Virtual Reality (VR)
The term VR can be interpreted differently based on personal experience. At Immerse, when we say VR, we do not mean:
- “cardboard” or “cell phone” or “mobile” VR. While useful for 360 degree image and video viewing, users cannot interact with this kind of 3D world.
- “VR labs” with dozens of expensive gaming computers and complex chords. This is expensive, impossible to scale, and a poor use of the limited space available at many institutions.
- “Desktop VR” or “Web-browser VR”, like Second Life or Engage. While these allow users to control an avatar experience on a 2D screen, they do not afford the sense of presence or the interactivity necessary for effective task-based language learning.
At Immerse, VR is the experience afforded by standalone 6DoF VR headsets (aka “untethered” or “all-in-one” VR). These VR experiences are fully immersive and allow users to move through a virtual world while interacting with their surroundings in a realistic way — unhindered by chords or computers. While there are multiple all-in-one VR hardware options to choose from, we highly recommend the new Oculus Quest 2 VR headset. It is currently the most powerful, affordable, and comfortable, all-in-one VR headset on the market. Learn more about the Quest 2 here.
The Immerse Virtual Language Experience Platform (VLEP)
The world’s first synchronous virtual reality English teaching and learning platform — the VLEP links students and teachers together in fully immersive, interactive virtual worlds allowing educators to facilitate learning experiences utilizing a variety of English Language Teaching (ELT) approaches, including communicative language teaching (CLT) that uses problem based learning (PBL), and task-based learning (TBL) to structure learning experiences. The Immerse VLEP includes the following components:
Instructor Desktop Application
A software application, installed on a PC or Mac computer used by educators to facilitate live English lessons with their students. The instructor desktop application was designed by educators for educators ensuring quick adoption and seamless facilitation. Learn more about the instructor desktop application here.
As many educators may only be familiar with VR instruction using limited degrees of interaction, such as 360 images and videos, guidance on six degrees of freedom instruction (6DoF) helps bridge the gap between prior work and the full functionality of Immerse's enhanced virtual scenes. The Immerse Experience Library is specifically designed to provide the support and guidance necessary to allow every educator to feel confident teaching in virtual reality. The Experience Library is a collection of plug-and-play VR lesson experiences available within the Instructor Desktop Application. We understand that working with new technologies works best when educators are empowered to learn, grow, and transfer their teaching styles and strategies into digital environments and spaces. This library ensures that educators have access to multiple models of best-in-class lessons VR enhanced language learning.
Single-click controls inside the Instructor Desktop Application designed to give teachers control of their virtual lessons. With these clickable controls educators can animate or change their avatar, initiate in-scene activities, label objects, interact with objects, rally students to a designated location, assign role cards, manage student pairing and audio groups, and more. Learn more about all the tools available for instructors here.
Use the Immerse Planning Hub to plan and customize your VR English language learning lessons. You can start from scratch or you can use one of the lesson templates from Immerse and edit it to fit your needs. From the Planning Hub you can save lessons you have created or edited. You can also import and export lessons from the Immerse Teacher Desktop Application for sharing with others at your institution. Learn more about the Planning Hub here.
Student Virtual Reality Application
The official Immerse VR Application for students available on the Oculus platform. Getting into the Immerse software application on the Oculus store is a simple process for students. Once the headset is unwrapped, opened, and activated, users need only to share the Oculus account information with Immerse. This will allow our team to enable access to the Immerse application for that specific headset. Learn more about the student VR application here.
4-digit codes, assigned by Immerse, used to link an instructor and their students together for a VR English lesson. Once you receive codes from Immerse it is up to your institution how you would like to manage and distribute your codes to instructors and students. Only one code may be used at a time, but you may use as many codes concurrently as you like.