Learning has new ways of introducing ideas and ideational scaffolding. Virtual reality is one way of changing the learning.
Simple Definition of virtual reality
: an artificial world that consists of images and sounds created by a computer and that is affected by the actions of a person who is experiencing it.
The internet of things renders this simple definition to be limited.
Here is a Virtual Reality Site that gives nuances to the definition. We will start with the definition and then go from the research to simple projects.
“The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.”
“We know the world through our senses and perception systems. In school we all learned that we have five senses: taste, touch, smell, sight and hearing. These are however only our most obvious sense organs. The truth is that humans have many more senses than this, such as a sense of balance for example. These other sensory inputs, plus some special processing of sensory information by our brains ensures that we have a rich flow of information from the environment to our minds.”
“Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality.”
So, in summary, virtual reality entails presenting our senses with a computer generated virtual environment that we can explore in some fashion.
At the University of Illinois, I encountered , the Cave.
This shows the hardware. The CAVE was immersive.
The term “CAVE” refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The first CAVE was built in 1992 as a method of showing of scientific visualizations. Now, many universities have their own CAVE systems. The CAVE is used for visualizing data, for demonstrating 3D environments, and for virtually testing component parts of newly developed engineering
. The examples I saw were one walking tour of Florence, a Roller Coaster Ride, a Walk in a Garden, and a program that shows children how to cross a street. There was also a farm scene but what I remember about that was touching a flower and hearing a bee coming at me. That was fun.
Another iteration of it was the “Cube”
You can explore some projects of the cube online at this site.
The ISL Cube is an immersive, stereo-capable (true 3-D) visualization chamber manufactured by TAN Projektionstechnologie of Dusseldorf, Germany.
It is located in a specially-constructed wing of the ISL building. The six surfaces of the Cube are 3-meter-square acrylic panels coated with a dark rear-projection screen material. The walls are 10mm thick and the floor and ceiling are 35mm thick. The front wall slides open to permit access and closes completely to ensure immersion of the user in the space.
You can’t take this example home, but it is amazing to explore. There are high school installations of the cube.
At Wayne City High School in downstate Illinois, the students have downloaded the Syzygy source code and are developing Cube applications in their school’s computer lab. In 2003, they coded a visualization of the dynamics of the lorenz attractor.
But that is high level immersion. As a school teacher I could just visit and hope to be invited to learn at the University of Illinois. It was a great introduction to VR.
The Internet of Things, IOT has some examples to share. It did not matter that I knew about these things, I had no tools to share them with students except through NASA and the University of Illinois . Here is the video of the Internet of Things.
The ultimate gift is this online link to ESRI
A variety of subject-focused, standards-based instructional materials is available to enhance inquiry-based learning with students. All activities are free and completely online. The instructional materials require no installations or logins and are device neutral.
– See more at: http://www.esri.com/connected#sthash.acu6xMIF.dpuf
This is the first of a two page sharing.