Architecture Design VII (Studio) - Designing Spaces in the Metaverse | 3-6 Credit Hours
Students use the Meta Quest 2 to critique work they created in the studio in VR as a group. Software used: Arkio, Engage, and standard architectural design software.
School of Architecture: Intro to VR/AR | 3 Credit Hours
Students use Meta Quest 2 headsets to create renderings of what the future of downtown Miami would look like. Software used: Arkio, Engage, and standard architectural design software.
Religion and Sacred Spaces in the Era of VR and Artificial Intelligence | 3 Credit Hours
Students explore how religions and spatial spaces are constructed to create a sense of awe and build communities. Students then apply these same principles to build their own metaverse experiences for their final projects. Software used: Engage, Unity, Blender, standard architectural design software.
Survey of Western Art I | 3 Credit Hours
The University of Miami VRLI team built a custom VR museum for this class; arguably, this museum could be described as the world's first 3D syllabus. Students in this course visited the museum at the start of every other class, then "stepped through" the artwork to explore locations and life-size monuments, from the pyramids in Egypt to Stonehenge and famous castles and cathedrals.
Intro to Spatial Computing | 3 Credit Hours
This class examines VR from the viewpoint of various disciplines, including popular culture, engineering, behavioral science, and communication. Each student is responsible for creating a Virtual World to showcase an idea/concept of their own creation. Software used: Engage, Meta Horizon Worlds, RecRoom
Building Virtual Worlds | 3 Credit Hours
Students learn how to build 3D environments. Software used: Unity and Blender
Immersive Storytelling | 3 Credit Hours
Students explore the different techniques to create experiential stories for immersive media.
Software Used: Premiere-pro, Unity, Blender, MUD Foundation, and a watchlist comprised of several stories from the Meta Quest store, such as On the Morning You Wake (to the End of the World), Notes on Blindness, Richies Plank, Travelling while Black and others.
Digital Solutions for the Future | 3 Credit Hours
Students learn how to assemble a computer from parts in an interactive multiuser VR simulation. Software used: Engage and tailored software and content created by our team.
Creativity, the Creative Process, and Innovation | 3 Credit Hours
Students explore how creativity is the cornerstone of innovation and utilize XR technologies to begin work on an MVP or business model for an idea/concept of their own choosing. They are exposed to multiple technologies to provide a basis for creating their final product. Software used: Engage, MUD Foundation, SolidWorks, Unity
Basic Anatomy Lab | 2 Credit Hours
This course presents a general overview of the anatomy of the major body systems, such as the skeletal, muscular, cardiovascular, nervous, digestive, respiratory and reproductive systems using VR as a tool to manipulate and understand each aspect. Software used: VirtualMedicine
Application of Artificial Intelligence in Marketing | 3 Credit Hours
This course explores the intersection of marketing, Virtual Reality (VR), and Artificial Intelligence (AI), emphasizing how these technologies are reshaping the field. Students will learn to harness AI-driven tools and VR experiences to understand customer psychology, develop data-driven strategies, and create immersive marketing campaigns. By examining how AI insights and VR engagement can reveal new consumer needs and behaviors, this class prepares students to thrive in a dynamic, technology-forward marketplace where marketing not only meets but anticipates customer demands.
This interprofessional Artificial Intelligence/Virtual Reality/Humanities workshop involves over 400 medical, nursing, and physical therapy students. They spend time learning with each about disruptive technologies and their implications to our lives. You will learn how to:
Masters Project | 1 Credit Hour
This course provides guidance to 2nd year masters students on creating their portfolio in a way that speaks to their specific branding. Students use Engage on Quest 2 goggles to have virtual spaces to meet and hold class discussions. It offers the ability to actively engage in a gallery layout, providing an environment where numerous photos can be analyzed at the same time within a 3D space. Whether it is a New York loft apartment or a catamaran at sea that have an array of artists photos to analyze or a large video screen in a public park to view and discuss videos, VR proves to be a rich and productive way to meet and explore the elements that help define branding in the photos and videos of classical singers. Software used: Engage.
2nd-year medical student ophthalmology rotation
First-year medical students from the Bascom Palmer Eye Institute do a rotation in VR. They explore how to collaborate in virtual space, attend a presentation, and learn about the Slit Lamp, a key tool used to examine ophthalmology patients.
Software used: Engage and tailored software and content created by our team.
The University of Miami VRLI team built a virtual reality version of the “Shaping Game” for the Applied Behavior Analysis Master’s program. Shaping is the process of systematically reinforcing successive approximations to a desired behavior. In this experience, graduate students can practice shaping behavior in a virtual space, allowing the class to meet in a remote format and come together to practice and refine an important clinical skill.