Professional Documents
Culture Documents
Documentary Proposal:
By
Carly Strathearn
Carleton University
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DOCUMENTARY PROPOSAL - Carly Strathearn
Introduction
Virtual reality, commonly known to many by its frequently used abbreviation, VR, is a
considerably new form of computer technology that was unknown by many until major
developments in the late 1960s when Ivan Sutherland described his concept as the first-ever
head-mounted display (HMD), the Ultimate Display (O’Flynn et al., 2015). Used to simulate an
environment through computer graphics, the Ultimate Display experience was described to be so
all-encompassing that users would be unable to determine differences between the virtual world
presented through the goggles and the real world (Goncalves et al., 2021). Today, advancements
in virtual reality have allowed us to easily access and leverage the technology for entertainment,
healthcare, automotive, business, military, and most importantly, education. The proposed
1. How have advancements in technology led to the application of virtual reality in a post-
2. How does virtual reality enhance learning and appeal to different learning theories?
3. What are the cultural advantages for students who use virtual reality devices for learning?
Throughout this research paper, it will be demonstrated that employing virtual reality in course
It is proposed that this documentary, highlighting the use of virtual reality in educational
environments and understanding its cultural significance for learning, be delivered in the form of
a podcast. The scripted podcast, targeting educators as its primary audience and students as its
secondary audience will feature approximately four episodes, each targeting a different category
of education: virtual reality for medical education, virtual reality for post-secondary education,
virtual reality for elementary education, and virtual reality for language learning.
The information for these episodes will be drawn from each group member’s midterm
research paper. Delivered in fifteen-minute episodes, the podcast will interview a different
hypothetical subject matter expert in each episode. Additionally, team members will take turns
assuming the role of the host, in which they will take on the responsibility of introducing the
podcast, setting the tone for the podcast, engaging with interviewees, and sharing their insight on
The podcast will be delivered online, through a web-based framework for building virtual
reality experiences to enhance the technological and cultural components of the documentary.
The simulated environment in which users can explore will resemble a modern interview room.
In this three-dimensional simulated space, users will have the opportunity to sit down with a
digital avatar of the interviewee to make them feel as though they are the interviewer. The
podcast audio will be pre-recorded with professional standard recording software and played
This method of delivery is intended to immerse the user and make them feel as though
they have stepped inside the podcast. Finally, each podcast episode will feature unique cover art
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DOCUMENTARY PROPOSAL - Carly Strathearn
pertaining to the subject matter of the episode, further enhancing the cultural aspects of this
Virtual Reality for Education: The Relationship Between Technology and Culture
Although the most arguably influential virtual reality device was developed by Ivan Sutherland
in 1968, early records show early concepts of virtual reality with high significance dating back to
1838 when Charles Wheatstone discovered the foundation for 3D perception and depth through
Wheatstone would later go on to find that binocular vision would permit our eyes to see
objects in three dimensions (Kerwien, 2014), forming the fundamental basis of virtual reality
devices that we know and use today. It wasn’t until the mid-1900s that the notion of virtual
reality was coined through Stanley G. Weinbaum’s fictional idea of virtual reality in his story,
Pygmalion’s Spectacles (Cruz-Neira et al., 2018). It was through this story that Weinbaum
conceived the idea of movie-showing goggles that encompassed sight, sound, taste, smell, and
touch (Cruz-Neira et al., 2018), targeting all five human senses to create an immersive
experience. Then in the 1960s, Morton Heilig, known for his role in the development of films,
created the first multi-sensory booth (Andreoli, 2018) that incorporated atmospheric effects such
as wind (Arafa, 2017). According to Carmigniani (2010), this device was thought to be “The
Cinema of the Future” (p.342). As a clear vision began to form around the idea of virtual reality,
several attempts at head-mounted displays were developed such as Heilig’s next invention, the
Telesphere Mask which incorporated depth perception, sound, and extended vision (Wake et al.,
2021). Headsight, the motion-tracked HMD used for military training and operations was
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DOCUMENTARY PROPOSAL - Carly Strathearn
developed in 1961 (Angelova, 2021) and is the first documented virtual reality device used for
educational purposes.
As the paradigm of virtual reality devices began to shift to an educational focus, more
and more educational institutions begin to adopt virtual reality as an integral aspect of teaching
In 1968, Ivan Sutherland brought his concept of virtual reality to fruition when he developed the
first virtual reality device connected to a computer (Emerson, 1993). This technology allowed
users to enter a three-dimensional space (Emerson, 1993), as Sutherland described in his early
1960s concept, and would later go on to form the foundation for virtual reality devices that have
The act of incorporating technology in higher education classrooms is a process that can
be described through three main conclusions: 1. Technology takes time to adopt and is highly
dependent on how one processes it, 2. The decision in which one makes to adopt a form of
technology is highly influenced by their own perception of the technology and how willing they
are to embrace it, and 3. Successful technology adoption requires addressing the concerns one
may have around the technology (Straub, 2009). In essence, technology adoption varies in
more inclined and open to the idea of new technology, may adopt technological devices with
greater ease than students who are less technologically driven and experience challenges when it
comes to learning, processing, and accepting new technologies whether due to their own
reality displays as a tool to enhance learning can be eased through a high degree of
experimentation and trialability (Laurell et al., 2019). In the past, it has been suggested that
educators lacked interest and failed to realize the benefits of using virtual reality in the classroom
While the limitations of students and educators affected the transition to a virtual reality
approach to education in the past, affordability and accessibility also posed concerns until the
twentieth century when headsets became more cost-effective and readily available for
consumption. (Bower et al., 2020). It was also around this time when educators in post-
secondary institutions began experimenting more with virtual reality, taking to the idea of virtual
position and actions and replace or augment the feedback to one or more senses, giving
world) (p.16).
virtual reality laboratory that consisted of 26 Oculus Rift devices, headsets that are amongst the
most widely used today for virtual reality purposes (Marks & Thomas, 2021). The lab was free to
use and served two main purposes: 1. Allowing students to explore content leisurely and 2.
Allowing professors to teach classes (Marks & Thomas, 2021). One of the primary goals of this
study was to determine how many faculty members adopted the technology as a form of teaching
university with the most notable results appearing in the second semester of the study when 1674
individual students attended the lab, and 14 individual courses were taught in the lab (Marks &
Thomas, 2021). By the end of the study, a total of 1860 individual visitors had accessed the lab
and 51 accounts of course content had been taught in the lab. As more students and professors
became intrigued by the idea of using the virtual reality lab to enhance learning, the lab became
fully booked on a regular basis, insinuating students were adopting virtual reality as a learning
tool. Additionally, it is important to note that although in the past, the study of researching and
developing virtual reality has traditionally targeted towards technologically rooted programs,
Bachelor of Arts programs have begun making the digital shift to incorporate new forms of
technology in tandem with course offerings, as shown in the results of the study.
In only the short span of two decades, higher education institutions are increasingly
changing the ways in which they deliver course content to provide students with a more
exploratory and hands-on method of learning. Next, modern applications of virtual reality in
post-secondary institutions will be explored, and the benefits of adapting to online studies during
With the vast spread of COVID-19 at the peak of the pandemic, educational institutions were
required to quickly adapt to fully online methods of course delivery. Although some would argue
the transition to remote learning posed challenges pertaining to quality and online delivery
(Bhagat & Kim, 2020), the pandemic, above all, underscored the importance of technology in
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DOCUMENTARY PROPOSAL - Carly Strathearn
modern-day education and the need to embrace it as a supplementary tool for teaching. With the
closure of laboratories, workshops, and tutorials, arguably the most experiential applications of
higher education, the untapped potential of virtual reality was beginning to be explored through
the use of virtual reality to create real-life simulations and scenarios to counteract the physical
promote experiential learning (Scavarelli et al., 2019). In his research, Scavarelli takes a different
approach to virtual reality by creating a fully accessible web-based framework to aid learning
and create a collaborative space for educators and students to come together (Scavarelli et al.,
2019). Tackling the challenges around cost, accessibility, and inclusion, the framework aims to
mobile devices, technology that is easily accessible to students (Scavarelli et al., 2019).
of repetitive participation. At the height of the pandemic, the framework made its way into the
core of higher education institution, Carleton University, where a series of assistive learning
tools to support the remote teachings of Physics for Information Technology, and Cognitive
Science were developed. Focusing on Kinematics, a series of modules, that had been
traditionally taught in-person or through video demonstration, were developed within the Circles
experiments alongside their course instructor and peers. Additionally, a Cognitive Science palace
was developed to metaphorically symbolize the structure of the brain and its function.
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DOCUMENTARY PROPOSAL - Carly Strathearn
To emphasize the possible applications of virtual reality outside of STEM (Science,
virtual reality museum for its students by photo scanning and photogrammetric modelling
cultural heritage articles (Martinez et al., 2019). With an intent to create an immersive
experience as opposed to a passive one that merely involves viewing static materials such as
photos instead of three-dimensional objects, photorealistic assets that students could view from
various perspectives were produced (Martinez et al., 2019). In turn, this would enhance learning
by allowing students to have an overall more memorable experience with a higher emotional
impact and significance altogether. This study, being just one of many university-led initiatives
experiential learning in which students learn by experiencing ancient artifacts (Manolis et al.,
2013).
While the COVID-19 pandemic posed challenges for some, it undoubtedly encouraged
tool to enhance learning. While more traditionally used in STEM courses as a technical tool to
facilitate labs and tutorials, the potential of virtual reality has extended much further to create
Used to describe methods of learning and how a student may best perceive, internalize, and
student’s mind” [Abstract] is a type of learning that requires students to expand on previous
knowledge through experiences and situations (Belford, 2013). Additionally, this learning theory
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DOCUMENTARY PROPOSAL - Carly Strathearn
relies heavily on participation as opposed to merely information and knowledge transfer from an
contexts, is a process that requires learning through others and modelling behaviours (Gweon,
2021). Often this process is thought to be merely observational, however, Social Cognitive
Learning says that development occurs in social environments with encouragement and support
development: 1. Knowledge relies on interaction with others and the environment in which they
reside and 2. Information is passed through first-person interactions through technology (Spalter
et al., 2002). Adhering to Constructivist learning, virtual reality facilitates exploratory and
experiential learning in which students have the opportunity to acquire meaningful knowledge
and expand on existing knowledge through virtually constructed environments (Sung & Ou,
2002). While virtual reality provides a hands-on approach to learning and supports
Constructivism, according to Scavarelli et al. (2020), it also permits social learning in which
“social relationships between technology, learners, and their virtual and physical spaces” are
conjunction with course teachings can enhance one’s internalization and absorption of
knowledge. Virtual reality in post-secondary course offerings appeals to students who best learn
through exploratory and social experiences. The integration of virtual reality is an informed
method of course delivery that can be supported through Constructivist and Social Cognitive
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DOCUMENTARY PROPOSAL - Carly Strathearn
learning theories. By offering students an exploratory, hands-on, and social means of learning, an
The cultural impact of virtual reality in higher education institutions is arguably one of the
ethnicities, and disabilities experience virtual reality. Exploring how culture may impact a
student’s learning experience is a critical aspect in determining how virtual reality can overall
enhance one’s learning experience. By analyzing several studies in which virtual reality has been
employed to alleviate cultural barriers, the cultural advantages for virtual reality learning will be
explored.
facilitated by Hubs by Mozilla (Barrett et al., 2020). The goal of the study was to understand the
overall attitude for learning Chinese through a virtual environment and determine if there was a
al., 2020). According to Barrett et al. (2020), results showed that in general “Chinese language
learners seemed likely to adopt VR as a learning tool” (p.14), therefore signifying a positive
attitude towards learning through virtual reality technology. While this studying explored using
virtual reality as a means to learn languages, an important aspect of culture, virtual reality can
also be employed to overcome language barriers. According to Scarino (2021), it is believed that
as societies become more diversified the “multilingual and multicultural nature of society and
classrooms has become more visible, encompassing more complex language practices” (p.2).
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DOCUMENTARY PROPOSAL - Carly Strathearn
Therefore, employing virtual reality in course offerings signifies acceptance and appreciation of
Assistant professor, Courtney Cogburn studies cultural racism and its inequitable
implications (Cogburn, 2019). She assisted in the development of a short virtual reality film
titled the 1000 Cut Journey that allows viewers to take on the perspective of a black man named
Michael as he undergoes the inequalities of racism at different stages of his life (Cogburn et al.,
2018). Again, this study underscores the importance of respecting and acknowledging the
challenges faced by people of varying cultural identities through the use of virtual reality as a
learning tool. As a practical application, the School of Social Work at Carleton University could
employ this short film in their Introduction to Social Welfare course to present the idea of
cultural diversity, a topic widely explored, discussed, and significant to the communities in
al. (2018), virtual reality was used as a tool to assess the “the physiological and psychosocial
effects” of a disabled female to determine if virtual reality could improve mobility and mood
(p.771). Consisting of six sessions over the course of a three-week period, according to Fralish et
al. (2018), results showed “an increase in hand mobility and psychosocial well-being, such as
aspect of cultural identity, students with disabilities may face barriers when it comes to
participating in lectures, labs, tutorials, workshops, and experiential learning experiences in post-
secondary institutions. Virtual reality may appeal to students with a wide range of disabilities
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DOCUMENTARY PROPOSAL - Carly Strathearn
including visual, motor, and cognitive because it provides them with the opportunity to
experience fully accessible environments and removes barriers associated with real-life
accommodate their needs. For example, the developers of Oculus have incorporated a variety of
customizable settings such as display, audio, captions & subtitles, movement & locomotion, and
user interaction to ensure their devices are accessible to the widest range of users possible.
Conclusion
In summary, the proposed documentary seeks to explore the use of virtual reality in post-
secondary environments to determine how advancements in technology have led to the adoption
of virtual reality in higher education institutions. Additionally, how virtual reality can be used as
Social Cognitive learning will be explored. Finally, the cultural advantages for students who use
virtual reality for learning will be highlighted to emphasize the benefits of using virtual reality in
higher education. Overall, the future of virtual reality in post-secondary institutions leads to a
promising future in enhancing learning and paves the way for a truly digital mode of course
delivery.
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DOCUMENTARY PROPOSAL - Carly Strathearn
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