Virtual Reality for Training: Evaluating Transfer
Virtual Reality (VR) continues to excite the instructional technology community. In this chapter I define VR as a package of computer hardware, software, and interface technologies that allow a user to experience certain aspects of a simulated 3-dimensional environment. The simulated aspects of the environment, or “world,” typically include a stereoscopic, low-to-medium fidelity visual representation displayed on a head-mounted display system. Head tracking technologies often allow the display to be updated in accordance with head and body motions of the user. This, along with the stereo-binocular disparity of the images on the two screens (one for each eye), support the illusion of moving around in a 3-dimensional world. Most VR systems offer some means of interacting more intimately with the simulated world (beyond just looking around from a single location) by providing interface devices that allow the user to grasp and move objects, change the state of virtual switches, knobs and dials, and move themselves within the world.
KeywordsVirtual Reality Instructional System Virtual Reality System Instructional Engineer Configurational Knowledge
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