29 Aralık 2019 Pazar

HANG ONTO YOUR HAT! : VIRTUAL REALITIY..


 Virtual Reality (VR) is defined as a “… computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.”.
There are many potential high-payoff areas for research and development of Virtual Reality  technology for education and training. Virtual Reality  needs to be developed as an integral part of the educational and training process, implemented alongside other traditional and non-traditional tools. It can be used for exploration and for training practical skills, technical skills, operations, maintenance and academic concerns. Teachers and trainers need to be exposed to VR in multiple ways so that they can begin preparing themselves and their institutions for future changes. Integrated scenarios for an assortment of environments and educational areas need to be developed to give educators and trainers a better view of the strengths and weaknesses of these environments; and to give evaluators a means for documenting effectiveness and formative evaluations. Digital libraries need to be constructed that take advantage of VR interfaces. Much more research is needed on the variables that control immersion and on the benefits and drawbacks of immersion so that cost-effective design compromises can be made. Finally, more extensive long term effects, both social and psychological, of these environments need to be documented and analyzed.


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