Establishing Educational Methodologies Using xR Technologies and Advancing Education DX
Reference No. | 2025c002 |
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Type/Category | Openings at any time-Workshop (II) |
Title of Research Project | Establishing Educational Methodologies Using xR Technologies and Advancing Education DX |
Principal Investigator | Takashi NAKAZAWA(EMI, Kanazawa University・Assosicate Professor) |
Research Period |
October 3,2025. -
October 3,2025. |
Keyword(s) of Research Fields | Visualization, VR/XR |
Abstract for Research Report |
The Kanazawa University Academic Media Creation Center and its Education DX Promotion Task Force (hereafter referred to as TF) were established to advance educational digital transformation (DX) within the university. TF has developed various static xR contents using tools such as Maya and Blender for 3D modeling, and 3D scanning and photogrammetry for object digitization. These include image processing and format conversion techniques that enable viewing of simulation output data, confocal laser microscopy, atomic force microscopy, and clinical imaging data on VR/MR devices. For example, Figure 1 in the main research achievements [1] of one of the scheduled speakers shows a VR content image designed for internal observation of proteins. TF has also created dynamic content using platforms like Unity and Unreal Engine, producing over 60 static and dynamic xR contents to date. Furthermore, TF has developed a proprietary educational content database system that allows users to browse and interact with content via web browsers or VR headsets. This system is currently utilized in 11 courses at Kanazawa University, both during lectures and for self-study outside class hours. Since 2021, TF has established an xR studio and introduced Vizrt—a real-time VFX system widely used by major broadcasters and in e-sports production. This system enables real-time compositing of static or dynamic xR content (running on Unity or Unreal Engine) with background graphics and captions during filming. It supports online distribution via Zoom or Webex and can also be used for recorded and edited on-demand educational materials, making it suitable for events and outreach [2]. As part of TF’s efforts in education, research, and event development, this event will invite faculty members from Osaka University’s D3 Center and Kanazawa University’s Academic Media Center who are actively promoting Education DX. They will introduce lectures that utilize XR content and the metaverse. The goal is to share the current state of education enhanced by cutting-edge technologies and to identify challenges and potential solutions in the context of Education DX. While Education DX can be realized through the proactive adoption of advanced technologies, it must also consider operational aspects such as scheduling, teaching materials, credit recognition standards, classroom infrastructure, and server maintenance. Through this event, we aim to exchange ideas on what types of lectures can effectively promote Education DX, taking into account the rules and facilities of national universities. |
Organizing Committee Members (Workshop) Participants (Short-term Joint Usage) |
Takashi NAKAZAWA(Kanazawa univ.・Assoicate Professor) |