XR (VR/AR/MR) TECHNOLOGY AT 
NORQUEST COLLEGE

XR (VR/AR/MR) TECHNOLOGY AT
NORQUEST COLLEGE

KEY EXTERNAL FORCES OR DRIVERS

SOCIAL: Increased desire for
new social experiences
and virtual interactions online.

Economic: VR hardware and development costs are gradually decreasing.

TECHNOLOGICAL: Increased performance and mobility of hardware equipment continues to improve accessibility (Oculus Quest 2)

DEMOGRAPHIC: New learners have some exposure to this technology (Pokemon Go, Gaming technologies, etc.). An expectation for XE technology to be incorporated into their learning journey.

IMPLICATIONS AND REQUIREMENTS

XR TEACHING & LEARNING CONSIDERATIONS (Carmichael, 2017)

Enrichment: Combine Virtual with Real Objects to full develop and enrich learner experiences.

Flip the Experience: Make it Learner-Centered

Gamification: Use of XR can 'gamify' curriculum to improve engagement

Iteration: Through development process, cycle, students learn how to design and create products.

FOR XR ADOPTION

Infrastructure and Device investments (network, VR headsets, PCs, VR application software, etc.)

Compliancy with provincial
IT audit controls.

Privacy Impact Assessments (PIA) and Security Assessments (SA's) required.

Development, Software & Licensing

Platforms, Systems
& Storage Needs

KEY STAKEHOLDERS

Internal Stakeholders

Faculty and instructors

Information Technology Dept.

Workforce Integrated Learning

Academic Research
& Curriculum Development

NorQuest Leadership
and Executive

External Partners

ELIXR (Enhanced Learning in Extended Reality) Consortium

Government of Alberta

Dynacor (VR Sim Developer)

Other Post-Secondary Institutions

Healthcare Providers
(Covenant Care,
Alberta Health Services)

Workforce & Industry
(Oil & Gas, Retail, Tourism)

POTENTIAL BENEFITS TO NORQUEST

Open House & Virtual Tours

Vocational, digital media & communications opportunities

Alignment to College Mission: Re-Imagine Higher Education (NorQuest, 2020). XR adoption was identified as desired state.

Create VR Development
& Microcredential programming

VR Commercialization:
Development and Sell VR
Simulations to Others

Enhanced testing and Assessment opportunities

Immersive simulation training &
employee onboarding experiences

Enhance College retail experiences (Bookstore) (Jobillico, 2020)

Capability for more powerful, deeper learning experiences (Oh, et al., 2016)

XR can provide more connection & collaboration experiences for remove or work-from-home workers (Resnick, 2016)

BARRIERS & RISKS

High Cost of current XR Development (e.g.: $100k/simulation from past NorQuest VR simulations)

Rapidly changing XR technologies lead to obsolence

Ensuring Equity of Access for Learners & Employees to VR Equipment

Security: Protection of XR Data and Assets

Ensuring Information Privacy
of NorQuesters

Protecting Intellectual Property
of XR Commercial Developments

Compliancy with Provincial
IT Audit Requirements

Mitigation Approaches

Work with IT, Security & Privacy Teams

Work with Advancement to establish
technology support fund for learners

Reduce simulation costs by development pooling resources with other post-secondaries. Apply for grant funding.

Work with legal services to ensure IP protections of commercial XR assets

Proactively conduct pre-audit activities to ensure privacy and security considerations are met