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» The equipment required is as cheap or expensive as the end user can afford (e.g., headsets under 10 euros or up to 1,000 euros). Cameras might not be affordable to many young people, but most organisations can easily manage 500 euros. » It is not necessary to aim for the highest quality outputs. Fully immersive VR is still largely in the realm of sci-fi. Semi-immersive VR is achievable, but limited by the need for bulky headsets and short viewing time. Therefore low-end produc- tion, which bridges between semi-immersive and non-immersive (working with or without a headset) is a very logical approach. » As with any youth work and non-formal education, what matters most is the process, not the end product. Engaging young people in the activity is the most important thing. Momentum World has always used film and digital media in both local and international projects. This is one of the most effective ways to inspire and engage young people, especially young people with fewer opportunities who are often unsuited to, or excluded from formal education. So since 2018 we have been experimenting with the use of Virtual Reality (VR) both in youth work and in youth worker training. We have run a number of pilot projects and produced materials which might not be perfect, but show the potential of this approach. We do not claim to be experts in the digital field, but we are pioneers in adopting and adapting the technology to the purposes of non-formal education.

The current high end (for consumers) requires a top-quality PC combined with the best available head - sets such as HTC Vive or Oculus Rift. The result will be an experience which may fool you into believing it is fully-immersive, although it is not. Such a system will cost well over 1,000 euros. Anyone looking at VR material will probably think that it costs a fortune and requires very advanced skills to cre- ate. Surprisingly, this is not true. Entry-level 360-degree cameras and accessories are a few hundred euros; a very good one can be bought for under 1,000 euros.

VIRTUAL TEAHOUSE

The Virtual Teahouse is an innovative and unique online virtual space for information, networking and dissemination. Teachers, youth workers and young people will enter this space using an Avatar. Once inside, they will be able to find information, dissemi - nate the results of their projects, attend presentations, or simply sit in the virtual cafe where they can chat and share ideas for future projects. This inclusive and zero-carbon medium will allow intercultural learning and interaction between young people around Europe and the world. It is especially suitable for young people with fewer opportunities, who for reasons of disabili - ty, cultural, economic or geographical factors cannot travel or easily interact with each other face-to-face. The Virtual Teahouse is being designed by a team of autistic young people, with these priorities in mind. It will be officially opened in 2021.

CONCLUSIONS: WHAT WE HAVE LEARNED

Our experiments with VR filmmaking have taken us to the next level of digital media work. The benefits have been great, and we have learned a lot. Here are our most important conclusions: » VR technology is within reach of everyone. You need some technical skills but it is mostly a matter of your own creativity and motivation.

LINK: » time4tea.info

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