Introduction to Virtual Reality
Virtual reality (VR) is a technology that enables users to experience a very different world, one which is created by computers. If you’ve got ever seen someone wearing a headset and acting like they’re in a special world, then you definitely’ve seen someone using VR. To an outdoor observer, it’d look strange, but to the person wearing the headset, it could be an intense and exciting experience that enables them to see and do things they can not easily do in the true world.
The Power of Virtual Reality in Education
That’s what makes VR so compelling for educators: learners can observe, manipulate, or practice something in a distraction-free virtual space. For example, Occupational Therapy students on the University of Alberta are using VR headsets to practice meeting with and assessing virtual clients. This allows them to realize priceless experience in a secure and controlled environment.
Types of Virtual Reality
VR doesn’t at all times require a headset. Some sorts of VR may be experienced on a pc or perhaps a smartphone. For example, 360 VR and Virtual Tour technology may be used to create virtual field trips that may be viewed and explored on a PC’s web browser. This style of VR is ideal for college kids who wish to explore places they won’t give you the option to go to in person.
Augmented Reality: A Related Technology
Associated with – but distinct from – virtual reality is augmented reality (AR). Essentially, AR is like placing a "layer" of data on top of the world in front of you. The GPS system in your automotive is a type of AR, because it provides information concerning the world around you. Other examples of AR include apps that may bring dinosaurs to life or provide details about artworks.
The Growing Importance of Extended Reality
Prior to the 2020 pandemic, VR and AR (collectively often known as Extended Reality or XR) were gaining momentum across sectors similar to healthcare, retail, manufacturing, construction, architecture, conservation, tourism, therapy, and education and research. When aviation giant Lockheed Martin introduced VR to optimize worker training, training time was reduced by 85%. This shows the potential of XR to enhance learning outcomes and increase efficiency.
The Future of Extended Reality at Waterloo
In the present context of distant teaching and learning, XR is a field that Waterloo could explore to reinforce each online and in-class learning, and to assist prepare students for future skills and work applications. Many instructors at Waterloo have already undertaken projects involving XR, and academic support units are spearheading some XR initiatives. For example, the Centre for Extended Learning (CEL) and the Centre for Teaching Excellence (CTE) have developed an XR Information Site to assist the Waterloo community learn concerning the emerging medium.
Getting Involved with Extended Reality
The Waterloo AR/VR Community of Practice group, which was established in 2018 by CTE and CEL, facilitates sessions for faculty and staff who’re enthusiastic about exploring XR topics and technologies. The group is an excellent way for people to find out about XR and share their very own experiences and concepts. Efforts are underway to return to a consistent schedule of sessions, and the subsequent session will happen in November.
Conclusion
In conclusion, virtual reality and augmented reality are powerful technologies which have the potential to revolutionize the best way we learn and interact with the world. As XR continues to grow and evolve, it’s exciting to take into consideration the chances it could bring to education and beyond. Whether you are a student, instructor, or just someone enthusiastic about technology, there’s never been a greater time to get entangled with XR and see where it could take you.