Oceans and XR: Engaging, educating, and empowering marine conservation
summary
VR and AR projects report concrete, measured outcomes: an AR app tested with 250 students boosts engagement for students who already like science but shows little gain for non‑science majors; location‑based works like Drop in the Ocean move from 6‑PC, 24‑camera rigs to a single travel case with wireless full‑body tracking and still retain visual fidelity; synchronized VR events log about 2 million virtual dives since 2020; Hololens 2 prototypes simulate orca echolocation; teams use Unity analytics and call for standardized metrics and more rigorous impact data.
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chapters (8)
- 0:00Welcome
- 2:54Erica Woolsey: ocean XR work
- 7:30Adam May: VR ocean storytelling
- 10:10Paul Mensink: AR ocean education
- 14:49Vision Three: museum VR projects
- 21:47Hydra: immersive ocean education
- 24:18XR learning impact research
- 27:10Future of ocean XR research
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