarbez et al, 2017)
  • 76. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
  • 77. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
  • 78.
  • 79. ● Introduction ● An Experiential Design Framework ● XR Education Ethics Frameworks ● Tech+Culture Context & Relations ● Models of Perception & Cognition ● Models of Presence & Media Theory ● XR Education Ethics ● Brief Survey of Educational XR ● Strategies for Building
  • 80. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021. Moloney’s Media Taxonomy (2019)
  • 81. Edition Distribution Bernard Miège’s Definition of a Medium Kaplan-Rakowski, R. , & Meseberg, K. (2019). Immersive media and their future. In R.M. Branch et al. (Eds.), Educational Media and Technology Yearbook (Vol. 42, pp. 143-153). Springer. https://doi.org/10.1007/978-3-030-27986-8_13 citing Miège, B. (2003). La contribution des industries de la culture, de l'informationet de la communication à l'informationnalisation et à la globalisation. Questions de communication, (3), 211-229 cited in “adaptation of content into the medium through editing, filming, post-production, etc.” “spread of the edited content to make it accessible for the audience”
  • 82. Communications Medium as Process Emerging Tech Provides New Affordances
  • 83. Emerging Tech Provides New Affordances Creators Explore New Affordances Communications Medium as Process
  • 84. Emerging Tech Provides New Affordances Creators Explore New Affordances Distributors Provide Channels For Audiences to Access New Work Communications Medium as Process
  • 85. Audiences Learn How to Watch New Work & Provide Feedback Emerging Tech Provides New Affordances Creators Explore New Affordances Distributors Provide Channels For Audiences to Access New Work Communications Medium as Process
  • 86. Edition Distribution Bernard Miège’s Definition of a Medium Kaplan-Rakowski, R. , & Meseberg, K. (2019). Immersive media and their future. In R.M. Branch et al. (Eds.), Educational Media and Technology Yearbook (Vol. 42, pp. 143-153). Springer. https://doi.org/10.1007/978-3-030-27986-8_13 citing Miège, B. (2003). La contribution des industries de la culture, de l'informationet de la communication à l'informationnalisation et à la globalisation. Questions de communication, (3), 211-229 cited in “adaptation of content into the medium through editing, filming, post-production, etc.” “spread of the edited content to make it accessible for the audience”
  • 87. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021. Moloney’s Media Taxonomy (2019)
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