Week Five: Virtual and Augmented Reality

Week Four: Editing for Digital PhotographyThis lesson plan is an introductory workshop on virtual and augmented reality.

This session builds on Week 4: Editing for Digital Photography

Aabijijiwan New Media Lab houses four digital media labs each with a specific production focus – sound, projection, virtual reality (VR), animation and video – and a collaborative interactive studio space for engagement between these mediums, as well as a collaborative space for workshops, intergenerational gatherings, dialogues, and work with older media, such as sewing, caribou hide tufting, beading, and other materials. Grounded in Indigenous ways of being in relation – with other people, with the land, and with non-human entities.

The workshop aims to introduce students to the basics of virtual and augmented reality and how they are used in the arts and entertainment industry. The lesson plan includes hands-on experience with virtual and augmented reality technology, where students get to try on virtual reality headsets and experiment with augmented reality apps. By the end of the workshop, students should have a basic understanding of the differences between virtual and augmented reality and their potential applications in various industries. The lesson plan also includes opportunities for extension activities, such as creating their own virtual or augmented reality content and researching their uses beyond the arts and entertainment sector.

Objectives:

  • Introduce students to the basics of virtual and augmented reality
  • Teach students the differences between virtual and augmented reality and how they are used in the arts and entertainment industry
  • Provide hands-on experience with virtual and augmented reality technology

Materials:

  • Virtual reality headsets (such as Oculus Rift or HTC Vive)
  • Augmented reality apps (such as Pokemon Go or Instagram filters)
  • Whiteboard and markers
  • Handouts on the basics of virtual and augmented reality
  1. Introduction (10 minutes)

  • Start by introducing the topic of virtual and augmented reality and their importance in the arts and entertainment industry.
  • Ask students if they have any experience with virtual or augmented reality, or if they have ever used any related technologies.
  1. Virtual Reality (30 minutes)

  • Discuss the concept of virtual reality and how it differs from the physical world.
  • Demonstrate the use of virtual reality headsets and provide examples of how they are used in the arts and entertainment industry.
  • Have students try on the virtual reality headsets and explore the virtual world.
  1. Augmented Reality (30 minutes)

  • Discuss the concept of augmented reality and how it differs from virtual reality.
  • Demonstrate the use of augmented reality apps and provide examples of how they are used in the arts and entertainment industry.
  • Have students download and use augmented reality apps on their own devices.
  1. Hands-on Practice (30 minutes)

  • Divide students into small groups.
  • Provide each group with a virtual reality headset and augmented reality apps to experiment with.
  • Circulate around the room, providing feedback and assistance as needed.
  1. Wrap-up (10 minutes)

  • Review the main points of the workshop, emphasizing the differences between virtual and augmented reality and their uses in the arts and entertainment industry.
  • Encourage students to continue exploring virtual and augmented reality technologies.

Assessment:

  • The teacher can assess students’ participation in the hands-on practice and their understanding of the differences between virtual and augmented reality.

Extension:

  • Students can be assigned to create their own virtual or augmented reality content, using basic software such as Tilt Brush or AR Studio.
  • Students can be encouraged to research and report on how virtual and augmented reality technologies are used in various industries beyond the arts and entertainment sector.