Technology has grown to become one of the most important parts of our everyday lives, and it will continue to shape and transform the way that information is being taught. The cutting-edge technology of Virtual Reality, Augmented Reality, and 360o videos are rapidly transforming the educational system while providing students with invaluable tools to help better prepare them for their future careers. These technologies provide educators with a safe, convenient, and low-cost environment in which learners can practice and develop new skills and knowledge through a fully immersive experience (Huang & Liaw, 2018).
Scholars indicate that the benefits of using these technologies in the classroom are great and can help to combat some of the challenges that educators face today. For example, Hu-Au & Lee (2017) discuss how VR can:
- Lead to increased learner engagement
- Provide active, constructivist learning
- Increase frequency of authentic learning experiences
- Allow for empathetic experiences
- Enable learners to exercise creativity and
- Provide an arena for visualizing abstract concepts concretely
How can CTE help you!
If you are interested in implementing Virtual Reality, Augmented Reality and/or 360o videos into your curriculum, the Center for Teaching Excellence has the technology available that you can checkout to get started.
CTE has the following equipment available for checkout:
- 6 Garmin VIRB 360° Cameras
- 1 GoPro Max Camera (Three Cameras In One: 360o Camera, HERO Camera, and Vlogging Toolkit)
- 6 HTC Vive Pro Headsets
- 5 Dell Laptops (Capable of running Vive Headsets and Editing 360° video)
- 1 Meta Quest Headset
- 2 Meta Quest 2 Headsets
- 1 GoPro 3-Way 2.0 (Camera Grip, Tripod t and Extension Arm)
- 1 GoPro Head Strap + QuickClip
- 1 Ubeezie 67” Tripod/Selfie Stick
If you are new to this technology, the CTE’s Virtual Environments Assistant is available to help you with learning how to use the technology, the setting up process, finding applications for your curriculum, and any other questions you may have.
What are the Virtual Environments Technologies?
Garmin VIRB 360
Waterproof 360o Camera with 5.7K/30fps Resolution and 4K Spherical Stabilization with 4 built-in microphones that capture 360o audio. It is used through the free mobile app and desktop software that lets you edit, stabilize, share and add data overlays to videos.
Experience total creative freedom with the most versatile 360° camera. You get 3 cameras in one: unreal spherical footage, HERO-style video and photos, and a vlogging powerhouse that’s second to none. 360° capabilities deliver amazing panoramic photos and 360° Timelapse, too. Featuring unbreakable stabilization, premium audio from 6 mics, and a waterproof design. Use the GoPro Quik app to control this camera from your phone!
GoPro 3-Way 2.0
Tripod Grip 3-In-1 Mount with:
- Integrated ball joint lets you change your camera angle without having to reposition the mount
- Built-in tripod quickly folds out to provide a stable shooting platform for time-lapse shots, group photos, and more
- Folding extension arm acts like a handheld boom for selfies, overhead shots, follow-cam footage, and getting closer to the action
- Standard GoPro mounting base makes it easy to switch your camera between mounts
- Waterproof construction for use in and out of the water
- Measures 19.5in (49.53cm) when fully extended and collapses to 8in (20.32cm)
GoPro Head Strap + QuickClip
Includes a Head Strap and a QuickClip for a variety of head-mounting options. Fully adjustable to fit all sizes, the Head Strap can be strapped to a helmet or directly on your head. The QuickClip can be used to attach your GoPro to baseball caps, belts and more.
HTC Vive Pro: This is a tethered headset that requires a computer with VR capabilities. The set up includes, Power adapter, Link Box, Display Port cable, USB 3.0 cable, Mounting pad, 2 Base Stations for tracking, and 2 Controllers. This device runs apps through both Steam and the VivePort app stores.
First all-in-one, tether-less gaming system for VR. Play almost anywhere with just a VR headset and controllers, so no computer is required to use it. The set up includes the headset and 2 Controllers. This device runs apps through the Meta Quest Store.
Meta Quest 2
Meta Quest 2 is the successor of the original Meta Quest with a similar design, but with a lighter weight, updated internal specifications, a display with a higher refresh rate and per-eye resolution, and updated Meta Touch controllers. This headset comes with an adapter for people with glasses.
Phone Insert Headsets: There are headsets that are available that students can buy for as low as $6. They are easy to use and work by downloading a VR app onto a smartphone and placing a smartphone inside of the headset. An example of this is the Google Cardboard; however, there are many others on the market. Please note: these are available for students and faculty to checkout from the Thomas Cooper Library’s Tech Lounge.
Ubeezie 67” Tripod/Selfie Stick
- Maximum Height at 67in with minimum storage space of 20in.
- Selfie Stick Tripod and Phone Tripod Stand Switch freely between selfie stick mode and tripod stand mode.
- Comes with two compatible phone mounts and a GoPro attachment base.
- Compatible with GoPro, Garmin VIRB, DSLR, SLR, action cameras, and smartphones.
Virtual Reality Platforms
The Virtual Reality platforms are the online stores where you can download either free or paid apps to use with the immersive headsets. Each platform offers different titles and differing headset compatibility. At CTE we have accounts for Steam, the VivePort, and the Meta Quest store and can download apps for you (faculty) to test out and use with your classes.
Steam: The largest “store” for VR software applications. Applications on Steam are created by both independent and established developers, so the headset compatibility varies depending on the application.
Meta Quest Store: Offers a variety of free and paid for software but is only available for use with Meta Quest VR hardware.
VivePort: Offers a variety of free and paid for software but is only available for use in the Vive headset.
Equipment Checkout Process
To checkout any of the equipment, please complete the Virtual Environments Equipment Request Form. A member of our staff will contact you regarding your request. As we have limited units, we request at least a 72-hour notice prior to the requested pickup time. Please bring your USC ID for verification the day of pickup.
Checkout Length: Equipment can be checked out for 2 weeks at a time. If you wish to use equipment longer, please contact us at 803-777-8322 or email@example.com to see if the checkout time can be extended. We will try to accommodate your request.
We have a Virtual Environments Assistant at the CTE. The assistant can provide guidance with finding virtual reality apps that are best suited for your class and are able to help in the implementation process for your course. Please complete the General Teaching Consultation Request Form to schedule a meeting with the assistant.
Virtual Environments Community of Practice (CoP) and Blackboard Organization
The Virtual Environments Community of Practice (CoP) meets monthly to discuss ways to integrate 360° video, virtual reality, augmented reality and mixed reality into teaching and learning environments at USC. Meetings are open to faculty, staff and students. In addition, we host a Blackboard organization to enable communication and collaboration between faculty, staff and students interested in the advancement of virtual technologies to enhance the teaching and learning experience. To join the CoP or the Blackboard organization, please email Charles Andy Schumpert at firstname.lastname@example.org.
Helpful Links to Get Started
Huang, H. & Liaw, S. (2018). An Analysis of Learners’ Intentions Toward Virtual Reality Learning Based on Constructivist and Technology Acceptance Approaches. International Review of Research in Open and Distributed Learning, 19(1), 91-115.
Hu-Au, E. & Lee, J. J. (2017). Virtual reality in education: a tool for learning in the experience age. International Journal of Innovation in Education, 4(4), 215-226.