Abstract
VR, AR, and MR are becoming ubiquitous in consumer gaming, military applications, and office environments. These successes are driving emerging efforts to integrate these immersive media into the K-12 classroom. In this chapter, first we summarize the distribution and availability of the infrastructure needed for using VR and MR in the schools. Using immersive media requires a technology infrastructure consisting of dependable high-speed Internet connectivity to the classroom, a ratio of at least one-to-one computer to student, an interactive white board, and curriculum materials that can be monitored and controlled by the teacher. This infrastructure is quickly becoming a reality. However, a larger and more complex barrier remains: integrating the new technologies with existing classroom systems and with existing and emerging pedagogical practice. I argue that the Digital Teaching Platform serves as a model for classroom practice. The evolving nature of digital curricula, formative assessment, and classroom practice impact how teachers will be able to integrate these new technologies. Finally, I examine how immersive media such as virtual reality, augmented reality, mixed reality, and multi-user virtual reality can work as supplemental digital materials for instruction and assessment. In particular, I focus on the sensory comfort and fidelity of interaction as these issues impact the viability of these technologies in the classroom.
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Notes
- 1.
As mentioned in the Introduction, we use the term “immersive media” to refer to virtual reality, augmented reality, mixed reality, and MUVEs.
- 2.
We have restricted this analysis to the K-12 world. In higher education, as in the consumer market, there is ample bandwidth, students have multiple devices, and digital infrastructure is readily available in the learning environment Moreover, unlike K-12 education, higher education offers many interesting options for individual exploration and independent extension of the curriculum.
- 3.
This standard is somewhat subjective. 90 frames per second is acceptable, today.
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Richards, J. (2017). Infrastructures for Immersive Media in the Classroom. In: Liu, D., Dede, C., Huang, R., Richards, J. (eds) Virtual, Augmented, and Mixed Realities in Education. Smart Computing and Intelligence. Springer, Singapore. https://doi.org/10.1007/978-981-10-5490-7_6
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