Research

Research2025-03-31T13:39:24+00:00

Immersive Spatial Technologies and Open Pedagogies (ISTaR Labs)

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The University of the Philippines Open University (UPOU) is committed to pushing the boundaries of digital education and open learning. As part of this commitment, the Faculty of Information and Communication Studies (FICS), in collaboration with the ISTAR (Immersive Spatial Technologies and Realities) Labs, is leading the initiative with its flagship research program, the Immersive Open Pedagogies (IOP) program. This innovative initiative aims to explore, develop, and apply immersive technologies to support diverse societal needs.

Objectives

Innovate Designs

Develop cutting-edge designs for immersive experiences using virtual, augmented, and mixed reality technologies.

Develop Local Equipment

Create locally sourced and developed equipment to make immersive technology more accessible and cost-effective.

Provide Application Support

Design applications that address various societal needs, including education, healthcare, tourism, and more.

Research and Development

Foster research and development in immersive technologies to push the boundaries of current capabilities and explore new possibilities.

Collaborate and Partner

Build partnerships with local and international organizations to promote knowledge exchange and project collaboration.

Scope and Activities

The ISTAR Labs encompasses a wide range of activities, primarily focusing as of now on its flagship Immersive Open Pedagogies (IOP) Program including:

  1. Hardware and Software Development:
    • Design and development of VR/AR headsets, motion tracking systems, and haptic feedback devices.
    • Creation of software platforms and applications for immersive learning, virtual simulations, and remote collaboration.
  2. Innovative Projects:
    • Development of virtual tours and simulations for educational purposes.
    • Creation of immersive therapy and rehabilitation tools in healthcare.
    • Design of interactive and immersive experiences for tourism and cultural heritage preservation.
  3. Research Initiatives:
    • Conducting studies on the effectiveness of immersive technologies in various fields.
    • Exploring new methods and approaches to enhance user engagement and experience in virtual environments.
    • Investigating the potential of immersive technologies to support remote and distance learning.
  4. Training and Capacity Building:
    • Offering workshops, seminars, and training sessions on the use and development of immersive technologies.
    • Providing hands-on experience and practical knowledge to students, educators, and professionals.
  5. Community Outreach:
    • Engaging with local communities to demonstrate the potential benefits of immersive technologies.
    • Collaborating with schools, healthcare facilities, and other organizations to implement pilot projects.

The construction of ISCOLab is projected to conclude by 2024.

Facilities and Resources

The ISTAR Labs will be distributed across multiple locations, each equipped with state-of-the-art hardware and software. Key facilities will include:

  • VR/AR development studios
  • Motion capture and tracking rooms
  • Haptic feedback and tactile technology labs
  • Audio-visual production studios
  • Collaboration and innovation spaces

As of writing, the current facility under construction would be the Immersive Science Communication Open Laboratory (ISCOLab—right).

ISCOLab is an immersive and interactive physical space that optimizes extended reality. We curate and create engaging and instructive immersive content, integrate hands-on activities and experiments, foster user cooperation and social engagement, evaluate and iterate immersive experiences, and promote accessibility and inclusivity.

For Resources, please see the link below:

Expected Outcomes

As the flagship of ISTAR Labs’ Research Programs, The IOP Program aim to achieve the following outcomes:

  • Development of innovative immersive technology solutions that address real-world problems.
  • Increased accessibility and affordability of immersive technologies in the Philippines.
  • Enhanced learning experiences and educational outcomes through immersive learning tools.
  • Improved healthcare interventions through the use of immersive therapy and rehabilitation tools.
  • Strengthened local and international collaborations in the field of immersive technologies.

To the right are some of the Research Papers published by members of the Lab under IOP.

Full-Length Paper

Abstract
The metaverse is a digitally created virtual world that can be explored through extended reality, allowing individuals to engage with one another using avatars. As the metaverse becomes more widely used, it is becoming increasingly important to comprehend its impact on individuals and society. This paper presents a case where the metaverse was used to evaluate collaborative online international learning (COIL) activities while empowering participants by showcasing their creativity as contributors to the open educational resources collective through virtual exhibits. The exhibitors were participants in a COIL initiative involving online activities that aimed to facilitate cross-cultural exchanges and global learning among universities in three countries: the USA, Japan, and the Philippines. Data collected from 82 virtual exhibits in the metaverse were analyzed using reflexive thematic analysis, revealing benefits related to cultural exchange, personal growth, and positive learning experiences. Furthermore, reflections collected from the virtual exhibits were more profound and expressive than text-based platforms, suggesting that creative processes in visually stimulating environments like the metaverse could promote critical and out-of-the-box thinking among individuals.

Full-Length Paper

Abstract
This chapter presents an autoethnographic analysis of our insights as higher education practitioners in an open and distance e-learning (ODeL) university. Our conversations revolved around how we view the Metaverse as a learning space that might afford the most significant competencies in our fields and how we envision the future of education in view of this. We recognize that we are “at the edge” or at the beginning of an era, and the spaces of learning themselves are still in their nascent stages. In spite of this, we acknowledge that many practitioners are also new to the Metaverse, and that it is part of our duty as educators to put forward our views on its use. We put forward our visions on discipline-specific uses of the Metaverse as a learning space. We found an important tension between the possibilities and difficulties in using it and other related technologies in the Philippines and other developing countries. Although our iterative analysis suggests that the Metaverse as a learning platform is a promising space, we also foresee issues relevant to equitable access to quality education. We hope this chapter initiates dialogues on how the adoption of the Metaverse as a learning technology might help narrow increasingly widening digital divides.

Full-Length Paper

Abstract
This study explores the relationship between situational interest and spatial presence, as well as the hardware or viewing platform used in observing a virtual art exhibit in the Metaverse. It employed a mixed-methods approach, utilizing correlation analysis and qualitative thematic analysis to understand participant experiences. The study found a positive correlation between situational interest and spatial presence among participants in the virtual space. However, the viewing platform used did not significantly impact spatial presence or situational interest. External environmental factors and limited usage of certain viewing platforms may have influenced the findings. Further research is recommended to comprehensively understand the nuanced effects of viewing platforms on spatial presence. The results of this study encourage designers to focus on creating immersive and realistic virtual exhibits in the Metaverse to motivate students through their heightened situational interest and presence. Insights from this study can guide the development of future virtual exhibits. The study shows how understanding virtual spaces like the Metaverse can shape art experiences. It highlights the potential of Metaverse-based exhibits in providing accessible and immersive cultural engagement, transcending physical limitations. It adds to the evolving knowledge of Metaverse applications, specifically in art displays. It introduces insights into the relationships between situational interest, spatial presence, and viewing platforms, and challenges existing assumptions that can pave the way for further exploration.

Full-Length Paper

Abstract
Open universities have provided quality higher education through open and distance education to serve learners who could not attend traditional in-person universities. While open universities vary in terms of providing their services to learners at a distance, many have shifted to e-learning using cost-effective platforms. A common platform that is essential for online teaching and learning is the learning management system (LMS). While there are common processes observed among open universities in the way they use their LMS, there are also subtle differences caused by each institution’s unique and special context. Their contextual challenges often drive them to develop technologies or techniques that may easily be adopted by others. Thus, benchmarking activities are often recommended for mutual improvement. In this regard, a comparative study of open universities in Indonesia, the Philippines, and Pakistan was conducted for decision-makers to understand how they could improve in providing quality education to their learners through Moodle, which is their primary LMS. The Delone and Mclean Model was used to systematically compare system, information, and service quality in e-learning delivered through their LMS. The authors hope that the results and recommendations from this study may help other educational institutions overcome similar challenges in their learning platforms.

ISTAR Labs is a collection of different UP Campus nodes.
UP Diliman
ISTAR Labs is a collection of different UP Campus nodes.
UP Los Baños

Membership and Structure

ISTAR Labs is a collection of geographical nodes:

  • Diliman node
    • Research Priority Area:
    • Equipment:
    • Research Director:
    • Co-Director:
  • Los Baños node
    • Research Priority Area:
    • Equipment:
    • Research Director:
    • Co-Director:

Conclusion

The ISTAR Labs represent UPOU’s commitment to leveraging advanced technologies to address societal challenges and improve quality of life. By fostering innovation, research, and collaboration, the ISTAR Labs will position UPOU as a leader in the field of immersive spatial technologies and realities, making a significant impact on education, healthcare, and beyond.

For more on our Portfolios:

The First Metaverse Academic Nexus for Global Opportunities (MANGOs) Philippine Forum held on October 21-23, 2024, at UP Open University’s Centennial Center for Digital Learning (CCDL).

Contact Us:

Los Baños, Laguna Philippines, 4031
[email protected]
Monday – Friday: 8:00 AM – 5:00 PM PHT

University of the Philippines Open University
Los Baños, Laguna, Philippines, 4031
(+6349) 536-6001 to 06
[email protected]
Monday – Friday: 8:00 AM – 5:00 PM PHT
University of the Philippines Open University
Los Baños, Laguna, Philippines, 4031
(+6349) 536-6001 to 06

© 2025 UP Open University

By |February 20th, 2025|Categories: Research|0 Comments
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