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| Funder | Vinnova |
|---|---|
| Recipient Organization | Rise Research Institutes of Sweden |
| Country | Sweden |
| Start Date | Aug 30, 2024 |
| End Date | Aug 29, 2025 |
| Duration | 364 days |
| Number of Grantees | 1 |
| Roles | Principal Investigator |
| Data Source | Swedish Research Council |
| Grant ID | 2024-01663_Vinnova |
Purpose and goal: ** Denna text är maskinöversatt **
Immersive technology has the potential to revolutionize education, where a user can step into three-dimensional worlds for interactive practice sessions regardless of location. The challenge lies in procuring and integrating the technology effectively, taking into account technical eligibility requirements, organizational needs and policy/regulations.
In this project we will explore how this can be done in veterinary education as well as continuing education in public control during slaughter and game handling. Expected results and effects: ** Denna text är maskinöversatt **
The authorities in the project have challenges in that there is not enough capacity to carry out mandatory practical training. The goal is to improve the quality and efficiency of education by enabling the procurement of immersive technology. By the authorities understanding how immersive can be used for educational purposes, they can set clear eligibility requirements in procurement, understand needs and function and choose the appropriate strategy for procurement in the future.
Approach and implementation: ** Denna text är maskinöversatt **
Procurement is normally carried out in three stages: planning, implementation and evaluation. The project aims at the first part of the procurement cycle. In this part, questions about available technology, needs and function are at the center. In order to understand technology, needs and function, interviews and literature studies will be conducted. In various meetings with actors ideas and proposed solutions will be evaluated.
Rise Research Institutes of Sweden
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