An Introduction to Immersive Reality

T. Cochrane, H. Sissons
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引用次数: 3

Abstract

Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum.   Schedule (100 mins) Introductions (5 min)

 Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples

 Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min)


 VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras 

 Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References   Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism
沉浸式现实简介
沉浸式现实(XR)涵盖了通过增强现实到虚拟现实来增强学习的范围。尽管围绕AR和VR的变革潜力有很多炒作,但这些技术在高等教育学习环境中的采用受到限制(Cochrane, 2016)。由于缺乏如何将XR整合到高等教育中的模型,AR在Gartner 2018年新兴技术的炒作周期中陷入了幻灭的低谷,而VR则处于“启蒙的斜坡”(Daniel, 2018)。作为回应,本次研讨会将为参与者提供使用基于web的VR平台SeekBeak (https://seekbeak.com)创建自己简单的沉浸式现实场景的实践经验。该研讨会是与新闻学学生一起举办的研讨会的通用版本,向他们介绍了沉浸式新闻实践的概念以及沉浸式讲故事的含义(Sissons & Cochrane, 2019a, 2019b)。研讨会将向与会者介绍沉浸式新闻的最新技术,并展示BYOD方法在高等教育中用户生成的虚拟现实,作为将真实学习整合到课程中的一种模式。日程安排(100分钟)介绍(5分钟)

参与者调查(5分钟)360视频和VR介绍(10分钟)XR新闻示例

初始媒体中心VR演示https://seekbeak.com/v/kvPq47DpjAw(5分钟)


VR项目开发(60分钟)谷歌纸板头显,使用参与者自己的智能手机介绍工具包参与者创建SeekBeak帐户使用360摄像机

参与者选择一个主题作为移动VR制作团队工作分享和审查参与者项目(参与者分享SeekBeak链接)(10分钟)通过简短的SurveyMonkey调查进行反思,并通过Twitter和#SOTELNZ标签分享项目url和反思(5分钟)结束参考Cochrane, T.(2016)。教育中的移动VR:从边缘到主流。国际移动与混合学习(IJMBL), 8(4), 45-61。doi: 10.4018 / IJMBL.2016100104(2018年8月21日)。Gartner 2018年炒作周期:混合现实将超越VR和AR.检索自https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 11月22日)。沉浸式新闻:玩虚拟现实。在澳大利亚理工大学教学与学习会议上发表的论文:真实的评估——是时候变得真实了?他是奥克兰理工大学的教授。Sissons, H., & Cochrane, T. (2019b)。新闻编辑室制作:XRJournalism Workshop。检索自https://tinyurl.com/XRJournalism
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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