Bridging the Gap Between Researcher and Developer When Developing Educational XR Applications | Recap Meetup #18
On December 17, 2022, we explored how researchers and developers work together on XR projects and how to approach an idea that can add value to an educational experience. Topics ranged from common pitfalls and how to avoid them to where to find funding. The meetup was hosted by and on the Media & Learning Association platform.
XR holds great potential for transforming education, offering novel and effective learning experiences, and is increasingly adopted by higher education institutions. There are, however, overlapping legal frameworks that apply when implementing XR, particularly data protection and intellectual property laws. Beyond legal obligations, ethical considerations are paramount.
WEART develops wearable haptic devices that enable a naturalistic and comfortable interaction with virtual objects, surfaces, and materials, allowing people to grasp, touch, feel, and manipulate content. By implementing rich haptic feedback — a combination of forces, vibrations, and thermal cues — the experience is brought to a high level of realism, which is deemed crucial to engagement and effective learning.
Aimed at radically improving passenger experiences by utilizing XR, ViAjeRo explores a range of AR and VR scenarios for different modes of transportation, focusing on entertainment, work, and collaboration activities.
The Extended Reality Initiative launched in the fall of 2019 with the aim to actively engage the University of Michigan community with knowledge and content through immersive technology.