As has been shared previously, Veative has been working with the UNICEF Innovation Fund to bring some of what we do out into an Open Source format. In our case, this is WebVR. So what exactly is Open Source, what can it be used for and why is it important?
Open Source allows users to freely modify the work that we have done, and use that newly created work in other ways. This promotes a free exchange of ideas and can allow students or teachers to take something that we have created, and make it that much better. We feel that we have a very good, useful library of content, but when there are so many modules (we have over 500 VR modules for education), there is little doubt that something can be improved upon along the way.
From the Open Source community, these are some of the key principles in place:
As educators, we welcome the chance for some of our VR users to take what is available and add their own spin to it. We also wish to acknowledge such work and pledge that if something has been made which is deemed to be a better way of expressing an idea or assisting in how an idea is understood, that we will make that available to a wide community of users, worldwide. We would love to showcase such work, and give those creators a way of sharing their efforts with the world.
Now that we can see what the Open Source part is about, what about WebVR? The idea behind WebVR is that it allows users to connect with that immersive environment, even without expensive hardware. WebVR allows a user to access either from within a VR (full immersion), or via a web-enabled device (PC, phone, tablet, etc…) and use a browser to view the content. The obvious part about this is that for those in places that lack resources and budgets, this can be an essentially free way of viewing and interacting with these learning modules. However, there can be a far-wider use of this delivery system.
There are special needs students worldwide who may not be able to wear a VR headset, yet still want and need access to that information. In addition, there are those that feel uneasy or squeamish in such a virtual environment and they, too, cannot be left behind.
In an effort to reach all students, everywhere, Veative has entered this partnership to expand beyond our view of education. So whether you are a student with confined-space issues who still wants to be involved in this new technology, or a precocious teen who knows for sure that you have a better way to teach a difficult concept, we welcome you to our Veative world.
To see an example of what is on offer, please check out the following page:
Log in, and give them a try. Afterward, you can check out your scores on the Reports pages.
In the picture at the top, you can see a couple of students in a Japanese language school who are using this in their studies. Haru, who is standing, is using an Oculus Go VR while Haruto, seated, is using a PC and browser. Their teacher, Emily, will be able to review their scores and see how she can help out. So even if these modules were done remotely, their teacher will still be involved in their learning, identifying where they might have had a problem with this topic or concept. Involving the teacher is always important when talking about VR, WebVR or other means of delivery of content.
Veative has been working with the UNICEF Innovation Fund to bring some of what we do out into an Open Source format.