Sep 27, 2019 State-of-the-art Virtual Reality Classroom Now Available
The library is always working to expand access to cutting edge technology. In response to feedback from students and faculty, the library’s Creativity and Innovation Services team has created a virtual reality (VR)-enabled classroom, which allows teams and classes to explore the latest developments in VR hardware and software. Equipped with high-end workstations and state-of-the-art “Valve Index” headsets, the room is configured with VR interaction and immersive learning in mind.
The classroom is currently being used by faculty and students in a number of ways. Rogelio Cardona-Rivera is an Assistant Professor who teaches in both the School of Computing and the Entertainment Arts and Engineering Program. Rogelio’s work has been funded by the Department of Energy and by game companies as well.
His research focuses on the design of games and interactive systems where players direct an unfolding experience by taking on roles. Students in the class are tasked with understanding the technical building blocks of VR, and using those pieces to build new immersive interactions and experiences.
“I’m a big believer in the transformative power of video games,” explains Rogelio. As a young child, Rogelio had severe lazy eye. His physician recommended that he try using video games to see if that would improve his condition. Says Rogelio, “It was then that my parents bought me a Super Nintendo. I played it while covering my “good eye” and forcing my lazy eye to focus on the screen to keep playing games. I played so much that I avoided the need for surgery altogether.”
“Having the library’s VR classroom is extremely helpful, as it’s the only classroom of its type on campus.”
Rogelio now teaches both an undergraduate and graduate VR class. “Having the library’s VR classroom is extremely helpful, as it’s the only classroom of its type on campus,” says Rogelio. “I want to put VR technologies into the hands of students. I encourage all of the students to use whatever VR hardware they can get their hands on and that simply would not be possible without the library’s help. Having access to the VR technology removes a barrier for students wanting to jump in and work on coursework. The VR Classroom has proven to be an invaluable catalyst for learning in my class.”
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