Virtual Reality & Immersive Technology in Education

2011 ◽  
pp. 252-256
Author(s):  
Patrick E. Connolly

Virtual reality, also known as VR, is an exciting but ill-defined field of discovery. The question of how technological advances in this field will impact education is difficult to answer at present with any degree of certainty, but is one that must be considered by educational researchers, teachers, and administrators. This position paper presents the foundational definitions and positions of several investigators in this realm, along with thoughts on difficulties and complex issues that currently hinder the application of virtual reality in educational settings. It is recommended that the excitement that VR generates be leveraged into applications research in order to validate both the effectiveness of VR in education and encourage further development of the technology.

Author(s):  
Patrick E. Connolly

Virtual reality, also known as VR, is an exciting but ill-defined field of discovery. The question of how technological advances in this field will impact education is difficult to answer at present with any degree of certainty, but is one that must be considered by educational researchers, teachers, and administrators. This position paper presents the foundational definitions and positions of several investigators in this realm, along with thoughts on difficulties and complex issues that currently hinder the application of virtual reality in educational settings. It is recommended that the excitement that VR generates be leveraged into applications research in order to validate both the effectiveness of VR in education and encourage further development of the technology.


Author(s):  
Robert Z. Zheng

The current chapter focuses on the cognitive process relating to immersive technology in learning. By reviewing the cognitive theories in human architecture, the author argues that learners' learning can be significantly improved with technologies that promote deep processing through sensory immersive experience like virtual reality. Discussion of the features of immersive technologies is made in relation to human cognitive processing. Suggestions for future research and application of immersive technology in education are included to help educators and professionals to better integrate immersive technology in teaching and training.


2021 ◽  
Author(s):  
Vickey Simovic

The Canadian Smart Cities Challenge enabled municipalities across the country to reflect on how smart city technology can be used to solve their unique community challenges, embrace the possibility of impactful projects, create collaborations, and create a suite of digital tools. This paper analyses whether governments can be catalysts in adopting circular economy thinking in the age of digital innovation. In reviewing the SCC applications, five proposal submissions were analysed in depth against a circular economy framework. Recommendations for further development in smart city thinking centre around future Smart Cities Challenges, and building circular assumptions into the challenge questions, whereby ensuring circular principles are a priority for municipalities as they continue to grow and adapt to smart city technological advances. Key words: Smart Cities Challenge, circular economy, smart city technology, innovation, sustainable,​ ​reuse, sharing, remanufacturing and repurposing


2021 ◽  
Vol 82 (4) ◽  
pp. 186
Author(s):  
Kathleen Phillips ◽  
Valerie A. Lynn ◽  
Amie Yenser ◽  
Christina Wissinger

Current teaching practice in undergraduate higher education anatomy and physiology courses incorporates the use of various instructional methodologies to reinforce the anatomical relationships between structures.1,2 These methods can include basic hands-on physical models, human and animal dissection labs, and interactive technology. Technological advances continue to drive the production of innovative anatomy and physiology electronic tools, including:virtual dissection in 3-D (e.g., Virtual Dissection Boards from Anatomage, 3D4Medical, and Anatomy.TV),augmented reality (AR) (e.g., Human Anatomy Atlas),mixed reality (e.g., Microsoft HoloLens Case Western Reserve Medical School and Cleveland Clinic digital anatomy app), and3-D virtual reality (VR) (e.g., 3D Organon VR Anatomy and YOU by Sharecare apps).


2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


2021 ◽  
pp. 149-154

According to the original idea, a sustainable future is expected to keep humanity and our habitat on Earth free from drastic, catastrophic changes, while also allowing ideology-free progress with beneficial scientific, technological, and cultural advancements of society. Changes in human society have occurred throughout history, sometimes rather slowly, some other times with dramatical speed, even by revolutions. Nevertheless, in our recent past many processes have accelerated to levels never experienced earlier, achieved primarily through a staggering range of scientific and technological advances, followed by cultural changes, some of which have not been anticipated. This was a consequence of associated better living standards for many, which also resulted in a major population growth on our planet. Although a pandemic like Covid-19 or other major international events may temporarily reduce the pace of some global changes, as of now, such events do not appear to cause major slowdowns of fundamental changes in the main trends. Therefore, while facing an accelerating future, there is today a much more urgent need for purpose-focused innovations and for their most important sources: real, nature-based science, and truth-committed scientists and technologists. Ramifications for culture and society in general are also essential. More action would be required to counter the cultural pandemic of the information-avalanche of trendy simplicities dressed up as “know-it-all” excuses, used by many in our society. Their intent is to skip the effort needed for real, science-based education and for logic-respecting thinking with responsibility. Especially, in the age of WWW and Internet, it would be highly important to formulate reasonable expectations for a code of “Internet-Integrity”, as a Cultural Innovation, that would help to provide better focus on truthfulness and fact-based understanding of nature, society, and culture in our rapidly evolving Information Age. In turn, such a “Cultural Innovation” could also lead to a more broadly-based participation, hence more successes in the development of new, purpose-focused technological innovations, and at a deeper level, in the enhanced, further development of their scientific foundations.


Author(s):  
Libi Shen ◽  
Anchi Su

Artificial intelligence (AI) is ubiquitous in our lives and is progressing at an accelerated rate in the past 60 years. AI application is diverse and AI technology continues to grow. It enables a machine to think like human beings and has opened a new horizon for industries, businesses, transportation, hospitals, and schools. How is AI applied to educational settings? How will the emergence of AI technology assist teachers' teaching and improve students' learning? Will the implementation of AI technology in education replace schoolteachers? What would be the ethical concerns of AI technology? What role do teachers play with AI in education? The purpose of this chapter is to explore the roles that teachers play in the innovation and evolution of AI and to seek approaches teachers should take in coping with AI technology. Issues and problems of teaching with AI will be discussed; solutions will be recommended.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


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