Defining AR and VR Technologies
AR and VR are the most commonly encountered examples of what is really a broad range of “reality” technologies, whose definitions are constantly evolving as new examples and contexts emerge. No specific, industry accepted umbrella term for these technologies has yet surfaced, as the major industry continue to negotiate the terminology around their products. For now, however, AR/VR has become generally synonymous with technology that enhances or overlays reality with digitally rendered media. |
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The Common Characteristics of AR and VR Technologies
AR, VR and other related technologies do have some common characteristics. In particular, they enhance reality in some manner, usually through the addition of media that is either superimposed over existing reality or creates a wholly new reality, for the user to experience and interact with. While not necessarily required to view, all reality technologies have the capacity to be immersive when combined with a head mounted display (HMD), the more generic term for VR gear. Some common sub-categories of reality technologies include: |
360° Video:
Virtual Reality (VR):
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Augmented Reality (AR):
Mixed Reality (MR):
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Medium is the Message
Not all VR/AR experiences are equal. For Educational VR/AR Marshall McLuhan was right when he said that the medium is the message and this must be carefully considered. Why would an experience in VR or AR be better than what could be experienced in real life, in a movie or on the printed page? The key here is immersion. That feeling of the learning coming to life around you. |
Levels of Immersion
Steve Bambury, Head of Digital Learning and Innovation at JESS Dubai, has created a spectrum of immersion to help educators define that experience they are bringing to the learner.
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I expect VR to have the most significant impact on education, with an increasing number of developers entering this space. It will revolutionize the way we learn and interact with teachers and classmates. Practical methods to improve on soft skills will become more accessible, such as the ability to effectively improve communication skills like public speaking and interview techniques. These are often not covered on school curriculums so VR could pave the way for a real shift in educational priorities.
- Sophie Thompson, Co-Found of Virtual Speech on VR in education
Activity: Sharing our AR/VR Experiences
Embedded below is a "Flipgrid" topic, a means by which you can record and share short video clips around a specific topic. It is in many way like Padlet, but for video. If the embedded Flipgrid does not seem to work for you, you can visit our topic site at: https://flipgrid.com/809056
Instructions:
Instructions:
- Review the question below and watch the introductory video.
- Click the "+" sign to begin your response.
- You can either record using Flipgrid and your device's camera (eg: laptop webcam or smartphone), or upload a pre-recorded video.
- Please take a moment to introduce yourself, before responding to the question.
- You will have the option to re-shoot if you do not like your first take.
- Once the video is completed, you will be able to take a picture to act as a thumbnail for your response.
- This thumbnail can be optionally decorated with graphics, emoticons and drawings (adding a little something beyond reality for your still photo!)
- You will be asked to provide info before submitting - only a name is required and feel free to provide an alias for privacy's sake.
- Hit submit!
- Feel free to come back and review other submissions, offer some comments and see if anyone has commented on yours!