VR/AR

University CEU Cardenal Herrera: Going back to the roots of teaching with Mixed Reality

“Technology is going to affect all professional sectors, but in a remarkable way, the educational sector. Signare means taking a further step towards educational innovation by focusing on the student as a user of the technology of digital universes”, Bartolomé Serra Soriano, Signare Project Coordinator at the CEU UCH

 

CEU University is part of Spain’s largest and most traditional private institution. They were the first to offer a new understanding and manage higher education in Spain. More than 85 years later, it has become one of the most innovative universities in the country.

As a pioneering educational center in its teaching training, it is committed to an academic model focused on excellence and the comprehensive training of its students. Thanks to its practical training and the best teachers and resources, students obtain the best preparation at a national and international level.

CLIENT
Universidad CEU Cardenal Herrera
SECTOR
Education
SERVICES
VR/AR
TECNOLOGY
Evergine, HoloLens 2
In its eagerness to offer the most innovative and cutting-edge educational model, CEU has launched the SIGNARE Project, whose objective is focused on rescuing the essence of learning between teacher and student, implementing the latest technology. To implement this project in the classroom, they need an expert technological partner to accompany them throughout the process and provide Mixed Reality tools.
01

Challenges

The main challenge of the SIGNARE Project was the need to improve the learning process at the University, offering unique and meaningful experiences for the student. It would allow the student to get excited about what they learn day by day.

It was necessary to escape from the industrial education and achieve a personalized education that would rescue the essence of teaching between student and teacher, far from simply taking notes and learning the contents to pass the exams.

02

Results

This project allows students to feel the figures they have designed, see them in actual size, get inside them, etc. They only need to put on the HoloLens 2, and the biometric system recognizes the iris and the person using the device. The next step is to extend the palm, on which the menu will be displayed, and interact with it, operating it with the fingers and without any added complexity.

The student and the teacher visualize the model in real-time and scale, making the relevant changes, while the rest of the students can see it on the classroom screen. In this way, everyone participates in the correction, as well as being able to make annotations so that, later, the design can be continued.

In addition, the experience is totally immersive and never seen before, completely the opposite of when working in front of a screen, where not all the nuances are perceived, and the experience is not as accurate as when working in front of a screen.

03

Highlights

This pilot test has been carried out in an architecture class and an industrial design class. Still, the project will be expanded, as its exponential scalability can be extrapolated to many more degrees. The revolutionary thing about this project is that it is the first time HoloLens 2 is taken to the classroom as part of the teaching plan and that it will mark a before and after in the way of teaching.

That this project will revolutionize the way we teach is a fact. And it has been possible thanks to the collaboration of leading technology partners, where Plain Concepts has been vital in the implementation of the project, both in communication and in the ease of use to carry it out.

The future of universities is to develop technological teaching applications that, ironically, recover the lost relationship between student and teacher. This is something that both parties are already demanding, making the difference between centers that remain anchored in traditional teaching and those that opt for a much more practical and technological model.