This is the course homepage for the VR for the Social Good Initiative Fall 2017 class.

Homepage for the Spring 2018 class

Mondays @ 5:10 PM Room E119

TA: Stevie Carnell (scarnell@ufl.edu), Office Hours: Tuesdays and Thursdays, 11 AM – noon, E309

Course Syllabus

Office of Technology Licensing information of Intellectual Property

Assignment #1 – Assigned: August 21st, Due September 25th [UPDATED]

Assignment #2 – Assigned October 9th, Due December 12th 12:30-2:30 (Final Exam time for MWF 10th period)

Final “Investment” Rankings

Top 3 teams (Fractures of the teams will be posted at Made@UF)
1. Virtually awesome (91 investment dollars) – Empathy in Interior Design – Using VR to have design students navigate their designs from the perspective of someone who uses a wheelchair to navigate.
2. Beacon and eggs (62 investment dollars) – Global Sites – Using VR to enable building construction educators and students to visit job sites virtually and understand safety issues
3. Beavr (51 investment dollars) – Traffic Stop – Using VR to visualize the commercialization of intellectual property of an app that would help police and drivers communicate via phone communication during traffic stops.

Aesir – AR Beacons – Using AR to help visitors to the University of Florida campus receive information (e.g. during guided or self-directed tours) about locations across campus in the listener’s native language.

Turtle Watch – Turtle Watch – Using VR to tell the story of the challenges faced by sea turtle hatchlings from the perspective of the turtle as to motivate behavior changes in beachgoers
Mariann & Co. – Airport Environment for students on the Autism Spectrum – Using VR to help therapists work with students on the Autism Spectrum Disorder to navigate a crowded airport environment.
Ravenclaw – VR Afridokta – Using VR to help people in developing countries that could speak a variety of languages to provide information to their doctor about what ails them by using a VR model to select locations on one’s body and associated symptoms.
Overachievers –
WhatsVR – AAV Virus Demo – Using VR to visualize the commercialization of intellectual property of an medical treatment to help improve eyesight in children.
Hufflepuff – Reducing Pediatric Echocardiograms – Using VR to train pediatricians on abnormal vs normal heart sounds as to reduce hospital referrals
Gryffindor – Food Insecurity – Using VR to tell the story of the difference in food options available to children who have access to federally support food programs (e.g. SNAP) and those who do not.
Slytherin – Food Insecurity – Using VR to tell the story of the difference in food options available to children who have access to federally support food programs (e.g. SNAP) and those who do not.

Adobe Spark

Team signs

This course is a part of the VR for the Social Good Initiative.


Weekly Schedule

This post will be updated throughout the semester with new learning materials and resources.

To see a breakdown of assigned tutorials and class events, please check the full calendar here.

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About

The VR for the Social Good Initiative connect students who want to learn about virtual reality with researchers and entrepreneurs who want to use virtual (and mixed and augmented) reality experiences to improve the social good.

This course is a part of the VR for the Social Good Initiative, and provides course credit for students working on VR for the Social Good Initiative projects.

Announcements

To Learn More

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Students

If you are interested in learning about virtual reality or building virtual reality applications:

1. Visit the GatorVR group’s website and join the Facebook group page.  Come to the next meeting!

2. Check out the available courses.

3. Complete the interest form, and we’ll contact you.

Researchers and Entrepreneurs

If you are interested in exploring how virtual reality can be integrated into your research:

1. Learn more about exciting ongoing projects on the projects page

2. Complete the interest form, and we’ll contact you.