Welcome to the DUTAR WP3 workshop sessions in Turku!

Welcome to the DUTAR WP3 workshop sessions! During the workshop session, you will have the opportunity to familiarize yourself with XR and various VR applications that we have prepared for you. During the workshop, you will also have the opportunity to discuss XR with the work group and other members of the reference group.

Register to one of the following dates:

  • Tuesday 05.03.2024 – Morning 10-12
  • Tuesday 19.03.2024 – Afternoon 13–15
  • Thursday 21.03.2024 – Morning 10-12

Registration: https://forms.office.com/e/z3Wpy7NK6r

The workshop sessions in Turku will be organized in the XR lab, located in the basement of the C-staircase of the ASA building.

Preliminary agenda:

  • Introduction to the workshop and DUTAR status report.
  • VR session 1: Tour of the virtual museum ”Anne Frank House” or the immersive game ”What The Bat?”.
  • VR session 2: Virtual Speech, where you can individually try to give a presentation in English to an audience of AI avatars. Please think about a topic you want to talk about in advance. We will also present how VirtualSpeech can be used in courses.
  • Short break with coffee and snacks
  • VR session 3: The virtual collaboration platform Glue, where we start exploring themes for the group discussions.
  • Group discussions. What applications would you like to acquire, test, or use in your subject?

During the group discussions and after the session, there are also possibilities to try out other VR applications we have prepared.

See you at the workshop!
Work group for DUTAR Work Package 3

 

Welcome to the DUTAR WP3 workshop sessions in Vasa!

During the workshop session, you will have the opportunity to familiarize yourself with XR and various VR applications that we have prepared for you. During the workshop, you will also have the opportunity to discuss XR with the working group and other members of the reference group.

The workshop sessions are organized on:

  • Monday 11.03.2024 10–12 am
  • Monday 11.03.2024 1–3 pm

Registration on or before March 6th: https://forms.office.com/e/kyTq0L5FE7 

The workshop sessions in Vaasa are organized in the Foajén and C215

Preliminary programme:

  • Introduction to the workshop and DUTAR status report.
  • VR session 1: Tour of the virtual museum ”Anne Frank House” or the immersive game ”What The Bat?”.
  • VR session 2: Virtual Speech, where you will individually try to give a presentation to an audience of AI avatars in English. Please think about a topic you want to talk about in advance. We will also present how VirtualSpeech can be used.
  • Short break with coffee and snacks
  • VR session 3: The virtual collaboration platform Glue, where we start exploring themes for the group discussions.
  • Group discussions. What applications would you like to acquire, test, or use in your subject?

During the group discussions and after the session, there is also the chance to try out other VR applications we have prepared.

See you at the workshop!

Work group for DUTAR Work Package 3

Embracing soft skill development with VR – Training presentation skills in an introductory course

Author: Ilia Gugenishvili

Åbo Akademi University’s VR Integration

Virtual Reality (VR) has ushered in a transformative era in education, particularly in disciplines such as engineering and computer science, yet its potential remains largely unexplored in other fields, such as business and education. This untapped potential is evident in the challenges posed by VR: its expansiveness, perceived difficulty of use, and the time-consuming nature of its creation and implementation for different purposes. Regardless of these challenges, Åbo Akademi University (ÅAU), supported by the project Digitalization of education for accessibility, attractiveness, and relevance (Swe. Digitalisering av undervisningen för tillgänglighet, attraktion och relevans; DUTAR), has embraced VR, incorporating it into various courses.

One such example is the course ‘Introduction to Marketing’. The course is offered to international bachelor’s and master’s degree students and one of its objectives is to develop competent communicators. To reach this objective, VR is used as a tool. Next, I will detail the role of VR in the course, how implementation was designed, and which experiences VR introduced for the course participants.

Four Stages of the Course

The VR workshops, conducted at ÅAU’s XR lab in the ASA-building, utilized the Virtual Speech application with Meta Quest 3 headsets. This AI-powered software supports different courses and exercises, providing feedback to improve soft skills such as participating in interviews, networking, expressing empathy, and delivering impactful presentations.

Soft skills, often referred to as interpersonal skills or emotional intelligence, play a vital role in enhancing interactions, job performance, and career prospects. Unlike technical or hard skills, soft skills are transferable across different roles and industries. They are especially crucial in marketing, where effective communication and persuasion are paramount for success.

The approach taken in the VR workshops for the course participants involved four key stages:

    1. The course began with students forming groups, brainstorming startup ideas, and developing marketing plans throughout subsequent seminars.

    1. Toward the end of the course, students prepared face-to-face presentations for their startup ideas, planned to be delivered at the final seminar.

    1. Before the final presentations, students underwent individual VR-based training to refine their presentation skills.

    1. The students presented their ideas in the final seminar, at which industry and academic experts were present to provide constructive feedback on both the ideas and presentation.

Student Training in VR: A Hands-On Experience

Students pre-registered for the training and submitted their slides to the course teacher. Each student received a 45-minute time slot, with the flexibility to use as much time as needed. In the lab, the course teacher acquainted them with the hardware and software, emphasizing that VR technology is a supportive learning tool, encouraging an active experience rather than passive information absorption. These introductions were crucial since most students had limited or no prior experience with VR. Students were instructed to:

    1. Present: Deliver presentations in front of a virtual audience, utilizing pre-uploaded slides and notes. The software simulates audience reactions, including positive feedback through nodding and smiling. Distractions, such as virtual phone calls or audience interactions, could also be activated.

    1. Read Feedback: After presenting, the software calculated students’ scores, providing feedback on various aspects such as duration, eye contact, vocabulary, speaking pace, volume, and overall listenability. Students were encouraged to read the feedback and reflect on how to address or improve these aspects.

    1. Answer AI-Generated Questions: Following the feedback, students activated AI-generated questions relevant to their presentations.

Once students became familiar with the technology and expressed confidence in its use, the teacher left the room to afford them privacy for their training.

Post-Training Insights

Post-training teacher conducted interviews to learn about students´ experiences. When questioned about their motivations, three primary reasons surfaced among the participants in the VR sessions: (a) to overcome anxiety; (b) to gain practical experience presenting in front of a large audience; and (c) curiosity about VR training.

Students` collective evaluation of these seminars was overwhelmingly positive, describing the experience as enjoyable, engaging, realistic, and novel. Some participants noted that VR provided a safe space without stakes or judgments, reducing self-consciousness. They also emphasized that VR was free of distractions, enabling them to concentrate fully on their training without the temptation of checking social media on their phones. The AI-generated questions proved accurate and relevant, with some questions later asked by a live audience during their final face-to-face presentations. Students expressed the belief that additional individual sessions, and possibly group sessions, could enhance these trainings. Overall, they found the experience valuable and expressed a desire for more courses to incorporate VR technology.

As VR continues to prove its worth in education, incorporating it into more courses can empower students with essential soft skills, preparing them for success in academia and their future careers.

Authored by Dr. Ilia Gugenishvili, a Lecturer at Åbo Akademi University and the course instructor for Introduction to Marketing

What is XR and why?

The purpose of this work package is to initiate the development and implementation of methods for using virtual reality technology in education. As a natural part of the implementation, further development of the already established XR-lab spaces will also be carried out, with the aim of providing teachers and students with a useful interactive learning environment to operate in.

Work Package Goals:

  • Implementation of virtual learning environments and tools based on needs identified in collaboration with reference and working groups.
  • Development of method models that create favorable conditions for teachers to use virtual reality techniques in teaching.
  • Planning and development of a service function, along with supporting resources and instructional and training packages, to assist teachers in the use of virtual reality technology.
  • Further development of the existing XR-lab in Turku based on needs identified in the work package.

What is XR?

XR stands for ”Extended Reality” and is a comprehensive term used to describe technologies that combine the physical world with the digital world. XR includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). Virtual reality technologies create a unified experience by interacting between digital and real elements.

Here is a brief description of what Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) really are:

  • Virtual Reality (VR): The user is placed in a completely digital environment, which they interact with through a VR headset. There is a variety of virtual environments tailored for different purposes, such as simulations of real places, educational environments, therapeutic environments, and more.
  • Augmented Reality (AR): Adds digital elements to the real world by overlaying them on the user’s field of view. The user sees the actual environment but with the addition of computer-generated information that can enhance or complement the physical reality. AR overlays virtual elements into the real world by superimposing them with computer-generated information.
  • Mixed Reality (MR): Combines both digital and physical elements by allowing digital objects to interact with the real world and vice versa. MR creates a blended experience where the user can engage with both the physical and digital environment simultaneously. MR mixes digital and physical elements by allowing digital objects to interact with the real world and vice versa. MR creates a blended experience where the user can interact with the physical and digital environment simultaneously.

What is the XR-Lab?

The XR-Lab is a physical space where teachers and students can familiarize themselves with XR technologies and various virtual environments. The XR-Lab is intended to serve as a natural space for the following purposes:

  • Education and Research: The XR-Lab should function as a modern and adaptable space where teachers, researchers, and students can use XR technologies to simulate various scenarios, including chemical and scientific experiments, historical events, communication skills, etc.
  • Innovation and Collaboration: The XR-Lab should function as an innovation hub where researchers, teachers, and students can collaborate to create and explore new uses for XR technologies.
  • Prototyping and Development: The XR-Lab can also be used as a natural space to create prototypes and develop new XR applications and experiences.
  • Events and Exhibitions: Events and exhibitions can be organized in the XR-Lab to showcase new XR projects and technological advancements. The lab should be a natural place to share knowledge and experiences with digital technologies.

In summary, the XR-Lab should be a bookable space where staff and students can familiarize themselves with XR technologies and collaborate, experiment, and develop innovative solutions. At the same time, support and resource packages are also planned to support the use of virtual reality technologies and environments.

Why XR?

Extended Reality is still a relatively new didactic approach in education. XR creates a more engaging and interactive learning environment by allowing students to experience and explore subjects in a more concrete and safe way.

With XR, students can not only experience and practice challenging situations and participate in realistic simulations of real-world scenarios, but these technologies can also play a significant role in promoting sustainability within education. By integrating XR-technology into teaching, we can reduce the need for physical resources, thereby contributing to a more environmentally friendly learning environment.

Creating virtual simulations and interactive representations for subjects such as sustainable development and environmental science allows students to gain a deeper understanding of complex sustainability concepts. These technologies also enable global collaboration and knowledge sharing without the need for extensive travel, reducing the overall environmental impact of educational activities.

In this way, XR can become not only powerful tools for learning and understanding of various subjects but also a resource-efficient and sustainable method to foster environmental awareness and sustainability within the education system. These technologies also enable global and virtual collaboration, where individuals from different locations can meet in virtual spaces to discuss and solve problems together, as well as access virtual learning materials regardless of physical location.

XR is intended to serve as a complement in education, rather than a replacement; the technology should function as a tool to enhance and enrich traditional teaching methods.

DUTAR WP3 Info

Do you want to participate in the reference group for WP3, or receive more information about XR?

Contact Tobias Andtfolk, IT Project Manager, tobias.andtfolk@abo.fi