UMverse is pioneering a new era of immersive learning and research, breaking away from traditional educational methods since its inception in 2018. By integrating cutting-edge immersive technologies into the curriculum and research projects at the University of Miami, we're not just changing the way we teach and learn; we're redefining the boundaries of what's possible in education and beyond. With immersive experiences now embedded in over 40 courses across various disciplines, and nearly 1,000 students already benefiting from our VR Learning Initiative (VRLI), UMverse is leading the charge in transforming educational approaches. Our commitment extends to every incoming student, ensuring they have access to VR technology from the outset. As we continue to explore the vast potential of immersive technologies in health care, oceanography, the arts, and more, UMverse is firmly placing itself at the forefront of innovation in immersive media, reshaping the future of education and research.
The University of Miami began integrating immersive technologies into its classrooms in 2019. By the spring of 2020, it held its first class entirely in virtual reality (VR). And by the spring of 2024, immersive content had been incorporated into over 40 courses across all schools and campuses as part of the VR Learning Initiative (VRLI), a comprehensive program to enable immersive learning through faculty education programs and access to technology. Currently, immersive technologies are utilized in a range of disciplines, including psychology, architecture, art history, religion, computer and software engineering, anatomy, music engineering, and others. The Miller School of Medicine has even incorporated a VR learning module for first-year medical students. So far, the VRLI has impacted close to 1,000 University of Miami students. In the fall of 2024, the University plans to launch the UMVerse Experience, a VR training module for the first-year experience course. This will involve providing every incoming student (approximately 2,300 per year) with a VR headset, making the technology a standard part of their learning toolkit, and teaching them how to use the headsets effectively.