Virtual reality, augmented reality and enhanced realities: an overview General Resource - Review and consider possibilities

Last updated on 30/11/2019

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Virtual reality, augmented reality and enhanced realities: an overview

Description

Virtual, augmented, and enhanced realities are set to explode in the education space. This will bring with it many opportunities around how we teach and learn.

Overview

VR is often used as an umbrella term for all immersive experiences, including Virtual Reality (VR), Augmented Reality (AR) and 360 Video. There are important differences between these technologies, so let's dive a little deeper into each:

Virtual Reality
Virtual reality uses simulated environments that not only places the user inside the experience, but allows them to interact with it.

Augmented Reality
AR is a view of the physical real world environment whose elements are supplemented by sensory input such as sound, video or graphics. Augmented reality is basically viewing the real world with overlaid information layer.

360 Video / Images
360 videos are recordings where a view in every direction is recorded at the same time, shot using an multidirectional camera or a collection of cameras.

Scenes may real-world or simulated, and the viewer controls the viewing direction during playback.

Considerations

Accessibility of Virtual Reality

Accessibility of Virtual Reality should be considered prior to implementation in any teaching or learning context.  This guide from University of Melbourne provides an overview. 

Implement

Virtually Inspired Showcase

Check out this great showcase of how other universities are employing emerging technologies, hosted by Drexel University (Online).

Immersive Learning in Practice

Here are some useful examples of VR resources, including the skills and attributes thate each one develops:

Stonehenge VR SANDBOX

  • Global and cross cultural perspectives
  • Citizenship and social responsibility
  • Research

Keep talking and Nobody Explodes

  • Collaboration and teamwork
  • Communication
  • Interpersonal skills
  • Negotiation and conflict resolution
  • Problem-solving and decision-making

Fantastic Contraption

  • Innovative, creative and entrepreneurial
  • Continuous learning
  • Applied literacies
  • Problem-solving and decision-making

Labster

  • Applied literacies
  • Global and cross-cultural perspectives
  • Continuous learning

InMind VR 2

  • Innovative, creative and entrepreneurial
  • Applied literacies
  • Continuous learning

Street View – ISS Experience

  • Global and cross-cultural perspectives
  • Collaboration and teamwork*
  • Communication
  • (*as part of a learning exercise)

Google Arts and Culture

  • Innovative, creative and entrepreneurial
  • Applied literacies
  • Global and cross-cultural perspectives
  • Continuous learning

JigSpace

  • Research
  • Applied literacies
  • Continuous learning
  • Innovative, creative and entrepreneurial

Support Resources

Media

Contributed by

  • Learning Futures
    Brad Harrison

Licence

© 2024 Griffith University.

Creative Commons Attribution NonCommercial International License (CC BY-NC 4.0)

The Griffith material on this web page is licensed under a Creative Commons Attribution NonCommercial International License (CC BY-NC 4.0). This licence does not extend to any underlying software, nor any non-Griffith images used under permission or commercial licence (as indicated). Materials linked to from this web page are subject to separate copyright conditions.

Preferred Citation

Harrison, B., & Learning Futures (2019). Virtual reality, augmented reality and enhanced realities: an overview. Retrieved from https://app.secure.griffith.edu.au/exlnt/entry/6665/view