All of our programs, projects and experiments are designed with the goal of learning something that will be of value to kids, educators or the community at large. We run the gamut from qualitative ethnographic case studies to quantitative experimental designs. Check out our work so far!
Applied Virtual Reality in the Schools, 2018- 2019 Study Foundry10 is currently in the process of recruiting educators and schools for our 2018-2019 virtual reality study. This will be our fourth in-school study and we are excited by the new developments in our research! Our first study, in the 2015-2016 school year focused on the implementation and...
This study used both quantitative and qualitative data to assess whether a High Immersion viewing platform (virtual reality headset) elicits stronger feelings of narrative engagement and empathy compared to a Low Immersion platform (smartphone) when viewing an animated 360° video.
We recently conducted research looking at adults’ experience with 360 video, and asked how things like the platform used and the perspective people see a narrative from influence their engagement with VR. This write-up and dataset details one part of that research: interview and survey results related to participants’ viewing of the animated short film Henry (Oculus Story Studio).
We recently conducted some research looking at adults’ experience with VR, and how things like the platform used and the way viewers perceive their role in the story influence how they engage with narratives in VR. This write-up details one small part of that research, where we looked at the language people used to talk about the VR experience. Results suggest that the language people use to describe their experiences with VR does reflect how connected they feel to the experience.
Using dramatic arts pedagogy, students in a summer school work on engaging with literacy in a non-traditional style! In summer 2017, foundry10 partnered with a school district to develop this program for the third year in a row. Read this report for details and results.
This report covers our internship program for the 2016-2017 academic year. We focused on better understanding the role of creative space and time in the exploration of passion areas and potential career interests.
Our applied VR study has put headsets and content into the hands of teachers and students across 40 locations, all over the world. About half of these were schools who participated in a formal research study on how VR functions in classrooms. Spanning over 1,300 students, this report goes over what the students had to say about having VR be a part of their academic experience and where they think improvements could be made.