Boosting Virtual Reality Research

Education Technology Insights | Thursday, July 11, 2019

As the prices for immersive technologies come down, it is necessary for organizations to set up programs for faculty to experience them.

FREMONT, CA: Many institutions today are devoted to assisting faculty on the possible means of utilizing immersive technologies within their lessons, and a few others have already provided the tools and set up spaces. These technologies allow educators to try augmented reality, virtual reality, mixed reality, and complete 360-degree immersion in their instruction.

Below are a few lessons that can make way to virtual reality research on the campus.

It is necessary to make the immersive technology available to everyone irrespective of their location. Many organizations today are investing in immersive kits that include a teacher computing device, student tablets, virtual reality headsets, and rapid chargers.

By partnering with the institutions and students in the form of projects, organizations can increase the visibility of immersive technology. For example, people studying medicine can make use of augmented reality in surgeries. Another such tool allows students to walk around the patient and observe the person in a virtual holographic form. As the examination continues, the patient breaks outs, and heavy breathing followed by itchiness begins. This immersive sight enables learners to observe the unfolding incident and develop strategies to address it.

Organizations should not settle for an old piece of equipment when there are so many new tools coming in the market. A specific company is providing a wearable computer, which is lightweight and acts as the forerunner of spatial computing. The advantage of technology in the wearable device is that it employs a dedicated computer vision mainframe and eye-tracking in such a way that the image to be viewed is aligned with the eye’s normal.  In addition, it also eliminates the issue of headache and nausea that many users face.

 Emphasizing on competent instruction, thinking accessibility, teaming up to learn the impacts are some of the other examples in leading virtual reality research.

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