Over the next few weeks I will be writing about a project that is part of my dissertation work. The project is called the Better Clemson App, and though it is not really an app in the downloadable sense, it is a web-based app that offers tools for learning and change. My students theorize, invent, and build-out the project in the same way an app might come into fruition. This will be the fourth time I have assigned the project, which challenges my rhetoric and composition students to work collaboratively to think about problems on our Clemson campus and theorize how we might solve them. The goal is to turn the app user into a change agent by both persuading the user and giving them the agency to act. We design the app for mobile devices with the intention of utilizing ubiquitous computing to effect user mobility; that is, we want to draw the user out into the spaces and places we are theorizing.
Representatives from Vegan Outreach visit Clemson University's campus to share the "i-animal project," a VR slaughter house tour.
Where is VR going? This is the question that's playing out in new media as we see more an more projects testing the affordances and constraints of this new medium. Recently members of Vegan Outreach visited Clemson University campus to share the i-animal VR project, which takes the viewer on a tour of an industrial slaughter house. Yes, there will be blood. But will there be converts? Faunalytics, an outside research group is currently gathering data about the effect of this VR video on its user.
At Clemson, you have the opportunity to test how VR might fit into your curriculum. We have a range of VR cameras available for student use in the library, video editing software available through Adobe Creative Cloud, a super-cool annotation software called ThingLink that lets you add hyperlinks to your images, and plenty of support to aid your implementation.
Stephen Quigley is a PhD student in Clemson