What kind of future will VR technology enter into colleges and universities?

The transformation of new technologies must lead to changes in education.

Higher education has always been a fertile ground for creating new and breakthrough technologies. Virtual reality software and hardware innovations have so far largely relied on startups and large technology companies, but many colleges and universities are using the technology in some extremely interesting ways.

Professors and students are exploring a variety of disciplines, where immersive images and audio may become very influential and the adoption of related technologies is accelerating.

The university environment has spawned some great ideas: If a search engine can use a more perfect algorithm to give more relevant results? If a social network can redefine the way humans interact? If we can draw Human genetic code? Of course, virtual reality and augmented reality have not yet reached this level of subversion.

But according to data from market research firm Greenlight Insights, by 2021, virtual reality technology is expected to become a $75 billion industry. There is no doubt that virtual reality will have a huge impact. So it's no surprise that professors and students delve into all aspects of technology to understand how it will affect us and want to make our lives better.

There are few college-level themes that are immune to the effects of VR. Take the architectural and urban design project of the German University in Cairo as an example. They used the InstaVR platform to create an immersive trip to a historic building in a project called "Virtual Reality in History Cairo." In Cairo, some of the oldest and most interesting buildings thousands of miles away can be vividly presented to users through VR technology.

Students at the university use pictures and video hotspots to cover 360-degree travel and provide relevant background information. The result is incredibly immersive and memorable virtual reality and classroom experiences. All of these productions and applications are implemented at a reasonable price, using the 360-degree camera available on the market and a low-cost virtual reality helmet.

What kind of future will VR technology enter into colleges and universities?

Study the impact of virtual reality on society

In addition to using virtual reality teaching or learning, many scholars at the university are still studying the impact of virtual reality on society as a whole. Earlier this year, the University of California, Forecast Technology Institute used some VR creation tools to create a virtual reality application for smoking cessation.

Not only can they collect virtual reality experiences from user feedback, but they can also collect actual information that users are focusing on when using Google Cardboard helmets. The heat map over the virtual reality experience shows the time of viewing in different areas of the 360 ​​degree panorama. Since memory is biased by unconsciousness, virtual reality heat maps can provide practical information for scholars.

In this particular case, researchers can see in the virtual reality smoking cessation experience that most of the users in these experiences are focused on their attention, indicating that a field has successfully captured the focus. In general, this study can tell us whether virtual reality really helps change behavior in the real world.

Other universities' applications using VR software include: using VR to identify enhanced empathy, thereby alleviating doctor-patient relationships; Australian college students have produced virtual field trips and 360-degree photos to enhance student journalists' news articles.

In higher education, the core of virtual reality is to use this technology to extend and improve what has been taught and to make the classroom more participatory. Traditional psychological experiments give the subject a hypothetical situation and then ask, “What would you do if it happened to you?” “In the case of empathy, the brain must make a huge difference in the position of others. Transform.” Virtual reality allows users to cross the chasm and truly feel the proposed scene, at least as close as possible to reality. Therefore, you can ask questions in your experience (using heat waves/navigation as a response tool), or look at the heat map later to get more accurate data than traditional experiments.

Make things more participatory

From the perspective of virtual reality technology, this is a win-win situation for both college students and professors. Although the content of the lectures is still very valuable, the multimedia content related to it, such as virtual field trips to Roman sites, will make people more memorable and bring more interaction. Virtual reality technology allows users to truly “choose your own adventures”, giving students the ability to explore and explore more multimedia hotspots into the areas they want to explore. Of course, the experience they created was more memorable than the students from German universities in Cairo, rather than saying they did a slide show.

The popularity of VR in higher education depends to a large extent on professors with a forward-looking technical vision or students with an active sense of innovation. The price of 360 cameras has dropped, and some web-based authoring software has made distributed applications simple. So, when you go to some universities, don't be surprised, you will see that the entire class is using virtual reality devices, or Google's Daydream View heads.

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