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Social Virtual Reality In this practice method, participants will step into the world of virtual reality (VR) with their colleagues across the state and country. Each participant, represented by an avatar, will engage in real-time conversations with other participants in a computer-generated three-dimensional environment using electronic devices (VR headsets) provided by the AIR4VR project. Social virtual reality is most appropriate for participants interested in exploring new technology and new ways of interacting and engaging with others. It is particularly beneficial for kinesthetic learners, as the VR experience simulates being in the same physical space as clients and colleagues. The role-play conversations will involve everyday engagements with students and employers designed to foster essential skills mastery. For example, you may enter a room set up for a group session with youth with disabilities. Participants will have 10 minutes to practice their skills while the other project participants role-play as youth with disabilities. To facilitate the role-play, participants are provided with student bios describing the students' disabilities and typical responses. An instructor will facilitate this activity, and students will receive immediate feedback following their sessions. NOTE:Participants in the social VR simulation will wear an Oculus Quest virtual reality headset to access role-play scenarios. They will interact with other avatars in a 3D digital space. During these sessions, participants will move through the space using hand controllers. Those prone to motion sickness may experience some discomfort at first due to movement in virtual reality. If you cannot use the headset, you can enter the room from your computer. You will not be able to move some parts of the avatar, but it will work. To build comfort and ensure the skill enhancement exercises run smoothly, each participant is required to:
WVU Research Corp. will provide the VR headsets and retain ownership of them. Upon completing the activities, participants must return the headsets with pre-paid mailing labels provided by WVU. Auditory Description for Participants with Visual DisabilitiesThe following video clip simulates an IEP meeting at a school. Avatars represent the attendees, who include the client, the client's mother, the school case manager, the English teacher, the math teacher, and the VR counselor whom the client and his mother have not yet met. |