Virtual Reality
Overview
Virtual reality is a sophisticated technology that relies
on a combination of software (programs), media (3D), and hardware (sensory
equipment). About 10 years ago, VR and artificial intelligence received
much attention as representing our future (human/machine combination)...but
the hype didn't become reality. Yet developments in VR have continued.
Airlines, military, manufacturers, etc. use VR to reduce costs, increase
experimentation, and provide training.
Education institutions are able
to use the vast experiences of game makers/research organizations
in finding ways to implement VR. However, the development of VR
is expensive...and it may be a long time before the technology is
common in learning. It will continue to grow...but at a specialty
level...in organizations and fields that require specialized/sophisticated
training that is not always possible "live". |
Resources
Virtual
Reality: An Overview
"Virtual Reality (VR), a technology that began in military and university
laboratories more than 20 years ago, may be called Artificial Reality,
Cyberspace, or Synthetic Reality. VR is a computer-created sensory experience
that allows a participant to believe and barely distinguish a "virtual"
experience from a real one. VR uses computer graphics, sounds, and images
to reproduce electronic versions of real-life situations."
Virtual
Reality Learning Environments: Potentials and Challenges
"The practical potential of VR is still being explored. Of the number
of application areas that suggest themselves, education is clearly worth
immediate investigation. VR was devised to enable people to deal with
information more easily, and it has been successfully developed to facilitate
learning and task performance for over 20 years in the U.S. Air Force
[Furness 1978]. Public education and training applications are a natural
extension of this work."
What
is the Value of Virtual Reality for Conceptual Learning? Towards a Theoretical
Framework
"In the enthusiasm for promoting Virtual Reality as a major factor
in future (and present) environments for training and education we believe
there is a need to investigate the various properties of such environments
in promoting conceptual learning."
Creating
and Using Virtual Reality: a Guide for the Arts and Humanities
"Creating and Using Virtual Reality is intended for those who are
interested in how virtual reality can be used within the arts and humanities.
This Guide to Good Practice concentrates on accessible desk-top virtual
reality which may be distributed and viewed on-line via the World Wide
Web. It is concerned with the variety of virtual reality models that may
be produced and how to ensure that these can be delivered successfully
to users and preserved for future reuse."
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