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virtual reality

Exploring XR Development with my Final Master of Educational Technology Directed Studies

December 10, 2023 by Erica Hargreave 4 Comments

An Immersive art exhibit entitled, Interactive Diorama - Rembrandt 1632.

Join me in exploring XR Development for my final Master of Educational Technology Directed Studies, and finding ways of making XR Development more manageable and accessible for other educators, students and creatives navigating XR and beginning to develop their own projects.

One of my main goals in embarking upon my Masters of Educational Technology was to explore newer-to-me forms of storytelling that could help to bring education to life. Over the past 7 years as I’ve worked my way through my Masters, being introduced to UBC’s Emerging Media Lab and the work they are doing there, having been approached by a board member from the Juno Beach Centre to explore newer ways of sharing stories from World War II that would connect with Canadian school children, travelling to Normandy to visit the museum and see how they are sharing stories there and identifying the gaps in their storytelling, and being shortlisted and interviewed for an interactive and immersive storytelling fellowship in Norway and exploring the stories I might wish to create for that fellowship, the idea of delving deeper into education and storytelling through XR – Extended Reality, teased at my synapses. I took an early course in VR in Education, attended XR symposiums and showcases, began researching and exploring different applications of XR in education and storytelling, collaborated on an open course in Immersive Experiences in Natural and Cultural History Education, developed an idea for an AR storytelling app to share natural and cultural history experiences, and am working my way through other people’s courses in XR, including the University of Michigan’s Extended Reality series of courses. While I am only now beginning to write about all of what I have learned here, the series of posts that follow come from research and a rabbit hole that I began to travel through 6-years-ago, and to date have included four talks at national and international conferences in education, technology, and storytelling, sharing my findings and explorations, and one talk to a Journalism Masters Class at the American University of Cairo. I have shared that last talk below as it shares many of the goals that I set out to accomplish with this directed studies.


Defining Immersive and Interactive Media

Before we get into where my interests and observations are taking me with my final directed studies for my Masters, I thought we’d explore the terminology around immersive media, experiential media, and extended reality, as there is ambiguity around the terminology, so by addressing this at the onset, I hope to at least make it clear as to how I am using the terminology.

An Immersive art exhibit entitled, Interactive Diorama - Rembrandt 1632.
Interactive Diorama—Rembrandt, 1632, The Anatomy Lesson of Dr. Nicolaes Tulp / Aalto University, School of Arts, Design and Architecture, Helsinki. Photographed by Tom Mesic.

Immersive and Interactive Media / Experiential Media

Immersive and Interactive Media are basically the current term for what was termed transmedia, referring to media that is immersive and interactive in nature, allowing those that are engaged with it to experience it in a way that allows them to step into the experience and / or become a part of the media and / or interact with the media, potentially having an impact on how the experience is shaped.

Examples of forms of immersive and interactive media include virtual reality, augmented reality, escape rooms, 360 video, choose your own adventure stories, alternate reality games … and the list goes on. Another name for this form of media is experiential media

Extended Reality (XR)

Project Lead Olivia How, demonstrating Shakespeare xR's touch table of Shakespeare’s First Folio to interested onlookers.

Extended Reality is a form of immersive / experiential media that takes users into a new reality or places virtual objects into a user’s real world, enhancing everyday life with technology. Basically making impossible sensorial experiences, possible. (Hargreave, 2021a)

Included within extended reality are virtual reality (VR), augmented reality (AR), and mixed reality (MR).

Virtual Reality (VR)

Virtual Reality is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. (Iberdrola, n.d.) While this often is experienced through the use of a headset, a user could also walk into a virtual reality environment created by projectors and screens. This simulated environment and experience could be similar to or completely different from that of the real world in which a user is physically situated.

Examples of virtual reality include 360 video, when experienced through a headset, meeting in Mozilla Hubs, and the Immersive Van Gogh Exhibit.

A student experimenting with the Occulus Quest in the Emerging Media Lab at UBC.
A student experimenting in VR at the Emerging Media Lab at UBC.

Augmented Reality (AR)

Augmented Reality (AR) is an interactive experience where the real, physical world is digitally augmented. The augmentation is usually visual in current applications, but it can also be through other senses, such as auditory or haptic. (Wong, 2021)

Examples of augmented reality include Pokemon Go, the ReBlink exhibition at the AGO, and selfie masking filters in SnapChat.

Exploring Tremona-Castello Archaeological Park with AR glasses.
Exploring Tremona-Castello Archaeological Park with AR glasses.

Mixed Reality (MR)

There is a lot of debate around what constitutes Mixed Reality. I have always thought of it and defined it as allowing for real and virtual elements to interact with one another, and for users to interact with virtual elements in a similar way they would in the real world or at least in a similar way that they might interact with a touch screen. (Hargreave, 2021b)

Students observing the Holobrain at UBC.
Observing the Holobrain at UBC, care of Kerry Blackadar.

Others have defined mix reality (Speicher et al, 2019) as:

  • a synonym for augmented reality
  • a combination of AR and VR
  • a stronger version of AR
  • a type of collaboration
  • the idea of aligning physical virtual environments. 
  • the spectrum from the real environment without any augmentation to the virtual environment, which is completely synthesized computer-generated virtual content. 

This is further confused by some researchers only working within the theoretical and not experimenting with the tools in real time and some corporations attempting to use the term ‘mixed reality’ to market the next level advances in extended reality.

Due to all the debate around defining mixed reality, and based on one research paper, the unlikelihood of a consensus between the various experts in research and industry, I will likely avoid the term mixed reality and instead describe the characteristics of various extended reality applications, and possibly where they lie on the reality–virtuality continuum developed by Paul Milgram and colleagues in 1994.

Reality-Virtuality Continuum

The Reality-Virtuality Continuum as proposed by Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino in their 1994 paper, encompasses all possible variations and compositions of real and virtual objects.  They hypothesized that everything between real and the virtual is mixed reality, and that mixed reality makes up both augmented reality and augment virtuality. (Milgram et al, 1994) Basically suggesting that mixed reality is the blending of the physical and the virtual world with varying degrees of augmentation. 

The problem with the RV Continuum in its current form is that it only takes into account visual, not sound, olfactory or haptics senses. (Speicher et al, 2019) It ultimately needs to be redeviced with how technologies are evolving.

Augmented Virtuality

Augmented Virtuality refers to perceiving mostly virtual content, while still seeing some real world content. (Nebeling, 2022)


My Interests and Explorations in Extended Reality

Virtual Reality

I have long been fascinated with extended reality, ever since I was first introduced to the concept of virtual reality in an episode of Murder She Wrote in 1993. It excited me to imagine how extended reality could be used to create immersive story experience and bring worlds to life that are created in one’s imagination. The problem for me though was that whenever I tried it, which I did over the years whenever an opportunity present itself, was that it was too much sensory overload for me, causing mr to feel motion sick (which I now know is cybersickness) and sparked migraines. (Weech et al, 2019)

Jessica Fletcher in a VR headset as she solves a 1993 Murder She Wrote mystery.
Jessica Fletcher in a VR headset as she solves a 1993 Murder She Wrote mystery.

Persistence pays off though, as in 2018 I finally had a VR experience that did not spark cybersickness or a migraine. The experience in question was a virtual plank walk designed to help people overcome their fear of heights. (Basbasse et al, 2023) In exploring the features that made the difference in this experience for me and talking to one of the designers of the experience, I believe the quality of the filming / graphics made the main difference in this experience, as well as perhaps the experience being designed to limit your time in VR. This also got me inquiring from the designer if VR was being used in other ways in the medical world, and if perhaps it was being used with pain management. My interest? By this point I’d been living with chronic pain following two car accidents for 5 years, and was curious if perhaps there were ways this technology could be used to help people better manage their pain. This sparked me to begin explore different medical avenues and uses to VR, as I began to contemplate what might be useful to me and to the community of chronic pain and fatigue sufferers that I now belonged to, many of whom are predominantly home bound.

VR Plank Walk
Epionia Therapeutic VR
Therapeutic VR for Pain Reduction

Augmented Reality

I have always loved and been drawn to educational experiences that incorporate storytelling and encourage the imagination. This was developed in me as a parks naturalist and is part of how I approached science education, and encourage kids to think, imagine, experience and explore.

In approaching work and storytelling, post the car accidents that very much changed my life, how I work, what I can handle and in some ways who I am, I have been increasingly drawn back towards natural and cultural history in my storytelling, as nature soothes my symptoms. When I travel I also love learning and love to envelop myself in the story of a space, but thanks to my post accidents realities I cannot always handle busy museums with noise, lights, and other sensory triggers. This got me imagining, first with my fellowship interview in Norway and later as I explored the Juno Beach Centre in Normandy, if I could create mobile storytelling experiences outside of the museums in places of natural and cultural history, where people could learn and enjoy the stories of the place as they explored outdoors. In both cases, as they were looking to me to imagine newer ways of bringing such stories to life, I began to imagine this with augmented reality as experienced through our mobile devices. This made me smile, as not only did this idea hold the potential for learning and storytelling, but also some of the fun, whimsy and magic that augmented reality brings with it. This is an idea that I further began to sketch out on my travels and in my ETEC 522 Course – Ventures in Educational Technology, and that I am working towards making a reality.

My Goals with this Directed Studies into Extended Reality

I have a tendency to dream big and my dyslexic brain sees connections and expanding and overlapping storyworlds. Usually this means that I do not have the money and often all the knowledge for orchestrating all that I imagine at the get go. My dyslexia has taught me to problem solve though, and life and an imagination and brain that don’t let go of ideas have taught me patience and to play the long game, approaching my ideas in digestible pieces. Thats what I have been doing with this directed studies. I essentially started the work on it after the first year into my Masters, slowly taking advantage of research experiences as they became available, participating in XR symposiums and showcases when they present themselves, taking formal and informal courses in XR, accepting opportunities to speak on what I am working towards with XR and learning along the way, and beginning to flush out my ideas and pitch them to funding bodies.

For this directed studies, my goals are to:

  • Write up the VR case studies that are helping me to identify the strengths and challenges in VR for patient communities.
  • Write up the AR case studies that are helping me to identify the strengths and challenges in AR for natural and history education.
  • Begin to develop and further experiment with VR and AR development.
  • Sharing what I have learned to help make it more manageable and accessible for other educators, students and creatives navigating XR and begin to develop their own projects.

A Beginning

While in some ways I see this directed studies as an end to my researching and a beginning to my developing, there will always be more research to be done in seeing how others are developing and applying the XR, especially as the technology is still developing and despite its decades of history, still very much in its early days for development, application and adoption.

Development-wise, waiting on gear and difficulties with my health and post concussion syndrome, have very much slowed down my intended goals with development and where I’d like to be at this stage, in terms of developing my own XR applications in VR for patients and AR for natural and cultural history. However, as my post accidents self has learned, pushing through when my health issues becomes problematic, only making things worse and setting me back further. Meaning that I have had to be patient with myself, have had to get my health back to a stable place (during a year that posed a lot of challenges with that), and have had to address the backlog of pressing deadlines from my health going sideways before I’ve been able to engage in development. I’ve put in the work to do that, and am now in a good and healthy space to embark on development. This is much later than I would have liked, but that is not something I can change with my newer disability realities post the car accidents. As such, my initial development goals for this directed studies will be smaller for now, and I will continue working on the bigger goals, post the directed studies and will continue to write those up as I do.

Erica wearing AR glasses at Tremona Castello Archaeological Park

This also means that for the Guide to XR Development that I will be developing to make XR Development more manageable and accessible for other educators, students and creatives, this will similarly take shape in stages and over time, some coming sooner with my directed studies and some continuing over time, as I further delve into XR development and experiments of my own.

Thank you for joining me on this journey into XR Development, and being patient with me as I take the time to do this in a way that is healthy for me with my health and disability realities. Hopefully my journey as the tortoise on this road will inspire others to explore and embark on such a journey of their own, no matter at what speed and working with whatever challenges your life and situation might pose along the way.


References

El Basbasse, Y., Packheiser, J., Peterburs, J., Maymon, C., Güntürkün, O., Grimshaw, G., & Ocklenburg, S. (2023). Walk the plank! Using mobile electroencephalography to investigate emotional lateralization of immersive fear in virtual reality. Royal Society open science, 10(5), 221239. https://doi.org/10.1098/rsos.221239

Hargreave, E. (2021a, November 15). An introduction to immersive experiences in natural & cultural history education – StoryToGo Classroom. StoryToGo Classroom. https://storytogo.ca/classroom/course/immersive-experiences-in-natural-and-cultural-history/lessons/intro/

Hargreave, E. (2021b, November 15). Mixed Reality (MR) in Natural & Cultural History Education – StoryToGo Classroom. StoryToGo Classroom. https://storytogo.ca/classroom/course/immersive-experiences-in-natural-and-cultural-history/lessons/mr-in-natural-cultural-history-education/

Hargreave, E., [Stories, EdTech & Digital Media with Ahimsa Media]. (2020, November 29). Story Steppers – an AR storytelling app to the natural & cultural history of a place [Video]. YouTube. https://www.youtube.com/watch?v=2xeWjBWYcAI

Hargreave, E., [StoryToGo]. (2023, December 10). Exploring Immersive Media to Develop Creative & Engaging Stories with Master of Journalism Students [Video]. YouTube. https://www.youtube.com/watch?v=Ff1cMMiH5cc

Iberdrola. (n.d.). Virtual Reality: another world within sight. Retrieved December 7, 2023, from https://www.iberdrola.com/innovation/virtual-reality

P. Milgram, H. Takemura, A. Utsumi, F. Kishino: Augmented Reality: A class of displays on the reality-virtuality continuum. In Proceedings of Telemanipulator and Telepresence Technologies, 1994.

Nebeling, M. (2022, June 2). Intro to AR/VR/MR/XR: Technologies, applications & issues. Coursera. https://www.coursera.org/learn/intro-augmented-virtual-mixed-extended-reality-technologies-applications-issues

M. Speicher, B.D. Hall, M. Nebeling: What is Mixed Reality? In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI 2019, Glasgow, Scotland, UK, May 4-9, 2019.

Weech, S., Kenny, S., & Barnett-Cowan, M. (2019). Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review. Frontiers in psychology, 10, 158. https://doi.org/10.3389/fpsyg.2019.00158

Wong, Y. (2021, November 15). Augmented Reality (AR) in Natural & Cultural History Education – StoryToGo Classroom. StoryToGo Classroom. https://storytogo.ca/classroom/course/immersive-experiences-in-natural-and-cultural-history/lessons/ar/

Filed Under: #StoryToGo, EdTech, Erica Hargreave, Immersive and Interactive Media, Storytellers, XR Tagged With: AR, augmented reality, Extended Reality, virtual reality, VR, XR, XR Development

Changing the Face of Courage – a Sustainable Funding Case Study

April 30, 2019 by Mary McDonald Leave a Comment

Sarah Redohl is an immersive media journalist who creates social impact VR documentaries such as Changing the Face of Courage, Welcome Home: A Veteran’s Story and Zambia, the Gift of Mobility.

The Immersive Shooter — a resource website containing interviews with experts in the VR industry, and offering tips and nuggets of wisdom that Sarah and her co-founder Robert Hernandez wish they’d known when they were first starting out in VR.

Creators:

Sarah Redohl

Country:

Sarah was born in the US but is now living and operating out of Bohn, Germany.

Interview Date: 

March 26, 2019

Sarah Redohl

Links to Project: 

Immersive Shooter

Funding Methods:

Sarah’s funding model includes direct sponsorship through organizations, and grants from corporations invested in VR content creation. As a journalist, Sarah directly sells her work to newspapers and online journals for publication.

The Project:

Changing the Face of Courage is an immersive 360 film which honours the history of women in the American military service.

Zambia, the Gift of Mobility is an immersive documentary about the PET (Personal Energy Transportation) all terrain wheelchairs that have changed the lives of many Zambian women who live with physical disability.

Welcome Home: A Veteran’s Story is a 360 film focussing on the issue of veteran homelessness and the Missouri non-profit who is tackling the problem. 

The Immersive Shooter: Sarah co-founded this free educational online resource for creating immersive VR work with Robert Hernandez who teaches VR journalism at University of Southern California. This website is full of the resources they wish that they had had when setting out on the journey of immersive, VR shooting, as both are passionate about helping to develop this industry.

The Immersive Shooter is important to Sarah as a resource for other creators. She is passionate about the development of VR journalism and feels the best way for that to happen is to have a lot of great content creators. The best way to do that is to make it easier for newcomers to VR to have access to the resources they wish they’d had, and to benefit from the collective wisdom of VR practitioners.

The Creator

Sarah is the immersive new media journalist behind Changing the Face of Courage and other immersive 360 film projects such as “Welcome Home, A Veteran’s Story” and “Zambia — the Gift of Mobility”.

Anything that I think makes people feel more deeply connected to the world and more deeply connected to the people I’ve chosen to profile — that’s my bread and butter.

Sarah Redohl

You can find many of Sarah’s 360 stories on her website sarahredohl.com

The Road to Sustainable Funding

Zambia, the Gift of Mobility was Sarah’s first project. This project was self-funded and freely released to allow the creators to build an international audience.

Changing the Face of Courage project was commissioned directly by the Women’s Memorial for their anniversary. As the Women’s Memorial wanted the project to be in-house, they did not want the story to be picked up and published by a big name publisher. In the past, Sarah has found in working with non-profits that being picked up by a major publishing company is one of the main goals.

Welcome Home: A Veterans Story is a project about the issue of veteran homelessness in the US. The funding model behind this project was a mix of self-funding along with a stipend from the McClatchy publishing company to include the story in their Facebook series, The War Within.

Sarah notes the funding opportunities provided by companies with a vested interest in content creation: Grant programs and opportunities like these include Youtube VR Creator lab, Google’s Jump Program, Ocular Stories Studios, and Oculus for Good.

For example, Facebook funded content for their series, Love Has No Labels.

And there’s Journalism 360 — a partnership by Google News Initiative, McKnight Foundation, and Online Journalism Association — which Sarah says has given out half a million in funding for VR projects. 

Facebook and Google have a vested interest in 360 content creation. and a lot of content has been funded by them. 

Sarah Redohl

Samsung funded the New York Times Daily 360 for some time — with a 360 video produced every day. Samsung pulled back from this program and doesn’t currently offer funding opportunities for immersive projects. 

Sarah notes that this can’t be the way projects are funded as creators never know when companies are going to pull back.

This can’t be the only way to fund what you do.

Sarah Redohl

Through The Immersive Shooter, Sarah has had the opportunity to interview many different VR creators and she offers some of the funding strategies these creators have used.

For creators who wish to release their work for profit, there are paid apps that can house their VR work. However, even these are not dependable. Sarah has heard that Steam VR has announced that they won’t be supporting 360 videos in the near future, but are considering 180 VR instead. 

Some creators have tried producing 360 Stock to subsidize their other work. Sarah has heard mixed reports on success from this kind of venture.

Liquid Cinema is an authoring tool and CMS for immersive content creators which allows creators to provide clients with a fully customized app experience for for-profit release of content.

Free Educational Resources

The Immersive Shooter is funded by a mix of advertising revenue, along with Sarah and her co-founder Robert Hernandez’s free offerings of  insights they have gained while on their own journeys of VR shooting. Funding this site was a lot easier when they started it in 2017. Sarah thinks this is because the industry has seen a pull back from VR that people in the industry are calling, “VR winter”.

Sarah is also co-founder and co-writer of the Immersive Shooter, an educational website for learning how to create immersive films. Adding new interviews depends upon the amount of advertising support they have from time to time. She continues to add tips from her own learning journey regardless of funding as this is her passion that she is driven to share.

Into the Future: Model for going forward

Self-funding projects has been hit or miss in terms of selling and placing these stories. Sarah now plans

to make sure to have those funding partners and publishing partners nailed down in as early part of the process as possible so they have buy in.

Sarah Redohl

VR Facebook communities have been talking about agencies that aim to match content creators and their ideas with prospective interested clients. This would be good.

“I’d love to see more ideas coming from content creators that don’t have to be self-funded.”

Sarah Redohl

Shifting Mindset — One of Sarah’s key tips was to take advantage of the freelance community culture, making bigger projects more sustainable and feasible through freelance relationships. This project to project approach is similar to the movie industry and is more sustainable than forming studios. The benefit of these kinds of collaborative groupings is the sense of community that has formed amongst immersive content creators. Sarah remarked that the industry is formed of a small, positive community of creators who know each other, who are excited to share best practices with each other, whose relationships are built more upon collaborating than competition and that

there’s good energy coming from the collaboration.

Sarah Redohl


Filed Under: #StoryToGo, Case Studies, Mary McDonald, Storytellers, Sustainable Funding Tagged With: documentary, social impact, sustainable funding, virtual reality

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