Virtual and Augmented Reality

Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.

Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.


2018 ◽  
pp. 720-732
Author(s):  
Vanessa Camilleri ◽  
Alexiei Dingli ◽  
Matthew Montebello

2016 is the year when virtual and augmented reality takes a boost. We've already seen various Virtual reality (VR) headsets being released and Microsoft new Hololens is finally being realised thus paving the way for Augmented Realities (AR). In this chapter, we will explore further the use of VR in two particular domains in which governments are facing difficulties. The first topic is related to disorders and in the second domain we will consider migration. We will do this by creating new VR experiences, which present to the users alternative realities. The context we will be looking at is that of teacher training. As teaches they cannot fully comprehend what an autistic child or a child migrant experiences simply because they haven't lived through that experience themselves. Thus we have created an innovative inter-faculty collaboration at the University of Malta aimed at addressing this challenge. Previous studies into the importance of VR for teaching and learning, have described the ways in which people immersed in this alternative reality have been affected.


Author(s):  
Vanessa Camilleri ◽  
Alexiei Dingli ◽  
Matthew Montebello

2016 is the year when virtual and augmented reality takes a boost. We've already seen various Virtual reality (VR) headsets being released and Microsoft new Hololens is finally being realised thus paving the way for Augmented Realities (AR). In this chapter, we will explore further the use of VR in two particular domains in which governments are facing difficulties. The first topic is related to disorders and in the second domain we will consider migration. We will do this by creating new VR experiences, which present to the users alternative realities. The context we will be looking at is that of teacher training. As teaches they cannot fully comprehend what an autistic child or a child migrant experiences simply because they haven't lived through that experience themselves. Thus we have created an innovative inter-faculty collaboration at the University of Malta aimed at addressing this challenge. Previous studies into the importance of VR for teaching and learning, have described the ways in which people immersed in this alternative reality have been affected.


2018 ◽  
pp. 996-1017 ◽  
Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.


2020 ◽  
Vol 49 (2) ◽  
pp. 219-238
Author(s):  
Patricia Steele ◽  
Cheryl Burleigh ◽  
Margaret Kroposki ◽  
Myrene Magabo ◽  
Liston Bailey

Developers and designers of virtual and augmented reality (VR/AR) products are expressing concerns regarding accountability for ethical design and use of VR/AR products in virtual learning environments. Within the field of education, more research is needed to determine how VR/AR designers make decisions regarding ethical issues, and particularly when integrating media into learning content. The purpose of the qualitative inquiry study was to interview designers/developers of VR/AR products regarding their perceptions of ethics in design and use of VR/AR products designed for educational purposes. Data collection was achieved through a sample of self-described instructional designers and developers from the Association for Educational Communications and Technology membership. Through qualitative inquiry with one-on-one interviews, designers shared their stories about their perceptions of ethics in the design and development of VR/AR products for educational purposes.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


2020 ◽  
Vol 5 (3) ◽  
pp. 32-38
Author(s):  
Fakhriddin Nuraliev ◽  
◽  
Ulugbek Giyosov

Since the last few decades, virtual reality (VR) and augmented reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both. Conservative techniques of content presentation (fixed video, audio, scripts) lack personalization and interaction.


2018 ◽  
Vol 108 (04) ◽  
pp. 251-256
Author(s):  
U. Bracht ◽  
M. Schlegel

Augmented- und Virtual-Reality-Brillen haben signifikante Fortschritte in ihrer technischen Leistungsfähigkeit gemacht. In diesem Fachartikel wird der aktuelle Stand der Technik von AR- und VR-Brillen beschrieben, die bisherigen Hemmnisse für die Verwendung in der Fabrikplanung erörtert und Einsatzpotenziale aufgezeigt, die sich durch die verbesserte Hardware erschließen lassen.   Virtual and Augmented Reality Glasses have made significant progress. This paper shows the current state of technology as well as previous impediments in usage and points out applications for an efficient factory planning.


Author(s):  
Rui Leitão ◽  
J.M.F. Rodrigues ◽  
Adérito Fernandes Marcos

In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of the approaches that have received growing interest. This paper presents the development of a game in a teaching and learning context, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. The authors will show that by using the game students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.


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