Experience art history: VR makes education interactive and exciting!

Experience art history: VR makes education interactive and exciting!

Rom, Italien - On April 24, 2025, the Comet Center VRVIS, the University of Applied Arts Vienna and the Crea Lab of the University of Vienna presented an innovative teaching environment in Virtual Reality (VR), which is intended to revolutionize the learning of art history. The latest development from the Artverse Project, which was launched as part of the Funding initiative, Combined well -founded interaction design with mnemotechnics and aims to make art formation inevitable.

The central element of this teaching environment is a virtual memory space that is designed around the famous work “The False Players” by Caravaggio. This memory, inspired by the ancient Loci method, takes on the shape of an amphitheater and is enriched by the interactive use of 3D models, animated objects and historical contexts. Users: With infrared cameras or magnifying glasses, details of the painting can take a closer look at, which makes the learning process much more exciting.

a step into the future of education

The teaching environment will not only be accessible during the exhibition "The Fort Affairs" in Rome from March 6 to July 7, 2025, but also pursues a long-term goal: to open digital works for artists and cultural institutions in VR rooms. Pedagogue: Inside and art institutions benefit from ready-made scripts and VR-compatible 3D objects that are provided on the modular open source teaching world that is freely accessible via Github.

As a leading research facility in the area of ​​visual computing in Austria, VRVIS employs over 80 employees and receives support as part of the Comet program. This initiative is in line with the aim of the UN for high -quality education (SDG 4), which is promoted by innovative technologies such as VR.

Technological environment and educational trends

In the global context, this shows with.Nano Immersion Lab, the first open facility for augmented and virtual reality at the Massachusetts Institute of Technology, how versatile VR and AR can be used in the educational landscape. This facility is a hub for students and researchers who work to create immersive environments and to capture human movements. The equipment includes, among other things, 360-degree cameras and VR headsets that serve to create interactive content and to develop new teaching methods.

In addition, events such as the "Immersed" seminar series support with the exchange between experts and students to discuss current trends in the field of immersive technologies. The application of these technologies ranges from health research to art and architecture, which underlines the interdisciplinary character of these developments.

Research on the challenges and perspectives of VR and AR in education, as from alalwan et al. (2020) and others were carried out, the growing possibilities show that immersive media open in teaching contexts. These studies make it clear that a variety of factors must be taken into account when implementing such technologies in the education system in order to achieve successful learning results.

The progress in the VR and AR sector are promising and have the potential to fundamentally change the educational landscape by enabling new ways of learning and access.

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