Virtual Reality in Edutainment A State of the Art Report
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The Future of Virtual Reality in Education The future of virtual reality in education is a topic that has been gaining increasing attention in recent years. Virtual reality technology has the potential to revolutionize the way we learn and teach, providing immersive and interactive experiences that are not possible with traditional teaching methods. In this essay, we will explore the potential benefits and challenges of virtual reality in education, and consider the perspectives of educators, students, and technology experts.From an educator's perspective, virtual reality has the potential to enhance the learning experience in a number of ways. By providing immersive and interactive experiences, it can help students to better understand complex concepts and engage with the material in a more meaningful way. For example, virtual reality simulations can be used to teach science and engineering concepts, allowing students to experiment with different scenarios and observe the results in real-time. Similarly, virtual reality can be used to teach language skills, by providing students with immersive environments where they can practice speaking and listening in a foreign language.However, there are also challenges associated with implementing virtual reality in education. One of the main challenges is the cost of the technology. Virtual reality headsets and other equipment can be expensive, and many schools may not have the budget to invest in this technology. Additionally, there is a learning curve associated with using virtual reality, and educators may need to undergo training in order to effectively incorporate it into their teaching.From a student's perspective, virtual reality has the potential to make learning more engaging and enjoyable. By providing immersive and interactive experiences, it can help students to better understand and remember the material. For example, virtual reality can be used to take students on virtual field trips, allowing them to explore different parts of the world and learn about different cultures and environments. Similarly, virtual reality can be used to create simulations that allow students to practice real-world skills, such as driving or performing surgery.However, there are also concerns about the potential negative effects of virtual reality on students. Some experts have raised concerns about the potential for virtual reality to be addictive, and the impact this could have on students' mental health and well-being. Additionally, there is a risk that virtual reality could be used as a substitute for real-world experiences, rather than as a supplement to them.From a technology expert's perspective, virtual reality has the potential to transform the way we learn and teach. By providing immersive and interactive experiences, it can help to bridge the gap between the physical and virtual worlds, and provide new opportunities for exploration and discovery. Additionally, virtual reality has the potential to be used in a wide range of fields, from healthcare to entertainment.However, there are also challenges associated with the use of virtual reality in education. One of the main challenges is the need for ongoing investment in the technology. As virtual reality technology continues to evolve, schools and educators will need to keep up with the latest developments in order to ensure that they are providing the best possible learning experiences for their students. Additionally, there is a risk that virtual reality could be used inappropriately, for example by creating simulations that are violent or inappropriate for young audiences.Overall, the future of virtual reality in education is a topic that is generating a lot of interest and excitement. While there are certainly challenges associated with implementing this technology, there is also a great deal of potential for it to revolutionize the way we learn and teach. By providing immersive and interactive experiences, virtual reality has the potential to engage students in a way that traditional teaching methods cannot, and to provide new opportunities for exploration and discovery. As educators, students, and technology experts continue to explore the potential of virtual reality in education, it will be interesting to see how this technology evolves and how it is integrated into the classroom of the future.。
虚拟现实在教育中的应用英语作文Title: The Role of Virtual Reality in EducationIn the ever-evolving landscape of education, technology has emerged as a powerful tool for enhancing learning experiences. One such transformative technology is virtual reality (VR), which has been gaining traction in recent years due to its ability to create immersive and interactive environments. This essay explores the potential applications of VR in education and how it can revolutionize the way we learn.Virtual reality technology allows users to enter a computer-generated environment that simulates real-world scenarios. This feature makes it an ideal tool for educational purposes, as it enables students to engage with complex concepts and situations in a more intuitive manner. For instance, medical students can use VR simulations to practice surgical procedures without the risk of harming real patients. Similarly, architecture students can explore and manipulate virtual buildings, gaining valuable insights into design principles.One of the most significant advantages of VR in education is its ability to provide personalized learning experiences. With VR,educators can create custom-tailored environments that cater to individual student needs and preferences. This level of personalization not only enhances student engagement but also promotes a deeper understanding of the subject matter. Students can interact with virtual objects, ask questions, and receive immediate feedback, which helps them retain information more effectively.Moreover, VR offers opportunities for collaborative learning that transcend geographical boundaries. Students from different parts of the world can come together in a virtual classroom, share ideas, and work on projects in real-time. This global collaboration fosters cultural exchange and prepares students for the interconnected world they will be entering after graduation.Another area where VR excels is in making abstract concepts tangible. In subjects like mathematics and physics, where theoretical concepts can be challenging to grasp, VR visualizations help students visualize and manipulate these concepts in a three-dimensional space. By doing so, they can develop a better intuitive understanding of the material, which leads to improved problem-solving skills.However, despite its numerous benefits, there are some challenges associated with integrating VR into education. Cost is a significant factor, as high-quality VR equipment and software can be expensive. Additionally, there may be concerns about the overreliance on technology, potentially leading to a lack of critical thinking skills if not used judiciously. It is essential for educators to strike a balance between traditional teaching methods and technological innovations like VR.In conclusion, virtual reality has immense potential to transform the way we approach education by providing immersive, interactive, and personalized learning experiences. While there are challenges to overcome, the benefits of using VR in education far outweigh the drawbacks. As technology continues to advance, it is likely that VR will become an integral part of our educational systems, shaping the future of learning for generations to come.。
The Role of Virtual Reality in Education Virtual reality (VR) has emerged as a promising tool in the realm of education, offering immersive experiences that enhance learning in various subjects and disciplines. One perspective on the role of VR in education is its ability to provide experiential learning opportunities that traditional methods cannot replicate. Through VR simulations, students can explore historical events, conduct scientific experiments, or even practice real-life skills in a safe and controlled environment. For example, medical students can perform virtual surgeries, allowing them to develop surgical techniques without the need for cadavers or live patients. This hands-on approach not only increases engagement but also deepens understanding and retention of the material. Furthermore, VR can address the limitations of traditional classroom settings by catering to different learning styles. Visual and kinesthetic learners, in particular, benefit from theinteractive nature of VR, which allows them to manipulate objects and engage with content in a way that suits their preferences. By presenting information inmultiple formats, VR accommodates diverse learning needs and promotes inclusivityin education. Additionally, VR can transport students to places they may neverhave the opportunity to visit physically, whether it's exploring the surface of Mars or diving into the depths of the ocean. This virtual travel fosters curiosity and broadens students' horizons, encouraging them to explore new interests and perspectives. However, despite its potential benefits, integrating VR into education is not without challenges. One significant hurdle is the cost associated with implementing VR technology in schools. Headsets, software, and maintenance expenses can be prohibitively expensive for many educational institutions, especially those with limited budgets. Consequently, access to VR experiences may be unequal, with students from affluent schools enjoying more opportunities than those from underprivileged communities. Addressing this disparity requires concerted efforts from policymakers, educators, and technology developers to make VR more accessible and affordable for all students. Another concern surrounding the use of VR in education is the potential for misuse or overreliance on technology. While VR can enhance learning, it should complement rather thanreplace traditional teaching methods. Overemphasis on VR may lead to a disconnectfrom reality and hinder the development of essential skills such as critical thinking and social interaction. Moreover, excessive screen time associated with VR usage may have adverse effects on students' health and well-being, includingeye strain, fatigue, and decreased physical activity. Therefore, it is essentialto strike a balance between virtual and real-world experiences to ensure holistic education. From an ethical standpoint, the use of VR raises questions about data privacy and security. As students interact with VR environments, their actions and behaviors may be recorded and analyzed for educational purposes. However, thisdata collection raises concerns about consent, especially when dealing with minors. Educators and policymakers must establish clear guidelines and protocols for the ethical use of VR in education, ensuring that student privacy is protected andtheir rights are respected. Additionally, educators should be trained tofacilitate discussions around digital citizenship and responsible technology use, empowering students to navigate the virtual world safely and ethically. In conclusion, virtual reality holds immense potential to transform education by offering immersive and engaging learning experiences. From experiential learning opportunities to catering to diverse learning styles, VR has the power to revolutionize the way students engage with content and acquire knowledge. However, realizing this potential requires addressing challenges such as cost barriers, balancing virtual and real-world experiences, and ensuring ethical use of technology. By overcoming these obstacles and harnessing the benefits of VR, educators can create dynamic and inclusive learning environments that prepare students for success in the digital age.。
The Evolution of Virtual Reality in Education Virtual reality (VR) technology has been around for decades, but it is only in recent years that it has gained significant traction in education. VR has the potential to transform the way we learn by providing immersive and interactive experiences that go beyond traditional classroom instruction. In this essay, we will explore the evolution of VR in education, its benefits and challenges, and its potential future.The roots of VR in education can be traced back to the 1990s, when early VR systems were first developed for military and aviation training. However, it wasn't until the advent of consumer VR headsets like the Oculus Rift and HTC Vive in the mid-2010s that VR began to be widely used in education. Today, VR is being used in a variety of educational settings, from K-12 classrooms to higher education institutions.One of the main benefits of VR in education is its ability to provide immersive and engaging learning experiences. VR can transport students to different times and places, allowing them to experience historical events or explore distant planets. It can also simulate real-world scenarios, such as medical emergencies or natural disasters, providing students with hands-on training in a safe and controlled environment.Another advantage of VR in education is its ability to cater to different learning styles. VR can provide visual, auditory, and kinesthetic learning experiences, allowing students to learn in ways that suit their individual needs. This can be particularly beneficial for students with learning disabilities or those who struggle with traditional classroom instruction.Despite its many benefits, VR in education also faces several challenges. One of the main challenges is the cost of VR equipment, which can be prohibitively expensive for many schools and students. Additionally, VR technology is still relatively new, and there is a lack of standardized curricula and best practices for incorporating VR into the classroom.Another challenge is the potential for VR to be overused or misused in education. While VR can be a powerful tool for learning, it is not a replacement for traditionalclassroom instruction or human interaction. Overreliance on VR could lead to a lack of social skills or an inability to interact with the real world.Looking to the future, VR in education has the potential to become even more widespread and sophisticated. As VR technology continues to improve and become more affordable, it may become a standard tool in classrooms across the world. Additionally, advances in artificial intelligence and machine learning could allow VR to provide personalized learning experiences tailored to each student's individual needs and abilities.In conclusion, the evolution of VR in education has been a long and exciting journey. While there are still challenges to be overcome, the potential benefits of VR in education are immense. By providing immersive and engaging learning experiences, VR has the potential to transform the way we learn and prepare students for the challenges of the future. As VR technology continues to advance, we can expect to see even more exciting developments in this field in the years to come.。
The Advantages of Virtual Reality inEducationVirtual reality (VR) has become increasingly popular in education, offering a wide range of advantages for both students and educators. One of the main benefits of using VR in education is its ability to create immersive and interactive learning experiences. By using VR technology, students can explore and interact with virtual environments, which can significantly enhance their understanding of complex concepts. Additionally, VR can cater to different learning styles, makingit an inclusive and effective tool for educators. This essay will explore the advantages of virtual reality in education from various perspectives, includingits impact on student engagement, learning outcomes, and the future of education. From a student's perspective, VR can make learning more engaging and enjoyable. Traditional teaching methods can often be monotonous and fail to capture students' attention. However, VR can transport students to different places and time periods, allowing them to experience history, science, and other subjects in a more immersive way. For example, instead of reading about the Great Wall of China in a textbook, students can use VR to "walk" along the wall and gain a deeper understanding of its historical significance. This level of engagement can lead to increased motivation and interest in learning, ultimately improving students' academic performance. Moreover, VR can also benefit students with different learning styles and abilities. Some students may struggle with traditionalteaching methods, such as lectures and written assignments. However, VR canprovide a multi-sensory learning experience, catering to visual, auditory, and kinesthetic learners. For instance, students who learn best through hands-on activities can benefit from VR simulations that allow them to manipulate objects and conduct experiments in a virtual laboratory. This inclusivity can helpstudents of all abilities to succeed in their academic pursuits, promoting a more equitable education system. From an educator's perspective, VR can revolutionize the way teachers deliver content and assess student learning. With VR technology, educators can create custom virtual environments that align with their curriculum and teaching objectives. This flexibility allows teachers to design interactivelessons that cater to their students' specific needs and interests. Additionally, VR can provide educators with valuable data on students' performance and engagement, enabling them to make informed decisions about their teaching methods and learning materials. By analyzing students' interactions within virtual environments, educators can gain insights into their strengths and areas for improvement, ultimately enhancing the quality of education. Furthermore, VR can also bridge the gap between theoretical knowledge and real-world application. Many subjects, such as science and engineering, can be challenging to teach using traditional methods, as they often require hands-on experimentation and practical experience. However, VR can simulate real-world scenarios and provide students with opportunities to apply their knowledge in a safe and controlled environment. For example, medical students can use VR to practice surgical procedures without the risk of harming patients, allowing them to gain valuable experience before entering a clinical setting. This practical application of knowledge can better prepare students for future careers and foster a deeper understanding of complex concepts. In addition to its immediate impact on students and educators, VR also has the potential to shape the future of education. As technology continues to advance, VR is becoming more accessible and affordable, making it a viable toolfor schools and educational institutions. This widespread adoption of VR can lead to a more personalized and adaptive learning experience, as students can engage with content at their own pace and in ways that suit their individual needs. Additionally, VR can connect students from different parts of the world, fostering collaboration and cultural exchange in a virtual space. This global perspective can broaden students' horizons and encourage them to become more empathetic and open-minded individuals. Despite these advantages, it is important to acknowledge the potential challenges and limitations of integrating VR into education. One of the main concerns is the cost of implementing VR technology in schools, as it requires significant investment in hardware, software, and training for educators. Additionally, there may be technical barriers that prevent some students from accessing VR, such as inadequate internet connectivity or incompatible devices. Moreover, there is a need for research and development to ensure that VR content is aligned with educational standards and promotes meaningful learning outcomes.These challenges highlight the importance of careful planning and collaboration between stakeholders to ensure the successful integration of VR in education. In conclusion, the advantages of virtual reality in education are vast and multifaceted, benefiting students, educators, and the future of learning. By creating immersive and interactive learning experiences, VR can engage students, cater to different learning styles, and bridge the gap between theory and practice. From an educator's perspective, VR can revolutionize teaching methods, provide valuable insights into student learning, and prepare students for real-world challenges. Looking ahead, VR has the potential to shape the future of education, promoting personalized and global learning experiences. While there are challenges to overcome, the potential of VR in education is undeniable, offering a transformative and inclusive approach to teaching and learning.。
虚拟越来越成为现实作文英文回答:Virtual reality is becoming increasingly prevalent in our society, and it is transforming the way we experience and interact with the world. With the advancements in technology, virtual reality has become more immersive and realistic, blurring the lines between the virtual and the real. From gaming to education, virtual reality has found its applications in various fields, offering new possibilities and opportunities.One of the major advantages of virtual reality is its ability to create simulated environments that are indistinguishable from the real world. This opens up a whole new realm of possibilities for entertainment and gaming. With virtual reality headsets, users can step into a virtual world and experience things that were previously impossible. They can explore fantastical landscapes, engage in thrilling adventures, and interact with virtualcharacters as if they were real. This level of immersion and interactivity has revolutionized the gaming industry and has made virtual reality gaming a popular choice among gamers.Not only limited to entertainment, virtual reality is also being used in education to enhance learning experiences. With virtual reality, students can visit historical sites, explore different cultures, and conduct virtual experiments. This hands-on approach to learning not only makes education more engaging and interactive but also helps students to better understand and retain information. Virtual reality has the potential to transform the traditional classroom setting and make learning more accessible and enjoyable for students.Furthermore, virtual reality has also foundapplications in healthcare, therapy, and rehabilitation. Virtual reality simulations can be used to train medical professionals, simulate surgeries, and even treat phobias and anxiety disorders. By creating realistic and controlled environments, virtual reality can provide a safe space forpatients to confront their fears and overcome their challenges. This technology has the potential to revolutionize the way we approach healthcare and improve patient outcomes.中文回答:虚拟现实正逐渐成为我们现实生活中的一部分,它正在改变我们对世界的体验和互动方式。
The Future of Virtual Reality inEducationVirtual reality (VR) has been making waves in the field of education, offering immersive and interactive experiences that traditional teaching methods cannot match. As technology continues to advance, the future of VR in education looks promising, with endless possibilities for enhancing learning outcomes and engaging students in ways never seen before. One of the key advantages of VR in education is its ability to create realistic simulations that allow students to experience scenarios that would otherwise be impossible or too dangerous in the real world. For example, medical students can practice surgical procedures in a virtual operating room, giving them valuable hands-on experience without the risk of harming a real patient. Similarly, history students can explore ancient civilizations or witness historical events firsthand, bringing their lessons to life in a way that textbooks simply cannot. Furthermore, VR has the potential to cater to different learning styles and abilities, making education more inclusive and accessible for all students. Visual learners can benefit from immersive 3D models and interactive visualizations, while kinesthetic learners can engage with hands-on activities and simulations. Additionally, students with disabilities can use VR to overcome physical barriers and participate in educational experiences that would otherwise be off-limits to them. In addition to enhancing learning outcomes, VR can also improve student engagement and motivation by making learning more fun and interactive. By gamifying educational content and allowing students to explore virtual worlds, educators can create a more engaging learning environment that encourages curiosity and creativity. This can lead to increased retention of information and a deeper understanding of complex concepts, as students are actively involved in their learning process. However, despite its numerous benefits, there are also challenges and limitations to consider when it comes to the future of VR in education. One major concern is the cost of implementing VR technology in schools, as high-quality headsets and software can be expensive and may not be feasible for all educational institutions. Additionally, there are concerns about the potential negative effects of prolongedVR use, such as eye strain, motion sickness, and disorientation, which could impact student health and well-being. Furthermore, there is a need for proper training and support for educators to effectively integrate VR into their teaching practices. Many teachers may not be familiar with VR technology or how to use it in a way that enhances learning outcomes, which could hinder its widespread adoption in education. It is essential for schools to provide professional development opportunities and resources for teachers to learn how to leverage VR effectively in the classroom. Despite these challenges, the future of VR in education looks promising, with the potential to revolutionize the way students learn and engage with educational content. As technology continues to advance and VR becomes more affordable and accessible, we can expect to see a shift towards more immersive and interactive learning experiences that cater to the diverse needs and preferences of students. By embracing VR as a tool for enhancing education, we can create a more engaging, inclusive, and effective learning environment for students of all ages and backgrounds.。
虚拟现实技术的应用高中英语作文【中英文实用版】Virtual Reality: Applications in Our Daily LivesVirtual reality (VR) has become an increasingly popular topic in today's society, with its applications ranging from entertainment to education.This essay will discuss the various uses of virtual reality technology and its benefits in our daily lives.Firstly, virtual reality has made significant advancements in the field of entertainment.VR gaming has gained immense popularity, allowing players to immerse themselves in a whole new world.With the help of VR headsets, players can experience games in a more realistic and interactive way, making gaming more engaging and enjoyable.Moreover, virtual reality has also found its way into the world of education.It is being used as a powerful tool to enhance learning experiences.Students can now explore historical events, visit distant planets, or even dissect virtual animals, all within the confines of their classrooms.This immersive learning approach not only makes education more fascinating but also helps students better understand complex concepts.Virtual reality technology is also revolutionizing the healthcare industry.It is being used for medical training, allowing students to practice surgical procedures in a virtual environment.This hands-onexperience without the risk of real-life complications is invaluable in preparing future doctors for real-world scenarios.Additionally, VR is also used in therapy to treat patients with post-traumatic stress disorder (PTSD) and phobias, providing them with a safe and controlled environment to confront and overcome their fears.Furthermore, virtual reality has applications in the world of business.It is being used for virtual meetings and conferences, allowing participants from different parts of the world to attend and interact with each other in a realistic virtual space.This saves time and resources, making business transactions more efficient.In conclusion, virtual reality technology has come a long way and is now an integral part of our daily lives.From entertainment to education and healthcare, VR has proven to be a versatile tool that enhances our experiences and improves the way we learn and work.As technology continues to advance, we can expect even more innovative applications of virtual reality in the future.。
虚拟现实对教育的影响英语作文Virtual reality (VR) technology has brought significant changes to the field of education. This innovative tool has the potential to enhance learning experiences and revolutionize the way students engage with information. With VR, educators can create immersive and interactive environments that stimulate curiosity and improve retention of knowledge.One of the key benefits of VR in education is its ability to transport students to different places and times. Through virtual field trips, students can explore historical sites, visit museums, or even travel to outer space without leaving the classroom. This hands-on approach allows students to experience real-world scenarios in a safe and controlled environment, making learning more engaging and memorable.In addition, VR can be used to simulate complex processes and experiments that are difficult or impossible to replicate in a traditional classroom setting. For example, students studying biology can virtually dissect a frog or explore the inner workings of a cell, giving them a deeper understandingof the subject matter. Similarly, students studying architecture or engineering can use VR to design and test structures in a virtual environment before bringing theirideas to life in the real world.Moreover, VR can accommodate different learning stylesand preferences, making education more inclusive andaccessible to all students. Visual learners can benefit from immersive 3D graphics and simulations, while auditorylearners can engage with interactive lectures and discussions. Kinesthetic learners can interact with virtual objects and manipulate them in a hands-on way, enhancing their understanding of spatial concepts and physical principles.Furthermore, VR can provide personalized and adaptive learning experiences tailored to individual student needs. By tracking students' progress and performance in virtual environments, educators can identify areas of strengths and weaknesses and provide targeted interventions to help students succeed. This data-driven approach to teaching can lead to improved academic outcomes and increased student engagement.In conclusion, virtual reality has the potential to revolutionize education by creating immersive and interactive learning experiences that engage students in new and exciting ways. By leveraging the power of VR technology, educators can enhance teaching and learning outcomes, making education more accessible, inclusive, and effective for all students. As VR continues to evolve and expand, its impact on education will only grow stronger, shaping the future of learning for generations to come.。
The Future of Virtual Reality inEducationAs we look to the future of education, it's clear that virtual reality (VR) will play an increasingly significant role in transforming the way students learn. The potential for VR to revolutionize education is vast, offering immersive and interactive experiences that can enhance student engagement, understanding, and retention of knowledge. From virtual field trips to historical events to interactive simulations of complex scientific concepts, the possibilities for integrating VR into education are endless. One of the most compelling aspects of VR in education is its ability to transport students to places and situations that would otherwise be inaccessible. For example, students can visit ancient civilizations, explore the surface of Mars, or dive into the depths of the ocean, all from the confines of their classroom. This level of immersion not only captures students' attention but also provides a deeper understanding of the subject matter. By experiencing history, science, and other subjects in a virtual environment, students can develop a more profound connection to the material, making learning more meaningful and memorable. Moreover, VR has the potential to cater to different learning styles and abilities. For visual and kinesthetic learners, interacting with 3D models and environments can significantly enhance comprehension. Additionally, VR can provide personalized learning experiences, allowing students to progress at their own pace and receive instant feedback. This adaptability can be particularly beneficial for students with learningdisabilities or those who struggle in traditional classroom settings. However, the integration of VR in education is not without its challenges. One major concern is the cost associated with implementing VR technology in schools. From purchasing VR headsets to developing or acquiring VR content, there aresubstantial financial barriers that schools must navigate. Furthermore, there are considerations around the potential health effects of prolonged VR use,particularly on younger students. It's essential to address these concerns and ensure that the benefits of VR in education outweigh any potential drawbacks. Another consideration is the need for teacher training and support in implementingVR effectively in the classroom. Educators must be equipped with the knowledge and skills to integrate VR into their lesson plans and utilize it to its fullpotential. Professional development opportunities and resources should be made available to help teachers incorporate VR in a way that enhances learning outcomes. Looking ahead, the future of VR in education holds immense promise. As the technology continues to advance and become more accessible, we can expect to seeVR playing a more prominent role in classrooms around the world. With thoughtful implementation, VR has the potential to revolutionize education, providingstudents with unparalleled learning experiences and equipping them with the skills they need to thrive in an increasingly digital world.。
Virtual Reality in Edutainment:A State of the Art ReportMichael Brandejsky,Florian KilzerAbstractIn this paper,we present the current state of Virtual and Augmented Reality Environments used in educa-tion as well as entertainment.We provide an overview on Edutainment applications and state of the art re-search projects,current Mixed Reality projects in mu-seums and corresponding state-of-the-art interfaces for utilizing Augmented Reality.Further we explore achievements in medicine,indus-try,emergency response and military and evaluate the currently existing technology for games and sports. Keywords:Virtual Reality,Augmented Reality, Massively Multiplayer Online Games,Disney,Emer-gency Response,Disaster Response,Medicine,Military, Museums,location-based1IntroductionEdutainment is a word creation combining education and entertainment,where the union between learning and entertainment as motivation factor is described. Few papers and research projects really target at Edutainment itself,most consider education,training and entertainment as different aspects.Therefore we divided our paper into these sections,respectively giving detailed information in their subsections,that each deal with the different aspects of Edutainment: Education and training can be found in different se-rious and commercial application areas,for example medicine,military and industry,entertainment is pro-vided in areas as gaming and sports.Covered in an-other section,most real Edutainment applications can be found in museums.Finally,we introduce interfaces used in Virtual Re-ality and conclude with an evaluation of the proposed strategies and systems.2EducationBesides using VR/AR applications in advanced simu-lations to facilitate understanding of e.g.geometry or maths problems in classrooms and enabling collabora-tion VR is used for training and education in many dif-ferent areas,described in detail in the following topics. [Shelton2002]2.1Medical TrainingSince its introduction in1991Virtual Environments have been created and used in many areas of medicine, including:•Training and Education•Surgical Planning•Image Guidance•Tele-SurgeryThough still in its infancy,Virtual Reality in medicine is gaining recognition.Acceptance of VR training however has been slow,partly because of scepticism within the medical community.[Gorman et al.1999]Surgery is highly costly and risky,many medical er-rors are caused by human factors.In2001a survey of139general surgery program directors showed,that technical skills training outside the operating room was considered vital and reducing the patient’s risk;and that VR could provide this training.[Haluck et al.2001] Simulators enable training in a safe environment, without the risk of causing mistakes with catastrophic results.Currently only a few fully functional,com-mercial simulators for surgical education exist on the market,such as MIST-VR(Minimally Invasive Surgery Trainer)and the PreOp endoscopic simulator. Laparoscopy Laparoscopic procedures require great skills on part of the pared to open surgery,minimally invasive surgery is less traumatic to a patient.Only three or four small incisions are neces-sary to insert the instruments:The laparoscope,a tube, containing an opticalfibre to transmit light into the ab-dominal cavity.A camera,mounted on the laparoscope, displays internal body structures and the laparoscopic tools on a monitor.Difficulties in laparoscopy include restrictions of tool movement,arbitrary tool movement is not possible.As another example,moving the tools through the laparo-scope appears to be inverse to the direction of the hand movement.Thus,there is interest in developing effective training systems for laparoscopy.Main advantages of such systems are that the opportunity to train is constantly available,making mistakes without exposing the patient to risk,unlike in real life.Surgeons,who were trained with VR made signifi-cantly fewer intraoperative errors.Contrary to the be-lieves of many physicians,also low-fidelity VR simula-tors,that did not feel like real patients,could be sub-stitute for clinical experience.However,for surgery in areas of highest risk (such as in carotid arteries),a much higher level of simulation fidelity is necessary for getting safe skills.[Gallagher and Cates 2004]To train efficient techniques,e.g.gazing at the tar-get instead of following the tool as novices tend to do,a training environment was developed,utilizing a La-paroscopic Impulse Engine to control the a virtual tool on a 2D screen,enhanced by eye-tracking hardware that records the eye-movements.(see Figure 1)[Law et al.2004]Figure 1:A laparoscopic training environment provid-ing information about trainees’eye-gaze strategies.Intraocular surgery Intraocular surgery is a highly de-manding microsurgical intervention,working with in-struments of at most 0.9mm diameter in the human eye,mistakes in micrometer range can have devastating consequences.Haptic feedback is barely existent due to the softness of the tissue,surgeons have to rely on their view through a stereo microscope and their experience.Training on animal cadavers is not sufficient con-cerning the differences in anatomy,and human bodies for some pathologies are difficult to find.The solution can be using Virtual Reality simulations,however,to be accepted in surgery training,they have to be convincing in giving the users the feeling as if they are actually conducting the surgery.The EyeSi system (as depicted in Figure 2)uses an optical tracking system for locating the used in-struments.Through a proprietary hardware image processing is performed in less than 50ms,which is vital to get a realistic simulation without disturbinglatency.Optical tracking provides a contact-free use of instruments,with a higher accuracy than magnetic systems.[Wagner et al.2002]Through a stereoscopic display,a high-quality image is rendered,considering very complex collision detec-tion of tissue and instruments and a physically correct simulation of forces (e.g.a realistic behavior when a membranetears).Figure 2:The EyeSi training system compared to the microscope used in surgery.Endoscopy gastroscopy or colonoscopy use flexible,tube-shaped devices that are inserted into the digestive system.Haptic clues provide the major means for ori-entation,using a simulation environment,that provided haptic feedback was found to be essential in training physicians.[Körner and Männer 2002]Acupuncture training Acupuncture is a popular mea-sure in traditional Chinese medicine to treat various diseases by stimulating special points on the body.To know the exact locations and respectively their effects when stimulated,is essential.Mistakes in the treatment can cause dizziness,pain or internal bleeding.Before VR,students only could train on real patients or artificial human models,with considerable disadvan-tages,i.e.a high risk for the patient or the unrealistic force feedback from the mannequin.Using a highly sophisticated mathematical model and a 6-degrees-of-freedom PHANToM stylus haptic pen as metaphor for the virtual needle [Heng et al.2004]cre-ated a realistic tactile feeling of skin resistance.(Figure 3)The user interface was designed intuitively to imple-ment following functions:•Moving Mode:grab,position and rotate the virtual patient on a 2D-screen•Acupuncture Atlas:visualize acupuncture points on the virtual body•Needle practice:a given point has to be hit exactly,regarding position and depth of the needle •Training results:the correct position and the (over-all)accuracy of a trainee isshownFigure 3:Acupuncture training system using haptic feedback for simulating skin resistance2.2Emergency ResponseAfter the attack of 9/11many different approaches for training emergency responders in case of disasters have been proposed.Especially in the United States many military sponsored research funds have been established or focused at this topic.All systems can be seen both as emergency support for real events and as training facility and education environment,since training is essential for the system being operable in case of a real emergency.The Emergency Response Modelling and Simulation System (ERMSS)is a simulation tool for coordination in case of emergencies.[Jain and McLean 2003]It places the incident commander into a realistic environment,where he or she is able to get information such as a detailed street map,including location of emergency personnel and resources,structural informa-tion about a supposedly attacked building and nearby buildings and information about traffic The incident commander has to estimate the number of people in the building and manage coordination of hospital locations and capacities.Another development targeted at first responders is BioSimMER ,an Immersive Virtual Reality applicationthat provides the training basis for a simulation,in which a biological attack has been carried out on a small airport.(Figure4)Figure 4:A virtual patient being treated,simulating realistic symptoms.The newly established Homeland Defense Center Network amongst other security measures wants to cre-ate VR simulations for training first responders and se-curity personnel,providing visualization tools for ar-eas such as explosive device handling,collaboration in chemical decontamination,infrastructure controlling and fire-fighter training.[Corley and Lejerskar 2003]The Immersive VR Decision Training System by [Ponder et al.2003]features an audio-visual immersion,utilizing magnetic position tracking,surround sound and a stereoscopic rear projection with active stereo shutter-glasses to avoid cyber-sickness effects,that can occur when using HMDs.The system supports a wide range of different inter-active scenarios,that train correct situation assessment and decision making in stressful situations.Due to the lack of correct haptic feedback for exam-ples such as cardiopulmonary resuscitation,the system concentrates on decision making,the trainee orders a semi-autonomous virtual assistant to execute medical measures using voice commands.(Figure 5)Command and Control for Disaster Response Ac-cording to [Rosen et al.2002]the current US Federal Response Plan is designed only for limited disasters,i.e.locally limited effects of diseases or terror attacks.Unlimited disasters,e.g.the outbreak of diseases like smallpox,luckily never actually were the reason for the employment of this plan.However,different exercises attempted to simulate an unlimited disaster and theFigure5:Immersive VR Decision Training System:con-cept and key elementsresponse plan’s outcome;e.g.the TOPOFF exercise, which tried to train personnel for the release of the plague.It had to be aborted after a week,when the health system collapsed.As a consequence,the current organizational struc-tures and capabilities(implemented as Cybercare)are not believed to be able to handle managing e.g.a biowarfare attack and need to be updated,ideally including techniques of Virtual Reality for better handling the great amount of data.In each phase of the response(detection,control and treatment of a disaster)decisions are made based on the currently available data,that need to be visualized quickly and correctly to be helpful in the decision pro-cess.Most aspects of command and control require cor-rect judgment and intuition and can therefore be per-formed only by skilled,experienced personnel,other sit-uations can be automatically and quickly interpreted by computers.Heads-up displays and Augmented Reality provide additional information sources for commanders and other personnel,so they can monitor incoming data while moving in the command center during a crisis.A key feature of a new system should be the distri-bution of command to different locations,to not have a single,vulnerable control center and to be able to re-spond quickly from different positions in the country. Distributed collaboration enabled via real-time audio and video,as already implemented for example in med-ical applications,is one part.The next step in remote cooperation needs to be Tele-Immersion:Requirements are a3D environment,including3D scanning and dis-play technology,tracking and a secure,fast and reliable network infrastructure.Enhanced requirements are sur-round audio,robotics and haptics.Improved user interfaces and data displays also take peripheral awareness into account:implicit communi-cation enables people to achieve mutual understanding and collaboration without transmitting a large amount of information.Another future milestone for Tele-Immersion is the conversion of current two-dimensional camera images to a3D-video-stream,by acquiring and transmitting structural information.These will be displayed on an auto-stereoscopic display,thus creating an effect,like the"look through a3D window"to the other side of the communication.Current experiments however are not yet ready for operation,mainly due to a lack offidelity. These systems,whenfinally implemented,need to be tested and their users prepared to prevent errors in the real case scenario,and to fulfill other guiding principles:to respond quickly,and to sustain and coordinate the response.Training personnel is achieved by already using the new technologies in the current healthcare system or by adapting the system with data for exercises.All papers about new response technologies merely describe future possible application purposes of VR technology and can be seen as case studies.They do not include new techniques,but strategies how to use currently available technology to enhance the system. Research is conducted in this direction,but not ready for use.2.3Military TrainingTraining in peacekeeping operations The correct be-havior of soldiers in peacekeeping missions is a contem-porary issue.Incorrect behavior in dangerous situations can easily result in casualties.Therefore military em-phasizes training before such missions.Virtual Reality application have been proven to effectively facilitate the training’s success.The topic considered in this paper by[Loftin et al. 2004]is human interaction at a military checkpoint, "forcing the training of social skills."The system consists of two different setups:The first experiment took place in a fully immersive CAVE environment,that included two3x3meter screens at a resolution of1280x1024pixels.For creating a three-dimensional vision LCD CrystalEyes stereo shutter glasses were used,the position of the head was tracked via Ascension Technology’s Flock of Birds software, a six-degrees-of-freedom magnetically tracker with asingle sensor attached to the glasses.Three computers were connected to a computing grid to provide for the great amount of data that had to be processed.For simple communication only head tracking and voice recognition as input for interactivity were used.IBM’s ViaVoice provided the recognition software,1500sound and voice files were used as responses.The second experiment included a non-immersive 3D desktop system.For different scenarios scripting was implemented to create the task,setting,and virtual characters,so that typical checkpoint conditions can be created as closely as possible and each situation throughout the session is unique.The software JACK was used for creating realistically looking and behaving human 3D models.It provides an environment that creates high degrees-of-freedom human models based on simple parameters like height and colors,also including appropriate animation of extremities as well as programable facial animation.For the experiments two situation types were im-plemented:a standard,considered "boring"task and critical situations.The first contained neutral scenar-ios in which for example a car stops at the checkpoint and has to be inspected.Driver and passengers (repre-sented as virtual agents)have to identify themselves to the trainee,while the trainee’s virtual partner provides cover during the interaction.(see Figure 6)Special sit-uations e.g.a false identification,a car that approaches to fast or an ambulance with an emergency patient ap-peared randomly throughout the trainingsession.Figure 6:Interaction with a virtual driver in the CAVE environment.The results of the experiments in the system pro-totype showed,that training in a virtual environ-ment could significantly reduce error rates;studies also showed better results for training in the immersive CAVE,compared to the desktop system.Air Combat Simulator [Huang et al.2004]propose a system that is capable of simulating a chase between multiple aircrafts.To achieve the Virtual Reality effect,two different platforms for the chased airplane and the chaser were used.The first is a Stewart platform operated by a three-degrees-of-freedom force-feedback joystick.The second is a system,that consists of a two-degree-of-freedom camera,mounted on a pan-tilt servo platform in front of a 2D video screen.A computer grid and standard TCP/IP protocol is used for calculation,rendering and communication between the two subsystems.Basically the camera of the UAV needs to perform a motion detection of the target,process the data and as a result steer the platform on which the camera is mounted to keep the target in center.Two main different tracking approaches are introduced,that not only consider the main identified target but also less probable targets.The first plane is completely controlled by human operators,the aim of the pursuit is to either train military personnel for attacking or escaping airplanes in combat and to test new algorithms for the steering of an unmanned air vehicle (UAV).The autopiloting technology can also be used for supporting human pi-lot during a simulated or -in future versions -real chase.The aim of the developed system not only lies in mili-tary applications but also wants to provide more refined methods for the entertainment industry in flight simu-lator games.Intelligent virtual agents In training battle situations human factors like visual and auditory focus and range need to be taken into account.Studies show that the training impact is greater,if virtual opponents react more human-like using techniques of awareness.An awareness model is necessary to ensure e.g.when a virtual agent can see or hear and therefore respond to a human interactor.A human or in succession a virtual avatar is able to perceive another person or object if constraints defined by sense acuity are met.Visual acuity measures the eye’s ability to resolve fine detail and has to take human factors,lightning situation and contrast between target object and background into account.For hearing,factors like spatial acuity (distance to the sound source)and frequency acuity (possible hearing range)need to be processed.Simulating their human counterparts,virtual agents should have an enhanced perception which also takeslateral vision and hearing into account.To create a sophisticated training environment, e.g.when ap-proaching artificial enemies for an attack,a virtual agent needs to react to visual events,that are located slightly out of visual range,by turning its head and getting the source of the event into focus.The paper by [Herrero and de Antonio 2005]defines algorithms for physically correct processing of sound and light,so that constraints of awareness and human-like perception are fulfilled to enhance the experience for the viewer and to create a more sophisticated artificial intelligence in virtual environments.2.4Training for Industrial PurposesA considerable aspect for Mixed Reality in industry are training costs,when training could damage expensive equipment or equipment that is hard to repair,and if machines needed to be stopped for training purposes.Tele-Training,or Mobile Collaborative Augmented Re-ality (MCAR),is a continuation of the concept of mo-bile computing:users,able to access information any-time and anywhere utilizing wireless networks,working in a CSCW environment enhanced by computer graph-ics.[Boulanger 2004]Using Augmented Reality,the trainee is able to operate in a known environment,using his or her traditional tools,rather than creating an unknown,new experience through immersiveVR.Figure 7:With Mobile Collaborative Augmented Real-ity,a user is trained to change a defect chip on a circuit board of an ATM machine.Position and rotation of the user’s head-mounted dis-play are computed either traditionally by markers orby using Camera Tracking :The position of the cam-era is calculated by determining the 3D motion of the ing image processing algorithms the relative motion can be calculated from the image flow.With this information and a given starting point in a known environment,the absolute position can be estimated.Costly objects can be represented by virtual objects,superimposed into the real world.Collaboration for multiple trainees and,possible remote,trainers is en-abled:such collaboration functions are audio/video con-ferences,remote presence,manipulation and pointing.(Figure 7)Airplane inspection In aircraft inspection,the human inspector’s experience plays a critical role,training on (virtual)airplanes is vital to improve an inspector’s per-formance and technique for finding defects.The system of [Duchowski et al.2001]used an As-cension Technology Corporation’s Flock of Birds mag-netic tracker and a HMD combined with a binocular eye tracker.The training environment was a rebuilt Lockheed L1011cargo bay,in which all hull plates had been removed -and were replaced by textured versions in Virtual Reality,providing typically found defects as cracks,corrosion,abrasion and holes.The trainee had to inspect and find all defects,first searching alone,later under the guidance of an expert.The eye-movement was recorded and mapped onto the hull.Afterwards this data was analyzed and discussed,i.e.the areas of interest,the eye-movement path be-tween these areas and the time spent at each fixation ing this technology inspectors can be trained to use a more systematic and less random,called feed-forward,search strategy.(shown in Figure 8)[Sadasivan et al.2005]Figure 8:Feedforward search strategy used by an in-spection expert to identify failures in the hull of a sim-ulated airplane.Training for Lathe operations An equipment,aimed stronger at the training of non-visual feedback,i.e.hap-tics and sound,is the Lathe-Simulator of Joetsu Univer-sity of Education in Japan.As mastery of sensory information(i.e.coordination of sight,force and hearing)is essential for avoiding mis-takes,which could lead to damage of the machine or even injuries,safe training for industrial high schools or vocational training schools is necessary.The simulator consists of modified lathe handles,lo-cated on the same position as on the real machine,which provide feedback via force.Sensors determine the actual state of the machine and display the workpiece accord-ingly on a screen as well as correct(cutting)sounds. For best training effect,acoustic and visual signs fore-warn the user,before he or she can make lathe-or object-destroying mistakes.[Li et al.2002]2.5Training in SportsThe area of sports provides great opportunities for de-velopment of training as well as entertainment products. Representatively we present two papers about Virtual Reality environments in handball and martial arts. Handball Video training methods in handball conven-tionally emphasize on playing a captured video on a big screen.The video is stopped at the right position(e.g. in a throwing motion,when the ball is released).The trainee,positioned in front of the screen,is asked,which action to take now.Virtual Reality offers interesting possibilities i.e.the ability to react directly to a throw;to motion capture, replay and analyze this motion afterwards.Different training situations can be generated by modifying pre-viously recorded motions of the attacker.Former models,that already used methods to modify the trajectories of the ball geometrically,did not take biomechanical parameters into account.The main aspect in video training is,whether the goalkeeper reacts naturally.While considering visual cues provided by the virtual opponent,the trainee should correctly anticipate and take the same actions in virtual situations as well as in real ones.The animation model’s skeleton used in the experi-ment was simplified to7joints,providing37degrees-of-freedom.(Figure9)Data was acquired by motion capturing handball players,using the Vicon370motion capture system,that utilizes7infrared cameras at60Hz. The optical system tracked50standardized throws with highest possible force into50cm-large targets.From this data for each throw,a set of parameters for the recreation of the animation(e.g.anthropometrical data,wrist position,durations,trajectories)were calculated,normalized and stored.The goalkeeper is placed into a non-immersive3D environment,that consists of a large,cylindrical screen with size9x2.4meter and afield-of-view of135degree. Three synchronized video-projectors(Barco1208S)and stereo-shutter-glasses engender a virtual sports hall. The center-of-view is placed at the average height of the goalkeepers’eyes,vision parameters adjusted to recreate a realistic effect of a sportsfield.Figure9:Handball Virtual Reality setup and simpli-fied skeleton used to generate the motion of the virtual attacker.The system was tested comparing three kinds of throws:throwing actions that were replayed directly from the motion capture;a parameterized version, that tried to make the resulting motion equal to the recorded sequence;and completely calculated actions, that used different parameters for the animation.The aim of the survey was to test,whether simulated virtual opponents in a game generate the same response from a human goalkeeper.It proved that such a sim-plified model and the virtual environment is realistic enough to evoke a natural reaction.[Bideau et al.2004] Martial Arts An intriguing combination of entertain-ment and sports training is presented by[Hämäläinen et al.2005].To analyze sports movements,especially in martial arts and other acrobatic sports,traditionally techniques like mirrors and video analysis are used.This has sev-eral disadvantages,e.g.when spinning in mid-air ath-letes cannot see themselves,or the reduced learning ef-fect due to the long delay between a sports session and analyzing its video.To compensate,video systems called"Interactive Video Mirrors"for real-time motion analysis were in-troduced.The benefits of mirrors(i.e.to see oneself directly)and video(i.e.to use effects like slow-motion) are combined when using screens to display the video directly or slightly delayed on site.The setup of the training game consists of two oppos-ing video walls to see oneself even when rotating.They can be tilted to provide a better view for the audience.A 2.8GHz Pentium 4laptop computer was sufficient to process the images acquired by a USB web-camera,po-sitioned in front of the 5x 1meter cushioned field.(Fig-ure 10)Since external sensors in sports are uncomfortable to wear and prone to failure,image processing techniques i.e.background subtraction and optical flow were used to calculate shape,position and movement.(Figure 11)Rather than the typically used first-person view in multiple-screen CAVE setups the screens provided a pseudo-3D Augmented Reality third-person view.Slow-motion playback in training allows to inspect the technique more explicitly and to spot errors in pose and motion,exaggerated motions (e.g.jumping higher or hitting faster)were used for playing fun as in typical martial-arts games ormovies.Figure 10:Augmented Reality Kung-Fu Game on stage in a theater,the player faces either one of the projected screens showing the familiar form of traditional martial arts games.For the game the users image,treated as a 2D plane,was incorporated into a three-dimensional world.Op-tical flow of contour points was calculated to measure force and accuracy of hits and punches,sound effects were localized correctly in world coordinates using mul-tiple speakers.Disadvantages of the pseudo-3D setup included the inability to move sideways,e.g.to dodge attacks to the sides,which is important in most martial arts sports to effectively start acounterattack.Figure 11:Image processing techniques to calculate shape and motion of the user’s outline and the center of mass3MuseumsMuseums try more and more to incorporate new tech-nology into their programs,to be more appealing to visitors,to present artifacts and contents in new ways previously not possible.Multimedia-enhanced exhibitions nowadays already contain additional types of presentation, e.g.sound,video and interactive three-dimensional graphics.An aim is to integrate this ancillary information seamlessly and appropriately into the context of the exhibition.3.1Virtual RealityVirtual Reality,represented already in "Virtual Mu-seum Systems",is likely to play a great part in this development.Currently Virtual Museum implementations are sim-ply a matter of financing:the range starts at simple multimedia presentations and ends in fully immersive projection based CAVE systems.As a result immersive CAVEs currently are installed in only a couple of muse-ums worldwide,one being the "Cave at the Foundation of the Hellenic World"in Athens,presenting architec-ture and culture of ancient Greece.(see Figure12)Figure 12:Images from the fully immersive CAVE environment in the "Hellenic World"Museum in Athens。