Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study

Virtual and augmented reality technology is becoming more commonly available within a plethora of environments in which we exist, including educational environments. With advances in technology, and more exposure to its capabilities, there is a greater expectations and reliance on it. However, much...

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Bibliographic Details
Main Author: Steven L. Rogers
Format: Article
Language:English
Published: Association for Learning Technology 2020-08-01
Series:Research in Learning Technology
Subjects:
Online Access:https://journal.alt.ac.uk/index.php/rlt/article/view/2416/2712
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spelling doaj-73dc8444434442c786cafad1220d9d4b2020-11-25T03:03:30ZengAssociation for Learning Technology Research in Learning Technology2156-70772020-08-0128011510.25304/rlt.v28.24162416Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept studySteven L. Rogers0School of Geography, Geology and the Environment, Keele University, Keele, Newcastle-under-Lyme, UKVirtual and augmented reality technology is becoming more commonly available within a plethora of environments in which we exist, including educational environments. With advances in technology, and more exposure to its capabilities, there is a greater expectations and reliance on it. However, much of the hardware (and some of the software) which makes this technology usable is expensive and inaccessible to many. This article introduces a method for capturing and providing cost-effective virtual reality experiences, used here as a tool to give students improved accessory data and context regarding geological lab samples. The method introduced utilises the Google Cardboard camera app and Google Cardboard viewers. The virtual reality environment created is a mini-immersive experience that could be provided to students, or collected by students for their own use. The article reports results from a study of 20 participants who answered a questionnaire outlining their experiences of implementing the method. They responded positively, highlighting the applicability of the method to the task, the ease of use of tool and the accessibility of technology. Image quality of the method was raised as an area for improvement.https://journal.alt.ac.uk/index.php/rlt/article/view/2416/2712virtual realitygoogle cardboardvirtual fieldworkphotosphereimmersive learning environment
collection DOAJ
language English
format Article
sources DOAJ
author Steven L. Rogers
spellingShingle Steven L. Rogers
Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
Research in Learning Technology
virtual reality
google cardboard
virtual fieldwork
photosphere
immersive learning environment
author_facet Steven L. Rogers
author_sort Steven L. Rogers
title Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
title_short Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
title_full Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
title_fullStr Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
title_full_unstemmed Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
title_sort cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study
publisher Association for Learning Technology
series Research in Learning Technology
issn 2156-7077
publishDate 2020-08-01
description Virtual and augmented reality technology is becoming more commonly available within a plethora of environments in which we exist, including educational environments. With advances in technology, and more exposure to its capabilities, there is a greater expectations and reliance on it. However, much of the hardware (and some of the software) which makes this technology usable is expensive and inaccessible to many. This article introduces a method for capturing and providing cost-effective virtual reality experiences, used here as a tool to give students improved accessory data and context regarding geological lab samples. The method introduced utilises the Google Cardboard camera app and Google Cardboard viewers. The virtual reality environment created is a mini-immersive experience that could be provided to students, or collected by students for their own use. The article reports results from a study of 20 participants who answered a questionnaire outlining their experiences of implementing the method. They responded positively, highlighting the applicability of the method to the task, the ease of use of tool and the accessibility of technology. Image quality of the method was raised as an area for improvement.
topic virtual reality
google cardboard
virtual fieldwork
photosphere
immersive learning environment
url https://journal.alt.ac.uk/index.php/rlt/article/view/2416/2712
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