Proposed Master’s Paper Topic
For my master’s paper, I will conduct a review and analysis of the literature available regarding the use of virtual reality (VR) technology in the classroom. My intent is to provide recommendations that will be helpful in implementing such technology in the Department of Training and Doctrine at the United States Army Sergeants Major Academy (USASMA).
Purpose of the Literature Review
The main purpose of this qualitative study is to analyze strategies and recommendations by other researchers and academic institutions that have successfully implemented VR environments. My intent is to do a critical review of the literature available in the area of VR technology and determine how its application could benefit USASMA.
…show more content…
My hypothesis is that the Army could then program learning programs to foster a learning environment in which critical thinkers, as well as facilitators/teachers, will thrive. The Army is currently using VR to train Soldiers in tactics, techniques, and procedures (TTP) that will help them survive in combat. I submit that using VR for that purpose provides many advantages to Soldiers. For example, when teaching new tactics to Soldiers that involve live fire, they do not have to be exposed to live fire the first time they train on the new tactic. Using VR also provides a financial incentive to the Army by not utilizing live rounds during this first time training. However, at the strategic level, which is the level taught at USASMA, there are not equivalent simulations to this type of training that will benefit the Army’s most senior Noncommissioned …show more content…
In fact, one could say that I started looking into the use VR before I finished ADTED 470: Introduction to Distance Education. More recently, I found that Penn State School of Engineering was currently using VR to teach their students. I requested an article written by Dr. Conrad Tucker in 2015 from that talks about teaching engineering concepts in an immersive VR (more on my annotated bibliography). Dr. Tucker graciously responded with two articles instead and permission to use both of them for my research. Also as part of my review of the literature, I have found white papers and other documents that detail the special considerations, hardware, and software among other considerations in implementing
Virtual reality systems are used for simulating different real life situations on the computer which looks approximately same as the real world. In these tools, user need to wear some special cloths which has sensors attached, these sensors observe and record all the activities and responses of the user. These tools are very useful in training of many technologies like in pilot training of Boeing dreamliner, or some new technology etc.
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
The examples support the idea that VR is effective because it reliably gives the user the illusion of control. The writers responsible for this paper wanted to take that idea and push it to the limit. They believed that true effectiveness of virtual reality depended in part on the perception in our minds of what our actions are in direct comparison to how true the actions or movements in the VR scenario. The less cognitive dissonance between the users intended actions and the simulated actions, the more effective the simulation was in accomplishing whatever it was set to do. The researchers wanted to test dissonance in their experiment and see the outcome of how effective the virtual reality was.
In your life, have you ever thought about using virtual reality? Have you ever taken to time to actually look at and think about both sides of virtual reality? Well virtual reality, is good and many people doubt that because of all the cons. But there a lot of pros that defeat these cons. It won't only help you, but it can make you happier and proud. People like to believe in a lot of things, but not everyone sees both sides of everything, especially when it comes to virtual reality. Virtual reality, it develops people it guides people. It’s like being you and creating yourself in the form that you can feel best in. It can be used to do a lot of things but many people are blind to that and just see everything one sided. Virtual reality should be allowed because it’s helpful to struggling or disabled people, therefore virtual reality isn't a cancer to the world, it’s a solution.
This paper will analyze virtual reality to explain what VR is and any drawbacks it may have, how and how much it is being used in education currently, how it is benefiting disabled learners, who are able to have access to it, and what a future with VR may look like.
Medical Applications of virtual and augmented reality: Virtual reality is an interactive simulation that makes you feel like you are somewhere you are not. It is now starting to be used in the medical field. For patients that are in pain, virtual reality can be used to make it seem like they are in a different happier place. Studies show that it has the same effectiveness level as morphine, possibly even more effective. For therapists who help people with different fears, virtual reality can help conquer the fear. For example, a virtual reality for people suffering arachnophobia allows people to experience what it is like to have spiders surrounding them. Virtual reality can also be used for surgical training. Surgeons can practice surgery without the fear of hurting or injuring an actual patient. This is helpful because if they mess up, they do not have to deal with the consequences that come from surgical mistakes. Virtual reality is a very new and upcoming idea, and in the near future it has the potential to become much more common in a healthcare
The editors at the International Journal on Innovation in Online Education are excited with the publication of this first issue. Each issue will include articles that address cutting edge and innovations currently in use at institutes of higher education among online educators across a variety of professional disciplines. For those of you who may not be familiar with the term “stream” or “stream editor”, our editors-in-chief explain: The concept of a stream is based on the idea of a rapidly flowing stream of knowledge about an area in online education. Stream editors select streams based on insights to the field, observed need, and reader interest”. I would like to introduce myself as the stream editor for nursing. In this issue, you will find information on how an immersive virtual environment was incorporated into an undergraduate community health nursing course to teach student how to conduct a windshield survey and other community health
The first study acknowledged in this article is the North Carolina Trials. In this study, participants use virtual reality gear which provides the individual
Once the technology had been developed to a point where it could actually be utilized, VR was often seen as more of a tool than a new method of entertainment. The technology was fine-tuned and then used in flight simulators during the 70s to train pilots before they got into a real plane. The technology then made its way to the entertainment industry during the video-game boom of the 80s. Since its inception, Virtual Reality technology has found a wide range of uses in very unpredictable ways. The military, the space program, medical students and even driving schools use virtual training environments that take place in a version of Virtual Reality.
Thesis statement: … However there is a risk that the emergence and development of Virtual Reality leads to the loss of the ‘real reality’ in the future.
For many years people have dreamed of new technologies that can be used for much entertainment. One of these technologic dreams has come to fruition, virtual reality. Truly immersive virtual reality is something that, while it exists, many have not experienced. Going into the future, virtual reality may just become a common item for people to use, rather than an eight hundred dollar headset that only a tech enthusiast would buy. With the growing popularity for these headsets many people will soon be curious of the effects of virtual reality. While virtual reality will be used for entertainment purposes, as an overall technology virtual reality is an overall good for society.
This subject was suggested as a possible topic from the course outline. As it is an area of much interest and controversy was chosen as the direction of study for the paper. Previous research into Virtual Reality (VR), coupled with a particular interest in its architectural application also proved motivating. However, although the direction of the initial research appeared straightforward, after further investigation it became obvious that there were in fact two distinctly different interpretations that could be drawn from the area of Virtualism in Architecture. This division was between whether VR was used FOR architecture (VR used as a tool to aid in architectural design). Or whether it was used AS
VR systems support 3-dimensional graphics, wide angle of view, stereovision, and viewer-centered perspective. In many VR systems the participant is not seated and is free to walk about and gesture broadly. These features make a computer system which is closer to a workshop, an operating room, or a national park than it is to a desk in an office. This perspective allows freedom in the creation of human-computer interfaces that is not afforded by the current standard interfaces [4].
Furthermore, according to Shaojing Fan, Yongping Zhang, Jianbo Fan, Zhongkun He and Yu Chen (2010), virtual reality is an emerging technology with a variety of potential benefits for many aspects of education, medical treatment, and scientific research. One of advantages of Virtual Reality is people can immerse themselves in an environment that would generally be unavailable due to cost, safety or perception restriction. Research by Abulrub, Attridge and Williams (2011) suggested that a new generation of engineering students is entering higher education level with their own worth computing knowledge and skills. They also have high expectations that their institutes will introduce them to suitable technologies for their successful transformation into industry. Technological requirements encounter academic institutions to adopt appropriate and suitable strategies in order to meet all of educational demand. Hence, virtual reality is one of the best solutions as its solution and advancement in immersive and interactive technologies can give visible and noticeable effects on different style and learning. Moreover, virtual reality known as technology that is attractive to students.
Virtual worlds have solved many of the challenges faced by educational institutions. Today, hundreds of colleges, universities and other learning organizations are either augmenting their current traditional classroom curriculum with a virtual learning component or are holding classes and entire programs exclusively in immersive learning environments in Second Life. Second Life’s persistent virtual environments give students an opportunity to work together synchronously and then return, individually or as a team. The learning space is always equally available, for geographically dispersed groups as well as for those who meet regularly in the physical world. This is especially useful when students require more flexible schedules or need to work asynchronously on the same project.