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Wednesday, April 2, 2025

Students embrace VR to design collaboratively in future-ready classrooms

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Chancellor Kent Syverud | Syracuse University

Chancellor Kent Syverud | Syracuse University

On the fourth floor of Bird Library, a groundbreaking interactive classroom is taking shape under the guidance of Ralf Schneider, Assistant Professor of Industrial and Interaction Design. This classroom, in Room 458, goes beyond its ordinary appearance to offer a unique educational experience by blending technology with interdisciplinary design principles.

Schneider's course, "Designing In Virtual Reality," part of the College of Visual and Performing Arts, uses Meta Quest 3 virtual reality headsets alongside Gravity Sketch software. This integration allows students from various design fields to collaboratively create three-dimensional models. The approach aims to enhance creativity in an immersive environment, as Schneider explains, "This class connects the two-dimensional world with the three-dimensional world, allowing students to be creative in an immersive, collaborative, three-dimensional space. It’s an exciting way for students to learn and work with each other."

The innovative use of VR sketching has transformed the design process for Schneider's students, providing a new way to design, iterate, and interact with projects in a shared virtual space. This methodology is hailed as a "game-changer" by Sofia Hom, a student majoring in industrial and interaction design. Hom points out the advantage of collaboration without needing to be physically present: "This is definitely the classroom of the future."

In the course, students utilize their VR setups to transition their designs from two dimensions to three, allowing for greater flexibility in the design process. Gravity Sketch facilitates this by permitting revisions without the permanence of physical models. Schneider notes that in this environment, students are able to explore their projects more thoroughly, learning about spatial visualization and the relationships between objects in both two- and three-dimensional spaces.

The semester's projects have ranged from VR renditions of cellphone home screens to everyday objects and collaborative public space designs. Students are encouraged to explore and experiment freely, as Hom describes, "There’s a lot of freedom we’re given to explore and experiment with our designs."

This course marks its debut on campus, supported by the Digital Scholarship Space (DSS) and the University’s Information Technology Services, which provide essential VR equipment maintenance. Schneider emphasizes its relevance, stating, "This class is a predictor of what students will encounter once they graduate. It’s a very powerful skillset for students to present in their portfolio as a designer because it shows you’re curious about future technologies and the modern ways of collaborating creatively."

The class is set to be offered again in the fall, inviting interested students to experience this forward-thinking approach to design education.

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