Come out and see us March 6th in Downtown Bryan for First Friday! Help us continue the momentum of 20 for 20. Say howdy and visit with other people interested in VR, 360° video, and STEM! We'll be in our usual spot in front of Carnegie Hall across from the Queen Theatre!
20 for 20
The 20 for 20 campaign keeps making headway. In January, members of STEM-VRSE had a second meeting with a local school to introduce VR in STEM classrooms. In addition, we continue to work towards completion of the STEM-VRSE VR curriculum for use in K12 classrooms. Finally, Dr. Bozeman spoke with the Graduate Student Council at Texas A&M University to recruit new graduate students to consider the integration of VR in their own research. Let us know if you have any questions or would like to help us introduce VR in 20 STEM classrooms in 2020!
As STEM-VRSE continues to grow, members of the organization work to communicate the potential uses and impact of VR in research and education. We wanted to let everyone know of two developing projects. First, we are in the final stages of creating curriculum to support the use of VR in K12 classrooms. Second, we are in the beginning stages of creating a new academic journal for researchers to share results of STEM-related graduate research integrating VR in K12 classrooms.
A Note from the Lab
Watch this section each month as we discuss the history of VR and the current use of technology in research. This month we give a little history behind the current iteration of VR. The modern version of VR began in the 1960s when Ivan Sutherland, with a group of graduate students from Harvard and the University of Utah working at different stages, developed the first modern VR head-mounted user interface called The Sword of Damocles. Although considered rudimentary by today's standards, The Sword paved the way for development of modern head-mounted VR equipment developed and marketed by companies such as HTC, Oculus, Samsung, and Sony.