Enabling Student Innovation through Virtual Reality Development
Fuente:
arXiv
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| Autore principale: | |
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| Natura: | Preprint |
| Pubblicazione: |
2024
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| _version_ | 1866913415779319808 |
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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 |