The University of Miami (UM) has taken a step in revolutionizing education and professional conferences by implementing UMverse. This initiative integrates emerging technologies into its learning and research environments. In collaboration with ENGAGE, a SaaS Enterprise spatial computing platform, UM organized a conference on the application of Virtual Reality (VR) and Augmented Reality (AR) in healthcare.
UMverse: Redefining education
Recently, Engage partnered with the University of Miami to host an innovative conference, in collaboration with the Virtual Reality/Augmented Reality Association (VRARA). The conference, attended by nearly 100 professionals, focused on how immersive technologies such as Virtual and Augmented Reality are being used in healthcare.
UMverse is not just about adopting the latest technologies; it is about transforming educational methodologies. Going beyond traditional tools such as textbooks and videos, UMverse delivers immersive, multisensory experiences and simulations that enhance personalized learning and patient care through cutting-edge research. With more than 40 courses that already integrate the ENGAGE platform, UM is paving the way for the use of VR technology for education.
ENGAGE’s XR platform has become a permanent part of UM, not only for education but also for specialized training programs. For example, medical students at the Bascom Palmer Eye Institute are using an application developed by ENGAGE to learn more about using slit lamps for eye exams. This practical application of VR in medical education highlights the platform’s effectiveness in improving educational outcomes.
Dual presence model
Unique to the recent UMverse conference was the dual attendance model. While many were physically present at the University of Miami Lakeside Conference Center, international participants participated virtually through the ENGAGE platform. This hybrid meeting setup is an example of the future, in which physical and virtual presence merge.
According to Kim Grinfeder, department chair of Interactive Media: “Our goal was to have as many attendees as possible at the conference to exchange knowledge about AR and VR; We realize that not everyone can be present in person. That’s why we chose a remote participation option using virtual reality, which deviates from traditional video conferencing to provide a more immersive experience. Additionally, we decided to use the same spatial computing platform already used at our school for instructional purposes.”
As the Internet evolves into a real-time 3D experience, virtual conferences are becoming increasingly popular. The ENGAGE platform looks to provide a more immersive experience than traditional video streaming by allowing participants to interact in a virtual meeting room, engage with speakers, and actively participate in discussions from remote locations.