Examples from Amherst Faculty
What is Extended Reality?
Extended Reality (XR) refers to the use of digital technology to either enhance one’s experience of the physical world with overlaid information or animations, known as Augmented Reality (AR), or to completely immerse oneself in a digital 3D world, known as Virtual Reality (VR). The former is generally designed to work with smartphones or special glasses that can recognize and respond to one’s surroundings. The latter is preferentially used with headsets providing interactive audiovisual presentations while isolating oneself from the surrounding environment, though they can also be displayed on a flat computer screen for a less immersive experience.
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What are the possible teaching and learning applications using XR?
With XR equipment becoming more affordable, the opportunity for use in educational settings is rapidly increasing. XR has many pedagogical benefits due to its ability to enhance student understanding through active and experiential engagement with remote and/or complex objects of study:
- When physically visiting locations, AR can instantly provide relevant information such as historical background, architectural detail, etc.
- When virtually visiting locations, such as the settings of books, war-torn countries, or the terrain of other planets, VR allows students to explore them in a way that is more meaningful through semi-normal visual and auditory interactions and responses, in addition to providing relevant information.
- When examining 3D objects such as sculptures, buildings, molecules, or protoplanetary star systems, VR allows students to see more detail and even interior views that are otherwise hidden.
- When studying human responses to different stimuli, VR allows controlled experiments in a more realistic but safe environment.
- Games using AR and VR can further engage students by leading them through challenging situations requiring knowledge and skills they will acquire as they play.
One challenge for XR is accessibility, due to its strong dependence on visual stimuli and response to physical movement of the head, legs, and hands. The use of natural and designed auditory signals can help with the former, though such features are not commonplace. Similarly, adaptation of controllers, headsets, and additional wearable equipment to assist with physical limitations and provide haptic feedback are likely bespoke solutions.
How is the Amherst Campus exploring XR?
To promote a culture of innovation at the College, there needs to be persistent activity, discovery, and experimentation.
- Our faculty have taken the initiative with XR to learn about its possible uses and benefits. Their experiments have been meaningfully integrated within courses and research.
- Pedagogical objectives have been critical in choosing the XR tool and how the activity is designed. Low-stakes and exploratory approaches allow faculty to ease into its use.
- Research objectives are driven by the capabilities of XR technology to provide new avenues for scientific discovery.
- Diversity of disciplines — XR has been applied by faculty in Biology, Neuroscience, Spanish, Art & Art History, Geology, Physics, and Psychology.
- Critical role of instructional staff — Faculty efforts demonstrate a clear vision for immersive learning and applications. Instructional staff from various units of the College with XR expertise have partnered with faculty to design, develop, and deliver these educational projects.
- Funding — all of the projects showcased in this article have been developed on a shoestring budget and with minimal resources. Expanding these initiatives will require greater engagement from the College in terms of developing XR expertise, increasing support, and providing additional technology and physical infrastructure.
The faculty examples provided below cover a five-year span from 2017 to 2021.