1991
DOI: 10.1145/126640.126657
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Virtual reality learning environments: potentials and challenges

Abstract: This paper addresses the unique characteristics of emerging Virtual Reality (VR) technology and the potential of virtual worlds as learning environments. I describe several key attributes of VR environments and discuss them in relationship to educational theory and pedagogical practice. I then identify three challenges that must be met before VR can be integrated into educational settings: cost, usability, and fear of the technology.

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Cited by 169 publications
(82 citation statements)
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References 7 publications
(4 reference statements)
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“…Virtual reality has been the subject of academic study for several decades [1,2], yet the field is still wrestling with the issue of "cybersickness" and its relationship to locomotion in virtual environments [3]. It is particularly difficult to resolve given the wide range of individual differences observed in both susceptibility and symptoms [4].…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality has been the subject of academic study for several decades [1,2], yet the field is still wrestling with the issue of "cybersickness" and its relationship to locomotion in virtual environments [3]. It is particularly difficult to resolve given the wide range of individual differences observed in both susceptibility and symptoms [4].…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality environments are equipped with certain features -such as the ability to facilitate shared experiences, encourage natural user interaction and enable unique learning experiences to meet individuals' needs -that make them suitable for learning [4]. Three challenges to the adoption of virtual reality for education are identified in [4]: cost, usability and fears of the technology.…”
Section: Related Work: Virtual and Augmented Reality For Learningmentioning
confidence: 99%
“…Three challenges to the adoption of virtual reality for education are identified in [4]: cost, usability and fears of the technology. These challenges posed significant drawbacks to the adoption of virtual reality in the early 90's (and before).…”
Section: Related Work: Virtual and Augmented Reality For Learningmentioning
confidence: 99%
“…Bricken, (1991) stated that VR, among other characteristics, is experiential, allows natural interaction with information, allows unique capabilities, a shared experience, and can be tailored to individuals.…”
Section: Virtual Reality (Vr): the Precursors To Second Lifementioning
confidence: 99%
“…A user is both physically and perceptually involved in the experience; he/she feels a sense of presence within a virtual world. They are disposed to entirely new capabilities, such as the ability to fly through the virtual world, occupying any object as a virtual body to observe the environment from different perspectives (Bricken, 1991). This is evident with Second Life which allows the user to create a 3D version of himself as earlier mention in section 1.0, which he controls from the real world with peripheral devices such as mouse, keyboard, etc.…”
Section: Virtual Reality (Vr): the Precursors To Second Lifementioning
confidence: 99%