2018
DOI: 10.1002/pfi.21774
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The Shifting Realities of Performance Improvement: VR, AR, MR

Abstract: Virtual, augmented, and mixed realities (VR, AR, MR) are beginning to influence human performance improvement, including learning. This issue introduces the work of three contributors who have worked in, planned, implemented, and researched realities. Terminology and concepts germane to designing realities are presented. Questions are raised regarding what the attributes of realities indicate for performance improvement and learning.

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Cited by 5 publications
(4 citation statements)
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“…It empowers learners to acquire and practice essential skills within a simulated environment mirroring their workplace or job setting. Notably, the metaverse incorporates haptic (touch) and kinesthetic (body and muscle) cues within specific contexts (Carl, 2018), enhancing learners' skill development. With these immersive environments and tools, metaverse-based training exhibits a high rate of learning and training transfer.…”
Section: Benefits and Limitations Of Using The Metaverse For Hrd Effortsmentioning
confidence: 99%
See 1 more Smart Citation
“…It empowers learners to acquire and practice essential skills within a simulated environment mirroring their workplace or job setting. Notably, the metaverse incorporates haptic (touch) and kinesthetic (body and muscle) cues within specific contexts (Carl, 2018), enhancing learners' skill development. With these immersive environments and tools, metaverse-based training exhibits a high rate of learning and training transfer.…”
Section: Benefits and Limitations Of Using The Metaverse For Hrd Effortsmentioning
confidence: 99%
“…Metaverse-based learning has the potential to mitigate many limitations of traditional learning methods, such as feelings of isolation, lagging motivation, and the lack of interaction commonly associated with online learning (Appana, 2008). It offers more engaging and positive learning experiences, reduces training time, and enhances the retention and application of knowledge (Carl, 2018; Mystakidis, 2022).…”
mentioning
confidence: 99%
“…Through the computer-generated 3D environment, users can communicate, resulting in realtime simulation of one or more of the user's five senses (Gutierrez et al, 2008). Consequently, it brings the user into an environment that imitates the real world (Carl, 2018). Tussyadiah (2016) argue that people can travel anywhere using VR applications and wearing VR devices.…”
Section: Virtual Reality and Tourismmentioning
confidence: 99%
“…Although many forms of simulation deal with MR, it is often referred to as VR, as is the case in this article. (Carl, 2018;Farshid, Paschen, Eriksson & Kietzmann, 2018).…”
Section: Simulationmentioning
confidence: 99%