SUNY Immersive Augmented Reality Classroom. IITG Grant Dr. Ibrahim Yucel Dr. Michael J. Reale
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1 SUNY Immersive Augmented Reality Classroom IITG Grant Dr. Ibrahim Yucel Dr. Michael J. Reale
2 Who are we Dr. Ibrahim Yucel Interactive Media and Game Design Dr. Mohammed Abdallah Engineering Technology Dr. Michael J. Reale Computer & Information Science Dr. Megan Dischiavo Biology and Chemistry Mr. Joshua Piejko Interactive Media and Game Design
3 Introduction Virtual Reality Completely replaces visual field with virtual world Fully immersive E.g., HTC Vive, Oculus Rift, Google Cardboard Augmented Reality Overlays additional virtual information onto existing real world E.g., Microsoft Hololens HMD Head-Mounted Display Used with virtual and augmented reality Mixed Reality Virtual and/or Augmented reality
4 The Problem Advent of affordable mixed reality prompts us to explore usage in pedagogy HOWEVER: Range of interactivity complicates expectations of the medium Examples: 360 video simple to make, no interactivity, not as engaging Full-fledged virtual game VERY challenging to make, high interactivity, potentially more engaging Usage predominantly tech demos Finding applicable/appropriate content challenging Developing course-specific content overly burdensome
5 Proposed Application SUNY Immersive Augmented Reality Classroom Shared space among multiple users giving a unique perspective for each student in a variety of courses Not limited to single classroom or campus
6 Motivations General Increase student engagement Enhance pedagogical methods Inspire further student research utilizing these technologies More cost-effective than physical equivalents SUNY System / Open SUNY Need to be able to provide classes online to students at any campus Potential for effective multi-campus remote collaborations, combining the strengths of respective students and faculty at different locations SUNY Polytechnic Institute Part of mission statement: Engage in the development and dissemination of new knowledge by nurturing research and creative endeavors Foster economic development and create educational opportunities within our region, the nation, and beyond Two campus sites in different locations
7 Plan Two-phase plan: Research the use of VR in the classroom utilizing off-the-shelf software Use feedback from study to inform implementation of user-friendly software solution for shared augmented reality classroom space
8 Contributions Performed case study on use of VR in classroom Anatomy course with students using: Organon software on laptop VR Organon software on HTC Vive Physical models Pre/Post surveys for individual lab sessions as well as whole course Implemented basic mixed reality software prototype Shared augmented reality place between multiple headsets in one classroom
9 Case Study Methodology - Actor-network theory as our framework - Surveys of students - 18 students total - Before and after course - After each lab session (5 total)
10 Assessment and Results: Pros Advantages Quote from participant Easier to see/interact I thought that this is a great substitute in place of actual with complete systems in-person models. I like that you can actually reach in and grab virtually any part of the body. It helps for visualizing where the parts of the body are in relation to one another. I also like that it gives an entire description of the part. Information on demand The description of the systems selected is useful to read and learn from. More engaging to students It was a great experience and I wish I could do it again. Improved learning I think this would be very helpful for us to use if we didn t understand a certain system. I think this would help with overall understanding and it is fairly easy to use.
11 Assessment and Results: Cons Disadvantages Quote from participant Unfamiliarity with platform Can be difficult to figure out how to use it Limited number of users have direct control It can be very time consuming when trying to give everyone the chance to use it. You have to take it off and put it on and try to adjust it so everyone can see it HMD issues/limitations I found the program to be very blurry and some of the parts hard to grab. Despite this, I still think the program is very useful! Hard to adjust with glasses User interface issues/limitations Hard to move small parts Hard to select certain organs and nerves
12 Challenges Framing Co-presence Audio
13 Demonstration and Questions Demonstration Questions Thank you!
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