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