Since the 1960s the term Virtual Reality (VR) has been used to describe a wealth of very different technologies, both software and hardware, such as the Sensorama Simulator, online virtual worlds (e.g. Second Life), massive multiplayer online role playing games (MMORPGs, such as World of Warcraft), surgery simulators, rooms where all walls are covered in displays (Cave Automatic Virtual Environments, CAVE), as well as a wealth of different Head-Mounted Displays (HMDs). For decades it has been discussed if VR has the potential to revolutionize education. The argument is that VR can be used for simulation-based education, where students and learners can practice new skills in a simulated environment that enables correction, repetition and non-dangerous failure and at the same time offers access to interaction with expensive or far-away environments. Despite the high hopes, these ideas have been based on speculation more than praxis, and outside of dedicated training simulators for surgeons, pilots, and military personnel the VR technology has not been on a level where it could be applied in education and training at large. This, however, changed in 2013 when the first developer versions of a HMD from the company Oculus Rift introduced a new generation of consumer-priced VR technology. During the next couple of years a myriad of competitors launched their own HMDs, making this new technology accessible to the wider public and for research and education purposes as well. QUESTION 1 “The argument is that VR can be used for simulation-based education, where students and learners can practice new skills in a simulated environment that enables correction, repetition and non-dangerous failure and at the same time offers access to interaction with expensive or far-away environments”. Assume that a Campus is opting to acquire Virtual Reality (VR) equipment for their core information technology courses, evaluate and critically discuss some of the best practices with regard to this type of IT Acquisition.

Principles of Information Systems (MindTap Course List)
12th Edition
ISBN:9781285867168
Author:Ralph Stair, George Reynolds
Publisher:Ralph Stair, George Reynolds
Chapter11: Knowledge Management And Specialized Information Systems
Section: Chapter Questions
Problem 21SAT
icon
Related questions
Question

Since the 1960s the term Virtual Reality (VR) has been used to describe a wealth of very different technologies, both software and hardware, such as the Sensorama Simulator, online virtual worlds (e.g. Second Life), massive multiplayer online role playing games (MMORPGs, such as World of Warcraft), surgery simulators, rooms where all walls are covered in displays (Cave Automatic Virtual Environments, CAVE), as well as a wealth of different Head-Mounted Displays (HMDs).

For decades it has been discussed if VR has the potential to revolutionize education. The argument is that VR can be used for simulation-based education, where students and learners can practice new skills in a simulated environment that enables correction, repetition and non-dangerous failure and at the same time offers access to interaction with expensive or far-away environments. Despite the high hopes, these ideas have been based on speculation more than praxis, and outside of dedicated training simulators for surgeons, pilots, and military personnel the VR technology has not been on a level where it could be applied in education and training at large.
This, however, changed in 2013 when the first developer versions of a HMD from the company Oculus Rift introduced a new generation of consumer-priced VR technology. During the next couple of years a myriad of competitors launched their own HMDs, making this new technology accessible to the wider public and for research and education purposes as well.

QUESTION 1

“The argument is that VR can be used for simulation-based education, where students and learners can practice new skills in a simulated environment that enables correction, repetition and non-dangerous failure and at the same time offers access to interaction with expensive or far-away environments”.
Assume that a Campus is opting to acquire Virtual Reality (VR) equipment for their core information technology courses, evaluate and critically discuss some of the best practices with regard to this type of IT Acquisition.

Expert Solution
steps

Step by step

Solved in 3 steps

Blurred answer
Knowledge Booster
Processes of 3D Graphics
Learn more about
Need a deep-dive on the concept behind this application? Look no further. Learn more about this topic, computer-science and related others by exploring similar questions and additional content below.
Similar questions
  • SEE MORE QUESTIONS
Recommended textbooks for you
Principles of Information Systems (MindTap Course…
Principles of Information Systems (MindTap Course…
Computer Science
ISBN:
9781285867168
Author:
Ralph Stair, George Reynolds
Publisher:
Cengage Learning
Principles of Information Systems (MindTap Course…
Principles of Information Systems (MindTap Course…
Computer Science
ISBN:
9781305971776
Author:
Ralph Stair, George Reynolds
Publisher:
Cengage Learning