Sei sulla pagina 1di 8

VIRTUAL REALITY

(Basing on Educational Perspective)


Presenting By:-
Name : L.Divya(ECE II/IV),L.shivkanth,A.Aarti (IT II/IV) ,
Email ID : divyalanka.cool@gmail.com,shivkanth.lanka@gmail.com

_______________________________________________

ABSTRACT

Virtual Reality is an alternate world realistic immersive stimulant. This paper


filled with computer-generated images intends to show that the examination of
that respond to human movements. the visual cortex should be considered.
Virtual Reality is a wonderful tool for The problem is to discover and establish
teaching and for learning. It can work for a measurable correlation between visual
educators as a tool in assisting students stimulus and visual cortex modification.
to become immersed in a learning The finding would then support Visual
environment where they can participate Perception Reaction Training (VPRT).
in their own learning in a technology The paper is based on the immersion in
based environment. This paper deals virtual reality to increase a person's
with the use of virtual reality to enhance physical or educational level of response
educational learning. It also discusses to visual stimuli.
the potential growth of the visual and
1. INTRODUCTION
auditory cortex using virtual reality as a
Virtual Reality is the first technology to experience visually in full real-time
provide the user with a fully immersive motion with sound and possibly with
interactive experience. The Sensorama other forms of feedback.
was mechanical but it had the ability to
replicate sight, sound, touch, and even
smell. Virtual reality (VR), the world’s
most advanced learning technology, is
an innovative new way to teach and
engage the students. It allows students
to step through the computer screen into
3-D, interactive worlds. By putting on a
special headset and glove, students enter
a world of educational adventure. It can
work for educators as a tool in assisting
students to become immersed in a The simplest form of virtual reality is a
learning environment where they can 3-D image that can be explored
participate in their own learning in a interactively at a personal computer,
technology based environment. usually by manipulating keys or the
mouse so that the content of the image
2. WHAT IS VIRTUAL REALITY?
moves in some direction or zooms in or
Virtual Reality is electronic simulations out.
of environments experienced via head
3.1 HOW VIRTUAL REALITY IS
mounted eye goggles and wired clothing
USEFUL TO EDUCATION?
enabling the end user to interact in
For educational purposes, Virtual
realistic three-dimensional situations. A
Reality (VR) has been proposed as a
simple and less technical definition of
technological breakthrough that holds
virtual reality - a simulation of a real or
the power to facilitate learning. Initially,
imagined environment that can be
our paper explores the ways in which
experienced visually in the 3 dimensions
VR may be used as a means of
of width, height, and depth and may
enhancing, motivating and stimulating
additionally provide an interactive
students’ understanding of certain
events, especially those for which the
traditional notion of instructional Medicine: VR has been successfully
learning have proven inappropriate or applied to areas such as surgical
difficult. procedures, medical therapy, preventive
3.2 BENEFITS OF USING VR IN medicine, patient education, medical
SOME BRANCHES OF education and training, skill
EDUCATION enhancement and rehabilitation,
There are many reasons as to why virtual visualization of massive medical
reality is important to deal in aspects of databases and architectural design for
education. A few of the fields of health care facilities. Psychiatrists are
education which we consider in our daily using virtual reality to treat phobias by
life are listed below. exposing patients to their fears in risk-
Engineering: Popularity of VR is free situations.
gaining importance as an effective
alternative to sophisticated laboratory
setups. Educational institutions are now
focused on gathering engineering data
from raw material to manufacturing and
inspection and project them into virtual
space. It is an innovation where every
student has an equal share of learning
experience at his own pace. Many
companies are investing and
collaborating with institutions to give
their future engineers the firsthand Genetics: Virtual reality and simulation
experience filled with real time systems are increasingly important for
challenges. understanding and engineering genetic
structures. In addition, virtual genetics
may be used to influence interpersonal
communication, to influence human
cognition, and to influence personality then become part of it. The VR learning
and adjustment. environment is experiential and intuitive;
it is a shared information context that
4.1 VIRTUAL REALITY AND offers unique interactivity and can be
STUDENTS configured for individual learning and
VR gives a better educational alternative performance styles.
to solve the age-old problem --- “How to 4.2 EXPERIENTIAL LEARNING
better involve students in education?” ASPECT IN VR
Students better involve in education Learning is more effective when it is an
when they experience the scenarios active discovery process, rather than
themselves rather than bookish passive. Students learn more when they
references. “Discovery and Experience control learning. Learning is most
are the best teachers”. VR offers effective when thought and action are
students unique experiences that are integrated. The more realistic the
consistent with successful instructional learning, the more effective it will be as
strategies: hands-on learning, group an educational device. We actively
projects and discussions, field trips, inhabit a spatial multi-sensory
simulations, and concept visualization. environment. We are both physically and
perceptually involved in the experience,
and we feel a sense of presence within a
virtual world.

Within the limits of system functionality,


we can create anything imaginable and
have made this superior technology
possible.
1. Improved CPU Performance
The accuracy and speed of the present
generation CPUs has improved
drastically compared to the previous
generations.
2. 3-D Graphic Accelerator
We are immersed in a very high
A type of video adapter that contains its
bandwidth stream of sensory input,
own processor to boost performance
organized by our perceiving systems,
levels. These processors are specialized
and out of this empathy of sensation
for computing graphical transformations,
emerges our sense of being in and of the
so they achieve better results than the
world. We experience the environment general-purpose CPU used by the
as if it were real, while still fully aware computer. Graphics accelerator handles
that it is computer-generated. VR is graphics computations. The popularity
experiential computing environment of graphical applications, and especially
allows the purposeful movement that multimedia applications, has made
coordinates the cognitive, the graphics accelerators not only a common
psychomotor, and the affective domains. enhancement, but a necessity.
VR provides a context for both cognitive 3. HMD Price / Performance
and affective learning by engaging us in Head Mounted Device or Helmet

a process that is rational and emotional, Mounted Device is a device which

practical and whimsical, organized and consists of a screen which can be worn

spontaneous. on the head like a helmet.

5. WHY “VR” IS POSSIBLE


TODAY?
We have been talking about virtual
reality in education so far but, what
makes this possible...? The major
improvements in the following fields
invisible in the real world.

The improved performance and


availability at reasonable prices has been
the main cause for its usage in Virtual
Reality.
6. IMPACTS
"Virtual Reality" has been applied more
Interaction: The second contributing
widely to include graphics applications
factor to students learning in VEs is the
that allow users to walk through a
interaction that VEs foster. Interaction is
simulated environment and, possibly, to
a more important facilitator of learning
interact with objects in it. Visiting
than immersion for some kinds of tasks.
Virtual environments (VE) help students
A student must interact with an
learn content under some circumstances.
environment to point out the naturalness
There are three contributing factors:
of interactions with objects in a VE.
immersion, interaction, and engaging.
Engaging: The third factor that
Immersion: Immersion in a VE makes it
contributes to VR is that students find
possible for students to experience what
VEs entirely engaging. Another reason is
they are learning about in an entirely
the uniqueness of the experience and the
new way. VEs can simulate objects and
empowerment it brings to young
actions that occur in the real world. But
students who can control the computer to
in particular, VEs can represent in
do their bidding in complex and
directly visible forms, concepts and
sophisticated ways.
procedures that are intangible and
LIMITATIONS
Despite enormous potential practical
application, VR, in its current state, has
drawbacks. It is still extremely since the consequences of their decisions
expensive, the graphics are still are visualized immediately in the VR
cartoonish, and there is still a slight, but world. VR enables the students to train
perceptible time lag between the user's in recognizing visual signs and dangers.
body movements and their translation in Educators have found that a hybrid
Cyberspace. The equipment the user model that blends face-to-face learning
must wear, such as headgear, gloves, and with digital VR learning is an excellent
other devices, needs refinement. At this tool for students with learning problems
early stage in the development of VR, no or disabilities. It is a powerful tool for
one knows what the long-term effect of education and that it offers tools for
using head-mounted displays might be increased student participation. Studies
on human eyes or what the possible indicated that classroom activities may
psychological effect might be from use VR tools for hands-on learning,
spending too much time in Cyberspace. group projects and discussions, field
People using VR head gear sometimes trips, and concept visualization.
complain about chronic fatigue, a lack of CONCLUSION
initiative, drowsiness, irritability, or Virtual reality is hitting the world as the
nausea after interacting with a virtual next dominant improvement in
environment for a long time. We do not technology. Like the Internet, virtual
know how much each of these symptoms reality began with specific uses in mind,
depends on the characteristics of the VR but is now becoming more and more
systems themselves, or on the versatile. At first seen as a new method
characteristics of the individuals using of entertainment, virtual reality is now
the systems. being used in more and more
ADVANTAGES applications. Eventually virtual worlds
Students tend to experience a VR will permeate into every aspect of
incident as very realistic. The stress and education. They (virtual worlds and
tension during an exercise are quite education) will be one - inseparable,
serious, because the dilemmas and impossible to distinguish or
occurring problems closely resemble real differerientate. People will be able to
life. Students receive instant feedback attend a school solely in virtual worlds.
BIBLIOGRAPHY
1) www.coedu.usf.edu
2) en.wikipedia.org/wiki/Virtual_rea
lity
3) Metaphysics Of Virtual Reality
Michael Heim
4) http://library.thinkquest.org/26890
/virtualrealityt.htm

Potrebbero piacerti anche