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Wearables & Virtual Reality: Where Higher Education is Headed

EDUCAUSE seminar predicts wearables and virtual reality solutions will take higher education learning to a new level.

November 2, 2015 Jessica Kennedy Leave a Comment

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Samsung virtual reality headgear, powered by Oculus

This solution gives users the ability to see beyond their peripheral vision at a 96 percent viewing angle. With a mega-sized screen, users are able to view movies, games, and even a 360 degree viewing experience in virtual reality. Users can also use the headgear to connect to and use their Samsung GALAXY note 4, S6 or S6 edge smartphone to create a portable virtual reality.

Google cardboard

A do-it-yourself virtual experience. Users invest in a cardboard viewer by Google, fold it into place and connect it with their smartphones. From there, the cardboard viewer’s Works with Google Cardboard badge activates, and users can download Google-cardboard compatible apps. The apps enable viewers to have a virtual reality experience through interactive games, videos, art and more.

Eon Reality

An augmented and virtual reality solution that connects to users’ mobile devices. Users are able to use the solution to create their own virtual transfer applications, no matter what level their virtual reality knowledge is at. Once the applications are created, users can interface with add-ons and software that enhances the virtual reality experience, such as multi-user environments and user assessment.

Microsoft Project Hololens

An untethered, holographic computer solution that features HD holograms on an adjustable headband. This is also the first solution to run Windows 10, and does not need to be connected to a phone or computer in order to work. Once wearing the solution, users can manipulate holograms to place apps, data and videos in their physical space. Users can also create, reshape and resize their holograms.

Dynamic Digitized Lightfield Signal by Magic Leap

A virtual reality solution that is currently in the works. This solution is projected to enable users to generate images “indistinguishable from real objects,” and place those images anywhere they want in the space around them.

Thync

A wearable device that measures the brain’s neurosignals. The technology built into the device enables it to deliver low-level electrical pulses to users’ nerves; if a user has tight muscles and feels stressed, Thync will send pulses to relax him or her. If a user needs a muscular energy boost, the device will send pulses to stimulate him or her.

We’ve all seen them in comic books and in our favorite spy shows: a watch in which the hero can vocalize a command or check the status of his mission.

According to Emory Craig, the worth of the wearables industry will explode by 2020, weighing in at a predicted $150 billion.

Plus, he and Maya Georgieva are seeing wearables gaining momentum in the higher education space.

“Eighty percent of people are watching these developments,” says Georgieva, Associate Director, Center for Innovation at New York University. “Fifteen to 19 percent are trying in small ways to adopt wearables, either by innovation or spaces.”

“It’s a dream we’ve had for some time,” says Craig, Director of eLearning & Instructional Technology at College of New Rochelle.

Even though fitness trackers like FitBit are increasing in popularity among college students, Georgieva and Craig predict wearables and immersive and virtual reality spaces will become must-haves on college campuses.

“It’s a tremendous opportunity for teaching and learning,” Craig says. “[It provides] headgear for the eyes, virtual and augmented reality, and wearables for the brain.”

Georgieva says that as technologies like wearables evolve, students’ learning styles and visual literacy shift.

Students are more immersed in a visual culture and rely on pictures to communicate, analyze and learn.

Georgieva also says students are most engaged with pictures when they are able to interact with them, whether students snap their own pictures or manipulate them in a virtual reality.

As students continue to depend on the visual culture to learn, colleges need to critically think about how to present information and data to them.

“The brain is the best classroom,” Georgieva says. “It’s the best interface. We have input from our senses and body, and output in terms of speaking, writing, running, singing, etc. Brain technology is evolving and can map what’s happening in our brains. What stimulates me as a student? We learn when we’re active, inquisitive, discovering, not through passive listening…It’s a powerful concept in play as we go to immersive learning and virtual reality.”

Virtual reality spaces are becoming a living example of the “do, not listen” learning style, and are key to serving students’ technology expectations on campus.

“In virtual reality, people are acting how they would in the real world; they have a sense of presence, they’re now part of the story,” Georgieva says. “It’s no longer a box on the wall. You’re able to walk within the space. The more synchronized motion and sound get, the more higher-end technology becomes, and the more immersed they [students] become.”

From the benefits of the wow-factor to a more interactive learning style, wearable and immersive solutions are giving students the number one thing they crave most in a physical college space.

“Ultimately, it’s about experience,” Georgieva says. “It’ driven by devices.”

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Jessica Kennedy
Jessica Kennedy

Jessica Kennedy is an editor at TechDecisions Media, targeting the higher education market. Jessica joined the TechDecisions team in 2014 and covers technologies that improve teaching and learning.

Tagged With: Higher Ed, Virtual Reality, Wearable Technology

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