Wednesday, October 16, 2019 Presented at VRED (VR in Education) hosted by SAP Presentation Link: https://docs.google.com/presentation/d/1qozdQ4RZl_nZZTTN8n-a859plOnLpbyKpx0SZ3gxZgg/edit?usp=sharing
This presentation was made to showcase how VR can be used in education.
At the IUPUC Simulation Center, IU School of Nursing students use virtual reality technology to practice clinical scenarios.
Virtual and augmented reality are among today’s greatest immersive technology trends… but can they be used for more than just gaming and entertainment? In this talk, Tiffany Lam explores the use of immersive technologies like virtual and augmented reality to help tell stories better, bring people closer together, improve learning, and empower education through direct experience. For the last 15 years, Tiffany has been documenting and storytelling her life experiences through digital media. As an introvert, she found 360VR capture revolutionary – a communication tool to better translate stories and experiences to her friends and family without exhausting herself with excessive words. Having now produced immersive sensory experiences for a wide range of industries, Tiffany discusses the exponential power that direct experience offers to the brain in terms of retention, memory and empathy. Today, she leads strategy and operations at PATIO Interactive – an interactive design & development studio in Toronto specializing in virtual and augmented reality business solutions. She is passionate about using this technology within the non-profit sector for environmental NGOs as well as businesses in the corporate world. Currently, her company is working to bridge communication gaps and challenges within the cannabis industry and building an interactive learning platform for cannabis called XRCanna. As pictures are worth 1,000 words, immersive mediums like AR/VR can be worth a 1,000 pictures and videos. Tiffany leads business operations at PATIO Interactive -- an interactive design & marketing studio in Toronto specializing in virtual and augmented reality business solutions. Currently, she is focused on solving cannabis industry challenges with technology-driven solutions. Prior to this role, she spent years working operations at food tech startups, running her own music magazine and dabbling in and out of photojournalism. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx
The new medium of virtual and augmented reality (VR/AR) finds applications in education, healthcare, entertainment, news, engineering, and countless other domains. The goal of this panel is to increase awareness of the AU community regarding past, ongoing, and future VR/AR projects, opportunities for external funding of research, and the VR facilities available to faculty, students, and staff interested in exploring VR/AR. *This video has been auto-captioned. We are in the process of manually fine-tuning the captions, so until that process is completed, please be aware that the captions might have errors.
Awarded University of the Year for Teaching Quality (Good University Guide, The Times & Sunday Times 2019), Aberystwyth is rated Gold in the Teaching Excellence and Student Outcomes Framework (TEF 2018) and is one of the best Universities in the UK for student satisfaction with a score of 90% in the UK (NSS 2018). For more information, visit: http://www.aber.ac.uk Follow us on: Facebook: https://www.facebook.com/AberystwythU... Twitter: https://twitter.com/AberUni\
Dr Marco Gillies Academic Director: Online Learning, Goldsmiths, University of London Biography: Marco Gillies has over 20 years’ experience of research in Virtual Reality and Virtual Humans. His particular focus is on social interaction. He is also Academic Director: Online Learning in the Teaching and Learning Innovation Centre. As part of that role he is responsible for innovation in the use of technology for learning. Combining those roles he has a strong interest in the use of VR for education, and in particular using VR for training for social interaction. The work presented is in collaboration with Sylvia (Xueni) Pan, Lecturer in Computing at Goldsmiths. Title: Virtual Reality for Learning Social Skills Category: Qualitative change in learning Abstract: Many professions combine the need for technical or academic knowledge with a need to interact with people. Good social skills are a very important factor and professional social skills may differ from day to day social interaction skills (for example, professional communication, negotiation, breaking bad news). A good example is medical professionals: the scientific knowledge and diagnostic skills required are among the most intellectually challenging of all professions, but doctors and nurses must also interact with patients in some of the most stressful situations of their lives. Academic knowledge is well covered by a traditional education, but learning social skills is often left to more informal situations. They can only be learned through real practice, but opportunities are rare: either with real patients which is high risk, or with actors, which is high cost. Virtual Reality opens up an opportunity to practice social interactions freely in a safe, low risk environment. The scenarios can be tightly controlled to ensure a consistent experience between students and that appropriate learning outcomes are met. Virtual reality is particularly appropriate for this type of learning because it supports realistic body language: users share a virtual space where thing like eye-contact and gesture work as in the real work, unlike screen based interaction. This talk will give an overview of 2 decades of work on social interaction in VR with a particular focus on social skills learning. It will describe practical applications in medical and other domains and describe the major technical and learning challenges involve.
Virtual and mixed reality involve the use of computer technology to create simulated and hybrid environments. Popular for their gaming applications, virtual and mixed reality, with their futuristic affect, never fail to dazzle audiences. But VR/MR technology is much more than a game. Virtual and mixed reality systems have recently caught the eye of healthcare professionals eager to sharpen their skills. Now popular for medical education, VR/MR programs provide simulation training that serves to enhance traditional medical schooling. Education via simulation is a productive step toward the system’s most adept and confident healthcare providers.
As part of my bachelor thesis I developed a virtual assembly training with the help of the Unreal Engine 4, which is mainly suitable for teaching purposes in training and further education, but also for assembly and shoring investigations and serves the visualization of technical components. The aim of the application is to learn various working steps up to the replacement of the two overhead camshafts (DOHC) of a four-cylinder engine. The instruction of the working steps is carried out with the help of a small "Head-Up-Display", which is positioned at the wrist of the user. To simplify the work steps, a universal tool for carrying out the assembly simulation was integrated. The entire project is based on the Blueprints Visual Scripting System of the Unreal Engine 4. The models used come from the exchange platform grabcad.com and are therefore subject to its legal regulations regarding private and commercial use. Im Rahmen meiner Bachelorarbeit habe ich mithilfe der Unreal Engine 4 ein virtuelles Montagetraining entwickelt, welches hauptsächlich für Lehrzwecke in der Aus- und Weiterbildung, aber auch für Montage- und Verbauuntersuchungen geeignet ist und der Visualisierung technischer Komponenten dient. Ziel der Anwendung ist das Erlernen diverser Arbeitsschritte bis hin zum Austausch der beiden oben liegenden Nockenwellen (DOHC) eines Vierzylindermotors. Die Anleitung der Arbeitsschritte erfolgt mithilfe eines kleinen "Head-Up-Displays", welches am Handgelenk des Anwenders positioniert wurde. Zur Vereinfachung der Arbeitsschritte wurde ein universelles Werkzeug zur Durchführung der Montagesimulation integriert. Das gesamte Projekt basiert auf dem Blueprints Visual Scripting System der Unreal Engine 4. Die verwendeten Modelle stammen von der Austauschplattform grabcad.com und unterliegen somit deren rechtlichen Bestimmungen hinsichtlich des privaten und kommerziellen Gebrauchs.
Why should we care about virtual reality in the educational environment? Mfon Akpan is passionate about the opportunities virtual reality can give our students today. In his energizing talk, he answers why we should care about virtual reality in the classroom. Mfon Akpan is an accounting professor and enthusiast for virtual reality in education. Mfon is a full-time faculty member in the Harrison Professional Pathways Program at National Louis University. He holds a bachelor’s degree from the Illinois Institute of Technology, a MBA and Masters in Accounting and Financial Management from Keller Graduate School of Management and is currently a doctoral candidate, majoring in accounting, at Argosy University. Mfon is also adjunct accounting faculty at Robert Morris University, adjunct business faculty at Olive-Harvey and Harold Washington College. Prior to his doctoral work, he had a successful career as a banker for JPMorgan Chase. Mfon loves teaching and engaging with his students on and off line. He enjoys incorporating innovative methods of teaching including using social media, his YouTube channel and other emerging technologies. Mfon is an active member of the American Accounting Association’s Conference on Teaching and Learning in Accounting. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx