We know the benefits of VR, but don’t know where to start.
The research has been positive and compelling, and it is obvious that immersive technologies hold a lot of promise with regards to education. We want this for our own students, but also for research into efficacy in education. The only question which remains is what to buy, why and how many will satisfy our needs.
We cannot teach people anything; we can only help them discover it within themselves.
A typical university setup
There are a few ways to move into immersive technologies, but one that provides flexibility, removes constraints with regards to content, and allows a school to be properly safeguarded from an ever-changing, ever-expanding marketplace of ideas and hardware means that both ends of the spectrum need to be explored. Simply put, consideration of both the highest-end specs, and the lower-cost options must be explored.
A higher end VR device would include a headset tethered to an expensive, dedicated PC, which allows for greater processing power and amazing graphics. However, such a costly offering may not be the best option to allow wider use of VR within an institution. For this, mobile VR allows for a number of users at a time to engage with an immersive learning environment. There is no necessity to sit back and wait your turn… you can dive right in!
The Veative Solution
Our solution can be customized, but this is a typical setup request that fits a number of needs. A Veative solution always begins with content, the establishment of which will be in conjunction with the client’s SME (subject matter expert), ensuring proper alignment with the needs identified by the client. Beyond this, visual storyboarding, usage of client assets, customization of assessment and language needs, and so on underscores the value we place in viable solutions that work, and which fit the specifications of our clients.
To get started, we offer VR packages such as ELL (English Language Learning) created for a post secondary audience. This innovative series offers up 104 lessons utilizing speech recognition technology, allowing for speech practice in a judgement-free environment. That is the key! Learn more about ELL here.
Immersive learning in a university environment
- High-end VR for testing and possibly for research purposes
- Can customize the content for the specific needs of the university, when partnered with a content creation company like Veative, that has a wealth of experience in the creation of educational learning modules
- For use in classes, language labs, resource centres and the like, use mobile VR which affords my flexibility
- Research modalities that benefit from larger numbers can only be achieved by exposure to content on a mobile VR, allowing for greater numbers to be tested at any given time
- Created content can be used internally, or may be made available to audiences outside the university
- Enforce or reduce multi-lingual requirements (VR allows for greater flexibility in delivery of abstract concepts)
- 6 DOF with 2 controllers
- Must be connected to a PC and requires that space be set aside to accommodate positional sensors
- Limited coverage achievable within an organization
EduPro (mobile, all-in-one device)
- 3 DOF with 1 controller
- Much more widely accessible throughout an organization as this is transportable
- Modest headset costs
- Easily transported for remote operation in the field, or various locations