The following are instructions on how to participate in the Attraction Classroom Beta (Early Access) on Quest 2. Install Attraction Classroom Beta using SideQuest: Download and Install Sidequest on your Quest. https://sidequestvr.com/setup-howto After intsall complete, open the App Library from your Quest dashboard Select Unknown Sources from the dropdown menu in the top right corner […]
Attraction Classroom Video
Short Version Members of our XR Design and Development Team at Penn State University work on a variety of VR applications for both research and education. While developing these applications, we’ve identified environments, and interactions, that are common to many VR experiences. The Attraction Classroom concept looks to pair these VR commonalities with dynamic content. […]
PuppetJump Video
Short Version PuppetJump is a physics based VR framework developed by the XR Design and Development Team at Penn State University. So what is a VR framework, and why do we need one? Similar to how HTML is used to define a standard set of objects for web browsers, PuppetJump defines a standard set of […]
XR Prototype Roadmap
I’ve written about development processes before but, after a lot of thought and discussion with CIE team members and ICDS, this is the new step-by-step prototyping process we are implementing for CIE projects. Meet with prospective collaborators Meet and greet with CIE points of contact Gather general information about collaborators’ interest in XR Assess collaborators’ […]
OpenXR and DOTween Unity Project
Always looking for ways to work smarter, awhile back I created what I thought was an empty Unity project to use as a starting point for future projects. The only thing I wanted in this project was OpenXR, DOTween, and my PuppetJump packages. The file was over 600MB even zipped!!! I did some digging into […]
VR Elevator Pitch
“Presence is VR’s superpower.” – Jeremy Bailenson, Experience on Demand What makes VR an immersive experience? We can be immersed in many things. Reading can be an immersive experience. The experience of reading becomes immersive when all other distractions disappear. Getting lost in pictures painted by words can open gateways to travel. Reading is an […]
The Circle
The Circle describes how educators, game designers, and researchers should work together to design assessment based educational VR experiences. The Circle establishes purpose, and importance, to each individual role and illuminates the symbiotic relationship between the three. Structure The Circle’s structure relies on each role understanding what VR is, and recognizing the unique opportunity VR […]
Designing Escapes Not Prisons
I talk with colleagues and collaborators a lot about design philosophy. I’m always in search of better ways of giving an elevator pitch about design. Unfortunately, verbally conveying clear thoughts and justification about design often seems like a difficult task. I sometimes feel like what I end up saying comes off like a bad movie […]
What is VR? Theoretical, Pragmatic, and Practical
I currently work for two very different organizations, Teaching and Learning with Technology (TLT) and the Center for Immersive Experiences (CIE). At TLT, we play the match game. Our technology expertise is broad. Our goal is to find technology solutions that meet (learning) objectives and resolve (teaching) challenges. We evaluate both content, and technologies, with […]
VR Experience Pitches
After you’ve established what the learning objective(s) of your VR experience will be, it’s time to start thinking of creative ways to achieve it. You’ll want to spend time thinking about your idea, jotting down notes, and evaluating your concept against the characteristics of successful VR experiences. When you believe you have a thoughtful concept, […]
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