3 ms·
I'm quite interested in use of VR in education. It's so early days and you can already see it's going the wrong way. My take is that AR is going to take off in
by jmiskovic 6y ago
I'm quite interested in use of VR in education. It's so early days and you can already see it's going the wrong way.
My take is that AR is going to take off in a huge way and it is going to be built on whatever VR community builds by then. I'm also in your camp that we should _own_ the technology and not just consume cloud-based solutions. If things are strapped onto our faces and in control of our senses, we users should own the software full stack.
I've devoted some time to learn LOVR framework for VR development. It enables use of Lua interpreted language as sole tool to build everything, there are no IDEs, scene managers or other tools. This means more learning and more re-inventing wheel, but so far it's been quite a fun journey for me. You can easily test it out and see how suited it would be.
I'm not a fan of Unity - I think in education it would be very hard to maintain development machines and support pupils. It's more suited to development studios where devs can invest months in mastering of tools, art pipeline and engine concepts. There are good alternatives in webVR space: BabelJS and Aframe.
I don't know how capable and knowledgeable your students are, but I think with guidance and mentorship Lua would be a good fit for educational purposes. Here's few ideas for educational VR projects for students. The molecular visualizer that renders XYZ file format is relatively easy to do, mine is <100 LoC Lua. Quite a few physics experiments can be replicated in VR, like ballistics, orbital mechanics, harmonic oscillations, optics. Maybe over years some of those physical experiments could evolve into a robotics lab? You could do mathematics-focused projects like rendering fractals, but any graphics project will be exercise in geometry and trigonometry.