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Intro to
Virtual/Augmented/Mixed Reality
in Libraries
Mark Gill
Aura Lippincott, MLIS, M.Ed.
lippincotta@wcsu.edu
LibTech 2019, March 21, 2019
Plamen Miltenoff, Ph.D.,
pmiltenoff@stcloudstate.edu
Kristi Newgarden, Ph.D.
knewgarden@charteroak.edu
Plan
1. Introductions
2. What is XR: virtual/augmented/mixed reality?
3. Implication for the 21st Century Institution/Library
4. Library Orientation example
5. Perspectives
◦ Technology/media perspective
◦ Library perspective
◦ Instructional Design perspective
6. Q&A
What is eXtended
Reality?
eXtended Reality also known as Immersive Reality
Encompasses Virtual Reality, Augmented Reality and Mixed Reality
Virtual Reality Augmented Reality Mixed Reality
Supported Pedagogies
XR
Comparing the Educational Affordances of VR, AR & MR
Affordance VR AR MR
Mirroring of “real” world settings
Extension/augmentation of present environment
Embodied interaction with objects
Learner agency
Multimodality of information (voice, text, haptics)
Immediacy of feedback
Coaction with others (real or virtual)
Co-presence with other learners
Constraints: technological, ethical, etc.
Nausea/ emotional impacts
Privacy
Cost
Support
Accessibility
https://amp.businessinsider.com/images/56f9ababdd0895b16f8b46b3-750-563.png
https://tophat.com/wp-content/uploads/2017/08/BLOG_family-life-balance@1X.jpg
Implications for the 21st
century academic
institution
Implication for the 21st century academic
institution AND Library
What is the educational value of adding XR to traditional methods of teaching and learning?
○Provide immersive experiences that cannot be achieved in other ways, for example too
expensive, too dangerous, too rare, or impossible (Bailenson, Experience on Demand, 2018)
○Provide opportunities for experiential and immersive
learning, active learning, training and simulation,
and student centered learning
○Impact learning outcomes
○Increase student motivation
http://4.bp.blogspot.com/_U6klksAe0QI/TL7GXO5z0TI/AAAAAAAADgQ/GxT3gyzQB4U/s1600/socrates_elearning_caricature.gif
Implication for the 21st Century Library
Libraries are part of the academic institution - not separate
Scalable approach
Collaborative approach toward projects, cross- campus and institutional collaboration.
BYOD and the necessity to consider the employment of students’ devices.
Library orientation
https://www.slideshare.net/aidemoreto/scsu-augmented-reality-library-tour-122152539
Media & Technology Perspective
Technology:
- Need of robust wide pipe WiFi network
- Need of new generation of programmers
- Need of team building between ID and IT specialist,
coupled with media specialists and content experts
Mark, do you have something to add or change
Library Perspective
The Academic Library can be a viable place to start the service:
- Campus hub: wide exposure to all students
- Balanced access to students all majors (versus only students
from exact sciences)
- Work with faculty to develop curricula
- Archive, provide access to and assist with cross disciplinary
curricula
Instructional Design Perspective
Key (instructional) design questions
Key collaborations
Key Questions - 1
Questions that an instructional designer will ask about incorporating XR in the designing
learning environments or experiences
● What are the learning outcomes? What do we want learners to be able to understand,
do, feel?
● What pedagogies can facilitate the kinds of experiences learners need to achieve the
learning outcomes?
● What does the learning environment need to provide to align with the ideal pedagogical
approach? What affordances do XR technologies provide?
● Can the learning outcomes be achieved using other methods or experiences? Might
these other methods results in better outcomes? Are there risks that the XR experience
is a less suitable method to achieve the learning outcomes?
Key Questions - 2
More questions that an instructional designer will ask:
● What are the technical, logistical, and support requirements? How will instructor and
students participate in the experience? What will they need?
● What content/activities/assessment should come before the experience and after the
experience?
● How will student learning be assessed?
Key Opportunities
Instructional Designers and Librarians can collaborate to:
1. Design XR learning experiences that improve student digital fluency
2. Identify/Curate XR experiences
3. Team with IT/Media/Administration/Faculty to explore, develop, extend XR technologies
and services on campus
4. Create and promote campus opportunities for professional development to learn about XR
5. Facilitate communities of practice on the use of XR in learning
6. Collaborate on research studies to evaluate the effectiveness of XR learning experiences
7. Please share your ideas!
Here is info on library focus on Instructional Design:
https://www.library20.com/page/recordings-id (you must be logged in)
This Photo by Unknown author is licensed under
CC BY-NC-ND.
Contact info
Aura Lippincott, MLIS, M.Ed.
lippincotta@wcsu.edu
Western Connecticut State University
Kristi Newgarden, Ph.D.
knewgarden@charteroak.edu
Charter Oak State College
Plamen Miltenoff, Ph.D.,
pmiltenoff@stcloudstate.edu
St. Cloud State University
Mark Gill
mcgill@stcloudstate.edu
St. Cloud State University

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Intro to XR in Libraries

  • 1. Intro to Virtual/Augmented/Mixed Reality in Libraries Mark Gill Aura Lippincott, MLIS, M.Ed. lippincotta@wcsu.edu LibTech 2019, March 21, 2019 Plamen Miltenoff, Ph.D., pmiltenoff@stcloudstate.edu Kristi Newgarden, Ph.D. knewgarden@charteroak.edu
  • 2. Plan 1. Introductions 2. What is XR: virtual/augmented/mixed reality? 3. Implication for the 21st Century Institution/Library 4. Library Orientation example 5. Perspectives ◦ Technology/media perspective ◦ Library perspective ◦ Instructional Design perspective 6. Q&A
  • 4. eXtended Reality also known as Immersive Reality Encompasses Virtual Reality, Augmented Reality and Mixed Reality Virtual Reality Augmented Reality Mixed Reality
  • 6. XR Comparing the Educational Affordances of VR, AR & MR Affordance VR AR MR Mirroring of “real” world settings Extension/augmentation of present environment Embodied interaction with objects Learner agency Multimodality of information (voice, text, haptics) Immediacy of feedback Coaction with others (real or virtual) Co-presence with other learners
  • 7. Constraints: technological, ethical, etc. Nausea/ emotional impacts Privacy Cost Support Accessibility https://amp.businessinsider.com/images/56f9ababdd0895b16f8b46b3-750-563.png
  • 9. Implication for the 21st century academic institution AND Library What is the educational value of adding XR to traditional methods of teaching and learning? ○Provide immersive experiences that cannot be achieved in other ways, for example too expensive, too dangerous, too rare, or impossible (Bailenson, Experience on Demand, 2018) ○Provide opportunities for experiential and immersive learning, active learning, training and simulation, and student centered learning ○Impact learning outcomes ○Increase student motivation http://4.bp.blogspot.com/_U6klksAe0QI/TL7GXO5z0TI/AAAAAAAADgQ/GxT3gyzQB4U/s1600/socrates_elearning_caricature.gif
  • 10. Implication for the 21st Century Library Libraries are part of the academic institution - not separate Scalable approach Collaborative approach toward projects, cross- campus and institutional collaboration. BYOD and the necessity to consider the employment of students’ devices.
  • 12. Media & Technology Perspective Technology: - Need of robust wide pipe WiFi network - Need of new generation of programmers - Need of team building between ID and IT specialist, coupled with media specialists and content experts Mark, do you have something to add or change
  • 13. Library Perspective The Academic Library can be a viable place to start the service: - Campus hub: wide exposure to all students - Balanced access to students all majors (versus only students from exact sciences) - Work with faculty to develop curricula - Archive, provide access to and assist with cross disciplinary curricula
  • 14. Instructional Design Perspective Key (instructional) design questions Key collaborations
  • 15. Key Questions - 1 Questions that an instructional designer will ask about incorporating XR in the designing learning environments or experiences ● What are the learning outcomes? What do we want learners to be able to understand, do, feel? ● What pedagogies can facilitate the kinds of experiences learners need to achieve the learning outcomes? ● What does the learning environment need to provide to align with the ideal pedagogical approach? What affordances do XR technologies provide? ● Can the learning outcomes be achieved using other methods or experiences? Might these other methods results in better outcomes? Are there risks that the XR experience is a less suitable method to achieve the learning outcomes?
  • 16. Key Questions - 2 More questions that an instructional designer will ask: ● What are the technical, logistical, and support requirements? How will instructor and students participate in the experience? What will they need? ● What content/activities/assessment should come before the experience and after the experience? ● How will student learning be assessed?
  • 17. Key Opportunities Instructional Designers and Librarians can collaborate to: 1. Design XR learning experiences that improve student digital fluency 2. Identify/Curate XR experiences 3. Team with IT/Media/Administration/Faculty to explore, develop, extend XR technologies and services on campus 4. Create and promote campus opportunities for professional development to learn about XR 5. Facilitate communities of practice on the use of XR in learning 6. Collaborate on research studies to evaluate the effectiveness of XR learning experiences 7. Please share your ideas! Here is info on library focus on Instructional Design: https://www.library20.com/page/recordings-id (you must be logged in)
  • 18. This Photo by Unknown author is licensed under CC BY-NC-ND.
  • 19. Contact info Aura Lippincott, MLIS, M.Ed. lippincotta@wcsu.edu Western Connecticut State University Kristi Newgarden, Ph.D. knewgarden@charteroak.edu Charter Oak State College Plamen Miltenoff, Ph.D., pmiltenoff@stcloudstate.edu St. Cloud State University Mark Gill mcgill@stcloudstate.edu St. Cloud State University

Notas do Editor

  1. In this session, Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), eXtended Reality (XR) will be introduced in simple terms, and connection to the 21st library will be established. Examples of VR and AR library orientation will be presented, compared and discussed with participants. The moderators will lead a discussion about the technological aspects, as well as the educational value of adding VR and AR to the traditional methods of teaching and learning, as well as the implications for library patrons. The perspectives of a technologist, a librarian and instructional designers will help participants determine their role in developing and delivering XR services on campus. IDs will share learning from facilitating the NERCOMP XR workshop on Monday
  2. https://www.slideshare.net/aidemoreto/scsu-augmented-reality-library-tour-122152539 https://www.slideshare.net/aidemoreto/library-technology-conference-2018 https://www.slideshare.net/aidemoreto/vr-library
  3. Plamen leads, the others jump in
  4. http://blog.stcloudstate.edu/ims/2018/11/26/elearning-trends-to-treat-with-caution/
  5. (MOVED TO pedagogical opportunities slide) -- Impacts/What we have learned so far Empathy http://blog.stcloudstate.edu/ims/2018/12/28/vr-and-empathy/ Parong and Mayer (2018) found that engaging students in a VR lesson followed by a summarization activity was “an effective medium to convey scientific information …” while taking advantage of the interest and motivation that new technologies afford. http://blog.stcloudstate.edu/ims/2018/08/30/virtual-labs/ http://blog.stcloudstate.edu/ims/2018/08/23/virtual-field-trips/ http://blog.stcloudstate.edu/ims/2016/08/30/augmented-reality-for-special-needs-learning/ http://blog.stcloudstate.edu/ims/2018/11/13/vr-and-ar-for-sel/ http://blog.stcloudstate.edu/ims/2018/11/07/can-xr-help-students-learn/ http://blog.stcloudstate.edu/ims/2018/10/04/first-vr-optometry-lab/ Taptic and haptic: http://blog.stcloudstate.edu/ims/2018/09/01/embed-ar-vr-in-learning/ http://blog.stcloudstate.edu/ims/2018/08/10/remember-through-vr/ Ulla, ThingLink http://blog.stcloudstate.edu/ims/2018/07/30/immersive-storytelling-and-learning/
  6. (MOVED TO pedagogical opportunities slide) -- Impacts/What we have learned so far Empathy http://blog.stcloudstate.edu/ims/2018/12/28/vr-and-empathy/ Parong and Mayer (2018) found that engaging students in a VR lesson followed by a summarization activity was “an effective medium to convey scientific information …” while taking advantage of the interest and motivation that new technologies afford. http://blog.stcloudstate.edu/ims/2018/08/30/virtual-labs/ http://blog.stcloudstate.edu/ims/2018/08/23/virtual-field-trips/ http://blog.stcloudstate.edu/ims/2016/08/30/augmented-reality-for-special-needs-learning/ http://blog.stcloudstate.edu/ims/2018/11/13/vr-and-ar-for-sel/ http://blog.stcloudstate.edu/ims/2018/11/07/can-xr-help-students-learn/ http://blog.stcloudstate.edu/ims/2018/10/04/first-vr-optometry-lab/ Taptic and haptic: http://blog.stcloudstate.edu/ims/2018/09/01/embed-ar-vr-in-learning/ http://blog.stcloudstate.edu/ims/2018/08/10/remember-through-vr/ Ulla, ThingLink http://blog.stcloudstate.edu/ims/2018/07/30/immersive-storytelling-and-learning/
  7. Aura and Kristi
  8. Kristi
  9. Aura
  10. Aura
  11. Three really real questions about the future of virtual reality  http://blog.stcloudstate.edu/ims/2016/01/08/virtual-reality/  http://blog.stcloudstate.edu/ims/2014/12/14/brain-and-virtual-reality/