Over the past year, defined by the COVID 19 pandemic, we have witnessed the boom in the application of digital media to education. This has impacted traditional teaching operations, shifting to online delivery. Whether and how such activities will continue in a post-Covid 19 situation remains unclear. Apart from this are the online and open universities with a long last practice in providing flexible and innovative educational options, widening many learners’ possibilities. In this webinar, our goal is to share the experience gained, good practice, and the pros and cons of handling with 3D technologies, augmented and virtual reality resources to amplify a multimodal, active, and learner-centred method in online higher education during COVID 19 pandemic. As an example of resilience in the educational context, exploring the use made of these digital tools will allow us to understand how the teaching and learning process has been strengthened and interactively expanded.
Universitat Oberta de Catalunya, Spain
Luis Villarejo Muñoz is a member of the UOC’s LNT (New Tourism Laboratory) and ATE (Education Technology Department) R&D groups.Luis Villarejo is a Computer Engineer specialised in Artificial Intelligence. He has worked at the Open University of Catalonia as head of mobile learning for 16 years. In 2018 he became founder and CEO of Immersium Studio, where he currently leads a multidisciplinary team creating interactive training experiences with immersive technology. Especially using interactive 360 video. In 2019 Immersium Studio received the award for the best immersive training experience worldwide by the Immersive Learning Research Network. In these years they have developed training experiences through which more than 20,000 people and various entities have already passed, including the United Nations, the European Commission, the DTI Foundation or the European Society of Intensive Care Medicine.
Gizeh Rangel-de Lazaro
Postdoctoral fellow, Faculty of Psychology and Educational Sciences, Universitat Oberta de Catalunya, Spain
Dr. Gizeh Rangel-de Lazaro is an anthropologist focused on using digital imaging technologies, such as 3D structured light scanner, Computed tomography (CT), Micro-CT (μCT); as well as 3D geometric morphometrics (GM), to study functional morphology in a broad comparative and phylogenetic framework. In 2012 and 2014, she received the Erasmus Mundus grant to complete the International aster and the Doctorate in Prehistory and Human Evolution at the Rovira i Virgili University (Spain), the Musée National d’Histoire Naturelle and Sorbonne Université (France). As part of her work, she integrates techniques and methods from bioarchaeology, bioanthropology, functional morphology, palaeontology, and digital heritage, rendering her research particularly cross-disciplinary. Since her career began, she has gained autonomy and experience with data collection and applying state-of-the-art quantitative methods. She has also actively participated in bioarchaeological and bio anthropological studies and field campaigns. She takes an active role in promoting science in both academic and non-academic communities. This has taken her to present her work at international scientific congresses in Europe and the Americas. She is actively involved in promoting career paths in STEAM. In 2013 she became an Erasmus Mundus’s program and regional representative. As part of this international role, she organized and participated in activities for the recruitment and orientation of new students.
Full professor at the Institute of Educational Technology of The Open University. Leader of the Performance Augmentation Lab (PAL), United Kingdom
Fridolin seeks to close the dissociative gap between abstract knowledge and its practical application, researching radically new forms of linking directly from knowing something ‘in principle’ to applying that knowledge ‘in practice’ and speeding its refinement and integration into polished performance. Fridolin leads the Special Interest Group on Wearable-Enhanced Learning (SIG WELL) of the European Association of Technology Enhanced Learning (EATEL). He chairs the working group on Augmented Reality Learning Experience Models (ARLEM) of the IEEE Standards Association as well as the Natural Language Processing task view of the Comprehensive R Archive Network (CRAN). He is convenor of a key standards working group, WG 11, for future-proofing AR/VR in a joint technical committee of the International Standards Organisation (ISO) and International Electrotechnical Commission (IEC), part of the sub chapter for computer graphics, image processing, and environmental data representation (SC24). He co-chairs the IEEE ICICLE SIG XR for Learning and Performance Augmentation. Fridolin is a trust-appointed Governor of Oxford Spires Academy. He is trusted reviewer for several funding bodies including the EU and RCUK. Fridolin is and has been leading numerous EU, European Space Agency, and nationally funded research projects, including ARETE, OpenReal, LAAR, AR-for-EU, WEKIT, TCBL, ARPASS, Tellme, TELmap, cRunch, Stellar, Role, LTfLL, iCamp, and Prolearn. From 2015 to 2020, Fridolin was Senior Research Fellow at Oxford Brookes University. From 2009 to 2016, he was at the Knowledge Media Institute of the OU. Fridolin also worked as a researcher at the Vienna University of Economics and Business in Austria from 2004 to 2009. He studied at the University of Regensburg, Germany, with extra-murals at the Ludwig Maximilian University of Munich and the University of Hildesheim
Lecturer and Researcher Faculty of Computer Science, Multimedia and Telecommunications, Universitat Oberta de Catalunya, Spain
Dr. Bourdin Graduated in Computer Science and Robotics Engineering, he has been teaching computer science in France for ten years before moving to Barcelona to work as a researcher under the supervision of Mel Slater in the EventLab at the University of Barcelona. He is now working as an associate professor in the Multimedia team of the Computer Sciences Department (EIMT) at the Open University of Catalunya (UOC). He is responsible for 3D programming, virtual reality, and video
games programming. His research considers the use of virtual reality and immersive technologies as tools to carry out research both at the technological level and at the psychological level, studying, for example, the behaviour of people in virtual worlds, the contribution of immersive technologies in education or Health/eHealth.