What is Virtual Reality?


Virtual reality (VR) refers to computer-generated environments that simulate the physical presence of people and/or objects and realistic sensory experiences. At a basic level, this technology takes the form of 3D images that users interact with and manipulate via mouse and keyboard. More sophisticated applications of virtual reality allow users to more authentically feel the objects in these displays through gesture-based and haptic devices, which provide tactile information through force feedback. While enabling people to explore new environments has compelling implications for learning, to date, virtual reality has been most prominently used for military training. Thanks to advents in graphics hardware, CAD software, and 3D displays, virtual reality Is becoming more mainstream, especially in the realm of video games. Oculus VR, a company focused on designing virtual reality products, is developing the heavily-anticipated Oculus Rift, a head-mounted display for gameplay to make the game environments and actions more lifelike. As both games and natural user interfaces are finding applications in classrooms, the addition of virtual reality can potentially make learning simulations more authentic for students.


INSTRUCTIONS: Enter your responses to the questions below. This is most easily done by moving your cursor to the end of the last item and pressing RETURN to create a new bullet point. Please include URLs whenever you can (full URLs will automatically be turned into hyperlinks; please type them out rather than using the linking tools in the toolbar).

Please "sign" your contributions by marking with the code of 4 tildes (~) in a row so that we can follow up with you if we need additional information or leads to examples- this produces a signature when the page is updated, like this: - Larry Larry Feb 8, 2012

(1) How might this technology be relevant to the educational sector you know best?

  • provide off-campus students with more immersive experience with on-campus learning environments - j.zagami j.zagami Feb 19, 2016
  • provide the same simulation-based learning experience to on and off campus students - j.zagami j.zagami Feb 19, 2016

(2) What themes are missing from the above description that you think are important?

  • add your response here
  • add your response here

(3) What do you see as the potential impact of this technology on teaching, learning, or creative inquiry?

  • blending of on and off campus learning experiences - j.zagami j.zagami Feb 19, 2016
  • add your response here

(4) Do you have or know of a project working in this area?


Please share information about related projects in our Horizon Project sharing form.
Super high definition stereoscopic tutorial video capture