Virtual and Augmented Reality

Cards (10)

  • Virtual Reality (VR)

    A simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Users typically wear a VR headset that covers their eyes and ears, blocking out the physical world and replacing it with a virtual one, but the experience can be enhanced with haptic gloves and other equipment.
  • Virtual Reality (VR)

    • Used in gaming, simulations, training, education, and even therapy
    • Provides an immersive experience that can transport users to different places or scenarios
  • Augmented Reality (AR)

    An interactive experience that combines the real world and computer-generated content, adding or supplementing to our existing reality with digital objects and enhancing our presence by 'augmenting' reality.
  • Augmented Reality (AR)

    • AR experiences can be viewed through various devices such as smartphones, tablets, smart glasses, or specialized AR headsets
    • AR applications range from gaming and entertainment to practical uses like navigation, remote assistance, industrial design, and education
  • How VR and AR are being used in Education
    1. Experiential learning
    2. Virtual trips
    3. Simulations and training
    4. Interactive learning
  • How VR and AR are being used in Healthcare
    1. Medical training and education
    2. Surgical planning and practice
    3. Pain management and therapy
    4. Physical rehabilitation
    5. Remote consultations and diagnostics
    6. Cognitive rehabilitation
  • How VR and AR are being used in Entertainment
    1. Immersive gaming
    2. Augmented reality experiences
    3. Virtual concerts and events
  • Potential positive psychological and social impacts of prolonged VR/AR use
    • Increased engagement in learning
    • Enhanced empathy and perspective-taking
    • Social interaction and connection
    • Stress reduction and relaxation
    • Improved cognitive functioning
    • Emotional regulation and exposure therapy
  • Potential negative psychological and social impacts of prolonged VR/AR use
    • Isolation and loneliness
    • Reality confusion
    • Addiction
    • Escapism
    • Psychological stress
    • Motion sickness and disorientation
    • Impacts on perception and cognition
    • Privacy and security concerns
  • Ways VR and AR are shaping the future of workplace environments
    • Remote collaboration
    • Training and simulation
    • Enhanced productivity
    • Design and visualization
    • Remote assistance
    • Virtual meetings and conferences
    • Workplace accessibility