5G COVET (5G COSMOS Verizon Education Toolkit), New York University
in partnership with Columbia University 5G COVET— A set of virtual educational labs, each forming a virtual room that students will visit — moving from room to room — similar to the popular “escape rooms” experience. Team Members: Panagiotis Skrimponis, Sheila Borges Rajguru, Gil Zussman, Emily Ford, Karen Cheng, Zoran Kostic, Jonathan Ostrometzky, Thanasis Korakis, and Kayla Quinnies.
5G K-12 Robotics Classroom, Tufts University — A set of Augmented Reality tools and curriculum for robotics in K-12 classroom that gives students a clear understanding of the complex workflows of a robot. Team Members: Jivko Sinapov, Jennifer Cross, Chris Rogers, Amel Hassan, Andre Cleaver, and Faizan Muhammad.
5G Enabled Collaborative Mixed Reality Classroom, New York University — Students work together in teams to construct and manipulate virtual models, form hypotheses, and test those hypotheses in real time. Team Members: Roger Kingsepp, Jan Plass, Ken Perlin, Chris Hovey, Alex Serralta, Zhenyi He, Connor DeFanti, and Alexander Gao.
Geolocation AR Monuments, Movers and Shakers NYC — An interactive and animated AR experience featuring a series of new urban monuments of women and people of color. The content brings stories to life, enabling students to learn history in an immersive way. Team Members: Idris Brewster, Glenn Cantave, and Micah Milner.
Lumovia, Georgia Institute of Technology and University of Pennsylvania — An interactive, mobile, augmented reality application that overlays difficult-to-grasp physics concepts directly onto students’ everyday classroom environments so they can bridge theory and reality. Team Members: Henry Deng, Ishaani, Lindsay Kelly, and Arpit Narechania.
Making Projects with Purpose in Immersive Media, The New School –University students collaborate to co-create with middle school students to learn about solutions for simulated environmental problems by harnessing the power of Verizon 5G to deliver a multi-player virtual reality distance-learning classroom. Team Members: Katherine Boehm, Julie Byers, Kristiana Marcon, Surabhi Naik, Anezka Sebek, Paolo Villanueva, and Tammy Walters.
Mapper’s Delight, Rap Research Lab — A multi-person mixed reality environment that allows students, through Hip Hop, to conduct sophisticated analyses using data science and visualization. Team Members: Tahir Hemphill, David Goldberg, Ivaylo Getov, and Nick Fox-Gieg.
Augmented Reality for Social Transition, Columbia University — A HoloLens game to help middle school students with special needs advance social interaction outside of the classroom in an augmented reality environment. Team Members: Xiaofan Zhang, Jullia Suhyoung Lim, Jaehyun Kim and Patrick Kwon.
Playgrounds Physics, New York Hall of Science — An app that makes physics fun and interactive, in the classroom and beyond. Students document their own bodies in motion, track the paths of their physical activities, and use onscreen data tools to analyze the variables of force, energy, and motion.Team Members: Dorothy Bennett, Cornelia Brunner, Harouna Ba, Stephanie Chambers, Trent Oliver, and Robert Moskal.
Visceral Science: Grasping the Universe through Virtual Reality, World Science Festival in partnership with Columbia University — An immersive VR experience exposing students to inaccessible realms such as atoms and particles, planets and stars, black holes and galaxies. Team Members: Brian Greene, Steve Feiner, Tracy Day, Saakshi Dulani, Mark German, and Mik Labanok.