• Experience Catalogue landing page explains the resource up front
  • Experiences are delineated as 360º video, augmented reality and virtual reality, with dynamic tallies of each
  • Filterable content has been organized based on University curriculum interest areas
  • Single item template conveys creator information, team take, useful metadata and a rating of how guided the experience is
  • Since it’s a new concept, Level of Guidance is explained in detail to help make sense of the scoring
  • VR items make use of a Level of Interactivity rating and platform-based download toggles
  • Screen Shot 2021-04-08 at 2.16.20 PM
  • An animated chart diagrams how 360º video can be pushed into the VR space via increased guidance and where AR slots above 360º video in the real world.
  • Each content type breaks down the technology, the ways of consuming as well as skills/resources for producing
  • Getting the Most Out of the Experience Catalogue – a resource aiming to guide faculty through an immersive activity in class
  • One sheet class activity reports detail how other instructors have leveraged immersive content
  • For her BIOL 220W course, Dr Cassandra Miller-Butterworth worked with me to develop a 360º video activity based around HHMI’s BiomeViewer
  • With the included coordinates, students working in teams of two can pinpoint the exact spot at which any biome 360º was created
  • Nineteen video experiences illustrate immersively both the terrestrial biomes from the Viewer and marine ones that we appended
  • Penn State News (2/25) article on immersive content transforming education, highlighting three projects

Experience Catalogue

Developed to create a curated clearinghouse of immersive content for use in the classroom across a variety of disciplines and platforms. Supporting resources are added on a continuing basis to enhance in-class activities and faculty success.

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Experience Catalogue

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