1. VR can improve training and learning for novices through experiential learning, but may not benefit experts or factual learning as much. High presence VR engages users but can also distract from content if overstimulating.
2. Creating a sense of embodiment and co-presence through matching user movements to their virtual avatar and natural responses from others increases engagement. Signs of sentience like motion and voice are more important than graphics quality.
3. Exposure to virtual environments and avatars can influence users' behaviors through the proteus effect. To avoid uncanny valley effects, avatars must react and move naturally while maintaining good visual quality.
VR can be used to simulate scenarios right within the confines of the home or classroom and provide students with experiences that are otherwise too difficult to replicate.
Virtual Reality in education can be used to complement and enhance the traditional methods of learning from textbooks and lab experiments and fully engage all of the learner’s faculties.
VR also offers the scope to conduct scientific experiments which have physical or other constraints and cannot be replicated in real life. Examples include subject matter related to gravity, water displacement, anatomical and biological experiments etc.
Hello Learners! I made this presentation on virtual reality, it covers basic information related to Virtual Reality, what is virtual reality, the History of Virtual Reality, Types of Virtual Reality, Hardware used in virtual reality, Applications of Virtual Reality, Advantages and Disadvantages, Future of Virtual Reality, Metaverse, , Layers of Metaverse and Its trends.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
VR can be used to simulate scenarios right within the confines of the home or classroom and provide students with experiences that are otherwise too difficult to replicate.
Virtual Reality in education can be used to complement and enhance the traditional methods of learning from textbooks and lab experiments and fully engage all of the learner’s faculties.
VR also offers the scope to conduct scientific experiments which have physical or other constraints and cannot be replicated in real life. Examples include subject matter related to gravity, water displacement, anatomical and biological experiments etc.
Hello Learners! I made this presentation on virtual reality, it covers basic information related to Virtual Reality, what is virtual reality, the History of Virtual Reality, Types of Virtual Reality, Hardware used in virtual reality, Applications of Virtual Reality, Advantages and Disadvantages, Future of Virtual Reality, Metaverse, , Layers of Metaverse and Its trends.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
N-iX Game & VR Studio specializes in the production of VR training experiences tailored to your business needs. We offer experiences for manufacturing, transportation, sports, maintenance and repair, and a variety of other areas.
This thesis is described about VR and functions. virtual reality (VR) is a amazing and interesting topic at the current time. This is not really new. It defines the advantage and disadvantage of VR and uses of VR in various field. Virtual Reality (VR) literally makes it possible to experience anything, anywhere, anytime. It is the immersive type of reality technology and can convince the human brain that it is somewhere it is really not. We discuss here about VR, uses, history, application, advantage, disadvantage of VR
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
VR in Education: How Virtual Reality Can Impact LearningHugh Seaton
A lot is known about how people learn. We're just figuring out how Virtual Reality works. This meet was the first of a monthly series to explore how VR impacts education. We review Cognitive Load Theory, and Multi-Media Learning theory.
Virtual Reality and Augmented Reality in EducationSAHIL KUMAR
This Presentation showcases
- Value Proposition of Adoption VR/AR based learning
- Titles developed in Vocational Training
- Titles Developed in K12 Education
- Scalable Display Solutions
- Client References
N-iX Game & VR Studio specializes in the production of VR training experiences tailored to your business needs. We offer experiences for manufacturing, transportation, sports, maintenance and repair, and a variety of other areas.
This thesis is described about VR and functions. virtual reality (VR) is a amazing and interesting topic at the current time. This is not really new. It defines the advantage and disadvantage of VR and uses of VR in various field. Virtual Reality (VR) literally makes it possible to experience anything, anywhere, anytime. It is the immersive type of reality technology and can convince the human brain that it is somewhere it is really not. We discuss here about VR, uses, history, application, advantage, disadvantage of VR
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
VR in Education: How Virtual Reality Can Impact LearningHugh Seaton
A lot is known about how people learn. We're just figuring out how Virtual Reality works. This meet was the first of a monthly series to explore how VR impacts education. We review Cognitive Load Theory, and Multi-Media Learning theory.
Virtual Reality and Augmented Reality in EducationSAHIL KUMAR
This Presentation showcases
- Value Proposition of Adoption VR/AR based learning
- Titles developed in Vocational Training
- Titles Developed in K12 Education
- Scalable Display Solutions
- Client References
Education and Virtual Reality - Reimagining education with VRMichael Jensen
See how virtual reality (VR) can revolutionize science education, and allow teachers to teach their students more effectively while reducing costs at the same time.
Studies shows that Labster.com virtual laboratories can improve learning effectiveness by 76-101% compared to traditional teaching methods.
Virtual Reality for Training, Learning, Education and VisualisationDaden Limited
A presentation version of our Virtual Reality white paper taking a balanced look at the use of Virtual Reality in support of training, and some of the issues that need to be considered.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed RealityAugmentedWorldExpo
Virtual Reality and Mixed Reality will become the biggest technology disruptions since the smartphone, but most UX/UI design is still focused on flat, 2D screens. What do UX designers and engineers need to do to make the jump to spatial 3D?
The futuristic, 3D interfaces of movies and video games are rarely functional in practice. And the tried-and-true rules of flat UX design often fail to translate into 3D.
This talk explains the spatial UX/UI toolbox being created by pioneers in the space. We’ll take a look at what works, what doesn’t, why, and how you can apply these UX/UI principles to your own projects.
Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times. See more at http://AugmentedWorldExpo.com
True virtual reality requires total immersion in a fabricated world, which enables rich learner experiences. What technologies are becoming available to enhance simulation through biosyncing and what are the tradeoffs that come with being removed from the physical world? What are the goals, and what is viable today?
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Reimagine Education - Virtual Reality and Laboratory SimulationsMichael Jensen
Virtual Reality provides new innovative solutions to tackle major challenges in education.
An economic challenge for educational institutions and society is for instance that institutions are facing economic pressure as they are looking to increase learning outcomes and motivation by incorporating new digital and interactive technologies to their portfolio of education materials. For instance, the requirement to invest in high cost laboratory equipment is a prohibiting factor to education institutions’ continued growth and their ability to reduce the gap between academic studies and career development. A large number of institutions are removing laboratory experiments when faced with budget limitations, and this has a severe impact on student skill development, and leads to graduates lacking essential skills for work in their intended industries.
This challenge is addressed with innovative Virtual Reality solutions by delivering high quality laboratory simulations to students, shown to work as intended by 3rd party researchers (Bonde et al. Nature Biotechnology, 2014). There is a vast untapped market potential in offering solutions that provides a significant financial return on investment while increasing education quality, which can be achieved through innovative and disruptive use of technology, in nearly any educational topic.
We present a new platform, allowing anyone to easily build engaging VR education content.
Interaction considerations with VR and ARLiv Erickson
Slides for O'Reilly Design 2016 - a few of the considerations for designing virtual and augmented reality applications, including physical comfort and environment / UI strategies.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
Lisa Castaneda, Steven Isaacs & Mark Suter - Virtual Reality in Education: Ex...SeriousGamesAssoc
Steve Isaacs, Educator, Bernards Township Public Schools
Lisa Castaneda, Founder/CEO, Foundry10
Mark Suter, Educator, Pandora-Gilboa Schools
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Foundry10’s Virtual Reality pilot study is following the experiences of students and teachers in a variety of content areas to determine the potential and challenges in terms of making VR a viable teaching and learning tool for immersive content consumption and creation. We put VR hardware in front of over 400 students in 8 different schools across North America, completed pre/mid/post surveys and did extensive qualitative interviews with instructors in order to better understand what it means to learn with virtual reality. From implementation, technical challenges, content integration, creation in Unity/Unreal and 360 video we systematically captured VR in an applied educational environment. The anecdotal accounts and data obtained informs the next steps in implementing VR for educational practices.
VR/AR Meetup Frankfurt #1 cinematic VR AnalyticsChuck Ian Gordon
Presentation from the first Frankfurt Virtual and Augmented Reality Meetup about VR Analytics and Cinematic VR. Held on Saturday 23rd of January 2016 at the Institute for new media in Frankfurt Germany. Author: Chuck Ian Gordon, Gordon's Arcade & Skilltower Institute. www.GordonsArca.de
VR in Education to ARNY Oct. 25th, 2016Hugh Seaton
Overview of research into VR and learning, presented at the monthly Augment Reality New York Meetup. We cover such things as "presence," the "proteus effect" and others.
This is the first of two presentations conducted back-to-back at the Institute for Learning Innovation at the University of Leicester on 5th April 2013. The second part is at https://www.slideshare.net/Mark_Childs/space-embodiment-identity/ There is a video of me talking using these slides at https://vimeo.com/68847832
Prototype Embrace "Uncase"
Jennifer Aaker
Susie Wise
Corey Ford
Sara Leslie
Margot Sutherland
Enrique Allen
& Many Others
Stanford Graduate School of Business
Hasso Plattner Institute of Design at Stanford
Storytimes for Children on the Austism SpectrumBeth Crist
Learn about Autism Spectrum Disorder and how to create sensory storytimes for young children on the autism spectrum. Also this is a great webinar for any library wishing to make all storytimes more inclusive for all children.
Designing for Immersive Worlds: Enhancing Experience to Accelerate LearningNiki Lambropoulos PhD
Designing for Immersive Worlds: Enhancing Experience to Accelerate Learning
Presentation at the Univerisity of Calabria organised by Rocco Servidio 25-06-2012
Would Plato love Lego, inspirED seminar, University of Dundee 17 April 2013, Chrissi Nerantzi
Videos linked to our Professional Discussions at http://www.youtube.com/playlist?list=PL9AA3BD8E7263D435&feature=view_all
Official programme sapce at
Learning journeys #lthejan12 http://www.flickr.com/photos/pgcap/sets/72157629541603128/
Learning journeys #lthesep12 http://www.flickr.com/photos/pgcap/sets/72157632104255891/
official PGCAP Programme site http://www.hr.salford.ac.uk/employee-development-section/pgcap
Influencing through stories (for Agile Coaches)Mosesraj R
Based on various learning in day to day story telling in my role at Brillio, this deck was consolidated and presented in Agile Coaches Club organized by Prowareness. Objective of the deck is a bring out the fundamental principle in structuring stories to make an impact. Talk of this deck is in youtube - https://www.youtube.com/watch?v=nzXwtYgPMCg
Construction Technology Quarterly, Q3, 2021Hugh Seaton
Presentation of data and analysis about the construction industry, software and IT and other ideas to help startups, IT teams and construction ops teams do their work.
Crosswalk Introduction CSI National Sept. 23rd, 2021Hugh Seaton
An introduction to Crosswalk, an industry leading product from CSI that provides CSI standards via API, including the ability to trans-classify construction project data from one standard to another.
Crosswalk helps contractors and software makers to include, and manage, MasterFormat, UniFormat, OmniClass, and ASTM E1557
Construction Technology Quarterly, Q2, 2021Hugh Seaton
A presentation of data, analysis and ideas for contractors, investors and startups involved in the advancement of construction practice and outcomes, with a special focus on technology.
Construction Technology Quarterly, Q1 2021Hugh Seaton
Presentation of analysis of US Construction industry demographics, market sizing. Also presented a look at GPT-3 and Artificial Intelligence, IPaaS in Construction, and McKinsey's 3-Horizon model.
Video is: https://youtu.be/-ziRiFs4TrA
Construction Technology Quarterly, Q4, 2020Hugh Seaton
Digital Transformation is happening in Construction, this deck review construction technology, construction industry structure, and an introduction to Wardley Maps, and Micro-services.
If you're interested in the Construction Industry and the technologies that are power its transformation, check this out, along with the youtube video where I presented it https://youtu.be/SZczq-ny_HE.
As part of our monthly NYC VR Learning meetup, we reviewed where the industry is, some cases and some ideas for how to think about learning in Virtual Reality
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
3. Background
• I’ve been researching a book for a few months
• Have ‘collected’ a bunch of findings on VR &
Immersive tech – we’ll review some of the
most interesting.
4. Working Theses
VR will dramatically improve training and learning
for some things, but not necessarily others.
• VR instruction will be better for novices than
experts
• VR collaboration will work for experts and might
for novices
• VR will be better for experiential learning than
factual learning
6. What & Why of Presence
• “Presence” is the sense of being there:
– How much is the illusion of VR really working?
• To the degree this lowers distraction from the
new medium, and increases engagement, it
will help learning
7. Examples
• The “Pit” – heart rates go up, GSR increases
when presented with a high elevation
• Subjects in an experience with high levels of
perceived presence more likely to be
persuaded by health messages
• Children reported more false memories
In other words, high presence can mean you
experience the VR simulation as if it were real.
8. Inducing Embodiment in Presence
• “Rubber Hand” experiment is relatively old
and established.
• If what we see reacts like our bodies, moves
when we want it to
• If the body we see is doing the things we’re
making our body do, we’ll assume its ours
9. Sense of Embodiment
• Three factors:
– the sense of self-location – ego centric view is the
baseline.
– the sense of agency – am I able to act?
– the sense of body ownership – do those hands
move where I tell them to?
10. Involvement as Moderator
• How much do you care if it’s really your body?
• This is important because we don’t think about
embodiment very hard, and we accept that the
virtual body is our avatar (vs. actually believing it
is our body)
• The less we care, the less the immersive
environment has to convince us for us to just
accept it.
11. HIGH PRESENCE VR IS THE MOST HIGH-
BANDWIDTH COMMUNICATION EVER
DEVISED.
When you’re in a VR rig, and fully engaged, all of
your visual processing system is focused on the
content presented.
Nothing else comes close.
12. High Presence, Low Recall?
• Some studies have used highly vivid
experiences, and found that recall was low
• Why?
• Just like overly stimulating advertising, the
experience can distract from the message.
13. Immersion is not the same as presence
• Presence is a psychological thing
– Am I committed to the experience?
• Immersion is a technological thing
– Is the outside world shut off, and the experience
compelling?
14. Avatars vs. Agents
• When thinking of instructional
tech – are we using a person or
a machine-generated
instructor?
• Avatar is representing a human
• Agent is representing a
machine
Blascovich theorizes that users
will respond as if the virtual
human is real no matter the
technical richness, as long as
they think there’s a real person
behind the avatar.
Studies show that:
1. Virtual Humans exert influence
if:
a. User believes the Virtual
Human is computer or
human controlled
b. Accuracy of behaviors
c. Realistic low-level
reactions
d. Situational relevance – do
they care?
15. Mo-Cap is More Important Than
Massive Polygons
We care more about signs of sentience than
perfect rendering.
This is because of what I’m calling the Twilight
Effect
16. Presence in “Classroom”
• WE know that students who have the sole
attention of a teacher learn more.
• In VR, studies have shown that this works as
well – with the effect that everyone in the
class can have the sole attention of the
teacher.
17. Co-Presence
• In addition to being there, you are there with others.
• What determines the sense that others are there?
• Not richness of tech, not really movement – mostly
what they say, how naturally they respond. Essentially
social cues.
– Several sessions have shown that users barely move their
avatars, preferring instead to focus on conversation.
• This ‘how they respond’ means the sense of being
perceived – that is a critical factor.
18. Designing Space
• Three kinds of space around you:
– Peripersonal space – as far as your arms will go
– Extrapersonal space – as far as you’re likely to
walk/navigate
– Vista space – background
• Judging distances is hard. Several cues, like
shadows and brightness, don’t really work.
Perspective, and ‘motion parallax’ are most
effective for users.
19. Use of Space
• Several researchers have tested co-location as
a means to foster creativity.
• Space in VR doesn’t have to be ‘stateless’ we
can make notes in thin air, make personal
audio recordings. The whole environment can
be a toolkit.
21. Humans are Very Tolerant of Poor
Visual Input
• Visual processing is at least as much top-down
as bottom up: we see largely what we expect
to see
• We are also evolved to deal with poor visual
conditions – dark, fog, water, etc.
• We look for cues that survive bad visual
conditions
22. Motion & Reactions as Key Cues
• We’re looking for signs
of sentience:
– Verbal response
– Natural-looking motion
– Emotional interaction
Think of Pixar:
Famous Voices lend
personality
Motion-capture
lends natural
reactions
23. Twilight Effect
• Signs of sentience will dominate poor
execution, poor VR tech
• These signs must be relatively constant, as the
evaluation of an ‘other’ as sentient may be
provisional
25. Embodying a Different Body
What happens when you become:
• Taller = more confident
• Beautiful = more social
• Minority = more understanding, less biased
Proteus effect is robust – we take on, sometimes
for weeks, elements of the identities we inhabit
in VR
27. Hypothesis
As one makes artificial humans,
especially faces, more and more
real, there is a degree of ‘realness’
between completely real and
some midpoint, that users find
aversive.
Some research on the subject – VR
research I’ve found said that the
only uncanny valley effects found
were when features were
exaggerated or otherwise
disturbing on their own.
28. Avatars & Uncanny Valley
• Research on this will be
fraught, as a badly drawn
execution is just as aversive
as the ‘uncanniness’ of an
almost-human.
• Make avatars look as good
as we can, and make 100%
sure their reactions, and
movements, and voices all
sound human – as these
are not affected by the
‘twilight effect’.
29. Some Key Takeaways
• Presence is key to holding attention
• Creating presence is about embodiment – feeling you
“own” the thing in the virtual environment (VE)
• That comes from matching what your real body does
to what it sees in the virtual environment
• Richness of VE isn’t the key, richness of human
communication is
• Users will forgive all sorts of technical failings if the
voice at the other end sounds human, reacts
sentiently.
31. Cognitive Load
Intrinsic: Keep the tasks just beyond the
learner’s ability
Extraneous: Keep distraction to a minimum
Germane: Enable reflection on the material to
be learned
32. Extraneous Load
• Immersion, as described above, should enable
minimization of extraneous load
• Presence, as a psychological construct, should
further enable minimization of distractions &
extraneous load
33. Intrinsic Load
• More complex problems can be handled if
working memory tasks can be offloaded – by
storing thoughts in the environment.
• Notes, but multi-modal, sitting in thin air,
automatically stored or deleted.
• Relatedly, worked examples can be experienced.
• Faded examples can also be experienced vs. just
imagined.
34. Germane Load
• 100% environmental control allows for
pointers to appear, reminders to think about
the lesson to be learned vs. the task to be
completed.
• Exact duplicate of an experience can be
replicated, allowing learners to re-experience
a half-learned lesson.
• An immersive experience can be rewinded.
35. Expertise
• Multi-media learning studies have shown that
novices benefit from video & graphics,
whereas experts often find them distracting.
• VR, with it’s overwhelming experience of a
virtual world, can be expected to have an
enhanced version of this:
– Novices will learn faster when conceptual support
is helpful
– Experts will find it distracting
36. Multi-Media Learning Lessons Apply
• Don’t put text over graphics
• Use VO to add to graphic
• Use graphic instead of text whenever possible
• Avoid music
• Avoid accents
• Keep lessons short
37. Summary
• We know a fair bit about how to create good
VR Education.
• By this Sunday, I’ll have a 10-15 page
summary. Would love your input!
– I’ll post it on the meetup
• About 100+ papers went into this – they’ll all
be on a google drive I’ll share via meetup.