It wasn’t uncommon to find yourself unexpectedly colliding with another person at XR at Michigan Summit. That’s because you — or they — were probably sporting virtual reality headsets and touch controllers, navigating a world of boundless imagination.
On April 19 and 20, University of Michigan faculty, industry leaders and students participating in the Graduate Certificate in Extended Reality came together on the U-M campus to present new technology and innovations in the world of XR.
University of Michigan School of Information students displayed XR related projects they’d been working on for the past year in collaboration with students from other schools. Their projects moved beyond video games and simulation, redefining how XR technology can be used for social good.
“I think there are a lot of solutions you can come up with through the use of technology,” said Jessica Browning, a student in the Master of Science in Information program. “Extended reality is appealing to me because it’s visual, it’s interactive and there are endless possibilities.”
Aside from being an MSI student, Browning is completing her Master’s in Education. Her project combines elements of both of her degree paths, helping deaf students learn to read by creating a simulation that translates words in a book into American sign language. The human simulation interprets the book a child is reading through augmented reality (AR). Their signing speed can also be adjusted to accommodate the student’s needs.
“I’ve always been interested in tech and I find that the field of education is lacking material in terms of accommodating students,” she says. “I came up with this idea because one of my teachers is deaf and he talked about how it’s not easy to learn how to read when you’re deaf because very often, there aren’t sign language accompaniments to books.”
Nate Bennett, an incoming first year Bachelor of Science in Information student, also focused his project on helping people with disabilities. His team designed a virtual hockey field and puck using augmented reality. The iGYM system will allow children to play with one another in an inclusive environment without the constraints of physical space and objects.
The students worked with Michael Nebeling, one of the faculty co-collaborators on the project. Nebeling is an assistant professor of information at UMSI.
“There are a lot of opportunities in the field of user experience design and XR,” Bennett says. “I’m really interested in the practical applications of designing for social good.”
Catherine Lumanauw, a second year Master of Science in Information student, took on the issue of voter disengagement in an entertaining and unique way. Through VR, Lumanauw created a voting simulation that takes United States citizens through the process of voting, hopefully decreasing the unfamiliarity and anxiety of the process for first-time voters.
“Currently, only 64% of the population in the U.S is registered to vote,” she says. “I wanted to add a fun and emotional aspect to the experience that would encourage people to hopefully vote in person.”
Through the simulation, users are able to explore the White House, interact with current and former presidents and vote for their favorite candidates (Shrek, Peppa Pig or Maggie from The Simpsons) by playing a bullseye game.
By studying virtual reality, UMSI students are elevating and expanding their skillsets, creating projects that allow them to create worlds, solve complex problems and flex their creative skills.
Learn more about the Graduate Certificate in Extended Reality here.