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Our findings show with empirical evidence the crucial roles played by the makers’ community, FabLabs and engineers in the fight against the COVID-19 pandemic. It highlights two distinct phases describing the evolution from a local collaborative model to the creation of a national ecosystem able to design, manufacture and address the growing need of the public healthcare system. The case study describes a process of crisis-driven innovation based on 3D printing technologies in order to provide personal protective equipment (PPE) to healthcare professionals. To investigate this research question, we adopted a qualitative approach based on a single embedded case study and collected data through participant observation technique. Based on the Tunisian experience, this study illustrates how a crisis can spontaneously create these collaborations between the maker’s community, the users (public healthcare professionals) and key stakeholders (universities, civil society and the private sector among others). Open innovation does not replace a traditional closed R&D model but in the current crisis situation, it can support an ecosystem stakeholders’ effort by leveraging several collaborations. Learn about our security policies and rules-of-use.COVID-19 is an unexpected and brutal pandemic that requires new innovation models to overcome the constraints of this crisis and address its multiple challenges. We want to give the students who are ideating around this as broad a playground to play in as can be imagined. From 1965 to 1968, Ivan Sutherland, an Associate Professor of Electrical Engineering at Harvard, helped create the first virtual reality and augmented reality head-mounted display system, named “The Sword of Damocles.” Today, across Harvard, AR, VR, and MR (mixed reality) technologies are being leveraged in new and unique ways by students, researchers, faculty, and more. Virtual reality - and the related fields of augmented reality and mixed reality - has its foundational roots at Harvard. In his spare time, he loves snowboarding, scuba diving, soccer, playing guitar, food, and books. Yaser graduated from Yale with a BA in Economics and Global Affairs. Prior to SmartAsset, he was management consultant at Deloitte, where he helped answer strategic questions for clients. Prior to that, Yaser was a Product Strategy Lead at Meta, where he helped product leadership make the best strategic decisions in Meta’s line of Emerging Products, focused on VR (Oculus), AR, and Payments.īefore Meta, Yaser was a Product Manager at SmartAsset, a financial technology startup (now unicorn) in NYC. He is also a VC Investment Fellow with Owl Ventures, where he focuses on Metaverse EdTech Startups. He currently serves as Chapter President for the VRAR Association, a global organization with 35K+ professions and 4400+ companies & schools. Yaser is currently pursuing his MBA at Harvard Business School. He is especially interested in applications of AR/VR in education, social, and productivity. Yaser is specialized in product & strategy in Augmented and Virtual Reality and passionate about the intersection of technology and social value. Microsoft HoloLens Session – Coming in the fall.Meta Quest Play Session – Coming in the fall.
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If you’d like to suggest a specific workshop or training session, please email to let us know! Our workshops are constantly evolving based on what people need.
#HARVARD SOFTWARE INMR HOW TO#
Understand how to apply the tech to your specific field and build deeper learnings with one-on-one meetings.Learn about the technology with a dedicated team of experienced TAs.
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Experience the latest AR/VR equipment in an open session.Please note: the AR/VR Studio is a resource for all full-time, degree-seeking Harvard students. The AR/VR Studio is equipped with technologies that include various software and design platforms, multiple headset configurations, workstations, and filming resources to help students experiment and create innovations in a wide range of industries. The AR/VR Studio is a dedicated space for the exploration of cutting-edge immersive technologies - physically and imaginatively.
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