Description:
XR is an all-inclusive term to describe immersive technologies. It includes Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR).
Details:
The university’s Extended Reality (XR) Initiative establishes a framework for supporting faculty in developing new pedagogy and educational technology that uses augmented and/or virtual reality to enable distance collaboration in the creation and evaluation of architectural and urban design, physical prototyping, dance, and work in other spatial mediums. This may also have broad application as an introduction to U-M campus and its public health protocols.
Examples/further information:
- Moduluc, Architecture and Design Schools Teaching VR, AR, or MR Technologies
- Visualization Lab, Duderstadt Center
- Dancereality app
- Educause XR Report
- UMSI Graduate Certificate in XR
- Dentistry, Virtual Dental LIbrary
Categories:
Collaboration
Demonstrations
Experimentation
Gameful Learning
Immersive Digital Learning
Resources:
- Academic Innovation Extended Reality XR Initiative
- Extended Reality Spaces in the Digital Media Commons
- ActiveLens — AR & VR learning resource for the classroom
- CoSpaces.io — Program that allows users to build their own VR environments
- Augment — A VR plugin for SketchUp which allows users to bring 3D designs to life in AR from your smartphone or tablet
- SketchFab — Publish, share, and discover 3D content online and in VR
- With.in — A library of informative and entertaining VR stories
- Google Cardboard — Cardboard puts virtual reality on your smartphone. The Cardboard app helps you launch your favorite VR experiences, discover new apps, and set up a viewer.
- Tilt Brush — Paint and design in VR
Performance - Hybrid:
Medium
Performance - Remote:
Medium
Studio - Hybrid:
Medium
Studio - Remote:
High
Lab - Hybrid:
Medium
Lab - Remote:
Medium
Resources Required:
- XR hardware (VR Headsets, Google Cardboard, Oculus, Gear VR)
- XR Software
- Unity XR authoring software (optional)
Effort:
High