Enabling Student Innovation through Virtual Reality Development

Fuente: arXiv
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Autore principale: Harms, Sherri
Natura: Preprint
Pubblicazione: 2024
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author Harms, Sherri
author_facet Harms, Sherri
contents It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning. Even though PC, web, and mobile are still the top platforms for software development, it is important for university computer science (CS) programs to expose students to VR as a development platform. Additionally, it is important for CS students to learn how to learn about new technologies, since change is constant in the CS field. CS curriculum changes happen much slower than the pace of technology adoption. As new technologies are introduced, CS faculty and students often learn together, especially in smaller CS programs. This paper describes how student-led VR projects are used, across the CS curriculum, as basic CS concepts are covered. The student-led VR projects are engaging, and promote learning and creativity. Additionally, each student project inspires more students to try their hand at VR development as well.
format Preprint
id arxiv_https___arxiv_org_abs_2407_02591
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Enabling Student Innovation through Virtual Reality Development
Harms, Sherri
General Literature
Computer Vision and Pattern Recognition
Emerging Technologies
Human-Computer Interaction
I.4; H.5; D.2.2; K.3.2
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning. Even though PC, web, and mobile are still the top platforms for software development, it is important for university computer science (CS) programs to expose students to VR as a development platform. Additionally, it is important for CS students to learn how to learn about new technologies, since change is constant in the CS field. CS curriculum changes happen much slower than the pace of technology adoption. As new technologies are introduced, CS faculty and students often learn together, especially in smaller CS programs. This paper describes how student-led VR projects are used, across the CS curriculum, as basic CS concepts are covered. The student-led VR projects are engaging, and promote learning and creativity. Additionally, each student project inspires more students to try their hand at VR development as well.
title Enabling Student Innovation through Virtual Reality Development
topic General Literature
Computer Vision and Pattern Recognition
Emerging Technologies
Human-Computer Interaction
I.4; H.5; D.2.2; K.3.2
url https://arxiv.org/abs/2407.02591