Examples from Amherst Faculty

 

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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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Person with virtual reality headset and mock airplane controls

A 2016 Amherst college article, Taking Wind, Learning Turbine Flight, states that “students were in for a particular treat: taking the controls of the 737 simulator with a prototype Oculus Rift virtual reality headset. With their field of vision completely encased in the VR headset, the would-be pilots were able to step into a virtual cockpit and “fly” over a virtual Connecticut Valley on its approach to Bradley International Airport.”

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.

Featured Faculty

Image of Michael Cohen
Michael Cohen

Departments: Neuroscience and Psychology

Objective: Gaze-contingent rendering in immersive virtual reality to study color awareness during naturalistic viewing

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Image of Andrew Dole
Andrew Dole

Department: Religion

Objective: Exploring possibilities for using virtual reality to aid academic work through a controlled environment

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Image of Carmen Granda
Carmen Granda

Department: Spanish

Objective: Introducing students to Spanish history, literature, and culture, and learn about the annual pilgrimage to the Cathedral of Santiago de Compostela along the Camino de Santiago in northern Spain through the use of virtual reality

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Photo of Henry Hirschel holding a model plane
Henry Hirschel

Department: Physics

Objective: Learning about the technology of powered flight and the requirements for safe piloting of an aircraft

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Image of Catherine Infante
Catherine Infante

Department: Spanish

Objective: Visualizing locations described in stories set in Spain in the Middle Ages, e.g. the Alhambra in Granada, to establish a visual frame of reference for the stories, as well as gain an appreciation for the architecture and landscapes of the complex

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Image of Yael Rice
Yael Rice and the Mead Art Museum

Department: Art and Art History

Objective: Learning about the study, representation, and reconstruction of art and architecture using digital technologies

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Haley Singleton and Timothy Pinault
Hayley Singleton and Tim Pinault

Departments: The Beneski Museum of Natural History and the Robert Frost Library

Objective: Learning the basics of creating 3D digital models that can be experienced virtually, and techniques that have a wide range of uses, including those related to 3D printing, gaming, and the preservation of historical objects and sites

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Image of Joseph Trapani
Josef Trapani

Departments: Biology and Neuroscience

Objective: Examining the response of our nervous system to perceived dangerous environments, and gaining an understanding of our physical response to dynamic versus passive psychological experiences

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