CreatingVirtual Reality
in a Business and
Technology
EducationalContext
Mark Frydenberg
Bentley University
Waltham, Massachusetts, USA
Diana Andone
Politehnica University ofTimisoara
Romania
@diando70
@checkmark
4th International AR andVR Conference, 21- 22 June 2018, Manchester, UK
TalkTech
2017
• 37 Students
• Ages 18-20
• Intro to Computing
• Speak English
• Some experience with
web, collaboration,
and mobile devices
• 30 Students
• Ages 21-23
• Tech of Multimedia
• Speak English
• Some experience with
web, collaboration, and
mobile devicesZeeMap
Since 2008
1070 students involved, no dropouts
InternationalVirtual Mobilities
Motivation
Entrepreneurship
Virtual mobility – learn, work online with limited supervision
Global workspace environment
Multicultural
Digital skills
InternationalCollaboration
Open Education
Guiding
Questions
– What is the students' experience using
tools and applications to create originalVR
artefacts?
– How does the process of creatingVR
artefacts give students insights into future
business applications of these
technologies?
– What challenges and opportunities are
presented when introducingVR in a global
collaborative learning project?
Locations of
Student-
CreatedVR
Artefacts
– Cultural landmarks (concert halls, theatres,
museums);
– technology retail shops (Microsoft or Apple store,
or other mobile or tech shop);
– public art (statues, sculptures, building murals);
– coffee shops, fast food, or local restaurants;
– sports venues;
– supermarkets;
– local landmarks (churches, parks, city or town
squares);
– campus landmarks (libraries, computer labs,
classrooms);
– establishments selling or demonstrating new
technologies (mobile devices, smart cars, drones).
CoSpaces,Aurasma, Roar, Blippar
6
CoSpaces:Starbucks
Timisoara,Waltham,Cardboard
7
Starbucks
inWaltham
and
Timisoara
8
Design with CoSpaces
9
JFK Library, Boston
10https://cospac.es/tFdL
BostonCommon
AR (cospace). VR (Roar)
11
Liberty
Square,
Timisoara
AR
(cospaces)
VR
(Aurasma)
12
Liberty
Square,
Timisoara
AR
(cospaces)
VR
(Aurasma)
13
FlipgridandZeeMaps:
OER'sforSharingVRArtefactsandExperiences
https://www.zeemaps.com/talktech2017
Tools
Used
Experience
and
Attitudes
toward
Learning
aboutVR
Experience
and
Attitudes
toward
Learning
aboutVR
Experience
and
Attitudes
towardVR
Experience
and
Attitudes
toward
Business
Desirability
Discussion
and
Conclusions
– By working collaboratively at the international level,
students can further their digital skills: they
demonstrate their understanding of a complex project,
learn to select and use several collaboration tools,
communication methods, and remix content to
accomplish it
– VR artefacts that students created demonstrate their
creativity and facility with mobile devices and the
Internet
– As members of international teams, students gained
an appreciation of the global impact enabled by
Internet technologies
– Students learned that business applications of AR &
VR will change how companies present and sell
products and how customers experience them, across
several industries
http://www.slideshare.net/diando70/
Mark Frydenberg
Senior Lecturer
mfrydenberg@bentley.edu
@checkmark
Dr. Diana Andone
Director, e-Learning Center,
diana.andone@cm.upt.ro
@diando70
www.talktechproject.net

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Creating Virtual Reality in a Business and Technology Educational Context