The ENGAGE platform enables immersive learning experiences
The University of Miami has implemented ENGAGE’s spatial computing technology to bolster immersive learning experiences across the university.
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ENGAGE is a SaaS Enterprise advanced spatial computing platform that allows professionals, event organisers, educators, and businesses to create their own virtual worlds.
Now, the ENGAGE XR platform is being used throughout the university to assist in teaching and training students across 40 different courses.
Medical students at the Bascom Palmer Eye Institute, for example, are leveraging ENGAGE’s application to understand how slit lamps are used in eye examinations.
Kim Grinfeder, Department Chair at Interactive Media, explains how it also recently deployed the ENGAGE platform at a health conference centred on the application of technologies like virtual reality (VR) and augmented reality (AR): “Our goal was to have as many attendees as possible at the conference to exchange knowledge on AR and VR; we recognise that not everyone can attend in person.
“Therefore, we chose to provide a remote participation option using virtual reality, diverging from traditional video conferencing to offer a more immersive experience.
“Additionally, we decided to employ the same spatial computing platform already in use at our school for instructional purposes.”
ENGAGE helped the University of Miami to organise the conference that brought together around 100 professionals from the healthcare sector, including researchers, physicians, tech industry leaders, and university faculty to share their immersive technology insights in person and discuss their potential impact.
As a result of its VR and AR capabilities, the platform can reportedly provide a far more immersive experience than standard video conferencing platforms like Zoom.
The UMverse Initiative
The University of Miami introduced ENGAGE via its ‘UMverse’ program that was set up in 2018 to implement immersive and multi-sensory technology and ‘revolutionise’ student learning experiences at the university.
The ambition behind the project is to improve on conventional learning tools like film, photographs, textbooks, and video games by literally immersing students into their subject matter.
Furthermore, UMverse is being used to research further ways to enhance education and campus experiences, as well as offering learning and patient care opportunities.
Thomas Merrick, Associate Director of XR at the University of Miami, believes that ENGAGE has raised the bar for students learning experiences: “Using the ENGAGE platform for our academic studies has demonstrated that we are approaching a tipping point where XR technology will become ubiquitous.
“When we decided to host the VR AR healthcare summit, we wanted to make it accessible to as many people as possible.
“Utilising Engage allowed us to blend the virtual with the physical and provide a broader experience for the attendees.
“Engage allows instructors to use their current course materials within its platform or adapt them to leverage the technology’s immersive capabilities.
Merrick continues: “Moreover, students can attend sessions from various devices, including desktop computers, tablets, and VR headsets – a particularly appealing option as VR gaming gains popularity among our students.”
Looking to the future, he believes learning will include XR technologies at all levels, with physical events also having a virtual component.
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