Show your students the most recent technology!!! Most students probably don't know much about it..
Virtual Reality (VR) is a computer generated, three-dimensional,
life size environment in which you can explore and interact by mainly auditory
and visual feedback. VR headsets are used to generate realistic images, sounds
and other sensations to the user. Hand controllers are used to manipulate the
environment. Most students respond to the visual learning style provided by virtual
reality and they love using the technology. At present, there are many VR games
and tutorials that are usable in the classroom and that can be incorporated into
the face to face, blended learning, and online environment. (Virtual Reality
Society)
When learning any new subject, learning new terminology is necessary.
So let’s learn some VR terminology. Presence in VR is when viewers feel they have been
transported to a new event or place. Is the VR experience immersive? Does the experience
feel real? Head Mounted
Displays, HMDs, are goggle like scuba masks that fit over your head
and are used to view VR. To create a VR experience, images or videos are taken
from several different views and then stitched together to create a 360-degree
experience. Fewer seams make for a better VR experience. When using a headset
with a head
tracking system, the view shifts as you look up, down and side to
side or angle your head. Eye tracking follows
the direction of your eyes which allows for a more realistic and deeper field
of view (the area that your eyes can see). Latency is the lag time from when a user acts to when
the action occurs in the virtual environment. For example, it is the delay from
when a user turns his head to the change in the point of view as seen through
the headset. Latency greater than 50 milliseconds can be detected by the user and
destroys the sense of immersion. Haptics
uses computer applications to create the sense of touch for communication. External
devices, such as gloves, shoes, joysticks, can send this type of communication
to the user. An example of haptics would be a smartphone vibrating. Possible future
products would be towers that emit smells and Wind/Temperature generators that
mimic real-life. For now, VR uses hearing and sight senses, but the future
hopes to bring touch, smell, and taste into the virtual world. (Soriano)
The U. S. military and industry have been using VR
technology for several years. Building plans can be made into virtual models for
architects to share with clients so they can walk through the building before
the foundation is laid. The military has used VR in a wide range of training programs from vehicle simulations to squad combat. Soldiers trained by VR are
just as effective as those trained under traditional conditions. Medical staff are
trained by VR for patient diagnosis and surgical procedures. Surgeons have used
virtual reality technology to not only train and educate, but also to perform
surgery remotely by using robotic devices. The first robotic surgery was
performed in 1998 at a hospital in Paris. The biggest challenge in using VR
technology to perform robotic surgery is latency, since any delay in such a
delicate procedure can feel unnatural to the surgeon. Such systems also need to
provide finely-tuned sensory feedback to the surgeon. Virtual environments are
being used to treat people with phobias and other psychological conditions. Patients
are exposed to stimuli that cause them distress in controlled condition in a virtual
environment. VR technology is used to build prototypes of new vehicles and
testing them before a company produces any physical parts. All of these uses
are safer and less expensive than doing them in reality. (Strickland)
Watch the videos to learn more about VR in the classroom.
One of the major drawbacks to using VR in the classroom is
the cost. I had a local business build a virtual reality gaming computer for me
for about $1000 which included a graphics processing unit (GTX 1050ti),
computer memory (8 gb DDR4), central processing unit and motherboard (Ryzen 5),
storage (1 tb HDD), power supply, keyboard, mouse, and 27 inch monitor. They
installed the Oculus Riff ($350) and gave me a demo and lesson on how to use
and care for it. The demo, in itself, was a treat. Now, when the grandkids come
over, we go on virtual tours of museums and countries, take a trip through the
body, and play games. I recently discovered several VR centers near me where you
can buy time on their equipment or have a party. They will even come to a
location, such as a business, to set up their equipment for use.
But there are ways around the cost. David Kaser is a STEM
teacher at Barberton High School in Ohio. He obtained grants from local foundations
and companies. He used the money to purchase 15 VR headsets and equipment. His
students evaluate VR programs to be used in the classroom, and then transport
and set up the equipment for other teachers to use in their classes. Many times,
these trained students remain with the teacher to help the students use the new
technology. In Fitchburg, MA, there are district wide VR kits that can be
scheduled for use in a classroom. A team sets up the equipment in the classroom
and with the help of parents the VR equipment can be used by the students. (Thompson,
2018) The market for virtual reality applications is growing rapidly (see
infographic below). Schools will be able to have greater access to VR technology
as the cost of equipment decreases and educational activities become more
readily available.
The Future of VR |
The cheapest way to view VR is with a smartphone and a
Google cardboard headset. You can assemble your own headset with written instructions
or videos available online. Knock off brands can be purchased online for only $2,
or more elaborate headsets with cushioning can be purchased for under $20.
Google Cardboard Headset (top is unfolded, bottom is folded for use) |
Check out the following apps for using VR with a smartphone and a Google cardboard headset.