SUNY Immersive Augmented Reality Classroom
Dr. Ibrahim Yucel, Assistant Professor, Coordinator of the Interactive Media and Game Design Program
Project Team- Joshua Piejko
- Dr. Michael J. Reale
- Dr. Mohammed Abdallah
- Dr. Megan Dischiavo
SUNY Polytechnic Institute
2017
Tier Two
$20,000.00
The advent of affordable Virtual Reality and Augmented Reality solutions (Microsoft Hololens and HTC Vive) prompts us to explore the use of such technologies to enhance pedagogy via immersive room scale simulation. Therefore, we propose the creation of a shared virtual classroom space, known as the “SUNY Immersive Augmented Reality Classroom”. The effective use of a shared virtual workspace would increase student engagement, enhance pedagogical methods, and even inspire further student research utilizing these technologies. This space would be shared among multiple users giving a unique perspective for each student in a variety of courses. Our objectives in this project are 1) to utilize VR and AR to enable and improve a virtual classroom, 2) to obtain tools, equipment, and environments necessary for educators to fully utilize VR/AR technologies, and 3) to delineate and disseminate the best practices for educators and institutions seeking to employ VR/AR for pedagogy.
This project utilizes affordable technology to provide a shared mixed reality classroom to individuals, regardless of major, both on campus and in remote locations. While the core system utilizes mixed reality hardware, our system also allows users to access the virtual space via non-mixed-reality hardware, making it more affordable for a greater number of users. This tool provides learners with enhanced, more engaging ways to learn material. Specifically, it brings more visual and tactile interaction to virtual content, enabling greater engagement to a wider variety of learners. We hope, as a whole, that the technology helps increase retention of those students who had difficulty previously connecting with the subject matter. By exposing students to mixed reality technology as part of their core curriculum, it can inspire both the creation of more advanced content for this platform and/or the further development of the underlying technology.