Illustration: L. Zwerger, The wizard of Oz
An interesting example
Rising (2018) | Virtual Reality
Marina Abramović’s Rising (2018) addresses the effects of climate change by transporting viewers to witness rising sea levels.
Wearing an immersive headset, viewers enter an intimate virtual space, where they come face-to-face with the artist, who beckons from within a glass tank that is slowly filling with water from her waist to her neck.
Users are invited to make contact with the virtual Abramović, and then find themselves surrounded by a dramatic scene of melting polar ice caps. Abramović urges viewers to reconsider their impact on the world around them, asking them to choose whether or not to save her from drowning by pledging to support the environment, which lowers the water in the tank.
Abramović’s pioneering performance career has centred around time-based work, which uses both hers and the public’s body as a canvas. She has continually pushed the boundaries with durational work that has defined contemporary performance. With Rising, the artist’s presence is brought into another dimension.
To produce the artwork, Acute Art developers captured the artist’s unique facial expressions to create a realistic looking avatar of Abramović. Embracing new technology in an endeavour to transmit the presence of the artist virtually, Rising allows users to directly interact with the artist virtually from anywhere in the world.
Start with learning objectives and students experience and perspective.
Don't let the 'technology' coopt the learning objectives and the human experience.
Always be critical about the technology you will integrate in the session.
Prioritise concepts and methods over tools.
Avoid giving the technology the agency of enhancing the experience, center the attentiion on what you as teachers and designers add to the experience that makes it enhanced, amplified, augmented, different.
Here is a useful framework for teacher's digital capability, it is alligned with the UK professional standards. It has been created by JISC.
Here is the framework for the individual digital capability
Activities
Emotions and technological innovation [ ±5 min ]
Go to Jamboard and write on one/two post it notes the emotions that you feel when thinking about using a new technology for teaching, particularly one you have not tried before.
think • pair • share | About the constraints and enablers in your institution [15 min]
Think about these 4 aspects of teaching with tech at your institution. Please take notes in this workbook
What are the resources (time, support, devices) available at your local institution | enablers to integrate tech in the teaching?
What are the resources (time, support, devices) that are not available at your local institution | constraints?
What are the pedagogical standards in your discipline? Do they constraint some how what you can do?
Are you free to design your assessment or do you have to comply with strict guidelines? Is this a constraint for integrating VR in the classroom?
How are you supported in your institution to embrace technologies? If you are not, please write that also.
Mapp these constraints (slide 4 of the jamboard) and enablers (slide 5 of the jamboard).
Some of the many challenges with immersive environments accessibility include the use of extremely complex input devices, control schemes that require a high degree of precision, timing and simultaneous action; ability to distinguish subtle differences in busy visual and audio information, having to juggle multiple complex goals and objectives.
One of the things that needs addressing is to familiarise the teacher and the student with the technology VR/XR its affordances, and limitations.
Acknowledging and addressing the fact that each functional diversity/impairment in students will imply different barriers when it comes to interacting with the technology.
Does technology has inherent powers?
Technology Enhanced Learning ? Who enhances the learning?
Where is the agency and the labour?