Immersive educational experiences have become a hot topic in schools across the globe especially post-COVID. Virtual reality has allowed educators to create virtual spaces and inhabit them in ways that have only previously been imagined. Extending the educational experience in Science and Humanities through VR/AR technologies has made Morehouse College a stand-out in the XR space. Victory XR built a digital twin campus accessible through the Engage platform of Morehouse College, a small, liberal arts college in Atlanta, GA and alma mater of Dr. Martin Luther King, Jr. Courses in biology, chemistry, and history were taught in Spring 2021 by Dr. Ethell Vereen, Dr. Muhsinah Morris, and Dr. Ovell Hamilton with cross-disciplinary modules infused by English professor, Dr. Tanya Clark. There were many lessons learned pivoting to remote learning in VR while educators worldwide were still getting acclimated to the facilitation of online learning. Being in VR allowed for students to construct their knowledge in a world free of distractions. The experiences in VR were thoughtfully developed to give students better access to meeting and exceeding the learning outcomes for the courses. Based on the preliminary surveys of students in the VR courses, this level of learning was beyond what they had ever experienced in the face-to-face classroom. The VR setting proved to be the best investment at a time when students had become fatigued with the constant use of available online team collaboration tools as the only way to meet for class. While VR has been shown to increase learning outcomes, mainly in individual gameplay tasks, there is a lack of data correlating student success and engagement to the learning outcomes spanning many disciplines. Now with this ambitious VR project incorporated into the curriculum at Morehouse College, there is data to support that courses across disciplines in science and the humanities can benefit from immersive VR in efforts to help students master the subject matter faster than they could in person. This is the first of such data at any undergraduate institution.
Billions of dollars are being invested to replace today's Zoom experience with a VR headset that enables us to collaborate in a metaverse. But do today's products solve real problems?
Learn how Campfire has focused on design and engineering to create an all new system for holographic collaboration. Campfire CEO Jay Wright will explain how Campfire devices and applications were designed to overcome adoption challenges of current AR and VR offerings, and deliver an experience that has been promised for decades and drives productivity for distributed teams.
Today Adidas demonstrates once again why they are an innovation powerhouse by completely disrupting their design process through the use of immersive technology. They implement a new workflow that empowers their teams to digitally work together on 3D concepts in space by jumping into the same virtual studio in Gravity Sketch and collaborating from any location around the globe. As futuristic as this might sound, it is actually a thing of the present, and the first sneaker designed in virtual reality is already on the market.
The ease of use of the tool and the fact that people create and communicate in space, pushes cross-disciplinary collaboration to the next level, from design, marketing, all the way to the developers in China, their teams can now have faster decision making due to the understanding of the 3D form at the ideation phase and throughout the entire design process. Collaborative 3D sketching accelerates creative iteration and presents the company with a new era of opportunities in end-to-end digital integration.
Join Gravity Sketch co-founder& CXO and Adidas designers on a talk on the revolution of the sportswear design process and how this technology has allowed them to take their products to the next level.
With video meetings, remote training and virtual brand activations becoming more the norm than the exception, the limits of collaborating and engaging audiences at a distance with traditional tools have never been more apparent. Corporations, small businesses, brands and individuals are turning to virtual and augmented reality (collectively known as XR) to solve for these pain points. However, incorporating this technology into your business model and marketing strategy can be daunting. In this panel, we speak with experts in the field to learn about their various approaches, the technology that is making this possible, and how it’s augmenting the way we communicate, engage audiences and do business.
The Girl Scouts and The Virtual Wild launched an AR walking trail app call "GeoQuest." It's focused around the STEM Center of Excellence at Camp Whispering Cedars in Dallas, TX. Using Bluetooth beacons, GeoQuest is a location-based app that makes it fun for Scouts to learn about the camp's unique history of buried dinosaur fossils that have been found near an ancient geology trail. Users are led down a walking path and get to dig up digital and real 3D-printed fossils. The app aims to merge a creative digital story with real life and then exposes many STEM careers that went into building the experience.
This relationship between the Girl Scouts or Northeast Texas and The Virtual Wild started with this bespoke project. Now, it has blossomed into a multi-year strategic plan aimed at creating a wide range of innovative projects that will support the Scouts' needs in areas of recruitment, education, transition into the professional workforce, and alumni support. The experience of working together is a great example of how a Non-Profit and a For-Profit organization can thrive together. Ashley Crowe, GSNETX's Chief Program Officer, and Jay Rutherford will lead this joint presentation by offering insight and discussing strategic details from their own perspectives.
Nearly two years into the pandemic, we are all still wondering what's next after Zoom. With over forty remote spatial collaboration platforms, including Facebook's new Workrooms and Microsoft's AltSpace, how many will survive 2022? What are the use cases? What's hot, who's in danger and what is the future of remote work, training and education generally.