For the ninth year, the INTERalliance is running its renowned “IT Careers Camp” program at UC, hosted by the IS Department of the College of Business, NKU College of Informatics, and Miami University, Oxford School of Engineering and Applied Science. Twenty students per week live in the dormitories and compete on four teams of five students, with each team sponsored and branded by a company (e.g., “Team P&G” versus “Team Cintas” versus “Team Kroger”, etc.).
The students go to a different sponsor site each morning and compete in problem-solving “Olympics”, with the events built around real-world business challenges encountered by the host sponsor company. The students have lunch with the IT management team at the company and discuss career opportunities in IT and applied technology at that firm, and then return to the host university to work on their capstone project – their entry in the “Technology Optimized Business Enterprise” or “TOBE” competition.
In this weeklong design contest, the teams attempt to conceive a business plan for a new business – a social enterprise – that can leverage IT and technology to create substantial employment and career opportunities for people with disabilities. On Saturday each week, the teams present their designs to a panel of judges from the local agency supporting disabled clients and the sponsors.
UCSIM is excited to participate in the event and welcomes the INTERAlliance camp students to the exciting field of immersive technology!
UCSIM Fun Facts
1. Gaming is a $70 Billion dollar industry, surpassing the movie industry for the first time in 2013!
2. According to InvestorPlace.com, investors think several industries could be revolutionized by virtual reality technology!
3. Careers in architecture, engineering, urban planning, entertainment, game design, and many others require 3D modeling skills!
4. Game and entertainment design is a rapidly growing field, and most game engines now offer free student licenses!
UCSIM Challenge Question
New interface devices like Google Glass, Oculus Rift, Leap Motion, and the Microsoft Kinect hint at a future in which virtual and augmented reality are not only more common, but allow us to interact with information and technology in more natural ways. Instead of using a computer keyboard and mouse, or swipe screens, we’ll interact with augmented and virtual reality using our bodies, hands, voices, and other senses.
Your challenge: How can the University of Cincinnati leverage this technology to improve the student learning experience? Select one of the four technologies demoed today and explain how you would integrate that technology in the classroom to improve learning outcomes!