Educational virtuality: cognitive benefits, design processes and new frontiers

R. Brown, S. Türkay, Laurianne Sitbon
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引用次数: 2

Abstract

Virtuality, often expressed via technologies such as Virtual Reality (VR) or Augmented Reality (AR) has become a staple of media news, cultural artefacts (e.g. Ready Player One) and much research in universities and IT companies. Since the inception of the Oculus Rift as an accessible head mounted display (HMD) for building VR applications the industry has exploded into a potentially $108 billion industry by 2021 [1]. Australia has industry and research communities as well performing research into the use of VR in entertainment, video, cultural heritage as well as low level hardware topics such as implementations of wireless VR HMDs. Various groups in Australia are collaborating and forming a robust presence in the research and startup spheres. We wish to establish with this workshop a focus for the research community in Australia in the direction of education, in particular, to deal with issues local to Australia in areas of inclusiveness and diversity. In particular, this workshop aims to draw together a group of VR/AR researchers to explore the boundaries of immersive virtuality in education and to push into new territories identified from the workshop.
教育虚拟:认知效益、设计过程和新领域
虚拟现实,通常通过虚拟现实(VR)或增强现实(AR)等技术来表达,已经成为媒体新闻,文化文物(例如Ready Player One)以及大学和IT公司的许多研究的主要内容。自Oculus Rift作为一种可访问的头戴式显示器(HMD)用于构建VR应用程序以来,该行业已经在2021年爆发成一个潜在的1080亿美元的行业[1]。澳大利亚拥有行业和研究团体,以及对VR在娱乐,视频,文化遗产以及低层次硬件主题(如无线VR头显的实现)中的使用进行研究。澳大利亚的各种团体正在合作,并在研究和创业领域形成强大的存在。我们希望通过这次研讨会为澳大利亚的研究界在教育方向上建立一个重点,特别是在包容性和多样性领域处理澳大利亚当地的问题。特别值得一提的是,本次研讨会旨在汇集一群VR/AR研究人员,探索沉浸式虚拟教育的边界,并推动研讨会确定的新领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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