A C A D E M I C S
VIRTUAL REALITY IN EDUCATION VIRTUAL REALITY CONCEPTS
0 3 What is virtual reality (VR)? V i r t u a l r e a l i t y i s a n e n v i r o n m e n t g e n e r a t e d b y t e c h n o l o g y t h a t a i m s t o s i m u l a t e c e r t a i n e n v i r o n m e n t s t h a t c a n b e a r e f l e c t i o n o f t h e r e a l i t y i n w h i c h w e l i v e o r c a n b e i m a g i n a r y . T h e s e n s a t i o n t h a t t h i s e x p e r i e n c e p r o d u c e s o n t h e p e r s o n i s t h e c o m p l e t e i m m e r s i o n w i t h i n t h i s e n v i r o n m e n t a n d t h e d i s c o n n e c t i o n o f r e a l i t y .
0 4 The new of the old Virtual reality is not a technology With the evolution of processing recent, the idea arose in 1965 when Ivan images, reducing costs and the Sutherland published an article entitled "The increased hardware power, by Ultimate Display "where he defined the concept. example on smartphones, the reality Already in the 80's' virtual reality Virtual gains strength again and this time He was advancing at a steady pace and one of It promises to be available to everyone. his main uses was that of the simulators of flight to train the pilots. At the end of the 80's and during the years 90 'this technology continued to develop in terms of hardware and software but the costs were very high.
0 5 PROJECTIONS OF GROWTH OF THE MARKET OF THE RV V i r t u a l r e a l i t y i s a t e c h n o l o g y t h a t g r o w s e x p o n e n t i a l l y a n d w i l l b e c o m e w i d e s p r e a d i n a s h o r t t i m e . http://www.businessinsider.com/virtual-reality-is-poised-to-explode-in-2016-2016-4
0 6 HARDWARE
0 7 Types of devices To use virtual reality we need certain equipment; at least the glasses and a team that performs the tasks of image / video processing such as the PC, the game console or a smartphone / tablet. Currently, this equipment determines the image / video quality of the virtual reality environment, the immersion experience and also the price to be paid. low range mid-range high-end
TYPES OF DEVICES LOW RANGE Cardboard/Smartphone
Cardboard 09 The cardboard was designed regarding benefits and comfort but its originally by Google, then copied by very cheap price. In education, they are the other providers, and represent the glasses first alternative to approach reality of virtual reality cheaper Virtual to the classroom. market. They are made of cardboard and use a smartphone to perform the processing of the images. Its quality is very low in
TYPES OF DEVICES Mid-range Samsung Gear VR
1 1 Samsung Gear VR Within the glasses of virtual reality of average range we find several manufacturers with a diversity of models with different characteristics but with similar benefits. The differences with the cardboard are the quality of the material, the comfort, the adjustable grip tapes, the focus adjustment and the touchpad side control knobs. The Samsung Gear VR works only with the smartphone models S5, S6, S7 and S8.
TYPES OF DEVICES High-end OCULUS - HTC
1 3 OCULUS Oculus VR is a pioneer company that develops virtual reality technology. Its first product is the Oculus Rift, which allows an immersive experience in virtual reality. It was acquired by Facebook in 2014 and together with Samsung they created the Oculus Rift. Its high-end products, which connect to PC, include built-in headset, high definition and motion sensors, among others.
1 4 HTC VIVE HTC Vive is a set of virtual reality devices whose main characteristic is that the processing is not done by a smatphone but through a PC. This gives it more power and therefore realism. Its lenses have a 2K resolution and also allows movement tracking and interacting thanks to the commands and sensors that are included. Originally designed for video games it is actually becoming the pioneer in the gadget that allows full immersion in virtual environments.
1 5 SOFTWARE
1 6 TYPES OF ENVIRONMENTS Once we have the virtual reality hardware, we need the software that creates or recreates the environment where we will be immersed. In principle there are two major categories, static and dynamic environments.
1 7 Static environments of RV They are those created by a 180º or 360º photo camera or digital recreations that only allow to observe images without movement. In this type of environment, user interaction is not possible, they can only observe in all directions. In any case, it is very impressive, for example, to be able to see 360º images of some iconic places on our planet. While panoramic photos can be taken with any camera, devices with multiple lenses that take images in all directions have been recently designed.
1 8 Dynamic RV environments They are videos taken by 180º or 360º cameras or digital creations such as video games that simulate or recreate a dynamic environment (with movement) and allow user interaction. The difference with reality is less than in static environments and the degree of immersion in which the user dives is very impressive.
1 9 TOOL FOR EDUCATION
VIRTUAL REALITY IN EDUCATION Virtual reality presents an excellent opportunity to achieve in the classroom a connection with environments that we can not reach in real life, either because we do not have physical capacity, because we do not have resources or because it is very dangerous. In this way the learning cycle reaches a level that allows students to understand reality in a tangible way and not through theoretical interpretations, in addition to incorporating technology.
2 1 The great solution ... Most of those involved in education in the current times debate how to incorporate more technology in the classroom, but this is to be done as a support for the old teaching processes. The result is obviously not the ideal, educators do not know how to energize the class, they feel insecure, most students are distracted and the results are not ideal. Virtual reality technology should be understood as a tool to promote innovative education processes and not as the solution to the obsolete educational paradigm that we still apply. Do we use it all the time? We should not be afraid of technology, let alone be against it because it will surely become more relevant in our lives. But we must also understand that not everything can be technological, we must find a point of balance. This point is achieved by planning the use of virtual reality within the learning cycle.
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