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2018, Encyclopedia of Computer Graphics and Games
Virtual Reality (VR) is a three-dimensional simulation environment where users can feel close to real life experiences in an artificial world developed with different devices and visualization equipment, as well as interacting with other objects.
Computer Assisted Language Learning-Electronic Journal (CALL-EJ), 2019
Virtual reality (VR) has turned into a buzzword among educators over the past few years as tools and devices continuously get cheaper and better. Google Expeditions, for instance, is a VR educational tool that allows teachers to take students on virtual field trips without leaving the classroom. The teacher can lead a tour guiding students in the VR environment and monitoring their actions while calling their attention to specific points of interest in a virtual space. There are numerous ways VR apps such as Expeditions could be integrated into EFL/ESL lessons. This write-up begins with a brief introduction to virtual reality, in comparison with augmented reality, and VR devices available in the market. This theoretical section will be followed by instructions on setting up an Expeditions kit and ways to take students on virtual tours built around lessons designed to develop language skills. For those interested in creating their own customized VR tours, Tour Creator, another VR platform also developed by Google, will be introduced. This practice-oriented paper could be useful to teachers interested in energizing their teaching and engaging their students in ways they have never ventured before.
Bu çalışmada sanal gerçeklik ortamları hakkında bilgi verilmiş, sanal gerçeklik türlerinden bahsedilmiş ve akıllı cihazlarda kullanılan yeni nesil etkileşimli sanal gerçeklik uygulamaları örnekleri ile sunulmuştur. Ayrıca sanal gerçeklik uygulamalarının üstün yönleri ve sınırlılıkları eğitim bağlamında tartışılmış, yeni nesil materyal tasarlamak isteyen araştırmacılar için örnek tasarımlar paylaşılmıştır. Son olarak ise sanal gerçeklik uygulamalarının eğitimdeki kullanım alanları ve eğitimdeki potansiyeli değerlendirilmiştir.Her geçen gün çeşitlenen sanal gerçeklik uygulamaları eğlence, turizm, e-ticaret, tıp, savunma, yapılaşma, üretim ve eğitim alanlarında kendini göstermektedir. Sanal gerçeklik uygulamaları ile öğrenciler eğitim gezileri yapabilmektedir. Böylece sanal olarak gittikleri yerlerde bulunma hissini yaşamakta ve o ortamda yer alan objelerin seslerini duyabilmektedir. Bu tür uygulamalar askeri eğitimde savunma ve saldırı stratejilerinde simülasyonlar desteği ile kullanılmaktadır. Tıp eğitiminde öğrenciler sanal kadavralar veya canlı insan bedeni üzerinde çalışabilmekte ve gerçekçi durumları yaşayabilmektedir. Sanal gerçeklik laboratuvarlarında öğrenciler gerçekleştirilmesi tehlikeli ve maliyetli deneyleri defalarca yapabilme şansı bulabilmektedir. Çevrimiçi çok kullanıcılı sanal gerçeklik uygulamaları yardımı ile her bir kullanıcı farklı sanal gerçeklik cihazları kullanarak aynı sanal ortamlarda birbirlerini görebilmekte, iletişim ve etkileşime geçebilmektedir. Bu tür uygulamalar etkin işbirlikli çalışma faaliyetlerinin yerine getirilmesini sağlamaktadır. In this study information about virtual reality environments was given, types of virtual reality were mentioned and new generation interactive virtual reality applications used in smart devices were presented with their examples. Also, advantages and disadvantages of virtual reality applications were discussed in educational contexts and sample designs were shared for researchers, who wants to design new generation materials. Finally, usage area and potential of virtual reality applications in education were evaluated. Virtual reality is an interactive or non-interactive simulation application designed to create a sense of presence in a virtual world created by computer with the help of some wearable technologies and imaging equipment. Human-machine interaction in virtual reality is increased to mislead human emotions. Three important feature of virtual reality are expressed by Pimental and Teixeira (1995) as " three-dimensional graphical world " , " being immersed " and " interaction ". Sherman and Craig (2003) add " emotional return " to these features. Pimental and Teixeira (1995) defined main virtual reality environment as model, computer programs, computer, image builder, position sensors, and interactive tools. The high cost of virtual reality devices, the limited access facilities, requiring expertise in the adaptation into the education sector and long-term use leading to health problems are disadvantages of virtual reality applications. Although virtual reality applications were seen as an expensive technology, virtual reality experience was wanted and desired by everyone recently. Increased interest to virtual reality attracted attention of mobile technology companies and this caused the development of numerous new mobile equipment and applications including components of virtual reality. Especially, by decreasing cost of virtual reality glasses, virtual reality applications for mobile operating systems became reachable and usable. Many free downloadable virtual reality applications in Play Store or App Store became easily reachable for users having smart devices on the behalf of cheap Cardboard glasses developed by Google Company. Another new technology in virtual reality is virtual reality videos formed by jump camera setting. This technology offers the opportunity to watch 360 degree videos to users. Jump camera setting consists of 16 camera modules placed in a circular pattern. Length of this setting and positions of these cameras were optimized to work with Jump compiler program. Jump compiler program converts video images consisting of 16 pieces to stereoscopic virtual reality videos. Thanks to its high-resolution stereoscopic vision technology nearby objects are perceived as nearby, while distant objects are perceived as far. In these devices, in order to obtain a seamless and a panoramic image, 3D alignment method specially developed and integrated into the system is used. Thus, camera images coming from every camera separately and their combined places are not noticed. Designed 3D videos are equivalent to super high resolution images at least five 4K image. This technology is expected to reveal a new trend in cinema and gaming industry. Other new technology “Google Spotlight Stories” interactive videos were designed by Google for smart phones. In these applications when sensors for videos located in certain regions were stimulated, video passes to the other stage through the sensors on smartphones. Each scene is part of the whole videos scenes and so continuity is provided in the video. Users can feel themselves in an interactive virtual reality scenario when they use it with Cardboard glasses. Today, this application is supported by only some Android devices but support for numerous mobile devices was expressed recently by the manufacturer.Every day diversifying virtual reality applications show themselves in areas of entertainment, tourism, ecommerce, medicine, defense, construction, manufacturing, and education. Students can conduct educational trips with virtual reality applications. Thus, they live sense of being there and they virtually go to and can hear voices of objects there. These kinds of applications have been used in military education as defense and attack with support of simulation. In medical education, students can study on virtual cadavers or living human body and live realistic situations. Students will be able to have a chance to perform dangerous and costly experiments repeatedly in virtual realistic labs. Every user can see each other in same virtual environments, communicate and interact by using different virtual reality devices with the help online multiuser virtual reality applications. These kind of applications provide the fulfillment of effective collaborative work activities.
JALT MAVR SIG, 2018
2018
This is a short write-up on Google Expeditions for the the JALT MAVR SIG Newsletter, Volume 2, Issue 1. I wrote about Google Expeditions and how it can be used in classroom settings.
Developments in Information and Communication Technologies (ICT) have had great impact on higher education, particularly in new forms of distant learning. With ever increasing Internet connection speed and mobile broadband, multi-media content can be transmitted in real-time and with little delay. Consequently, E-learning systems have become more accessible for synchronous communication and collaboration. Nevertheless, problems continue to emerge, most notably in terms of user isolation. Strong potential in overcoming such problems can be seen in distributed virtual environments. Virtual reality (VR) systems and Virtual chat applications allow users to meet up in multiuser virtual environments and engage in real-time lectures or e-learning games. This paper presents our proposals for reconstruction and extension of the VR Social Environment " Tribes " for educational purposes, considering new interaction models from both technology and user-centered perspectives.
Handbook of Research on K-12 Online and Blended Learning (2nd ed.)Publisher: ETC PressEditors: Kennedy, K, Ferdig, R.E
This chapter provides a wide overview of Augmented Reality (AR) and Immersive Virtual Reality (IVR) in education. Even though their role in K-12 online learning and blended environments is still at an early stage, significant efforts have been made to frame their core affordances and constraints, and potential future developments are outlined. Therefore, in the following pages AR and IVR are introduced along with significant research and highlights from scholars and practitioners. Furthermore, a reflection about current challenges and next steps in terms of policies and integration is provided. Additionally, suggestions to help inform further investigations and inquiries are shared. Despite high costs, inadequate pedagogies, and continuously developing technology, these tools can provide a significant opportunity for immersion and will play a key role in future educational settings; therefore, scholars and practitioners need to be properly involved and trained.
At this time, it is too early to draw any concrete conclusions in regard to the effectiveness of VR or AR in education. However, responses of those who study VR and / or AR in the educational field appear to be positive, as both technologies are expected to be able to provide new ways to educate and learn. The biggest challenge lies in the development of quality content that is both educational and compatible with educational programs.
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