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Universities today are applying extended reality technologies across all disciplines to deliver new kinds of collaborative and deeply engaging learning experiences and better equip our future workforce with the right skillsets. HOW WE WORK IS CHANGING Careers that incorporate the digital enhancement of reality are growing rapidly but the workers with the right skills are hard to come by. Educational institutions understand the need to prepare the future generation of workers for this new reality to help lessen the skills gap. IMMERSIVE LEARNING SPANS ALL DISCIPLINES 4 Social Learning Self-Guided Learning 3D Anatomy Models Teaching the Teachers Research What’s Next Higher education is shaping the future generation with the tools needed to learn- in-the-moment, collaborate across time and distance through immersive learning, and help open the door to opportunities that will serve students pursuing all types of careers—including professions that are not yet established, and in a reality that we do not yet know. Take the next step toward designing an educational AR and VR strategy and delivering immersive learning experiences with Dell EMC and Intel ® . Learn more: DellEMC.com/hied Growth in VR skills among U.S. freelancers in 2017 compared to 2016 grew by more than 300 % By 2020, The market is expected to reach 3 $ 120B Over the next decade, leveraging new technologies like AR and VR to form new human- machine partnerships will be instrumental to workplace success. 1 10x Technology improves by every 5 years 1 By 2021, 60% of all higher education institutions in America will be using AR/VR to create enhanced simulations and learning environments 4 75% is the average retention rate of students when they learn by doing. 5 THERE’S A SKILLS GAP 2x Industry-wide spending on AR/VR to increase by over the next several years 2 According to the National Training Laboratories, only teaching others results in better retention over experiential learning. 1. “The next era of Human | Machine Partnerships.” 2017. Dell Technologies. https://www.delltechnologies.com/content/dam/delltechnologies/assets/ perspectives/2030/pdf/SR1940_IFTFforDellTechnologies_Human- Machine_070517_readerhigh-res.pdf 2. “Worldwide Spending on Augmented and Virtual Reality Expected to Double or More Every Year Through 2021, According to IDC.” 2017. IDC. https://www.idc.com/getdoc.jsp?containerId=prUS42959717 3. “Realizing 2030: Harnessing Emerging Technologies.” Dell Technologies. https://www.delltechnologies.com/content/dam/delltechnologies/assets/ perspectives/2030/pdf/harnessing-emerging-technologies.pdf 4. “More Than Half Of Colleges Will Use Virtual Reality To Enhance Education By 2021.” 2017. Forbes. https://www.forbes.com/sites/ delltechnologies/2017/10/17/more-than-half-of-colleges-will-use-virtual-reality- to-enhance-education-by-2021/#50e840f26c48 5. “The Learning Pyramid.” 2018. Education Corner. https://www.educationcorner.com/the-learning-pyramid.html 6. “Just How Real is Virtual Reality?, NPR Weekend Edition.” 2018. Stanford University. https://vhil.stanford.edu/news/2018/just-how-real-is-virtual-reality- npr-weekend-edition/ EXPERIENCE IS THE BEST TEACHER According to an article published on CNBC, “the virtual reality industry can’t stop growing—but the supply of workers is limited.” IMMERSIVE LEARNING PREPARING STUDENTS FOR THE EMERGING IMMERSIVE WORKPLACE Copyright © 2018 Dell Inc. or its subsidiaries. All rights reserved. Dell, EMC, and other trademarks are trademarks of Dell Inc. or its subsidiaries. Intel, and the Intel logo are trademarks and registered trademarks of the Intel Corporation in the U.S. and/or other countries. Other trademarks may be trademarks of their respective owners. The contents and positions mentioned in this document were accurate at the point of publication, December 2018. Dell and EMC make no warranties—express or implied—in this infographic. Stanford University researchers reveal that both the brain and body respond to immersive, interactive VR experiences in a manner very similar to real life. 6 75% Learn by doing (VR) 50% Group discussion 30% Demonstration 20% Audio-visual 10% Reading 5% Lecture 90% Learn by teaching others Networked VR enables students and teachers anywhere in the world to go beyond single user-only VR experiences and collaborate in the same virtual space. Innovative technologies like the CAVE (Cave Automatic Virtual Environment)—a virtual reality room first developed by Dr. Carolina Cruz-Neira and colleagues in 1992—have come of age as hardware devices that support AR and VR have become more powerful and affordable. I’m very excited that some of the products now coming onto the market to enable VR are powerful and dependable. Being able to use them gives us a tremendous advantage in applying our creativity and pursuing worthwhile, innovative projects. – Dr. Carolina Cruz-Neira, Director of the University of Arkansas Little Rock’s George W. Donaghey Emerging Analytics Center Students in digital animation, visual effects and virtual reality at Drexel University’s ACE-Lab, as well as those at Texas A&M can learn more creatively and quickly using advanced hardware and powerful graphics tools. In support of the Arkansas Economic Development Commission, the University of Arkansas at Little Rock’s Emerging Analytics Center is creating augmented and virtual reality tools powered by Dell EMC technologies to drive economic growth. Watch the video. INTERACTING WITH INDUSTRY Discover how hardware devices that support AR and VR have become more powerful and affordable to expand the horizons of augmented and virtual reality in higher education. Read more. FILLING THE AR AND VR SKILLS GAP Higher education today is inconceivable without AR and VR technologies. With Dell EMC, institutions of higher education can take advantage of solutions and services that are proven to be effective in enabling immersive teaching and learning that fully explore the horizons of AR and VR. Learn more. EXPLORING THE FUTURE OF EDUCATION PUSHING THE LIMITS OF CREATIVITY SOCIAL LEARNING Watch how the UALR Emerging Analytics Center and Dell EMC partner to prepare students for AR and VR careers. The way we work is changing at a dramatic pace and influencing how we learn. Many institutions of higher education are delivering new collaborative and deeply engaging learning experiences using augmented reality (AR) and virtual reality (VR). Here’s why...

IMMERSIVE LEARNING · 2020-06-25 · extended reality technologies across all disciplines to deliver new kinds of collaborative and deeply engaging learning experiences and better

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Page 1: IMMERSIVE LEARNING · 2020-06-25 · extended reality technologies across all disciplines to deliver new kinds of collaborative and deeply engaging learning experiences and better

Universities today are applying extended reality technologies across all disciplines to deliver

new kinds of collaborative and deeply engaging learning experiences and better equip

our future workforce with the right skillsets.

HOW WE WORK IS CHANGING

Careers that incorporate the digital enhancement of reality

are growing rapidly but the workers with the right skills are

hard to come by. Educational institutions understand the need to prepare the future

generation of workers for this new reality to help lessen the

skills gap.

IMMERSIVE LEARNING SPANS ALL DISCIPLINES4

Social LearningSelf-Guided

Learning

3D Anatomy Models

Teaching the Teachers

Research

What’s Next Higher education is shaping the future generation with the tools needed to learn-in-the-moment, collaborate across time and distance through immersive learning,

and help open the door to opportunities that will serve students pursuing all types of careers—including professions that are not yet established, and in a

reality that we do not yet know.

Take the next step toward designing an educational AR and VR strategy and delivering immersive learning experiences with Dell EMC and Intel®.

Learn more: DellEMC.com/hied

Growth in VR skills among U.S. freelancers in 2017 compared to

2016 grew by more than

300%

By 2020, The market is expected to reach3

$ 120B

Over the next decade, leveraging new

technologies like AR and VR to form new human-

machine partnerships will be instrumental to workplace success.1

10x

Technology improves by

every 5 years1

By 2021, 60% of all higher education institutions in

America will be using AR/VR to create enhanced simulations

and learning environments4

75%is the average retention rate of students when they learn by doing.5

THERE’S A SKILLS GAP

2x

Industry-wide spending on AR/VR

to increase by

over the next several years2

According to the National Training Laboratories, only

teaching others results in better retention over

experiential learning.

1. “The next era of Human | Machine Partnerships.” 2017. Dell Technologies. https://www.delltechnologies.com/content/dam/delltechnologies/assets/perspectives/2030/pdf/SR1940_IFTFforDellTechnologies_Human-Machine_070517_readerhigh-res.pdf

2. “Worldwide Spending on Augmented and Virtual Reality Expected to Double or More Every Year Through 2021, According to IDC.” 2017. IDC. https://www.idc.com/getdoc.jsp?containerId=prUS42959717

3. “Realizing 2030: Harnessing Emerging Technologies.” Dell Technologies. https://www.delltechnologies.com/content/dam/delltechnologies/assets/perspectives/2030/pdf/harnessing-emerging-technologies.pdf

4. “More Than Half Of Colleges Will Use Virtual Reality To Enhance Education By 2021.” 2017. Forbes. https://www.forbes.com/sites/delltechnologies/2017/10/17/more-than-half-of-colleges-will-use-virtual-reality-to-enhance-education-by-2021/#50e840f26c48

5. “The Learning Pyramid.” 2018. Education Corner. https://www.educationcorner.com/the-learning-pyramid.html

6. “Just How Real is Virtual Reality?, NPR Weekend Edition.” 2018. Stanford University. https://vhil.stanford.edu/news/2018/just-how-real-is-virtual-reality-npr-weekend-edition/

EXPERIENCE IS THE BEST TEACHER

According to an article published on CNBC, “the virtual reality industry can’t stop growing—but the

supply of workers is limited.”

IMMERSIVE LEARNINGPREPARING STUDENTS FOR THE EMERGING

IMMERSIVE WORKPLACE

Copyright © 2018 Dell Inc. or its subsidiaries. All rights reserved. Dell, EMC, and other trademarks are trademarks of Dell Inc. or its subsidiaries. Intel, and the Intel logo are trademarks and registered trademarks of the Intel Corporation in the U.S. and/or other countries. Other trademarks may be trademarks of their respective owners. The contents and positions mentioned in this document were accurate at the point of publication, December 2018. Dell and EMC make no warranties—express or implied—in this infographic.

Stanford University researchers reveal that both the brain and

body respond to immersive, interactive VR experiences in a manner very similar to real life.6

75% Learn by doing (VR)

50% Group discussion

30% Demonstration

20% Audio-visual

10% Reading

5% Lecture

90% Learn by teaching others

Networked VR enables students and teachers anywhere in the world to go beyond single user-only VR experiences and collaborate

in the same virtual space. Innovative technologies like the CAVE (Cave Automatic Virtual Environment)—a virtual reality room first

developed by Dr. Carolina Cruz-Neira and colleagues in 1992—have come of age as hardware devices that support AR and VR have

become more powerful and affordable.

I’m very excited that some of the products now coming onto the market to enable VR are powerful and dependable. Being able to use them gives us a tremendous advantage in applying our

creativity and pursuing worthwhile, innovative projects.

– Dr. Carolina Cruz-Neira, Director of the University of Arkansas Little Rock’s George W. Donaghey Emerging Analytics Center

Students in digital animation, visual effects and virtual reality at Drexel University’s ACE-Lab, as well as those at Texas A&M can learn

more creatively and quickly using advanced hardware and powerful graphics tools.

In support of the Arkansas Economic Development Commission, the University of Arkansas at Little Rock’s Emerging Analytics Center is creating augmented and virtual reality tools powered by Dell EMC

technologies to drive economic growth. Watch the video.

INTERACTING WITH INDUSTRY

Discover how hardware devices that support AR and VR have become more powerful and affordable to expand the horizons of

augmented and virtual reality in higher education. Read more.

FILLING THE AR AND VR SKILLS GAP

Higher education today is inconceivable without AR and VR technologies. With Dell EMC, institutions of higher education can take

advantage of solutions and services that are proven to be effective in enabling immersive teaching and learning that fully explore the

horizons of AR and VR. Learn more.

EXPLORING THE FUTURE OF EDUCATION

PUSHING THE LIMITS OF CREATIVITY

SOCIAL LEARNING

Watch how the UALR Emerging Analytics Center and Dell EMC partner to prepare students for AR and VR careers.

The way we work is changing at a dramatic pace and influencing

how we learn.

Many institutions of higher education are delivering new collaborative and deeply engaging learning experiences using

augmented reality (AR) and virtual reality (VR). Here’s why...