The Purpose of this research paper is to explore the possibilities in virtual reality that helps with education. Is it possible to use virtual reality in the educational system? What does it bring to the table that conventional teachings do not? What other devices are coming to the market that can be used? In this paper we will also be looking at few examples of virtual reality video games that are now used in the glass room or are about to be. So what is virtual reality? It is sometimes referred to as immersive multimedia, it is a computer-simulated environment that can simulate some physical presence in places in the real world or imagined worlds. Most current virtual reality are primarily visual experience displayed either on a computer screen or through a head-mounted display. Some simulations include additional sensory information such as sound, tactile information or force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts (Wikipedia, 2014). Imagine studying for history exam about ancient romans, put on oculus rift goggles and all of a sudden arrive right there in ancient Rome and be able to walk around and have the ability to look around, experience the culture and interact with objects. Teachers say that kids or people learn more at fieldtrips than actual books but the time it takes to make the trip there, lunch breaks and grouping the people together takes almost as much time as the actual learning experience. Yu are also limited to which fieldtrip you want to go on because both the distance could be too long or limited resources for the trip itself. Teachers are hoping that devices like ocu... ... middle of paper ... ...ies for educational purposes as the oculus rift. It mostly depends on if companies begin to make virtual educational games for the PlayStation 4. Also if Sony allows the device to be connected to other devices than the console it will certainly help. 2.3. TOTEM The Totem is the newest head-mounted display from True Player Gear and was announced on 28th of March. It is developed by a Canadian company. By the look of it, it looks like it‘s specs are better than the oculus rift and it will also have support for all the major consoles: PlayStation and Xbox also have support for PC. If the Totem will go into market it will be a serious competition for the oculus rift (True Player Gear, 2014). It will soon launch on Kick starter and are they hoping to raise a minimum of $500.000 to develop it further. They are hoping to start shipping devices by Christmas (Maiberg, 2014).
...ter personally. If you like the more futuristic features, such as voice control then you may lean more towards the XBOX ONE. The PS4 is not necessarily better, it’s more known as the cheaper of the two new consoles. Cheaper isn’t always better. As a fan of the XBOX family, I’m leaning more to the XBOX ONE. The controller to me is more comfortable and fitting in your hands, as well as familiar. Each generation of these gaming consoles continues to evolve and create things we virtually thought were impossible. Technology can do many great things and in the future who knows what we will be capable of. The world of technology is evolving quickly and will soon change the way we play games, and watch movies. The future is limitless, and I look forward to seeing the new systems, games, features, and controllers of the future. No one knows what exactly we are capable of.
It is easy to confuse the concepts of "virtual reality" and a "computerized model of reality (simulation)". The former is a self-contained Universe, replete with its "laws of physics" and "logic". It can bear resemblance to the real world or not. It can be consistent or not. It can interact with the real world or not. In short, it is an arbitrary environment. In contrast, a model of reality must have a direct and strong relationship to the world. It must obey the rules of physics and of logic. The absence of such a relationship renders it meaningless. A flight simulator is not much good in a world without aeroplanes or if it ignores the laws of nature. A technical analysis program is useless without a stock exchange or if its mathematically erroneous.
School, to most, has always been a sort of place where some children felt they could escape everything going on back home. Other children enjoyed going to school, while others would dread the thought of such a thing due to bullying. However, in the novel “Ready Player One” Ernest Cline paints a new picture on what schooling could be in a virtual reality platform. His platform solves many of the normal problems we experience with school, such as classroom sizes, behavior and attitudes of the children. Also, adding more teaching styles and teaching tools to help better the learning experience.
Many studies have been conducted on the use of virtual reality in education and training. In education, new technology is used to enhance the learning process. Mobile has become one of the technology offers educators a way to communicate with students using the appropriate application for learning. Virtual reality has reached a sufficient level of development for it to be considered in innovative applications such as education, training and research in higher education. With the creation of virtual reality has been used in education, it allows students to learn, to explore and develop
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Virtual reality can be defined as a, "technology that enables users to enter computer generated worlds and interface with them three dimensionally through sight, sound, and touch" (Newquist 93). Virtual reality combines computer simulation and visualization into a single, coherent whole (Peterson 8). Researchers say it embodies an attempt to eliminate the traditional distinction between the user and the machine. Virtual reality is intended to provide a means of naturally and intelligently interacting with information (8). Virtual reality is contending to be the interface of the future, allowing ordinary users to use their senses to interact with complex data.
2-19-2013. Retrieved April 27, 2014 from http://www.britannica.com/EBchecked/topic/1196641/augmented-reality Lee, Kangdon. “The Future of Learning and Training in Augmented Reality.” InSight: A Journal of Scholarly Teaching. Vol.
Instructional technology has achieved great development in the last few decades, and Virtual Field T
The whole in Chapter 2 is a critical literature review. In this chapter, it discussed on the VR and types of VR. In addition, it also discussed on the AR area include components, display, issues, definition, differential VR and VR. This also covered that cognitive development theory, learning theory, and learing style. All reviews are followed with the implication for each topic to this study.
Over the years society has changed in many different ways. In particular, technology has been the largest change that has occurred over the year. Only a few years ago the iPhone came out and it has forever changed the way people view their phone. Internet has also become very assessable resource. There are places everywhere to access a computer or free Wi-Fi. These changes have led to the alteration of the accessibility and use of technology in the education setting. The changes made to technology in the education setting have led to many positive outcomes that have allowed many types of people access to education that could not get it prior. There are however, many critics that refute these changes and say that virtual education can be biased and expensive. Although, there are many critics that do not agree with technology in education, have this can give access to many students with disabilities as well as people who have limited time or ability to further an education.
"What to Expect in the Future." What to Expect in the Future for Virtual Reality Games. N.p., n.d. Web. 02 Mar. 2014. .
In many training environment using the augmented reality is common and now days many research are done or on-going to develop and improving this area. (Stytz, 2006)
Augmented reality (AR) is the virtual object which is combination of 3D real environment in the real time. It is more interactive either with graphics or audio enhancing from what we can sense such smell, hear, see or feel it. In other words, it is duplicate the environment around the world in computer. There are applications in various areas in augmented reality and one of them is medical visualization more domain for augmented reality. The topic that discussed is augmented reality application in computer aided surgery and medicine. In research article (Tobias Sielhorst, Marco Feuerstein & Nassir Navab, 2008) medical augmented reality takes it motivation from the need of visualizing medical data and the patient within the same physical space. The reason for chose this topic because it is because this application more advance and the technologies always bring new visualization and interaction using augmented reality in 3D in surgery performing requirements. So, discussing these topics actually need many evaluations to perceive the result to the area of surgery and medicine in medical performance.
There is no denying the fact that VR is the future. If you see industry trends, the rate at which VR is becoming mainstream is staggering as almost 75% of the biggest corporations are now investing in this technology. They see the potential and the interest the people have and are constantly working on improving the current virtual reality systems.
Talkmitt,M. Vesamotex- Virtual Educaion Science and Math of Texas. Vr in the Schools. March, 1996. http://www.eastnet.educ.edu/vr/vr1n4.htm.