Immersive Innovations: Exploring the Use of Virtual and Augmented Reality in Educational Institutions

Immersive Innovations: Exploring the Use of Virtual and Augmented Reality in Educational Institutions

Copyright: © 2024 |Pages: 20
DOI: 10.4018/979-8-3693-3015-9.ch006
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Abstract

This chapter examines the transformative influence of immersive technology, namely virtual reality (VR) and augmented reality (AR), on higher education. The chapter illustrates the significant impact of VR and AR on education by tracing their evolutionary trajectory from their conceptual roots in the mid-20th century to their current implementations. Conventional lectures and textbooks are being replaced with immersive learning environments, leading to a transformation of traditional classroom paradigms. VR and AR enable students to immerse themselves in virtual environments, where they may engage with three-dimensional models, historical reenactments, and complex simulations. The chapter also explores the challenges and consequences associated with the integration of new technology, such as the need for specialized instruction and ensuring accessibility for all students.
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1. The Progression Of Immersive Technologies In Education

In order to fully comprehend the substantial influence of immersive technologies on education, it is necessary to delve into their evolutionary trajectory, retracing the origins of virtual reality (VR) and augmented reality (AR) to its nascent stages in the mid-20th century. The rudimentary research and first trials conducted during this era laid the groundwork for what has now evolved into an essential component of the educational environment. The progression from the first conceptualizations to the current advanced immersive experiences demonstrates a notable technical breakthrough. The origins of virtual reality (VR) and augmented reality (AR) may be traced back to the mid-20th century, when early innovators began investigating the possibilities of constructing artificial worlds. The notion of virtual reality, albeit in its early stages, was first developed via experiments such as Morton Heilig's Sensorama in the 1950s. These studies aimed to immerse individuals in a simulated world by stimulating several senses. The development of immersive technology reached a significant milestone with the creation of the first head-mounted display (HMD) by Ivan Sutherland in the 1960s. These first endeavors established the basis for a trip that would ultimately revolutionize the field of education. The evolutionary path persisted over the years, observing incremental advancements in the capabilities of both hardware and software. The first flight simulators, created for military instruction during the 1960s, showcased the potential of virtual reality in producing authentic and engrossing encounters. However, it was not until the late 20th century, when more powerful processing technology became available, that VR and AR transitioned from experimental prototypes to practical applications. The advent of affordable and accessible technology during this time set the foundation for a more extensive incorporation of immersive technologies in various fields, such as education. The proliferation of VR and AR extended beyond research laboratories and began to permeate corporate and educational institutions. This transformation marked the beginning of a new era in which the transformative capabilities of immersive technologies became more and more apparent. In the realm of higher education, the adoption and incorporation of VR and AR have seen a recent surge (Hodgson, P., 2021). The formerly limited scope of specialized applications and experimental endeavors has now evolved into a transformative influence across several academic disciplines. Universities and educational institutions are increasingly embracing new technology as powerful tools to actively involve students in ways that conventional methods could not achieve.

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