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Introduction

  • V. J. McClendon
  • David R. SquiresEmail author
Chapter
Part of the Educational Media and Technology Yearbook book series (EMTY, volume 42)

Abstract

Part Two focuses on Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases providing evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multiplatform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in Part Two illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts. We believe that XR may soon prove to be more valuable as a series of interconnected learning modes which move back and forth along a continuum, evolving from Milgrim’s three-dimensional taxonomic frame and extending to newer more global ways of blended human-technology-environmental interactivity (Milgram, Takemura, Utsumi, & Kishino, 1994). This emerging continuum and collaborative evolution suggests that a broader “multimediated reality is multiscale, multimodal, multisensory, multiveillant, and multidimensional” (Mann, Furness, Yuan, Iorio, & Wang, 2018, p. 13).

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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Library and eLearning, Bellevue CollegeBellevueUSA
  2. 2.Instructional Design and Educational Technology Program, Texas A&M University-Corpus ChristiCorpus ChristiUSA

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