At the end of May 2023 we were approached by NOLAI (National Education Lab AI). Starting September 2024 we have been a consortium partner of the NOLAI and are taking on the development work for one of their 7 pilot projects: ‘Increasing vocabulary through rich context‘. From the NOLAI website:
Increasing vocabulary through rich context
#primary_education #equal_opportunity
Together with Flores schools, we are researching whether virtual reality and AI can increase the vocabulary of preschoolers with educational disadvantages. VR could allow preschoolers at school to actively experience new contexts, such as mountains or dunes. AI could facilitate naturalistic interactions between a child and a virtual companion. What does such an experience require of the students and how can it contribute to their vocabulary development?
Language delays are best prevented at a young age, hence the school choice to concentrate on children aged 5-6 years. They see a lot of potential in using Virtual Reality to create a rich context so that language can gain more meaning. Understandable, but we are also quite tentative to work with VR headsets with such a young target group!
All partners are aware of the risks that Virtual Reality can entail. But at the same time, the benefits of this project for equal opportunities can be so great that we think it is worth investigating whether we can use this technology in a responsible manner.
We also see potential in immersive rooms in the classroom. We are experimenting with such setups for use in education. Above, you can see a video of our very first experiment.
However, in this this project we will focus on an application for VR headsets, because the immersive effects will be stronger and this type of application is more scalable.
Learning with Artificial Intelligence
AI plays an important role in this project and will be used in the software in various ways. We think the most exciting form is enabling conversation between the child and the ‘AI tutor’. Practicing your language in a rich context under expert guidance is extremely valuable for children’s language development. However, because a teacher has to divide his or her attention among thirty students, this important learning time is always limited.
However, speech recognition for children with language delays in a busy classroom is a huge technical challenge. In this project we will investigate what the possibilities are and whether we can make this useful for our objectives in a smart way.
We are looking forward to this three-year project!
Featured image: ‘ai generated beach world with sand castle and bucket and shovel water paint style’ by Bing.
Step back in time and see Romans walking past the old Fort of Brittenburg. The virtual binoculars are located at the end of the Limes, on the Buitensluis in Katwijk. In public space, freely accessible to everyone!
Quite some time ago we came into contact with architect and client Fons Verheijen. The Limes, the old border of the Roman Empire, has been a UNESCO World Heritage Site since 2021. Although many tourists travel along the old Limes, the conclusion of this route in Katwijk was marked only with “a small silly sign”, according to Fons. That’s just not acceptable, right? Together we developed the concept for the Limescoop.
Archaeologically everything had to be correct. We therefore followed the book Brittenburg by Tom Buijtendorp. Archeology student Aiace Pisaroni devoted his graduation research to this project and Xinas BV made a beautiful 3D model. The Virtual Reality Learning Lab trainees Daan Hobbel, Stijn van Sprang, Stephan Houwaart, Guido van Duijvenvoorde and Enrique Alonso Barreiro developed the interactive 3D world, including a lot of optimization to make everything run smoothly.
A beautiful render by Xinas van Brittenburg (note that the forest in the background and the grass in the foreground are not yet accurate). Unfortunately, the rendering in real time on a high-end smartphone is a little less beautiful.
We found 100% FAT who could further develop their FATscope and can’t imagine a better partner. What a challenge to make binoculars that can stand outside in storms and heat, that run entirely on a battery + solar panel, work pleasantly, and also look beautiful.
The Limescoop was opened on Friday 16 June 2023 by mayor of Katwijk Cornelis Visser, alderman Jacco Knape and Limes program manager Jelmer Prins. And now we can keep track that the viewer has already been used by many hundreds of visitors! Article in Leidsch Dagblad
An infinite amount of AI generated images deserves an ‘Infinite AI gallery’.
That’s the idea behind this project Stijn van Sprang & Robin de Lange created. When you walk through this 3D world, new parts of the museum are generated in real-time, allowing you to explore it endlessly.
Stijn was an intern at the VR Learning Lab and is now a part-time developer. Stijn put in all the hard design & coding work for this project. Robin had the role of creative director.
Check out the preview below:
Want to learn more?
Do you want to add the Infinite AI Gallery to your event? Or are you just interested in learning more about it?
Fundamental research in Artificial Intelligence has caused a tidal wave of new AI tools for writing text, creating images, and generating music and videos in a fraction of the time it usually takes. Software for generating 3D objects and (parts of) virtual worlds is also on the way. At times, this feels alienating but also very exciting!
The arrival of this new wave of AI tools has far-reaching implications for how we, as a society, are productive, what our digital world will look like, and how we shape our education. Together, this gives us sufficient reason to incorporate Artificial Intelligence into our strategy. We have started a research line, offer workshops for teachers, and are working on the first AI lessons for students.
CoSpaces + AI skybox experiment by intern Sabrina
Background
Increasing human productivity
In his lectures, Robin often contrasts AI with lesser-known ideas about ‘Augmenting Human Intellect’, where students also read work by Doug Engelbart. The emphasis here is much more on how people solve problems with computers and less on autonomous software. How AI tools are now being used is also partly in line with these ideas. Tech analyst Benedict Evans described it nicely: “AI is like giving every company an infinite number of interns“.
Will AI take over your job? Probably not so directly. But fewer people may be needed for the same work, as professionals learn to effectively use AI tools to increase their productivity. In the end, it may not be so much a competition between humans and computers, but between humans + the tools they use. Or, as American computer scientist Licklider called it in 1960, the ‘man-computer symbiosis’
This applies to writers and policymakers who ask ChatGPT to create an outline for something or to come up with counterarguments. But also for designers who use AI for inspiration, to generate parts of their graphic work, or to create videos from text and a single image.
AI + CoSpaces Edu experiment by intern Merel
The future of the digital world
Artificial Intelligence will have significant consequences for what our digital world will look like.
Due to the increase in productivity, prices for creative work will drop dramatically. The advent of the web previously led to a considerable reduction in publication costs, resulting in a massive increase in information. It is expected that new AI tools will lead to a similar increase, with automatically written blogs, generated explanatory videos, fully animated fan fiction, and eventually AI-generated game worlds.
Part of VR Learning Lab’s mission is to train the digital creators of the future. Our tech teachers teach young people programming, game design, video editing, and responsible internet use. In a short time, it has become clear that AI tools have become an essential source in the development of the digital world. Pupils and students must be introduced wisely and given every opportunity to use this tool effectively.
AI for education
Most of the focus on AI in education is currently on ChatGPT and other language models. Understandably so, as almost all teachers deal with this. For every take-home exam and assignment that students have to complete, they can use OpenAI, which puts a large part of the educational institutions’ testing model in trouble.
Check out an application letter generated by a tech teacher during a team day here. A somewhat strange structure, but it would have certainly made it through the first selection.
We will place more emphasis on AI for creative work, for programs that train future designers. What tools should they know? How do you provide good education with these tools? And how do you assess work in which the student has used AI tools in the process?
This maker education is also a good place for innovation in schools. Together with students, you explore the possibilities of new technology and bring it into the school. This creates opportunities to involve other teachers in these developments and adapt to a changing technological landscape.
What’s our plan?
We see enough reason to broaden our focus and include AI in our work. But what exactly will we do? We outline it below.
Design research
Together with interns and students, we experiment with dozens of AI tools. We come up with interesting content that we can create with them and combine them with other software. We make short videos and complete escape rooms and VR experiences.
We share our experiments through various channels and often also how we made them. We share a lot on TikTok, Instagram, Facebook and YouTube . We also share the best experiments via LinkedIn, our blog, and the newsletter.
BOOTCAMP: Design with AI
We have set up a new bootcamp for teachers of digital maker subjects. For this, we collaborate with Bijscholingvmbo, which allows the training to be followed with up to 50% subsidy. If you’re interested in a tailor-made bootcamp in English, please contact us.
AI workshops for students and pupils
On March 16, 2023, we are providing the first workshop for students through PLNT Skills. Tech teacher Marijn uses their Cognitive Artificial Intelligence education to develop valuable teaching materials. Soon, we will offer the first workshops for primary and secondary education.
Audiovisual performance
Robin, Stijn, and interns Merel and Sabrina are working on an interactive audiovisual performance where AI and 3D images are combined in a unique way. The goal is to offer a unique experience of the future of our digital world. For study days, conferences, or other events.
The past year has brought one of the biggest challenges ever in education. To protect those who are vulnerable and to reduce the pressure on healthcare, we have all shown our most flexible side. The beginning of 2021 is not much different. In this blog, we look ahead. What role can Virtual Reality play in education after this crisis? And how do we contribute to a sustainable implementation of this and other technologies?
Online education is a huge challenge, for teachers as well as students. Every lecture, I miss that I am not in the same room as my students. What’s more, our workshops & masterclasses for education professionals are much more enjoyable in-person.
Digital education still has too many limitations, even though I often argue that new digital technology like VR offers possibilities that go beyond education in person.
Unfortunately, the field is not quite there yet. VR headsets are not readily available for everyone and teachers and students often do not have enough experience with the technology to use it effectively for education. Especially not when you suddenly have to switch to online education.
Moreover, you also want to combine digital education and in-person education here. Blended. This way, you can choose the educational platform that fits the best for the material. However, this is precisely what is not possible in these times.
From experiment to implementation
At the same time, let’s commit ourselves to emerge stronger from this crisis.
Let’s work to develop rich, asynchronous digital education that students can follow independently regardless of time and place. Combined with synchronous meetings focused on interaction and knowledge processing. Preferably in-person, but digital if necessary.
At the same time, we continue to experiment with new technology like Virtual Reality to further enrich education.
As this field matures with affordable hardware and a wider range of software, we can work towards sustainable deployment. Grants create room for innovation, but ultimately, the business side must also make sense; your innovation must solve a problem.
In the lecture (in Dutch) I recently gave to all i-coaches of vocational schools, I distinguished these three phases:
We look forward to contributing to exciting educational projects in the Netherlands and to bringing them to the next stage!
Research direction
We want to investigate how VR and other technologies can be responsibly and sustainably deployed in various domains. That is why we will be challenging the following questions in the coming period, together with our team, new interns, and students:
Can the shortage of internships in educational programs such as nursing be solved with VR & other technology?
Together with our intern Tess and educational organizations, we are investigating this urgent question for nursing programs.
What can we learn from games?
Together with our new intern Siem, we immerse ourselves in the creative world of game design and share our lessons.
How do you design an ‘infospace’?
How do you use a 3D environment to convey knowledge? How do you tell a story with it? Read the first blog post in this series here.
How will Augmented Reality change the world?
For a few years, I have been challenging the students of my Honors Class to think about how AR will become part of our world. With this, we explore many interesting opportunities and threats. We will further develop and share these findings through our blog!
We research the various applications of Virtual and Augmented Reality and other technologies and share the findings on this blog. Additionally, we put them into practice by designing our teaching materials based on our research and experiences. In this way, we are involved in all phases that must be completed to deploy VR sustainably.
We believe it’s important that we all think more about a future where we wear smart glasses daily. Because by looking ahead, we can influence what the future will look like.
In our research, we develop stimulating prototypes together with students and interns from, among others, Leiden University. This is also called speculative design. For the Week of Media Literacy, we developed the game ‘ARe you ready?’ in which more than 17.000 young people thought about our future with this technology. (link to game & link to research report)
On Tuesday, February 15 at 15:30, we are organizing a free online event about ‘Our Future with Augmented Reality’. We present a program full of speculative design from various creators. And together with all visitors, we will think about how we can make a positive impact!
On the program:
Panel with students from the Honours Class ‘Getting smarter with VR & AR’ about their prototypes and ideas
Provocative AR projects by artist Sander Veenhof
Daan Hobbel, Sanna Bashir, and Nadine Roos about the game + research ARe you Ready?
Gabriele Romagnoli explains how designers shape the future of AR with ShapesXR
Robin de Lange: education as an ideal place for speculative design. How can you get started yourself?
Discussion: how can we have a positive impact on the future of Augmented Reality?
Creative entertainment during the entrance, break, and at the end of the meeting
This event is made possible by the VR Learning Lab, PLNT Leiden & the Honours Academy of Leiden University.
You wake up in the year 2027. Right after getting up, you put on your Augmented Reality (AR) glasses. These smart glasses help you throughout the day. They remind you of what you need to do, make lessons more enjoyable, and translate what your new classmate says. Can you visualize this future? Thousands of students have thought about these and other questions. In this article, we share the results.
Update 2022: during the Week of Media Literacy in 2022, there were 8,014 individual players who answered all the questions. The questions remained the same. You can view the results here (note: the report is in Dutch). There are little differences compared with the results from 2021. What did stand out was that fewer students from grades 5 and 6 think that learning foreign languages is necessary if Augmented Reality glasses can be used to interpret other languages for us. We have also created a new English version.
ARe you ready?
Students have shared their opinions while playing the game ARe you ready?, created by our talented interns Daan Hobbel and Sanna Bashir. The game was developed as a ThemeMission for MediaMasters, an annual national competition held during the Week of Media Literacy in November.
Nearly 80,000 players had experienced a day in the life of a child from 2027, in which smart AR glasses play a significant role. With this new medium, you can see things in the real world that aren’t actually there; a virtual layer on top of the real world.
By presenting these questions to the students during the game, we were able to encourage them to think along and come up with their own opinions about Augmented Reality. Having an opinion allows you to support it and prevents experiencing the future passively. This makes sure that not only Meta, Apple, and Snapchat can determine what role AR will play in society, but also citizens.
80,000 plays, 17,000 participants
The game was played more than 80,000 times by the end of November 2021. We collected 17,037 complete answer sets. Of these, we used 5,385 in our analysis. This dataset consists of answers from players aged between 9 and 13, who came to our site via the MediaMasters game. This was measured with cookies, which were necessary to count points for the MediaMasters game. This way, we can be sure that these were all unique players. Players outside this age limit or who played the game through another route were excluded.
Results
The questions that were asked in between the game’s levels can be divided into two categories:
The potential of Augmented Reality
The societal consequences of this technology.
We will discuss the results per category.
The potential of Augmented Reality
Augmented Reality already has useful and entertaining applications today. For example, checking if a piece of furniture fits in your living room before buying it from the Swedish furniture giant, or using AR to overlay a virtual information layer on the real world. Think of animations and texts that help a novice car mechanic replace brake pads or virtual buttons on a real anatomical model that can be clicked for additional information about an organ.
In the game, players can experience such applications as well as futuristic ones. Are they open to the idea of using smart glasses in this way?
In the game, the AR glasses provide nutritional advice. Do children from grades 7 and 8 appreciate this? Most do (73%), although 32% of them would make the healthy choice anyway, regardless of the glasses’ advice (Figure 1). A large portion of children (61%) also find it helpful if the smart glasses help them remember daily.
Figure 1 (If the smart glasses propose a healthier alternative, would you pick this healthier food choice? A: Yes, it’s nice that the smart glasses can help me; B: Yes, but I already make healthy choices; C: No, I want to make the decision completely by myself)Figure 2 (Would you find it enjoyable if smart glasses helped you to remember your daily tasks? A: Yes, I could use that; B: Maybe; C: No, I don’t need that)
AR in Education
A smart pair of glasses as a dietitian and personal assistant. Would it also be an interesting addition to education? In the game, children look into the life of a primary school child. The lessons the child receives make use of AR. Only 7% of the children did not like the idea of having lessons with AR glasses (Figure 3). 58% of the children are convinced that this form of teaching is also beneficial for learning (also Figure 3).
There are many opportunities for AR glasses in education.
Figure 3 (Blue: Do you think it would be useful to implement smart glasses in education? A: Yes; B: Sometimes; C: No. Orange: Do you think it would be fun to implement smart glasses at school? A: Yes, I would like to use smart glasses everyday; B: I think it would be fun to use them sometimes; C No)
We think that smart glasses not only influence how we learn, but also what we need to learn. Robin’s graduation research in 2014 was already about this topic.
In the game, a character speaks Japanese to the player. The AR glasses pick this up and automatically start Dutch subtitles. Is it useful to learn other languages if the smart glasses can translate everything for you? We wanted to further elaborate on this discussion for the participants with this question. 11% of the children think that AR makes learning foreign languages unnecessary. But the majority (62%) would rather not depend on the glasses and still find it useful to learn other languages (Figure 4).
Figure 4 (Is it useful to learn languages if the smart glasses can translate everything for you? A: Yes, if you speak other languages, you don’t need the smart glasses!; B: No, it is not necessary to learn other languages, but it is fun and interesting!)
AR for navigation
A more obvious example is navigating with your smart glasses. Virtual arrows projected in the real world help you find your way. In this way, it becomes very difficult to go in the wrong direction. 93% of the children think that we will use smart glasses for navigation later (Figure 5).
Figure 5 (Do you think people will use their smart glasses to find their way? A: Yes, often; B: Only when they visit new places; C: No
The social consequences of Augmented Reality
The emergence of a new computer interface has a huge impact on society and our lives. Enough to get excited about, but also to worry about. That’s why we asked the children if they are concerned about the ethics and safety of AR glasses.
Exclusion
One of the problems that can arise is a kind of social gap between people who have smart glasses and people who cannot (temporarily) be in our new, enriched AR world. We highlighted a similar situation in the game. Is it bad if there are other children who do not have smart glasses and therefore feel excluded? Most children (87%) think this is (a bit) unfair (Figure 6).
Figure 6 (For children who cannot afford smart glasses, the world will look quite different. Do you mind that? A: Yes, that’s unfair; B: A bit; C: No, I don’t mind
Distraction
The virtual layer projected by an AR glass can be distracting from information in the real world. In fact, things can be hidden by projecting over them. This can be dangerous in traffic. In an AR mini-game in ‘ARe you ready?’, the player is chased by virtual monsters. To stay ahead, many players run through red lights. The use of a smartphone can be dangerous in traffic.
We asked children if they think smart glasses should be banned on bicycles. 60% agreed. 28% want a special “traffic mode” so that the glasses do not pose a danger on the road and can be kept on. And 12% think we should decide for ourselves whether to keep them on or take them off (Figure 7).
Figure 7 (Using Smart glasses in traffic can be dangerous. Do you think using smart glasses should be prohibited when you’ re biking? A: Yes; B: No, but there should be a special ‘traffic mode’ that is less distracting; C: No, people should be allowed to decide for themselves whether they want to wear smart glasses in traffic)
Disruption of public order
Almost everyone has played or heard of Pokémon Go, an AR game that led to large gatherings of people in various locations. We believe that this could happen much more often in the future. Virtual artworks at secret locations and massive AR tournaments in the town square. Are you allowed to just organize this? Or should you apply for permits, like for regular events? 69% of the participating children said that rules should be in place and permission should be requested to organize such events (Figure 8).
Figure 8 (In the game, a big AR tournament is held in the city center. Currently, there is no regulation around this kind of event. Do you think new rules need to be made? A: No, people should be allowed to choose themselves; B: Yes, you should ask permission first)
Privacy violation
Many companies collect our data without our conscious consent. This data collection can go a step further with the help of an AR headset, as it can see much more and track things other than just online activity. An obvious example is personalized advertisements. The smart glasses could use information about you, such as conversations and images, to project specific ads in the real world; this also happens in the game.
38% of players aged 9 to 13 believed that no information about them should be used to personalize advertisements. 39% thought it was acceptable, but only if they had given permission themselves. 23% had no problems with sharing information (Figure 9).
Figure 9 (Should it be allowed to use smart glasses to collect information about you for advertisements? A: Yes, I have nothing to hide; B: Only if I have given permission; C: No, I find my privacy very important)
Are we becoming too dependent on our smart glasses? Technology like an AR headset can easily enrich the real world, making people possibly unwilling or unable to live without it. About 90% of the children find it concerning that we may become too dependent on this technology in the future (Figure 10).
Figure 10 (Would you mind if people became increasingly dependent on smart glasses, and they would not be able to do some thing without them? A: Yes; B: A bit; C: No)
Mission accomplished
We conclude that most children see benefits in using smart glasses, but certainly do not want to become dependent on them.
Let’s nuance the results a bit. This is not scientific research. The answers may have been influenced by how AR was portrayed during the game. And it could be that the youngsters who chose to play this game are overly enthusiastic about new media. Fortunately, our goal was not to conduct an academic study. Our mission was to get children thinking, and we certainly succeeded!
Read (about) Robin’s graduation research (2013), which is about how Augmented Reality not only influences how we learn, but also what we need to learn through the interplay of our cognition and the computing power of computers.
This is the first post of a series on creating what we like to call infospaces. Enjoy!
Creating 3D worlds has become much, much easier over the past years. With software like CoSpaces Edu we teach 9 year olds to create their fantasy world with 3D objects and bring them to life with coding blocks.
And the rise of social VR tools like Mozilla Hubs, AltspaceVR and Facebook Horizon are bringing 3D worlds to the professional world. As we’re all are getting tired from pandemic-caused video meetings, we’re looking at new ways to collaborate.
A very early experiment in Mozilla Hubs with our team
Because of this virtual events are in the lift. But to make really valuable virtual events, we have to learn how to use the space effectively. Meeting each other in a virtual lecture hall or classroom while looking at a PowerPoint presentation is just not using all the possibilities.
Virtual museums
One particular assignment we often give our students who are learning these 3D tools is to create a virtual museum. In our experiences this is a very interesting challenge for the students after they’ve learned the basics of the program. And it’s an assignment that can be easily combined with other school subjects.
Our very highbrow exposition on the most famous gifs
It’s interesting to see what students create. They often mimic the musea they’re familiar with. Some also realize they’re not confined by the rules that a real museum has. Their pieces can float in space, and who needs walls? They can add quiz questions,moving objects and interactive information in a way that really isn’t possible in the real world.
Infospaces
The emerging of easy apps to create graphics from data was essential to create the abundance of infographics we now see on the web. Will these new tools bring the same abundance of what we like to call ‘infospaces‘?
For that to happen it has to become even easier to create 3D worlds. We have software tools to help us, which also offer integrated access to databases with 3D models like Sketchfab & Google Poly. But to make things even easier, we also need design principles and templates. We need easy answers to questions like:
How do you clearly represent information spatially?
How do you arrange a room to tell a story?
Those are really new questions for the average communicator. Thus far designing spaces to explain something has been mostly reserved to museum curators and museologists.
With the democratization of designing 3D worlds, we think these questions will become more and more important. We have to learn from architecture, theater, museology and the video game industry.
That’s exactly what we will do in this series of posts on creating infospaces!Don’t want to miss a thing? Or do you want to learn more about Virtual Reality? Become a member of the VR Learning HUB for free!
Last November 29th, we organized an event together with Smart 071 and the Honours Academy of Leiden University all about the applications of AR (Augmented Reality) in the workplace.
Students and professionals looked together for meaningful and feasible applications of AR in the participating organizations. This event was part of a new course given by Robin at the Leiden Honors Academy. The Augmented Reality & Human-Computer Collaboration discusses how Augmented Reality will influence our society and the future of work.
This blog post looks back at:
our event about AR and the future of work
the prototypes built by the students as their final projects
We’ll also tell you how you can participate as a professional or student next edition!
In the fall of 2019 I will (almost certainly) start a new course ‘Augmented Reality & Human-Computer Collaboration‘, which has its focus on how AR will affect our society and influence the future of work.
This summary of Google’s I/O 2019 event shows some of the impressive products Google is working on: new Augmented Reality functionalities, a smarter Google Assistant and cheaper Google Pixel phones.
What is really interesting about this event is the shift in the mission of the company:
“We’re moving from a company that helps you find answers to a company that helps you get things done”
This statement by CEO Sundar Pichai illustrates the developments in digital technology and the role digital products will have in our daily lives. The focus in articles on Artificial Intelligence is often on completely autonomous computer systems. The focus in this event however, is mostly on how smarter algorithms allow for more sophisticated computer interfaces for users.
Today Marleen & Robin (that’s me) visited the kick-off of the PERL group at Leiden University. An interesting afternoon! As probably everybody who attended this event, we think it’s important for students to learn the digital skills they need to create new things. That’s why we organize courses for teachers and students in Processing and CoSpaces Edu an co-organize the CoSpaces Competition!
The day consisted of several talks focusing on research that helps to teach programming skills a little better. In this post I’ll share some insights.
Inspired by the Open science movement, among which this Open Kitchen Science approach, I’ve decided to join this movement and find a fitting open approach for the research we do. In this article I explain the motivation behind this decision and give you some background on our research.
The VR Learning Lab collaborated on a project initiated by dr. Marie Postma and her colleagues at Tilburg University. Last week it was announced that this project will receive a NRO Comenius Senior Fellow grant! Here you can find the news item post on the website of Tilburg University.
The challenge of the project is to create a few Virtual and Augmented Reality learning experiences that help students understanding challenging topics within the curriculum of the Cognitive Science & Artificial Intelligence tracks.
Wearing a VR headset is often seen as a rather individual experience. And indeed, the immersiveness of the experience tends to seclude you from your environment and the people surrounding you. However, there are also different, exciting forms of collaboration in Virtual Reality. Some of these can be very interesting for collaborative learning, or for solving complex problems together. In this article we’ll discuss a few interesting projects, some of which are focused on local collaboration.
It was already somewhat later in the evening when HUBspot colleagues Max and Tom were playing with clay, after a creative workshop. Robin joined them, together they created some figures. This evolved into an entire Pacman leven, after which someone suggested the idea to make a stop motion animation with 360 photos. A few hours later we had this:
A short blog post after a Twitter discussion with @StephiNaners on the new Windows Mixed Reality headsets. Acer, HP, Lenovo and Dell are all launching their own versions of these headsets in the coming months. They all use the new Microsoft motion controllers, which look pretty decent. They’re significantly cheaper and they use inside out tracking, so no more need for the clumsy sensors the Rift and Vive require. They look like great devices that will definitely help in bringing VR to the masses.
On October the 11th 2017, the new edition of the Honours Class Learning through Virtual Reality will start! The course is primarily meant for bachelor students who follow an honours track at Leiden University. However, the Honours Academy allows for a few master students each year, which can be specifically interesting for Media Technology students. Please notice however that honours classes are extracurricular and cannot be counted as an elective course. They will be mentioned on your diploma though.
Bachelor students from Leiden University can register for the course on this page, master students on this page. Are you a student from another university? Please contact us, perhaps we can arrange something.
On the 28th of June 2017, Robin was asked to present a pitch to 700 visitors at the Onderzoeksconferentie (“Research Conference”), organised by Kennisnet and the NRO. Below, you can view a picture of Robin presenting and see slides of the presentation.
On June 7th, LiketoShare will organize the “Learning with VR” convention. There, Robin will provide a lecture on experimenting with Virtual Reality in higher education. What feasible ways are available to start an experiment? And how do you involve students with this process?
We expect it to be an educational day, with many intriguing visitors!
Kennisnet is organizing their yearly Onderzoeksconferentie (“Research Conference”) on the 28th of June 2017. Here, Robin will present a pitch of his research on Virtual Reality in education.
A short article is already available on their website. Will we see you at the conference?
In opdracht van het Nationaal Regieorgaan Onderwijsonderzoek hebben we een uitgebreid literatuuronderzoek uitgevoerd over Virtual Reality en Augmented Reality in het basisonderwijs. De vraagsteller, een bestuur van een grote scholengemeenschap formuleerde voor de NRO Kennisrotonde de volgende vraag:
Wat weten we over de inzet en effectiviteit van Augmented Reality en Virtual Reality in het basisonderwijs?
Het volledige onderzoek is hier te vinden, hieronder de samenvatting van het onderzoek, zoals ook gepubliceerd op de website van het NRO.
An English version of this report will come out in the near future.
Het is nog te vroeg om harde conclusies te trekken over de effectiviteit van VR of AR in het onderwijs. Veel van de onderzoekers zijn echter positief en zien veel mogelijkheden voor deze nieuwe leermiddelen. De grootste uitdaging ligt in de ontwikkeling van goede educatieve inhoud en inbedding in lesprogramma’s.
Er is goed onderzoek verricht naar de effectiviteit van VR als leermiddel, maar het gaat dan over ‘screen-based VR’, waarbij geen headset wordt gebruikt maar een scherm. In dit onderzoek beperken we ons tot Head Mounted Display (HMD) gebaseerde Virtual Reality, waarbij wel gebruik wordt gemaakt van een headset. Dat sluit volgens ons het beste aan bij het heersende beeld van deze techniek.
Enthousiasme voor VR
Voor deze vorm van VR zijn er nog geen publicaties van hoge kwaliteit die wijzen op concrete leerresultaten. De toon van de academische literatuur is echter overwegend positief en deze doet verslag van geslaagde onderwijsexperimenten met gemotiveerde studenten. Ook in de onderwijspraktijk hebben we veel enthousiasme bemerkt. De verwonderde reacties die eerste VR-ervaringen vaak opleveren, spelen hierin een belangrijke rol. Daarbij leidt het idee dat in de ultieme belofte van VR alles kan worden gemaakt wat we ons kunnen voorstellen, tot veel creativiteit. Dit biedt namelijk ook de mogelijkheid om de volledige leeromgeving van een leerling vorm te geven.
Veel onderzoekers en docenten zien daarom voldoende reden om te experimenteren met VR in het klaslokaal. Leerkracht Jasper Bloemsma bijvoorbeeld verrijkt zijn lessen met allerlei applicaties en 360˚ video’s. Het is wel goed om te realiseren dat de educatieve waarde van veel Virtual Reality-apps nog beperkt is.
Augmented Reality
Waar bij Virtual Reality het doel is een totaal virtuele realiteit te ervaren, draait Augmented Reality om het verrijken, of uitbreiden van de ‘echte’, fysieke wereld met virtuele elementen. Augmented Reality heeft vele verschijningsvormen: telefoonapplicaties die werken met QR-codes, applicaties voor headsets als Google Glass en Microsoft HoloLens of projectoren die een oppervlakte beschijnen. Bijvoorbeeld een ‘Augmented Reality sandbox’ waar een hoogtekaart wordt geprojecteerd op een zandbak. Vanwege deze verschillende verschijningsvormen zijn we extra kritisch op de bestaande applicaties, met name op de relatie tussen virtuele en echte elementen. Daar zit volgens ons de belangrijkste meerwaarde van Augmented Reality.
Experimenteren
Augmented Reality is wat volwassener als medium dan VR en ook de literatuur is wat verder ontwikkeld. Een aantal studies constateert positieve leereffecten, maar de kwaliteit van deze studies is niet altijd even hoog. En soms blijkt het effect kleiner dan dat van klassikaal onderwijs. Ook gaat het over uiteenlopende vakken en verschijningsvormen van AR. Het is hierom ook voor AR nog te vroeg om harde conclusies te trekken over de effectiviteit als leermiddel.
Waar VR via een headset nog niet volledig toegankelijk is, is Augmented Reality in de vorm van een smartphoneapplicatie al langer beschikbaar. Verschillende docenten experimenteren daarmee in hun lessen, bijvoorbeeld door lesboeken te verrijken met filmpjes of extra uitleg. Zo hebben de leerlingen precies op het moment dat ze het nodig hebben toegang tot extra informatie.
Meer weten?
Lees de volledige studie ‘Virtual Reality en Augmented Reality in het primair onderwijs’ uitgevoerd door Robin de Lange (Universiteit Leiden, Virtual Reality Learning Lab) en Maarten Lodewijk (Virtual Reality Learning Lab).
Throughout the Netherlands, different events focusing on the use of Virtual Reality in libraries are being organized: lectures on VR, demonstrations of the Oculus Rift and even making your own Google Cardboard headset, to name but a few. I support these efforts, as I consider the library to be an excellent environment to help people familiarize themselves with a new medium. Simultaneously, Virtual- and Augmented Reality could become useful for libraries in the nearby future. For example, AR could be used to enrich the library, while VR could provide an alternative method of exploring digital collections.
Psychology researchers often require participants to be in a certain emotional state. The Focus on Emotions group does research into effective anger management and needed a way to induce anger in children in a reliable and ethical manner. Motivated by the emotional effects Virtual Reality experiences, they asked Media Technology students to create a project.
Tonight SURF will officially release their ‘Trendrapport 2016’ at the preconference of the Onderwijsdagen. Robin was honored to be the author of the chapter on Virtual Reality, together with Lieke Rensink and Jan-Paul van Staalduinen. You can download the Dutch Trendrapport here, the English version will follow in the next few weeks.
Tomorrow, on the 8th of November, Robin will give a lecture on VR & education at the same Onderwijsdagen. On both days, the DinoZapp team will be present to show the Virtual Reality game they made in collaboration with Naturalis.
As part of the Virtual Reality for Science & Education course, the student team consisting of Gosse Mol, Roos Hoefnagel and Han Lie collaborated with Naturalis and created DinoZapp. This video shows a preview of the first prototype:
For my current research I broadly explore the potential of Virtual Reality for education. As a part of this I try to form some sort of theoretical framework to describe the unique characteristics of VR as a medium and how it can be used to explain complex concepts and teach different skills.
With some googling you can find quite a few articles (both academic, popular and in-between) that describe the various ways VR could be used in education. There are even a few listicles out there, to use the parlance of our times. Now, who can resist the simplicity of a 5 point overview of this new medium and its role in learning?
I do research on the potential of Virtual Reality for education. Now, people generally find VR very exciting and because of this I get a lot of enthusiastic reactions. People can imagine all sorts of useful applications for education. Students could learn about our solar system while experiencing a space flight, or walk through ancient Rome and learn about its history.
Of course, I also receive a lot of reactions that are more critical of VR as a learning tool. We are at a point in time where there’s hardly any decisive research about learning performances in Virtual Reality. We don’t even know yet whether people will buy VR headsets. Shouldn’t we wait for these kinds of things before we invest in hardware and educational VR content? VR has been a hype before, can the technology deliver the promises that are being made?
On the 10th of March 2016 we organized the Virtual Reality for Science & Education symposium at the Scheltema Complex in Leiden. I think we can safely state the event was a great success!
Over 125 people attended the event, causing a small shortage of chairs at the busiest time of the symposium. I have seen many familiar faces, but also met a lot of interesting new people. The list of attendees included researchers, professors, high school teachers, entrepreneurs, Virtual Reality developers, policy makers and artists. I think this mix of people led to very interesting discussions, thank you all very much for your input!
During the past year I have spoken with a lot of people about the use of Virtual Reality for learning, which is the topic of my research. Surprisingly many people are really excited about this. But why is this? Why are people enthusiastic about VR in education?
During the last few years developments in Virtual Reality have gained a lot of momentum. Almost two decades after the inevitable downfall in the hype cycle, the Oculus Rift showed that a VR headset is within reach for the average consumer. This kickstarted many new initiatives, causing an entire VR ecosystem to emerge, with small start-ups and massive corporations creating new headsets, innovative input devices, spherical cameras and loads of immersive content.
These developments open many possibilities for research and education. Realistic simulations allow police officers to safely train dangerous situations. 3D visualizations can help the design process by allowing the user to walk around in buildings that have not been built yet. But we can also think of immersive data visualizations which can be navigated spatially. Psychology researchers can use VR to measure responses to realistic environments and scenarios. Lectures about ancient Rome could be given while walking past the Colosseum and virtual classrooms could make following a MOOC into a more intense and social experience.
Symposium
To explore the possibilities of this new medium, we organize the symposium ‘Virtual Reality for Science & Education‘ on the 10th of March 2016. The symposium will start at 13:30 at the Scheltema complex in Leiden. Around 17:30 we will end the day with some drinks and Virtual Reality demonstrations.
The plenary program will have speakers from different backgrounds: Virtual Reality developers, scientists who use VR in their research and educators who experiment with VR in the classroom.
In May 2015 the Gratama Stichting and Leids Universiteitsfonds announced that my research project into the possibilities of Virtual Reality for the field of education will receive the Gratama research grant. Prof. dr. Jaap van den Herik helped me with the application procedure, the research will be part of my PhD work supervised by prof. dr. Bas Haring.
The research project includes an elective course where 30 students will explore the potential of Virtual Reality for science and education by creating experimental VR prototypes. More details about the course in the e-Studiegids.
On March 24th 2015 I gave a talk at the Art of Neuroscience symposium in the beautiful Eye in Amsterdam. More information about this yearly event can be found here.
In my talk I presented the Virtual Reality visualization of live EEG data I created with my team mates Eva Delincakova and Bert Spaan at the Hack the Brain hackathon in May 2014. I discussed the potential of Virtual Reality for immersive data visualization and how this could be used in the field of education.
On the 19th of June 2014 at 10.00, I’ll teach a workshop for the Embodied Vision course of the Media Technology MSc. program. Below you can find a short description of the workshop and the assignment. After the workshop I’ll post a summary of what we’ve discussed.
Embodied Vision Workshop: Augmented and Virtual Reality with Unity3D
In this workshop we will go through the basics of working with Unity3D, discuss interesting projects made with the software and experiment with creating your own Augmented or Virtual Reality project. I will explain about the Vuforia library which can be used to create mobile AR apps and get you started to develop for Oculus Rift. For the workshop you will need Unity Pro which can be downloaded from unity3d.com. Please install the software beforehand. You can make use of the 30-day trial version.
Assignment
Groups: 1-3 people
During the lectures you have learned about many different special and visual effects used in film and the different goals (such as: distraction, shock, spectacle, narrative, integration, immersion) that can be reached by applying these effects. For this assignment you are challenged to make use of the visual effects offered by Augmented and Virtual Reality to support one (or more) of these goals you find most interesting.
Since learning Unity3D is an essential part of this workshop, you should make use of this software for your project. Exceptions can be made however, if you can give good reasons for this.
For the Hack the Brain hackathon, organized by Waag Society, TNO and the Donders Institute, we created an immersive 3D environment of EEG data using the Oculus Rift. To experience our project you wear a cap with electrodes to capture an EEG signal from the electrical activity in your brain. The Oculus Rift places you inside your brain from where you can see the captured brain activity and fly through your brain. The intensity of the visual effects expresses the activity of alpha waves in that part of the brain. This immersive environment could be used by students to better understand brain activity and the EEG signal this produces. ADHD patients could use it as a neurofeedback system to improve their concentration level and neurologists might use it to simulate the experience of epileptic patients when they have a seizure.
Media
On the Mind Extensions website you can find the article I wrote about the entire hackathon. he crew of the Dutch television program ‘De Kennis van Nu’ reported live from the hackathon, the playlist is embedded below. The television show can be found here.
On the 28th of August 2013 I defended my graduation project:
Developing an Augmented Reality application to promote an extended concept of cognition in education
[ABSTRACT]
The ever decreasing size and price of computer parts seems to be leading to computing power becoming ubiquitous. Similar to technology such as pen and paper, computing power becomes intertwined with our problem solving processes in such ways that it becomes invisible. This development has, and will have, enormous influence on our cognitive profiles. The field of education however, has barely changed to cope with this change in cognitive profiles. While developments in information technologies are changing how we learn in many ways, we believe it is essential to rethink what we should learn in this perspective of increasing availability and accessibility of computing power.
This research reviews an extended concept of cognition, in which technological elements can actually be part of the cognitive process. We suggest this view as a framework to discuss the goals of education and the technological aids that can be used to reach these goals. To raise this discussion, a mobile application is developed which shows the potential of Augmented Reality techniques to display context-sensitive information, which can be incorporated in the problem solving process.