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Symposium: Virtual Reality for Science & Education

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My slides for the Virtual Reality for Science & Education symposium.

More information can be found on http://www.robindelange.com

Publicada em: Educação
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Symposium: Virtual Reality for Science & Education

  1. 1. Gratama foundation
  2. 2. 0 5 10 15 20 25 N O V R E X P E R I E N C E L O T O F V R E X P E R I E N C E VR EXPERIENCE - AUDIENCE Researchers, teachers, students,VR developers, artists, policy makers, etc.
  3. 3. 13:30 Coffee, registration and demos 14:00 Welcome 14:05 Robin de Lange (Leiden University) 14:30 Guntur Sandino (CleVR) 14:55 Student team: DinoZapp 15:10 – 15:25 Richard den Tilborg (Ordina) —– Coffee & Demos —– 15:50 Hans Luyckx (IJsfontein) 16:15 Lisa E. Rombout 16:25 Student team: OrbitalVisualization 16:40 SanderVeenhof 17:00 Discussion, Drinks & Demos
  4. 4. #VRSE2016 WiFi: KPN + sign in Registration
  5. 5. Bachelor Physics Philosophy Artificial Intelligence MSc. MediaTechnology Focus: Extended cognition & Augmented Reality EDUCATION WORK Owner BijlesinWassenaar Video production 1st MOOC (Massive Open Online Course)
  6. 6. Bachelor Physics Philosophy Artificial Intelligence MSc. MediaTechnology Focus: Extended cognition & Augmented Reality EDUCATION WORK Owner BijlesinWassenaar Video production 1st MOOC (Massive Open Online Course) PhD student @ MediaTechnology Promotor: Bas Haring Founder Lyceo CodeLab
  7. 7. • Live EEG data visualization for Oculus Rift • Together with Eva Delincakova & Bert Spaan @ Hack the Brain hackathon
  8. 8. • In what ways canVR be used as a tool for learning? • What are the obstacles and opportunities for implementingVR in the field of education?
  9. 9. • Elective research course
  10. 10. • Elective research course for 25 bachelor and master students • Exploring the potential of VR for science & education; • Obtaining skills to create interactiveVR content using e.g. Unity3D and 360˚ film technology; • Creating aVR prototype as final project
  11. 11. • Elective research course • Explorative qualitative research • Symposium
  12. 12. Findings
  13. 13. People see potential forVR in education
  14. 14. VR is not the best solution for every subject
  15. 15. Potential use cases for many different fields of study
  16. 16. Experiencing archeological sites
  17. 17. Design tool for architecture students
  18. 18. 3D anatomy lessons
  19. 19. Visualizations of molecules and chemical reactions
  20. 20. Visualizations of a supernova or nuclear chain reaction
  21. 21. Practicing public speaking or moot court
  22. 22. 360 video for studying social dynamics
  23. 23. Learning languages by conversation in multi- user applications
  24. 24. History lectures in ancient Rome
  25. 25. Immersive data visualizations
  26. 26. More intense social experience of MOOCs
  27. 27. CurrentVirtual Reality technology has clear limitations
  28. 28. Available educationalVR content is limited
  29. 29. Creating content forVR is not as hard as people think
  30. 30. VR content creation GAME ENGINES e.g. Unity3D Combination of 3D designing and coding environment
  31. 31. VR content creation PHOTO /VIDEO RicohTheta or GoPro- based setup Workflow similar to regular video
  32. 32. VR content creation USER GENERATED ExistingVR applications where users create content
  33. 33. New medium, new rules
  34. 34. Making good educational content requires a combination of expertise
  35. 35. Research course good format for exploringVR possibilities
  36. 36. Further experimentation is wanted
  37. 37. • Broad experimentation withVR as learning tool • CreatingVR content and implementing in education. WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  38. 38. There are many reasons why we should experiment withVR in education.
  39. 39. VR learning experiences can be fun!
  40. 40. Possibility to design entire environment for learning
  41. 41. Possibilities for experiental and active learning
  42. 42. Possibilities for embodied learning
  43. 43. Valuable learning experiences can be brought to a much larger audience.
  44. 44. Integration of simulations with context dependent information
  45. 45. Education can play a part in shapingVR as a medium.
  46. 46. Questions WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE

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