The Humanities & XR: The Past, Present, and Future

person wearing a vr headset and painting.

By Ayiana Crabtree
Karp Library Fellow, XR Research
February 2021 – present
Area of Focus: Conducting research to find ways humanities disciplines can benefit from XR technologies and developing future programming for Studio X that will engage humanities faculty and students


Although many humanists have embraced technologies in their research, immersive technologies are largely new territory for humanities and humanistic social sciences faculty and students. The technology is expensive, has a steep learning curve, and often comes off as a novelty rather than a viable research tool. However, as we progress into the future, it is important to recognize the benefits that immersive technologies could offer these disciplines.

Extended Reality, also known as XR, is the term that encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies.

With a VR headset, a user is immersed in a computer-simulated environment in which they can experience realistic sounds, images, and 3D content.

AR is an overlay of computer-generated images on the real world. AR uses our existing reality as the basis of the experience, and with the help of a device, this creates an interactive experience for users.

Mixed reality icon

MR, sometimes referred to as a hybrid reality, is when there is a merging of the real and virtual worlds. The important distinction between AR and MR is that with MR the virtual and real worlds are able to interact in real time.

These technologies have the potential to create new experiences for the humanities and humanistic social sciences teaching, research, and learning communities. From getting an immersive language learning experience through VR tours of countries, to creating new interactive works of art, to exploring the worlds found in the pages of classic novels, the possibilities are endless!

Below are just a few examples of the many ways XR is used across these disciplines:

Archaeology, Anthropology, History

Joshi, Naveen. “VR is assisting historians and archaeologists. Here’s how.” Allerin, 5 Nov. 2020, www.allerin.com/blog/vr-is-assisting-historians-and-archaeologists-heres-how.

Allerin’s article shows how photogrammetry—the process of digitally overlapping photographs to turn them into 3D models—can be used to enhance research in the archaeological field by applying it to VR technology. From allowing recreations of archaeological sites and providing access to constricted areas to helping increase skillsets to educating archaeologists, we’re already seeing the benefits of VR to the archaeological field. These applications can allow archeologist to analyze and research more conveniently while giving greater detail than simple photographs of a site. Technology like this could be extremely beneficial and could encourage new people to join the field because of the accessibility it provides.

Art

“Creating Art in Virtual Reality.” VIAR 360, www.viar360.com/creating-art-in-virtual-reality/.

VIAR 360’s article provides a new take on ways art can be created and performed by using the VR space as a new medium for work. It answers important questions about how VR experiences are produced, why they could be beneficial to the field, and provides examples of ways people can use VR applications in practice. The question of whether or not VR could be the future of art is raised. Not only is it the future, but it is already here.

Using VR to create art gives artists more freedom in their designs while having ease of access. By slipping into the VR world, anything can be created in a three-dimensional space, allowing artists a new medium to think and create in. This could allow sculptors to visualize projects and can give painters the opportunity to create 3D paintings. These pre-project visualizations can help by allowing artists to test out new ideas before attempting them with materials. It also provides opportunities for them to expand and try new ways of conveying messages in their artwork. One popular application that would allow them to do this is Tilt Brush, a popular, open-source 3D painting platform. The possibilities are endless when it comes to all the different opportunities for new works that could be created in the VR medium.

Cultural Heritage, Archaeology, Anthropology, History, Teaching & Learning

Shedd, Karin. “Students ‘visit’ a lost archaeological treasure via virtual reality.” YaleNews, 25 Sept. 2017, news.yale.edu/2017/09/25/students-visit-lost-archaeological-treasure-virtual-reality.

YaleNews highlights the importance of VR in modeling cultural heritage sites for the purposes of student learning. Not only does this allow students to experience the site without needing to travel across the world, but it also allows them to visit a place that might not exist anymore. The students visited the ancient city of Nimrud, 30 kilometers south of Mosul in Iraq. Through immersive technologies, people are able to preserve heritage sites for future generations to experience, something that is important in the preservation of culture, especially in learning and understanding it. Visiting the sight in VR allows one to get a sense of the grandness of the space you are visiting, something that reading a book can’t do for you. This enhances the experience by allowing students to grasp how important these structures were, which could be relevant in their research.

While there was some initial skepticism about using VR, the benefits ended up outweighing the negatives. There is no comparison between visiting a site in person versus visiting it in VR, but for the purposes of the classroom, VR provides real opportunities for access in allowing instructors to showcase important sites to their students. Another benefit and future application could be to recreate places that have been destroyed, granting access to sites that no one has seen for decades or centuries. 

Film

“How the movie industry uses virtual reality.” VR Sync, 2 Jan. 2020, vr-sync.com/how-the-movie-industry-uses-virtual-reality/.

From “Ready Player One” and the “Martian” to “The Lion King” and “Mission Impossible,” VR Sync’s article takes a close look into how VR can be used in the movie making process. Virtual cameras, application in animation, marketing and promotion, 360 movies, and VR movies are all different ways that the film industry uses VR to aid in their processes. Through the current use of VR in such a wide range of categories, it is evident that this technology is key to the future of the film industry. Seeing the technology develop from something in movies to something used to make movies is a fascinating growth and sets the stage for all kinds of use in the future.

History & Teaching & Learning

Yildirim, Gurkan, et al. “Analysis of Use of Virtual Reality Technologies in History Education: A Case Study.” Asian Journal of Education and Training, vol. 4, no. 2, 15 Feb. 2018, pp. 62-69, doi:10.20448/journal.522.2018.42.62.69. https://files.eric.ed.gov/fulltext/EJ1170733.pdf.

This case study looks at how VR can be used in the classroom to teach history classes. They found that students enjoyed the feeling of being present in the environment and being able to access destinations that are difficult to visit in real life. Going more in depth, the responses from each student seemed to be quite similar: they likened it to living in the places and enjoyed the more interactive aspects. VR experiences allowed students to focus on a particular topic and to not be easily distracted. One participant noted a downside: the long-term use of the headset and virtual experience caused eye strain.

As a whole, it is important to realize that while this may be the direction technology is heading, there is still some value to traditional teaching methods. The virtual reality classroom might not be good for an entire lecture, as it is important to see the instructor and interact in person, but is good for brief exercises and visiting foreign sights that wouldn’t be readily accessible in a classroom setting.

Language & Culture, Teaching & Learning

Wesley, Steven. “Learn a Language in Realistic VR Scenarios with these Apps.” VirtualSpeech, 28 Feb. 2018, virtualspeech.com/blog/learn-language-vr-scenarios-apps.

Virtual Speech’s article explains the benefits of learning a language in the VR environment. Not only does this allow for an immersive setting that forces the participants to adapt to the learning experience, but it also provides the same comfort of learning at their own pace. This style of learning is likened to the immersive experience of visiting a foreign country and trying to learn there. The article provides some examples of language learning apps as well as detailed descriptions of what learners will gain.

Learning a language in an immersive environment without needing to go abroad could be revolutionary for a college learning environment. VR can allow a student to challenge themselves without putting them out of their comfort zones. Sometimes being outside of your comfort zone can be beneficial, but for those with anxiety, this technology can help prepare them for the real situation, which leads to a better learning experience overall.

Literature

Breeze, Mez. “Virtual Reality Literature: Examples and Potentials.” The Writing Platform, 20 July 2018, thewritingplatform.com/2018/07/virtual-reality-literature-examples-potentials/.

The Writing Platform gives a look into the world of literature and how VR can be used to enhance a reader’s experience. Digital literature has existed for a while but moving it into the XR fields is a newer development. Not only does this new medium allow for a more interactive experience, but it can also give people a different outlook on the importance of storytelling and how it impacts them. Reading can give people a certain level of immersion depending on the imagination they have, but by adding VR into the literary experience, the immersion into the world becomes even more intense, allowing for a new reading experience. Being able to step into the pages of one’s favorite book would not only allow readers to become more connected with the literature but also provide a new experience in terms of how they view the literature and potentially its meaning.

The potential of VR and literature have no bounds, though it is important to draw a line between digital literature and VR movies and games. There should be some interactive element as well but not enough to make it into a videogame, as digital literature should focus on the storytelling primarily. Another interesting application of VR and literature would be to create a 3D space that represents the world of an already existing novel. Classic literature could be explored in new depths using VR, and the potential is never-ending. One example of digital literature mentioned is “A Place Called Ormalcy.” It was entirely designed for and developed in VR constructed using MasterpieceVR to create each chapter.

Psychology

Martin, Sam. “Virtual Reality Might Be the Next Big Thing for Mental Health.” Scientific American, 24 June 2019, blogs.scientificamerican.com/observations/virtual-reality-might-be-the-next-big-thing-for-mental-health/.

The Scientific American dives right into the benefits of using VR  to give insight into the working of human brains. Mental health has always been a predominant issue in society, and VR technology could help remedy mental health issues such as depression, anxiety, PTSD, and other things like fears. From applications in therapy to diagnosing symptoms, VR  could be a great help to psychologists and other mental health professionals. VR  has already proved successful in treating PTSD, and work is being done to see if it can be used for other issues such as addiction, claustrophobia, and teenage depression through exposure therapy. VR applications for diagnosis can test people for schizophrenia, ADHD, and autism.

The opportunities that VR provide for diagnosis and treatment of mental health disorders is something that will definitely be expanded upon in the future. The importance that this application holds is vital, as it could help people who don’t feel comfortable going to talk to a real person about their issues, as well as catching an underlying problem that might have gone undetected. While this technology still needs more experimentation, it is still a step in the right direction for creating new ways to help people with mental health issues.

Social Justice & Film

Warren, Matt. “Balancing Social Justice and Immersive Entertainment.” Film Independent, 29 Oct. 2019, www.filmindependent.org/blog/balancing-social-justice-and-immersive-entertainment/.

This article by Film Independent talks about the importance of representing social justice in the immersive entertainment industry. Representation in the media is extremely important, so when a new form of media arises, the need for representation expands to this new platform. XR technology provides many different new ways of communicating concepts and ideas to a wide variety of audiences and ensuring some presence of representation for social justice is crucial. From art to movies to video games, there are many different ways that XR  is used to communicate with the world, so using this as a platform to advocate for LGBTQ+ rights, BLM, and other social conscious ideas is a no brainer. The article includes a recorded talk by several exciting immersive storytellers as well as giving examples of projects that are already out there for people to experience. One story is Shogaolu’s Another Dream. It is the third installment of her Queer in a Time of Forced Migration multi-media series, which takes a look at the stories of politically displaced LGBTQ+ people. The potential for the advocation for social justice will grow with the VR platform, and it should not be ignored.

Tourism

“VR for Tourism.” Immersion VR, immersionvr.co.uk/about-360vr/vr-for-tourism/.

Immersion VR’s article speaks about how the tourism industry is being revolutionized by the VR medium. From the wide scale of flyover tours to the detail of visiting ancient sites, the possibilities that are achievable with VR technology are endless. Rather than simply using computer-generated images, 360 VR tourism is becoming more and more popular as it uses actual images from the sites, providing a more realistic experience. Another application besides interactive tourism entails 360 VR videos in which you can sit and look around while not needing to control anything.

The future of VR travel is growing rapidly, especially because of the COVID-19 pandemic, and the amount of resources available are on the rise. Some even go as far as to have VR flight experiences to pretend they are traveling from destination to destination. Other applications include VR booking interfaces, travel for senior citizens, and landmark destination experiences.

Rube Goldberg Machine Unity Pre-Workshop Instructions

This looks like a lot, but it’s not. Just making the process super-duper clear. 😉

Depending on your computer and internet connection, these steps may take some time. We’ve provided time estimates for each step. You will be downloading three items: the Unity Hub, the Unity software, and a Unity project package. You must download and install them in this order. All are free.

Unity System Requirements – This page outlines the basic system requirements you need to run Unity 2019.4.

Step 1: Download and Install the Unity Hub (available on Mac and PC) (~2 minutes)

The Unity Hub is a standalone application that streamlines the way you find, download, and manage your Unity Projects and software installations. Read more about the Unity Hub here.

  1. In a new tab, either Google “Download Unity Hub” or go to https://unity3d.com/get-unity/download, and then click Download Unity Hub.
  2. From your Downloads folder, double-click on the Unity Hub Setup file to begin the installation. (If on a Mac, drag the application into your Applications folder, then double-click on it.)
  3. Agree to Unity Terms of Service and follow the instructions to install Unity Hub.
  4. Open Unity Hub for the first time.
Mac Instructions

PC Instructions available via the first video on this page.

Step 2: Download and install Unity version 2020.2.4 (~10 minutes depending on your computer and internet connection)

There are many different versions of the Unity software, as its developed and released over time. During this workshop, we’ll be using version 2020.2.4.

  1. In the Installs tab, click Add to add a new Unity version.
  2. Click on the archive link.
  3. Locate version 2020.2.4.
  4. Click the green Unity Hub button.
  5. Accept any necessary terms and conditions and begin installation.

Step 3: Create a Unity ID

  1. From the Account menu in Unity Hub, click to Sign in.
  2. If you already have an account, sign in. Otherwise, you can create a new Unity ID.

You may receive a notice about needing to activate a license. You can do this under the settings menu (click the cog in the upper-right corner). From there, you can click License Management in the menu and choose a personal license.

Screenshot of the Unity Hub with a new license activation window.
Choose Unity Personal and I don’t use Unity in a professional capacity.

Step 4: Download and Import the Unity Package (~10 minutes depending on your computer and internet connection)

Unity packages are a handy way of sharing and re-using Unity projects and collections of assets. Packages consist of collections of file and data that make up Unity projects. For our workshop, we’ve provided you with a custom Unity package.

  1. Go to this link.
  2. Download the Unity package.
  3. Create a new project with version 2020.2.4.
  4. Import the package.
  5. Save the project and exit.

Step 5: Download and review the workshop handout.

The handout provides info about the Unity interface, key terms, and navigation tips.

Step 6: Use a Mouse*

You do not need a mouse to participate, but it’s helpful to have. Otherwise, please be prepared to right-click on your computer’s track pad.

Voices of XR: Ahmed Ghazi

Ahmed Ghazi.

AR/VR Applications in Surgical Training

Ahmed Ghazi.

Dr. Ghazi MD, FEBU, MSc, received his medical education from Cairo University, Egypt in 2000, where he also completed his surgery training and Urology residency 2001-2005. Following his training he completed a series of worldwide fellowships in state-of-the-art minimal invasive Urological surgery, in Paris and Austria (2009-2011), where he received his accreditation from the European Board of Urology. He completed an Endourology and robotic surgery fellowship at the University of Rochester Medical Center, New York (2011-2013). He was appointed Assistant professor of Urology at the University of Rochester (2013).

Dr. Ghazi specializes in the diagnosis and minimal invasive treatment of urological cancers as well as complex stone disease. In addition to his clinical duties, he perused research grants in education, simulation research and surgical training. To further enhance his educational background, he was awarded the George Corner Deans Teaching fellowship (2014-2016), completed the Harvard Macy Institute program for Educators in Health Professions in 2016 and a Master’s in Health Professions Education program at the Warner School of Education, University of Rochester (2016-2020).

In 2015, Dr. Ghazi was appointed as the Director of Simulation Training for the Department of Urology. In this role, he collaborates with educators nationally, and internationally, in a variety of disciplines to enhance the role of simulation in surgical education. He founded and led a research laboratory staffed with a team of biomedical engineers that combine 3D printing, mechanical testing, and hydrogel polymer technologies to fabricate realistic procedural models that replicate the texture, appearance and tissue reaction of human organs. Furthermore, his educational approach to the development of these realistic innovative models has enhanced the efficiency, safety, and comprehensiveness of surgical training.

Dr. Ghazi was awarded several awards at international scientific and academic conferences as well as grants including a Clinical and Translational Science Award (2017), academic PI of a NIH, STTR grant, and PI of a NIH, NIBIB grant to evaluate the impact of his innovative simulations in improving surgical performance and their translational impact on patient outcomes. Dr. Ghazi believes in a reciprocal relationship between research, teaching & surgery, where each informs & strengthens the others. He has developed educational curricula seeking to improve and better prepare trainees for the operating room experience. He strives to produce academically rigorous research that is theoretically sound but translates directly into a safer surgical environment with reduced surgical errors and improved patient outcomes.

This series is generously supported by the National Science Foundation (NSF) Research Traineeship (NRT) program as part of the Interdisciplinary Graduate Training in the Science, Technology, and Applications of Augmented and Virtual Reality at the University of Rochester (#1922591).

Where: Zoom
When: Wednesday, April 7th from 10:25 to 11:40am
Register: bit.ly/XRVoices


graphic for XR speaker series entitled Voices of XR. On the bottom, is an illustration of a person in a headset reaching with neon geometric squares in the background. On the top is text that reads: "Voices of XR: A Studio X Speaker Series." On top of that, is the Studio X and River Campus Libraries wordmarks.

Voices of XR is a Studio X speaker series, presented in collaboration with the Goergen Institute for Data Science. Speakers are scholars, artists, and extended reality professionals who discuss their work with immersive technologies across disciplines and industries. All talks are free and open to the general public. See the full spring 2021 series. 

Drop-In Fridays @Studio X

promotional graphic for drop-in fridays at Studio X with geometric design. Reads "Drop-in Fridays. Fall 2022 series. Join us Fridays at 1pm for informal XR talks, tech demos, workshops, and more."

Join us on Fridays at 1pm for informal XR talks, workshops, demos, and more.

Fall 2022 Schedule

Past Events

10/22 – VR & Art with guest speaker, Isabelle Anderson, New Media Design undergraduate at RIT

Banana Bop – an Interactive VR Musical Experience

10/29 (1-4PM) – Scare Fair @Studio X

Stop by Studio X to try out some spooky AR/VR experiences if you dare!

11/5 – Fun with 360 Cameras in Lam Square

11/12VR Empathy Training for Healthcare Workers – Riham Alieldin, MD, MSc

11/19 – Frameless @Studio X

We’ll be streaming RIT’s Frameless XR Symposium presentations.

12/3 – Zappar AR Demo

Try out Zappar, an augmented reality platform and creative studio. We’ll have some examples for you to try and will show you how to create your own AR experience.

Voices of XR: David Glowacki

David Glowacki.

Cloud-Mounted VR Experiments During COVID Times

David Glowacki.

David Glowacki is originally from Milwaukee. He has appointments as a Royal Society Research Fellow, Philip Leverhulme award holder, and ERC grantee at the University of Bristol where he founded a research group called the ‘Intangible Realities Laboratory’ (IRL) joint between the Centre for Computational Chemistry and the Department of Computer Science. The IRL develops open-source immersive technology software projects at frontiers of scientific, aesthetic, and technological practice.

He has published across several domains, for example non-equilibrium molecular physics, classical & quantum dynamics, computational biochemistry, human-computer interaction, high-performance computing, computer graphics, evolutionary algorithms, machine learning & data science, digital aesthetics, interactive computational art, religion & power, cultural theory, optics, and scientific instrument development.

His computational artworks have experienced by more than 200,000 people across three continents, and featured at a number of well-known cultural and media venues like the Barbican Arts Centre (London), the ZKM | Center for Art and Media Technology (Karlsruhe, Germany), the London 2012 Olympics (London, UK), the Stanford University Art Institute (Palo Alto, California), the Bhutan International Festival (Thimphu, Bhutan), and many others.

In this talk, he will describe his recent research to investigate the use of cloud and VR through two different projects during the COVID-19 pandemic:

  1. Narupa – a flexible, open-source, cloud-mounted, multi-person VR software framework, which enables groups of researchers across the world to simultaneously cohabit real-time simulation environments and interactively build, inspect, visualize, and manipulate the dynamics of complex molecular structures with atomic-level precision. This framework was used recently to investigate the binding dynamics of molecular inhibitors to the Sars-Cov-2 main protease.
  2. Isness – a cloud-mounted, multi-person VR experience, in which participants have produced effects statistically indistinguishable from moderate to high doses of psilocybin, a serotonergic psychedelic drug used to treat anxiety, depression, and addiction in clinical contexts. The efficacy of Isness illustrates its potential to provide therapeutic and mental health benefits, which are comparable to drug interventions but without the associated risks. The distributed cloud-mounted Isness environment enables individuals to undergo the experience of ‘energetic coalescence,’ a new class of embodied phenomenological experience, which elicits poignant responses from participants.

This series is generously supported by the National Science Foundation (NSF) Research Traineeship (NRT) program as part of the Interdisciplinary Graduate Training in the Science, Technology, and Applications of Augmented and Virtual Reality at the University of Rochester (#1922591).

Where: Zoom
When: Wednesday, March 31st from 10:25 to 11:40am
Register: bit.ly/XRVoices


graphic for XR speaker series entitled Voices of XR. On the bottom, is an illustration of a person in a headset reaching with neon geometric squares in the background. On the top is text that reads: "Voices of XR: A Studio X Speaker Series." On top of that, is the Studio X and River Campus Libraries wordmarks.

Voices of XR is a Studio X speaker series, presented in collaboration with the Goergen Institute for Data Science. Speakers are scholars, artists, and extended reality professionals who discuss their work with immersive technologies across disciplines and industries. All talks are free and open to the general public. See the full spring 2021 series. 

Voices of XR: Anand Santhanam

Medical Use for AR/VR

Anand Santhanam.

Professor Santhanam (Assistant Professor, Dept. of Radiation Oncology, University of California Los Angeles) is a Founder, Director and an Advisor for SegAna. Dr. Santhanam has worked on the biomechanical modeling of lungs since 2002 for different applications ranging from computer animation, virtual reality, rehabilitation, tissue engineering to radiation oncology. His PhD dissertation was focused on developing High Performance Computing based algorithms for physics and physiology-based 3D lung dynamics using state of-the-art Graphics Processing Units (GPU). He was Principal Investigator for the James and Ester King 2008-10 Team Science Project grant for $1 Million in collaboration with the M.D. Anderson Cancer Center Orlando, which focused on incorporating 3D biomechanical lung dynamic models for assisting in the treatment efficacy of lung radiotherapy. His research focus is on developing algorithms for 3D/4D image processing, model-based lung registration, lung anatomy deformation modeling, lung deformation-based elasticity estimation, tumor dosimetry and lung deformation-based radiotherapy evaluation. He has published several journal papers in the field of biomechanical organ modeling.

This series is generously supported by the National Science Foundation (NSF) Research Traineeship (NRT) program as part of the Interdisciplinary Graduate Training in the Science, Technology, and Applications of Augmented and Virtual Reality at the University of Rochester (#1922591).

Where: Zoom
When: Monday, March 29th from 10:25 to 11:40am
Register: bit.ly/XRVoices


graphic for XR speaker series entitled Voices of XR. On the bottom, is an illustration of a person in a headset reaching with neon geometric squares in the background. On the top is text that reads: "Voices of XR: A Studio X Speaker Series." On top of that, is the Studio X and River Campus Libraries wordmarks.

Voices of XR is a Studio X speaker series, presented in collaboration with the Goergen Institute for Data Science. Speakers are scholars, artists, and extended reality professionals who discuss their work with immersive technologies across disciplines and industries. All talks are free and open to the general public. See the full spring 2021 series. 

Voices of XR: Kaan Akşit

Kaan Aksit.

Next Generation Display Technologies for Virtual and Augmented Reality Applications

Kaan Aksit.

Next generation display technologies expected to enhance our lives with Virtual reality (VR) and augmented reality (AR) applications, which will revolutionize entertainment, healthcare, communication, and manufacturing industries among many others. In this talk, I will introduce the key challenges in designing near-eye VR/AR displays to meet the requirements of the human visual system. I will describe how we can address those challenges with our novel varifocal near-eye display designs. Key to our efforts is a novel see-through rear-projection screen. An image is projected to the see-through screen using an off-axis path, which is then relayed to the user’s eyes through an on-axis partially reflective magnifying surface. I will conclude by showing that this work forms a basis for new near-eye display designs that can meet human visual system’s resolution capabilities.

Kaan Akşit is an associate professor at University College London in the UK. Kaan conducts research at the intersection of light and computation. Kaan’s research includes computational approaches in imaging, fabrication, mobility, and displays dedicated to virtual reality, augmented reality, 3D with glasses and 3D without glasses applications. For more, please visit Kaan’s website at https://kaanaksit.com and follow his updates on twitter at https://twitter.com/kaanaksit.

This series is generously supported by the National Science Foundation (NSF) Research Traineeship (NRT) program as part of the Interdisciplinary Graduate Training in the Science, Technology, and Applications of Augmented and Virtual Reality at the University of Rochester (#1922591).

Where: Zoom
When: Wednesday, March 24th from 10:25 to 11:40am
Register: bit.ly/XRVoices


graphic for XR speaker series entitled Voices of XR. On the bottom, is an illustration of a person in a headset reaching with neon geometric squares in the background. On the top is text that reads: "Voices of XR: A Studio X Speaker Series." On top of that, is the Studio X and River Campus Libraries wordmarks.

Voices of XR is a Studio X speaker series, presented in collaboration with the Goergen Institute for Data Science. Speakers are scholars, artists, and extended reality professionals who discuss their work with immersive technologies across disciplines and industries. All talks are free and open to the general public. See the full spring 2021 series. 

Voices of XR: Cali Fidopiastis

cali fidopiasti.

Faces of Technology: Scientist Explores Solutions Through AR/VR

cali fidopiasti.

What do you want to be when you grow up?

This daunting question is often asked of children who have hardly been alive long enough to know about career opportunities other than public offices, celebrity platforms and what their parents do for a living. It often isn’t until much later in life – after their talents and desires are honed – when anyone can muster a well-informed answer.

This was the case for Cali Fidopiastis, who never pictured herself as the inspiring scientist she is today.

Cali’s life changed dramatically in 1991, when she sustained a tragic injury while playing tennis and was permanently blinded in one eye. Unable to accept the coach’s assessment that she hit the ball into her own eye, Cali set out to prove them wrong.

I created a mathematical model of my injury and a dynamic physics model to demonstrate how the accident could have occurred,” explained the UCF School of Modeling, Simulation and Training (MS&T) Ph.D. graduate, who also holds bachelor’s degrees in psychology, biology and a master’s degree in sociology (experimental design) from the University of California Irvine.

During the modeling and simulation process, Cali realized a staggering 30 percent of children playing tennis could sustain the same injury when playing in the same place as she had been on the court. Understanding the ability of this type of simulation to impact lives, she was instantly sold on a new career path. “That changed my course,” said Cali, who originally set out to be a general medical practitioner.

Today, as innovator and chief scientist for Design Interactive, Cali is empowered in a role where her diverse educational backgrounds intersect. Serving an array of clients – from military to hospitals – Design Interactive specializes in virtual and augmented reality software solutions for human performance. Constantly assessing how to take her work “into the real world,” Cali has contributed to projects such as AUGMENTOR™, an augmented reality application for vehicle maintenance, and MedAR, an augmented reality battlefield trauma care trainer.

While Cali thrives in an environment where new technology is being researched and tested daily, it’s not just this aspect of the job that excites her. Rather, Cali enjoys the culture at Design Interactive, where collaboration is king from product conception to launch.

Our team is extremely supportive and encouraging of each other,” she said. “We help each team member grow their capabilities to reach their highest potential – ultimately, this elevates our product line.”

Cali was eager to accept the job at Design Interactive largely for the opportunity to work with its founder, Kay Stanney, a veteran of Orlando’s multibillion-dollar MS&T industry. “Kay was a professor of mine at UCF… her 20-year career growth pattern was very empowering for me to see. It’s one reason why, when she asked me to come back as her chief scientist, it was an easy ‘yes.’”

Cali may consider herself fortunate to be back in Orlando at Design Interactive, yet surely, it’s the fortune of our region to have such a brilliant scientist call The Corridor “home.” Undoubtedly, she is pioneering a new career path for children to consider when they grow up.

This series is generously supported by the National Science Foundation (NSF) Research Traineeship (NRT) program as part of the Interdisciplinary Graduate Training in the Science, Technology, and Applications of Augmented and Virtual Reality at the University of Rochester (#1922591).

Where: Zoom
When: Monday, March 22nd from 10:25 to 11:40am
Register: bit.ly/XRVoices


graphic for XR speaker series entitled Voices of XR. On the bottom, is an illustration of a person in a headset reaching with neon geometric squares in the background. On the top is text that reads: "Voices of XR: A Studio X Speaker Series." On top of that, is the Studio X and River Campus Libraries wordmarks.

Voices of XR is a Studio X speaker series, presented in collaboration with the Goergen Institute for Data Science. Speakers are scholars, artists, and extended reality professionals who discuss their work with immersive technologies across disciplines and industries. All talks are free and open to the general public. See the full spring 2021 series. 

Voices of XR: Steven Christian

Interdisciplinary Approaches to Problem Solving through Innovation, Creativity, and Emerging Technology

black and white photo of Steven Christian.

Born and raised in Sacramento, CA, Steven Christian (he/him/his), grew up playing sports, spanning football, basketball, and baseball. His excellence in football earned him a scholarship to the University of Hawaii. During his college career, he injured his hips and had to get bilateral hip reconstructive surgery. During his recovery, he began to explore art, comics, and developing content for mobile devices.

His exploration of artistic development became an avenue of self-expression as well as therapy. Although he returned to the field after surgery, he understood that his time as an athlete would not last forever. Earning a Master of Arts from Oregon State, he focused on visual representation of social justice issues through an interdisciplinary approach, primarily with animation and illustration.

Steve uses his variety of skills to give back to his community because fostering a strong community is of the utmost importance to him. He works with various non profit organizations that serve underserved communities from Portland to Seattle, and he works as a teaching artist and mentor for Portland Public Schools and Portland Community College. He works with students to inspire them to think beyond stereotypes.

This path has led him into the augmented reality space where he is empowering Black communities to express themselves through creativity, art, and technology. As a visual artist, Steven aims to create content that reflects his environment and inspires and promotes creativity. He founded Iltopia Studios, a creative studio to scale his artmaking into a platform that empowers people from his community to push beyond what is expected of them. Emerging technologies have a notorious record for evolving without including Black and Brown communities. That has social and economic consequences that negatively impact their career opportunities. With Iltopia Studios, Steven’s goal is to disrupt that by lowering the bar of entry into this space. He creates revolutionary and impactful work at the intersections of culture, creativity, and technology. He then builds curriculum from those projects to educate and train the next generation of Black and Brown creators.

Steven lives by the motto: “Create and Conquer!” which means creating opportunities that overcome stereotypes and conquers adversity. Steven wants to do that for Black creators in the arts and tech industry. He believes that scaling Iltopia can provide additional opportunities for Black creators to work and build their skills. By creating projects like Eyelnd Feevr and expanding on the already built world, Iltopia has the potential to compete with other studios for a share of the emerging technology market, and also be uniquely positioned as a leader in culturally relevant storytelling. In addition to those pursuits, Steven is also pursuing enrolling in Medical School. He hopes to integrate his creative and technical skills into his work as a physician to combat health disparities in marginalized communities.

Read more about Steven and Iltopia Studios in this River Campus Libraries news story.

This series is generously supported by the National Science Foundation (NSF) Research Traineeship (NRT) program as part of the Interdisciplinary Graduate Training in the Science, Technology, and Applications of Augmented and Virtual Reality at the University of Rochester (#1922591).

Where: Zoom
When: Wednesday, March 17th from 10:25 to 11:40am
Register: bit.ly/XRVoices


graphic for XR speaker series entitled Voices of XR. On the bottom, is an illustration of a person in a headset reaching with neon geometric squares in the background. On the top is text that reads: "Voices of XR: A Studio X Speaker Series." On top of that, is the Studio X and River Campus Libraries wordmarks.

Voices of XR is a Studio X speaker series, presented in collaboration with the Goergen Institute for Data Science. Speakers are scholars, artists, and extended reality professionals who discuss their work with immersive technologies across disciplines and industries. All talks are free and open to the general public. See the full spring 2021 series.