ABSTRACT VIEW
FRIENDLY INFORMAL IMMERSIVE CLOUD ALTERNATIVE (FII;)CA) - DISCOVER, PLAY, SOCIALIZE: PROJECT DESCRIPTION
H. Ahonen1, D. Berginc2, H. Bollaert3, J. Hautamäki1, J. Imbert4, D. Llamas Ruiz5, C. Martí Garcia6, J. Monteiro7
1 Centria University of Applied Sciences (FINLAND)
2 GEA College (SLOVENIA)
3 AP University of Applied Sciences (BELGIUM)
4 Asociación Building Bridges (SPAIN)
5 Asociación para la Investigación, el Diseño y la Inovación (SPAIN)
6 Universidad de Malaga (SPAIN)
7 ISPGAYA (PORTUGAL)
Social Virtual Reality (SVR) provides digital spaces for diverse human activities, social interactions, and embodied face-to-face encounters. SVR thus refers to a shared, persistent, immersive, interactive and computer-generated environment, themed for social interaction. In the recent past, new forms of SVR are being implemented, as new software, specific for SVR, is being developed.

SARS-COV-2 virus and the resulting COVID-19 pandemic impacted tremendously the use of digital tools. In fact, online meetings are part of what became known as the “new normal”. Its widespread use made them standard, but also less effective. The application of SVR as an alternative to online meetings is overtaking contemporary formats like video conferencing. SVR can be considered as a new approach to meeting online. In fact, SVR can improve the digital employee experience, as they become more lifelike and immersive. They enable hybrid working, allowing an imediate switch between the real world and the digital workplace.

Friendly informal immersive cloud alternative (FII;)CA) – discover, play, socialize is a project developed by a consortium of five European higher education institutions (HEI) and two non-profit european associations (involved in education). The project is led by AP University of Applied Sciences and financed by the European Union (EU) through its Erasmus+ program, under contract n.º 2023-1-BE02-KA220-HED-000159576. The project aims to increase understanding of SVR and to encourage its use as a medium for communication and cooperation between and within organizations. The expected outcomes are the production of a digital ecosystem incorporating ready-to-use immersive spaces for the development of social activities, a virtual gallery exhibiting links to various immersive spaces, but also guidelines for the creation of SVR environments. It will also allow for the development of new courses that will use SVR for innovative learning and teaching practices.

The core task to be implemented, the digital ecosystem, requires the organization of three one week mobilities (LTTA). Each mobility will involve 40 students from the participating HEI. These students will work in diverse, multidisciplinary and multicultural teams. The students will be supervised by academics from the participating HEI. In each mobility it is intended that students will develop social virtual environments in specific contexts.

This paper intends to depict the essential aspects related to the implementation of this project. The introduction will allow for a contextualization of the main aspects the project addresses. Methodologial aspects related to the project implementation will follow and expected outcomes and results are later presented.

Keywords: Social Virtual Reality, Active Learning, Soft skills, Digital skills.