Last week we talked about augmented and mixed reality, a technology that adds virtual and interactive layers to our real world surroundings. This week we go further down the rabbit hole and take a closer look at virtual reality, which transports the user into a completely digitally created world. Continue reading
Since 2009 EDUKWEST has been covering education technology startups from across the globe. On the consumer side the main driver for innovation in the field of online learning in the past few years has clearly been the rise of smartphones, tablets and high speed internet connections.And on the business end it has been the rise of cloud based applications and the sinking cost of web hosting.
Few verticals in edtech have received as much hype lately as the use of virtual reality in education. With the MOOC phenomenon cooling off, or arriving in the reality of having to find a viable business model, virtual reality carries the hopes and dreams of teachers, entrepreneurs, and investors alike.
According to Fortune, VCs have put more than $4 billion in VR startups over the past five years, and then there is of course the acquisition of Oculus Rift by Facebook for $2 billion.
Editor’s Note: This post has first been published on the Unimersiv Community.
Virtual Reality, and its immersive nature, are fast changing the way education is being imparted in some of the leading schools worldwide. No longer is the transfer of knowledge restricted to pen and paper, blackboard and chalk, and PowerPoint presentations. It has taken the turn for experience-based learning in its truest form. This is so because with virtual reality, the observer is transported into a whole other world which has been designed to provide visual and tactile stimuli to them. This aids in more adequate retention of knowledge.
In recent years, the development of information technology has progressed in leaps and bounds. The advancement of programming techniques, rapid productivity growth of semiconductor chips, the development of special means of information transmission, as well as feedback devices (head-mounted stereoscopic displays, gloves and suits that have embedded sensors that transmit information to a computer about a user’s movements) – the culmination of these advancements have yielded a momentous technology in the shape of virtual reality.