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Inspiring campus, virtual reality city exploration

As first-year students at the University of Miami, students have the opportunity to hang out with the football team, wander the Lowe Art Museum, take a glassblowing class or paddle through the mangroves, all in comfort. at home.

UMverse, a new virtual reality app designed for incoming students, is the latest development of the university’s XR Initiatives. Technology is integrated into first-year coursework that encourages new students to explore campus, which university leaders hope will improve students’ sense of belonging and their comfort with using new technology.

Background: First Year Directions, the University of Miami’s first-year seminar, launched in 2019 to familiarize students with support resources, foster a sense of camaraderie and introduce students to the Coral Gables campus and south Florida, among other goals, director of student retention Nicole Maarraoui says. .

The class is taught mainly by staff, and each class has about 20 students. In 2019, the university offered two categories of FYD; this fall, there are 85.

Throughout the term, students complete pieces to demonstrate their involvement in different areas of college life, including social, personal and academic aspects and a Miami adventure project, Maarraoui says. But getting out of school to explore Miami has been a challenge, because very few first-year students have a car, and some are intimidated by public transportation.

In 2023, Thomas Merrick, senior project manager of XR programs and executive lecturer of interactive media, approached Maarraoui and his team to consider requests for practical applications in the FYD classroom.

“We’re pushing the envelope trying to standardize the use of XR technology, and we want to be leaders in that space,” Merrick said. That includes introducing young students to new technologies.

Tom Merrick demonstrates UMverse to employees. The software was developed by students, guided by faculty members.

Over the past year, Maarraoui and Merrick’s teams have collaborated to create UMverse, which features 360-degree videos of unique experiences for students to learn more about the campus and what makes Miami unique.

How does this work: To enter the virtual world, students have three options: They can visit the XR Community Lab to test a VR headset, take the headset home and try it out there, or participate as a class led by an XR team member and their instructor.

Inside UMverse, students can walk around, participate in different activities (like defending penalty shots on the soccer field) and watch 360-degree videos. The “digital twin” is built by students, supervised by software engineers, and inspired by feedback from staff. The physical campus is not the same as Coral Gables, but it paints a similar picture.

All participants completed a consent form and a presurvey, which was used for screening and research.

The university has about 350 VR headsets—mostly Meta’s Quest models—about 250 under the provost’s office and is financing the purchase of 100 more, Merrick said.

Impact: Since launching this fall, 500 students (out of 1,700 in FYD courses) have submitted pre- and post-surveys. Through the survey, staff hope to better understand students’ experience using VR and their perception of the university’s brand, among other feelings.

So far, students seem to be enjoying it. But Merrick was surprised by the number of students who had never worn headphones before. The teachers, likewise, have been enthusiastic and happy to participate in this project.

“There are many questions [students ask] be, ‘Hey where else can we do that? Where else can I get that?’” Merrick said.

One thing Maarraoui and his team know is balancing technology accessibility and making sure students still get out of their dorms and visit these places on campus in real life.

“Obviously, as first-year students, we want them to go out and explore what we have to offer them. But I think we’ve seen something, that is, first semester students, many times they don’t know everything there is. They don’t even know what’s so different about our campus and Miami, but they might also be a little scared [explore].”

Classroom experiences can encourage students to become more involved with technology and campus activities.

“It really just opens doors, what they saw themselves doing, maybe before they knew it. [existed],” said Maarraoui. The VR component is also one of four assignments that students submit that require them to get out and try new things, he adds, to engage with the other three in real life.

DIY: At the center looking to model this work, Merrick cautions that maintenance and implementation will be slow.

He says: “Be patient. “You will have to hold hands a little bit as you go forward. But as time goes by, your students will gain the skills and recognition to feel more comfortable using it. ”

Maarraoui also found the value of integrating VR demonstrations into the classroom experience because it makes it easier for students to try it out.

“Ultimately we want students to be able to use these VR headsets at home or in their dorm or whatever, but I think the barrier for some of them, especially first-year students, is like, ‘Go out, go to the library, try it.’ on your own,’ it can be a little difficult,” Maarraoui said. “Finding a place or a classroom where you can bring them and spark their passion, I think is very important.”

How does your college or university integrate technology into the student experience? Tell us here.


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