man and woman with VR glasses looking at a virtual block with buildings

Project: Enriched Reality for Education and Digital Well-Being (EREDWeB)

This project explores the potential of state-of-the-art virtual reality technology for teaching, aiming at digital well-being. It will bring about groundbreaking research on the relation between virtual reality and education, namely regarding its cognitive, physiological, educational and social aspects.

Project information

Project manager at Linnaeus University
Marcelo Milrad
Other project members
Nuno Otero, Dan Kohen Vacs and Romain Herault
Participating organizations
Linnaeus University; University of Florence, Italy; University of Birmingham, UK; Leiden University, the Netherlands; University of Nantes, France
Financier
EUniWell, strategic seed funding
Timetable
June 2020–March 2021
Subject
Media technology (Department of Computer Science and Media Technology, Faculty of Technology)

More about the project

The main objective for the project Enriched Reality for Education and Digital Well-Being (EREDWeB) is to elaborate a sound methodology, including conceptual models, methods and tools, for a better understanding of the relationships between well-being and immersive environments (IE). Immersion is the use of a three-dimensional representation of an environment that the user feels that he or she interacts with, e.g. by using a VR helmet.

To achieve this purpose, the project aims at providing a set of recommendations for developing educational activities based on IE, mainly addressed at higher education. As a proof of concept, two educational scenarios will be designed together with the methodology to assess their effectiveness compared to "traditional" digital approaches, while ensuring users’ overall well-being.

EREDWeB objectives are fully in line with the EUniWell mission of understanding, improving and re-balancing the well-being of individuals, community and society by providing:

  • A deep understanding on IE well-being from a cognitive, educational, physiological and social perspective. As a result, we will produce a report on the state of the art, through a systematic review of relevant scientific papers.
  • The development of recommendations for proper and safe use of IE, in order to reduce risks derived from immersive environment misuse and overuse.
  • An educational design approach with the creation of two learning scenarios aiming at the relative assessment tools for higher education, in order to re-balance the possibility of learning/working in a safe environment with the risk of addiction and abuse.
  • A strong networking activity, to strengthen the research network initially made by the consortium members, together with relevant stakeholders in both academic and industrial fields, to pave the way for further activities and external funded research projects.

The project is part of the research in the CoCos research group and the Linnaeus Knowledge Environment Digital Transformations.

See the film about the EREDWeB project.

Staff