INFORMATION FOR
Extended Reality (XR) is an umbrella term that includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). XR technology aims to combine the physical world with a digital twin world that users can interact with, creating an immersive experience. Extended reality integrates real and virtual environments, creating immersive digital experiences. In retail, XR allows customers to try on clothes, view 3D product models, and explore interactive in-store displays virtually. These technologies are transforming traditional brick-and-mortar and e-commerce models.
Augmented Reality and Virtual Reality technologies have great potential to enhance teaching, learning, and research experiences in Higher Education. Recent studies show that the integration of these technologies in education can help to increase student engagement, facilitate deeper and conceptual understanding, offer opportunities for experiential learning, and bridge the gap between students and learning resources. Mixed reality is a blend of physical and digital worlds, unlocking natural and intuitive 3D human, computer, and environmental interactions. In MR experiences the user can interact with both digital and physical elements. MR differs from AR—where digital and physical elements don't interact— and VR—where the physical or real world is completely blocked out.
Augmented Reality and Virtual Reality technologies have great potential to enhance teaching, learning, and research experiences in Higher Education. Recent studies show that integrating these technologies in education can help to increase student engagement, facilitate deeper and conceptual understanding, offer opportunities for experiential learning, and bridge the gap between students and learning resources. Mixed reality is a blend of physical and digital worlds, unlocking natural and intuitive 3D human, computer, and environmental interactions. In MR experiences the user can interact with both digital and physical elements. MR differs from AR—where digital and physical elements don't interact— and VR—where the physical or real world is completely blocked out.
XR content is mostly used as a supportive document to present content in a more engaging and interactive way. However, the advanced designs can allow students to practice real-life tasks. Regardless of the type of content, the instructor can design a learning activity or assessment with XR content. Additionally, it can also be used for collaborative learning or in synchronous meetings. Common applications of XR technologies include:
If you are interested in implementing any immersive reality in your course, you check out the tools from IRT. These devices are only available to faculty members at William Paterson University. If you are new to this technology, the IRT staff is available to help you learn how to use the technology, the setup process, find applications for your curriculum, and any other questions you may have. Our immersive lab has a free subscription to VivePort, an online store for virtual reality content, that offers a variety of free and paid software you can explore on-site. The content is only available for use in the Vive headset.
Implementing Extended Reality (XR) in education can enhance learning by providing immersive, interactive, and engaging experiences. Below are some guidelines for effectively incorporating XR into teaching:
CTT team can assist you on adopting these feature on your teaching area. Please use one of the followig options to get connected.
Webinars Workshops Consultations Walk-in
Faculty members can schedule a session with the IRT team to try out our wireless Vive Pro device in the Design, Build & Learn Lab at LI110.
The Virtual Reality platforms are online stores where you can download either free or paid apps to use with our headsets. Each platform offers different titles and differing headset compatibility. The IRT has a subscription to VivePort and currently developing a large app library. Faculty members can request apps to be downloaded to test out and use for classes.
Coming soon.
Step 1: Attend the XR webinars and workshops or watch the recordings.Step 2: Meet with Immersive Lab Staff to experiment with VR and get familiar with the virtual environment.Step 3: Consider the technology and content you need based on your learning outcomes.Step 4: Plan the budget if needed.Step 5: Meet with the Instructional Designer for consultation if needed.
Faculty can borrow a stand-alone VR device from the IRT department. Please contact Chris Weber (weberc@wpunj.edu) for more information.
Educational VR content is a growing field that offers immersive learning experiences across various subjects and disciplines. CTT is working on a free or low-cost content library which will be posted on its website.Below, are some paid platforms, applications, and resources for VR content.
You can create XR (Extended Reality) content, which encompasses Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), by using various tools and platforms. Please note that some of the tools will require coding skills. The choice of tool often depends on the specific requirements of your project, such as the target platform, the desired level of interactivity, and the creator's technical proficiency.