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Rochester Institute of Technology

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Full-Text Articles in Education

Introduction: 2021 Frameless Xr Symposium, Susan Lakin Jun 2022

Introduction: 2021 Frameless Xr Symposium, Susan Lakin

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The Frameless XR Symposium is an interdisciplinary conference focused on research, innovation, and artistic creation in the fields of augmented reality, virtual reality, and mixed reality. As we continue to navigate the global pandemic and follow the Rochester Institute of Technology (RIT) COVID-19 Dashboard guidelines, the symposium organizing committee choose a hybrid format for safety and flexibility, as well as in the spirit of extended reality.


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

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VXR technology has seen significant growth in recent years across all commercial industries and is poised to continue that trend. The graphic design industry is embracing XR as a new medium, and XR skills are in high demand within the field. Institutions of higher education must adopt XR—and particularly AR—into the graphic design curriculum to keep pace with the industry. Several barriers are slowing this curricular adoption but can be overcome. Advances in AR technology have created an opportunity for its use as both a pedagogical tool and a creative medium. Integrating AR with traditional graphic design elements and principles …


Simulating Implant Procedures In Dentistry, Brandon Patterson Apr 2022

Simulating Implant Procedures In Dentistry, Brandon Patterson

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The School of Dentistry in partnership with the health sciences library at the University of Utah developed VR simulations for dental implants. The benefits of using the technology included providing endless scenarios, evaluation measures, and experiential learning experiences for students [1]. The school administration found that the simulations kept pace with the requirements of regulatory authorities, helped reduce costs in dental education, and found that students who trained in VR scored significantly better than traditional methods largely due to their ability to repeat tasks and receive instant feedback [2, 3].


Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton Apr 2022

Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton

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Use of simulation facilities and equipment in medical training has become the fabric of curricula across nearly all professions, most notably medical school, nursing, and related medical sciences programs. The gold standard for simulators is SimMan3G, Laerdal Inc., which offers a static electronic mannequin that affords the opportunity to create disease states, signs/symptoms, and real physiological/vital sign data complemented by voice interactions between faculty (within the control room) and student. All sessions are videotaped and, through a 15-30 minute debriefing, students exchange thoughts and impressions with faculty and engage in a deep reflective learning experience. The other option for medical …


The Studio X Karp Library Fellows: Peer-To-Peer Xr Learning & Engagement, Ayiana Crabtree, Muhammed El-Sayed, Nefle N. Oruç Apr 2022

The Studio X Karp Library Fellows: Peer-To-Peer Xr Learning & Engagement, Ayiana Crabtree, Muhammed El-Sayed, Nefle N. Oruç

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No abstract provided.


Can We Walk In Our Patients’ Shoes? Immersive Virtual Reality As An Empathy Training Tool For Medical Students, Riham Alieldin, Raffaella Borasi, Anne Nofziger, Karen Deangelis, Sarah Peyre Apr 2022

Can We Walk In Our Patients’ Shoes? Immersive Virtual Reality As An Empathy Training Tool For Medical Students, Riham Alieldin, Raffaella Borasi, Anne Nofziger, Karen Deangelis, Sarah Peyre

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Empathy is arguably the “backbone” of the patient-physician relationship. It has been shown to have numerous positive clinical outcomes especially in a patient-centered careservice. Nevertheless, studies have shown a disintegration of empathy and compassion in physicians during medical school and residency training due to the lack of standardization of empathy training in medical education.


A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci Apr 2022

A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci

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This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?


Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda Apr 2022

Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda

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We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …


Virtual Visits To Places Of Pain: The Digital Kormantin Project, Michael J. Jarvis Apr 2022

Virtual Visits To Places Of Pain: The Digital Kormantin Project, Michael J. Jarvis

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No abstract provided.


Embodying The Patient Experience: The Application Of Virtual Reality (Vr) In The Healthcare Classroom, Jenna Sadue, Linda Riek Apr 2022

Embodying The Patient Experience: The Application Of Virtual Reality (Vr) In The Healthcare Classroom, Jenna Sadue, Linda Riek

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Nazareth College is known for its personalized education, a focus on social justice, and the support of students as they pursue their life’s work.


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

Frameless

As we rapidly move toward a fully virtual world, commercial industries and organizations are becoming increasingly competitive with their communications strategies so that they can continue to attract audiences’ attention and break through industry noise. As a result, the notion of “immersive experiences” is becoming more popular. XR technology is at the forefront of delivering unique, immersive and interactive experiences — and it has seen significant growth in recent years across all commercial industries and is poised to continue that trend.


How Bright Should It Be: Diffuse White In Optical See-Through Augmented Reality, Lili Zhang, Michael J. Murdoch Apr 2022

How Bright Should It Be: Diffuse White In Optical See-Through Augmented Reality, Lili Zhang, Michael J. Murdoch

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Augmented reality (AR) realism has been one of the most important aspects of more immersive experiences. Realistic render-ing requires the virtual images to have the correct tone and light intensity compared to the real background for seamless and visually compelling results. In this project, we focus on how bright a 3D rendered white diffusive cube should be on different background con-ditions including the background luminance levels, spatial variance, and luminance con-trast. An interactive psychophysical experi-ment was used to assess the correct lumi-nance level of the cube providing observers the ability to change the cube material reflec-tance and rotation.


Influence Of Flipped Learning Strategy On High School Students’ Learning Outcomes In Biology In Osun State, Mutahir Oluwafemi Abanikannda Jul 2021

Influence Of Flipped Learning Strategy On High School Students’ Learning Outcomes In Biology In Osun State, Mutahir Oluwafemi Abanikannda

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The study was conducted to investigate the influence of flipped learning strategy on high school students’ learning outcomes in Biology in Osun State. The study adopted a descriptive survey and respondents used for the study were three hundred and fifty (350) students were randomly selected from twelve (12) High Schools in Osun State. The study consists of one research question and one research hypothesis. The instrument used to obtain information on this research was an inventory. Frequency counts and percentages with mean deviation was the descriptive statistics used. The research findings revealed that flipped learning strategy has a positive influence …


Xr & Museums: Mixing Disciplines, Extending Boundaries, And Delivering Multi-Modal Experiences In A Post-Covid World, Gary D. Jacobs, Amanda Doherty, Juilee Decker, Joe Geigel Jul 2021

Xr & Museums: Mixing Disciplines, Extending Boundaries, And Delivering Multi-Modal Experiences In A Post-Covid World, Gary D. Jacobs, Amanda Doherty, Juilee Decker, Joe Geigel

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Our talk demonstrates and elaborates upon the ways in which the development of mixed reality with museum partners can, and has, fostered the mixing of disciplines among academic faculty, thereby encouraging the breaking down of silos in the university environment.


Eye Tracking In Virtual Reality For Educational Technology Research, Jorge Bacca-Acosta, Julian Tejada Jul 2021

Eye Tracking In Virtual Reality For Educational Technology Research, Jorge Bacca-Acosta, Julian Tejada

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No abstract provided.


Students Engaging Students: A Model For Remote Peer-To-Peer Learning For Xr Tools And Methods, Sebastian Jakymiw, Meaghan Moody Jul 2021

Students Engaging Students: A Model For Remote Peer-To-Peer Learning For Xr Tools And Methods, Sebastian Jakymiw, Meaghan Moody

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No abstract provided.


Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu Jul 2021

Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu

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Ikkuma is an interactive storytelling experience utilizing Tilt Brush and Unity. It is about a land being swallowed by the sea, where conflict cracks ice and fire tears families apart. Ikkuma is the Inuvialuit word for fire, a central element to the work. The fundamental theme of Ikkuma is global warming and its impact on the Arctic ecosystem. The players must learn to tame the fire in their hearts and the Inuit traditional knowledge if they hope to survive the harsh yet fragile Arctic tundra.


Designing Blended Experiences: Laugh Traders Design Fiction, Brian J. Okeefe Jul 2021

Designing Blended Experiences: Laugh Traders Design Fiction, Brian J. Okeefe

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The increasing ubiquity of interactions that involve complementary digital content, physical objects, and spaces, brings about new challenges for designers. There is a need to embed designs in legacy systems, whether those are existing physical structures or existing digital platforms. Traditional approaches to product design, interaction design, and user experience design often do not take this new context into account. Many systems do not consider how designers produce new digital and physical experiences that work harmoniously, while supporting new interactions and relationships with people (Imaz and Benyon 2007; Jetter, Geyer, Schwarz & Reiterer 2012). To address this, we propose the …


Stitching The Fragmented: 360° Videos For Language And Culture Learning, Melanie Peron, Victoria Karasic Jul 2021

Stitching The Fragmented: 360° Videos For Language And Culture Learning, Melanie Peron, Victoria Karasic

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Emerging technologies present new opportunities for students to bridge the distance of space and time, allowing them to relate to a difficult period in history: the Shoah. Over the last few years, students in a French history and culture course have participated in a series of digital projects ranging in nature from mapping to 3D modeling, with the latest being student-created 360° videos in order to fill in the blanks left by time in memory. These digital humanities projects allow students to walk the footsteps of survivors, vanished victims, and period writers in modern-day Paris by visiting physical places studied …


Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson Jul 2021

Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson

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Changeling is a VR narrative mystery game focusing upon immersive experience. It was created by aspiring game developers from the Rochester Institute of Technology to experience professional development. Each semester, different sets of students get to work on the game, with past ones working part time. Using the ideas of magical realism and urban fantasy we see each family member respond to uncertainty through the lens of their hopes and fears.


Digital Modeling Of Cultural Heritage Objects, Snehal A. Padhye, James A. Ferwerda, David Messinger Jul 2021

Digital Modeling Of Cultural Heritage Objects, Snehal A. Padhye, James A. Ferwerda, David Messinger

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Cultural heritage objects are a rich source of information about human history. Due to the physical nature of these often old and typically rare or unique objects, humanity is at risk of losing this history. Given their importance, preservation is an active area of interest in the research community. While, digitally capturing images of the objects is common practice, we propose a more comprehensive approach to preserving these objects. It involves creating digital models that represent both the three- dimensional shapes of the objects and the materials they are made of.


Vr Tangram Puzzle Game And 360-Degree Panoramic Video, Jingyi Liu Jul 2020

Vr Tangram Puzzle Game And 360-Degree Panoramic Video, Jingyi Liu

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For this demo, I have created two projects—VR Tangram puzzle and 360-degree panoramic video—using Unreal Engine. The VR Tangram puzzle game was created using an environment built and modeled by a student peer in the 3D Digital Design program at RIT, Regina Niu. I then scripted the visual with blueprint in Unreal Engine using gravity, grabbing, and absorption. This game is made to show the traditional tangram puzzle game in a new interactive form, with the goals of arousing childhood memories in adults and helping youth have a better understanding of the past culture. The 360-degree panoramic video is a …


Vr Cinema, Simarjot Khanna Jul 2020

Vr Cinema, Simarjot Khanna

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No abstract provided.


Virtual Docent For A Living History Museum, Gary D. Jacobs, Juilee Decker, Joe Geigel, Amanda Doherty Jul 2020

Virtual Docent For A Living History Museum, Gary D. Jacobs, Juilee Decker, Joe Geigel, Amanda Doherty

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No abstract provided.


Ar Painting: Homage To Homage To The Square, Luke Hellwig Jul 2020

Ar Painting: Homage To Homage To The Square, Luke Hellwig

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This work is based on the Homage to the Square series of paintings by Josef Albers, which includes two murals installed in the lobby of the Eastman Building on RIT’s campus. Albers’ work explored how spatial interactions influence our perception of color, how the color we perceive an area to be is affected by the color of the areas around it. These paintings use Albers’s designs to explore the interaction between projected light and paint, and the resulting perceptual ambiguity. The paintings themselves are purely achromatic. Projected regions of colored light aligned with the painted grayscale borders allow the perceived …


Aware: Eliminating Implicit Bias Using Ar, Shagun Bose, Emma Strauch Jul 2020

Aware: Eliminating Implicit Bias Using Ar, Shagun Bose, Emma Strauch

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Implicit Bias is something that happens to real people in real spaces all the time. But we can’t see it. Since AR allows us to overlay virtual objects in real environments, we want to leverage this capability to make more salient the various ways in which people experience implicit bias and to realize empathy as a driver for pro-social behavior.


Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez Jul 2020

Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez

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Transeuntis Mundi is a journey through transcultural and transnational humanity and geography. It is presented as an immersive installation, powered by virtual reality, projection mapping, sound sculptures and performative actions, the audience is able to transit through places and ethnicities.


Rendering And Analysis Of Omnidirectional Videos Using A Facebook 360 Camera, Denisse Aquino, Alexander Loui Jul 2020

Rendering And Analysis Of Omnidirectional Videos Using A Facebook 360 Camera, Denisse Aquino, Alexander Loui

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Many viewers are becoming curious about the surroundings of a camera when it has taken a video in a location interesting to the viewer. Because of this curiosity, video technology has been made to create 360-degree videos, in which a viewer can watch a video and interact with it to view the area surrounding the camera itself. Using a Facebook 360 Camera, high-level research is being done to learn which set of parameters given during the rendering process provides a better Quality of Experience (QoE) to the viewer. With better QoE, images in the video can be displayed more clearly …


Augmenting Sign Language Exposure For Hearing Parent-Deaf Child Interaction, Ashley Tenesaca, Jung Yun Oh, Sizhe Li, Wanyin Hu, Zhen Bai Jul 2020

Augmenting Sign Language Exposure For Hearing Parent-Deaf Child Interaction, Ashley Tenesaca, Jung Yun Oh, Sizhe Li, Wanyin Hu, Zhen Bai

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Above 90% of deaf children are born to hearing parents who are often non-fluent with sign language. The developmental consequences of early language deprivation experienced by deaf children can be witnessed in their later life outcomes. A significant portion of the deaf population are prone to cognitive delays, poor educational experiences, diminished career opportunities, and psychosocial difficulties (Hall 2017, 961). Given this, it becomes imperative to improve early childhood language experiences. To foster neuropsychological growth, language must be accessible to the child; in the case of deaf children, this would mean early exposure to a visual language...


Interdisciplinary Graduate Training In The Science, Technology, And Applications Of Augmented And Virtual Reality, Mujdat Cetin Jul 2020

Interdisciplinary Graduate Training In The Science, Technology, And Applications Of Augmented And Virtual Reality, Mujdat Cetin

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We present the rationale, structure, and components of a new Ph.D. training program on augmented and virtual reality (AR/VR) at the University of Rochester, funded by the National Science Foundation (NSF).