Chris M. Byrne Virtual Reality and Education
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虚拟现实,What can it do?作者:侯瑞来源:《信息化建设》2014年第09期虚拟现实是什么?能给人类社会带来什么?曾经,我们惊叹于电影《阿凡达》带给我们的瑰丽世界,宛如仙境的潘多拉星球上不仅有着美丽的生态环境,更是利用虚拟现实技术让人类的肉身遥控心灵在虚拟世界中进行交互,而我们坐在IMAX影院中也似乎身临其境。
这些是好莱坞告诉我们的虚拟现实。
然而,事实上类似的虚拟现实技术已经渗入到我们的生活当中,比如倒车雷达、Google Glass、GPS等等。
今年4月,Fecebook的CEO扎克伯格决定花费23亿美元购买一家头戴式虚拟现实设备(Oculus Rift)公司,引起了媒体的轰动。
人们开始相信,虚拟现实的黎明即将到来。
近日,由百度百家主办的The Big Talk邀请来自美国斯坦福大学的杰里米·拜伦森(Jeremy·Bailenson)教授举办了一场以《虚拟现实的黎明》为主题的活动。
杰里米教授是虚拟人类交互实验室的创始人,研究虚拟现实领域已经有20年之久。
他不光研究虚拟现实技术,更重要的是研究虚拟现实对生存所能带来的意义。
通过此次活动,杰里米教授让大家认识了虚拟现实、感受了虚拟现实、了解了虚拟现实。
沉浸式体验的实现那么虚拟现实技术究竟是如何进行的呢?其实它主要分为跟踪、渲染和展示三个阶段。
当测试者带上Oculus Rift头盔后,就开始了沉浸式虚拟现实之旅。
Oculus Rift头盔上有两个LED,而实验室的摄像头能够通过LED的闪烁感受头盔的位置。
第一阶段是跟踪,摄像头将以每秒200帧的速度追踪测试者在真实世界中的物理运动,然后将他的运动进行翻译。
也就是说,只要测试者的头部或者身体做出运动,系统就能够不停地测算出他看向哪里、站在哪里,追踪到他在空间中的运动。
第二阶段叫渲染,指的是重新画出一个场景。
当测试者运动时,系统将会改变他的场景来反映他的新位置。
第三阶段叫展示,当测试者处于一个新的位置时,系统会给他的眼睛传送新的、立体的信息,同时改变他耳朵听到的声音,有时甚至还会有虚拟触觉、虚拟嗅觉。
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.。
《英语新闻》Beyond a virtual reality大学生“网游族”之不完全调查It’s midnight already, but the lights in Shi Guang’s dormitory are still on. He and three other students are sitting back to back. They’re all wearing earphones and staring at a computer screen, talking to each other only in words like “charge” or “retreat”.尽管已是午夜时分,史广(音译)的宿舍里却还亮着灯。
他和其他三名同学背靠背坐着。
几个人戴着耳机,盯着电脑屏幕,彼此间只是简单地说着诸如:“进攻”或“撤退”这样的话。
Chen Jiasheng, 22, a senior majoring in electrical engineering and automation at Beijing University of Aeronautics & Astronautics, is a gaming team leader. “Online gaming is not just about gaming, it’s a community in which we communicate with each other using our avatars,” said Chen.来自北京航空航天大学电气工程及自动化专业的大四学生、22岁的陈家胜(音译)是一支游戏军团的首领。
“网游不只是游戏那么简单,它更是一个我们可以用自己的虚拟角色来相互交流的社区。
”陈家胜说。
For university students like Chen, online gaming has become more than a fad - it’s part of life and a way of socializing.对于像陈家胜这样的大学生而言,玩网游已经不仅仅是一种潮流而已——它是生活的一部分,是一种社交方式。
英语作文-虚拟现实技术助力教育创新Virtual Reality Technology Boosts Educational Innovation。
Virtual reality (VR) technology has been making waves in the field of education, revolutionizing the way students learn and interact with the world around them. This cutting-edge technology has the potential to transform traditional educational methods and provide students with immersive, engaging, and interactive learning experiences. In this article, we will explore the impact of virtual reality technology on educational innovation and how it is reshaping the future of learning.One of the most significant benefits of virtual reality technology in education is its ability to create immersive learning environments. With VR headsets, students can be transported to different places, time periods, and even fictional worlds, allowing them to explore and interact with the subject matter in a way that was previously impossible. For example, students studying history can virtually visit ancient civilizations, witness historical events, and gain a deeper understanding of the past. This immersive experience not only makes learning more engaging and enjoyable but also helps students retain information more effectively.Furthermore, virtual reality technology enables students to participate in realistic simulations and hands-on activities that enhance their learning experiences. For instance, medical students can practice surgical procedures in a virtual operating room, science students can conduct virtual experiments in a laboratory, and engineering students can design and test virtual prototypes. These simulations provide students with valuable practical skills and real-world experience, preparing them for their future careers.In addition to creating immersive learning environments and realistic simulations, virtual reality technology also fosters collaboration and interaction among students. Through VR platforms, students from different locations can come together in a shared virtual space to work on projects, solve problems, and engage in discussions. This not only promotes teamwork and communication skills but also breaks down geographical barriers, allowing students to connect and learn from peers around the world.Moreover, virtual reality technology has the potential to make education more inclusive and accessible to all students, including those with disabilities or learning difficulties. By providing alternative ways of presenting information and accommodating different learning styles, VR technology can cater to the individual needs of students and create a more inclusive learning environment. This can help bridge the gap in education and ensure that every student has the opportunity to thrive and succeed.As virtual reality technology continues to advance and become more accessible, its potential to revolutionize education is limitless. However, it is important to note that the successful integration of VR technology into education requires careful planning, investment in resources, and training for educators. Additionally, considerations for the ethical use of VR technology and its impact on students' well-being should be taken into account.In conclusion, virtual reality technology holds great promise for educational innovation, offering immersive learning environments, realistic simulations, collaborative opportunities, and inclusivity. As educators and technology developers continue to explore the possibilities of VR in education, it is evident that virtual reality has the power to transform the way we teach and learn, paving the way for a more engaging, interactive, and effective educational experience.。
龙源期刊网
VR 可用于五大教育领域
作者:
来源:《中小学信息技术教育》2016年第12期
“极端网络”(ExtremeNetwork)开展的一项调查结果显示,目前仅有23%的教育机构在其教学过程中使用VR(虚拟现实技术),主要应用于以下几个方面的研究。
1. 用于开展全新的研究。
目前,斯坦福大学虚拟现实人类交互实验室的创始人兼负责人杰里米·拜伦森(JeremyBailenson)正利用最先进、可振动和移动的航空金属“触觉”地板,来研究VR如何改变用户感知和行为。
2. 用于编码和三维设计。
美国几所大学已开始教授学生有关VR的课程,包括软件和编码以及如何设计虚拟现实内容。
宾夕法尼亚州立大学的一名工程助理教授甚至获得资助,将组建一个虚拟工程实验室。
3. 用于解剖。
例如,一名大学生开发了一个用于解剖和研究奶牛的虚拟现实模型。
4. 用于激发学生的学习兴趣。
将VR用于教学的一大好处是激发学生对所学科目的兴趣,同时激发他们的创造力。
5. 用于替代现场考察,降低考察成本。
今年6月底,谷歌解除了对“谷歌探险项目”(GoogleExpeditions)的许多限制,这对教育行业无疑是一大“福音”。
(摘编自VR资源网2016-11-16)。
现实虚拟英语作文Title: The Impact of Virtual Reality on Real Life。
In today's rapidly evolving technological landscape, virtual reality (VR) has emerged as a groundbreaking innovation with profound implications for our daily lives. This essay explores the intersection of virtual and real worlds, examining the impact of VR on various aspects of human existence.First and foremost, let us delve into the realm of education. Virtual reality has revolutionized the way we learn and acquire knowledge. Through immersive experiences, students can explore historical events, dissect complex scientific concepts, and even participate in simulated medical procedures. By transcending the limitations of traditional classrooms, VR enhances engagement and understanding, catering to diverse learning styles and preferences.Moreover, the realm of entertainment has been significantly transformed by virtual reality technology. Gone are the days of passive viewing; VR offers audiences the opportunity to become active participants in their entertainment experiences. Whether it's traversing fantastical landscapes, engaging in adrenaline-pumping adventures, or interacting with virtual characters, VR blurs the lines between reality and imagination, providing unparalleled levels of immersion and excitement.Beyond education and entertainment, virtual reality has also made substantial inroads in healthcare. From therapy for mental health disorders to rehabilitation for physical injuries, VR applications offer innovative solutions toage-old medical challenges. By creating simulated environments conducive to healing and recovery, VR empowers patients to undergo treatment in a more comfortable and controlled setting, ultimately improving outcomes and quality of life.Furthermore, the business world has not been immune to the transformative power of virtual reality. From virtualmeetings and conferences to immersive product demonstrations and virtual showrooms, VR technology is reshaping the way companies operate and interact with customers. By transcending geographical barriers and fostering collaboration in virtual spaces, VR enhances productivity, fosters innovation, and opens up new avenues for growth and expansion.In addition to its practical applications, virtual reality also raises profound philosophical and ethical questions. As our virtual experiences become increasingly indistinguishable from reality, how do we define the boundaries between the two? What are the implications for our sense of identity, consciousness, and morality? These are complex questions that warrant careful consideration as we navigate the brave new world of virtual reality.In conclusion, virtual reality represents a paradigm shift with far-reaching implications for every facet of human existence. From education and entertainment to healthcare and business, VR has the potential to revolutionize the way we live, work, and interact with theworld around us. However, as we embrace this transformative technology, we must also remain vigilant about its ethical implications and ensure that it serves the greater good of humanity. Only then can we fully harness the power of virtual reality to shape a better future for generations to come.。
虚拟现实对教育的影响英语作文Virtual reality (VR) technology has been increasingly integrated into education, revolutionizing the way students learn. The impact of VR on education is profound, offering immersive and interactive experiences that enhance student engagement, understanding, and retention of information.One of the most significant benefits of VR in education is its ability to create immersive learning environments. Through VR headsets, students can be transported tohistorical events, natural habitats, or even outer space, allowing them to explore and interact with their surroundings as if they were physically present. This experiential learning enables students to develop a deeper understanding of the subject matter, as they are actively involved in the learning process.Furthermore, VR provides opportunities for students to engage in hands-on learning experiences that would otherwise be inaccessible. For example, in the field of science, VR simulations allow students to conduct virtual experiments in a safe and controlled environment. This not only fosters experimentation and exploration but also encourages critical thinking and problem-solving skills.In addition, VR has the potential to accommodate diverse learning styles by providing personalized learning experiences. With VR applications, teachers can adapt their teaching methods to cater to individual student needs, making learning more accessible and inclusive. This personalized approach to education can help students with different learning abilities to thrive and succeed academically.Moreover, VR technology can bridge the gap between theoretical knowledge and practical application. By simulating real-world scenarios, students can applytheoretical concepts to solve practical problems, which enhances their ability to transfer knowledge to real-life situations. This blend of theory and practice is essentialfor preparing students for the challenges they will encounter in their future careers.Furthermore, VR facilitates global collaboration and communication, as it enables students to connect with peers and experts from around the world. Through virtual classrooms and collaborative projects, students can engage in cross-cultural learning experiences and gain a broader perspective on global issues. This fosters cultural understanding and empathy, preparing students to thrive in a diverse and interconnected world.It is important to note that while VR offers manybenefits for education, there are also challenges that need to be addressed. One of the main challenges is the cost of implementing VR technology in educational institutions. Theinitial investment in VR hardware and software can be prohibitive for some schools, particularly those with limited financial resources. Additionally, there is a need for teacher training and professional development to effectively integrate VR into the curriculum. Teachers must be equipped with the knowledge and skills to leverage VR technology for pedagogical purposes.In conclusion, the impact of virtual reality on education is transformative, offering immersive, interactive, and personalized learning experiences. By creating immersive learning environments, accommodating diverse learning styles, bridging the gap between theory and practice, and fostering global collaboration, VR has the potential to revolutionize the way students learn and prepare for the future. Despite the challenges of cost and teacher training, the benefits of VR in education make it a valuable investment in the advancement of learning and teaching.。
虚拟现实怎样改变生活英语作文Virtual reality has the power to revolutionize our lives in numerous ways. 虚拟现实有能力以多种方式彻底改变我们的生活。
By immersing users in a digital environment, VR technologies can enhance entertainment experiences, improve education, and even aid in healthcare. 通过将用户沉浸在数字环境中,虚拟现实技术可以提升娱乐体验,改善教育,甚至在医疗保健方面提供帮助。
One notable benefit of VR is its ability to transport users to different places without physically being there. 虚拟现实的一个显著优势是它能够让用户身临其境地到达不同的地方,而不必实际去那里。
This immersive experience can be used for virtual travel, allowing individuals to explore new destinations and cultures from the comfort of their own homes. 这种沉浸式体验可以用于虚拟旅游,让人们在家里舒适的环境中探索新的目的地和文化。
It also has the potential to revolutionize the way we shop, with virtual stores offering a more interactive and personalized shopping experience. 它还有可能彻底改变我们购物的方式,通过虚拟商店提供更加互动和个性化的购物体验。
虚拟与现实相关的英语作文Virtual and Reality。
Virtual reality is so cool. You can put on those goggles and feel like you're in a whole new world. It'slike escaping from reality for a little while.But let's not forget about the real world. There's so much beauty out there, from the mountains to the oceans. Sometimes we need to put down the screens and go outside to really appreciate it.In the virtual world, you can be anyone you want to be. You can fly, you can fight, you can do anything. It's like living in a dream.But in the real world, we have to face our problems head on. We can't just escape into a virtual world and expect everything to be okay.Virtual reality can be a great tool for learning. You can explore ancient ruins or travel to distant planets without leaving your living room.But real life experiences are irreplaceable. You can't truly understand something until you've seen it, touched it, and lived it.In the virtual world, you can connect with people from all over the globe. It's amazing to be able to talk to someone on the other side of the world as if they wereright next to you.But let's not forget about the people around us in the real world. We need to put down our devices and have real, meaningful conversations with the people in our lives.Virtual reality is a fun escape from reality, but wecan't let it consume us. We need to find a balance between the virtual and the real, and appreciate the unique experiences that each world has to offer.。
Chris M. ByrneV i r t u a l R e a l i t y a n d E d u c a t i o nVirtual Reality (VR), a new computer technology, has incredible potential in the education field. The reason for this assertion is that education is a field that requires the students to understand complex data, particularly in the study of science (see "Why isscience hard to learn?" by Millar) and VR makes that task easier. VR presents information in a 3-dimensional form with the participant viewing the world from inside the world (an immersed viewpoint)with the ability to interact with the information or world. People can enter a VR world that is already created or build their own. VR’s style of presentation mimics the ways that we, as humans, havelearned to interact with our physical world. The requirement of learning abstract concepts (such as written language or jargon of a particular field) in order to understand data is dramatically reduced. For example, a chemistry world can show participants how electrons hover around a nucleus depending on the amount of energy involved.The abstractness of the subject would not be eliminated, butmetaphors could be employed that were based solidly in reality. For instance, in the electron world the color of the world couldrepresent the amount of energy in the system with red representing more energy than blue. For the students, they would be able torelate to hot things looking red and cold things looking blue without the concept of "joules increasing" getting in the way.This VR way of presenting information is compatible with theliterature in education about differing learning styles. Theliterature on learning styles overwhelming asserts that different people take in information differently. The metaphor of right andleft brain thinking is used to describe some different ways thatpeople think and take in information."Meanings for the right hemisphere dominant learner, however, are much moreself-centered. They are more concrete, tied to visual and tactile symbols.Meanings for words are not abstract from personal context. They have meaningsspecific to certain contexts. While left hemisphere dominant learners can usewords with precision to communicate meaning, right hemisphere dominantlearners have difficulty because meaning is embedded in their holisticexperience. Conveying specific meaning through language requires a separationfrom immediate personal experience in order to attach verbal symbols to thatexperience. The right hemisphere dominant learner, then, will have difficultyusing language to express explicit meaning. The left hemisphere dominantlearner attaches language to meaning in order to store them in memory. Theright hemisphere learner probably stores meanings in pictures, impressions,without attaching verbal labels to them." (Browne, p. 29)The literature also suggests that information should be presented in the style that best matches the student’s style, but that the other styles should also be represented. This allows students tounderstand the material while expanding their way of thinking to include other processes. They potentially can relate their natural style with another style. For example, they can see a film with text and relate the style they know to the foreign modality.Of interest to teachers is the question of whether teaching styles need to bematched to learning styles in order to ensure positive instructional outcomes.Henson and Borthwick (1984) cite studies that show significant increases inacademic achievement and more positive attitudes toward learning whenstudents were taught in relation to their learning styles." (Emihovich and Miller, p.474)Any instructional approach should offer a learning environment which willencourage children to develop the processing of both hemispheres. They shouldbe given an opportunity to apply their preferred hemisphere whenever possible tolearning new skills. However, they should also be exposed to activities whichencourage the use of both hemispheres in situations where they are notpenalized for failure, to provide opportunity for the weaker processes to develop" (Browne, p. 31)A literature search of learning styles and computers results in articles advocating computer usage as a positive method ofmatching learning styles to the students if used correctly.Basically, the articles are saying that the characteristics of computers are conducive to a wide range of learning styles, butthere is no guarantee that how the computers are actuallyprogrammed will actually be beneficial to many different people.For example, while computers can be programmed to have coolgraphics and interesting interactivity, often the only programs in use are of the drill and practice mode which tends to not excite or motivate "right-brained" thinker. Actually having students program the computers themselves is seen as a beneficial method of using computers."From good computer-based instruction, these children have been able to enternew worlds through images on the screen and to learn from these experiences.This information is presented to children on the screen in interesting, colorful, and challenging formats that allow active participation while it reflects their work paceand adjusts to their skill levels." (Lee, p.87)"Computer programming offers opportunity for virtually unlimited creativeexpression. The user can think about a real-life experience and produce it as anabstract entity for the computer. Thus, two processes (remembering andinterpreting) that are prerequisites to the valued abstract higher levels of thinkingare fostered by computer use." (Lee, p. 84)Seymour Papert has been a main advocate of using computers in a particular way to enhance learning. He developed a language knownas Logo which is based on the concept of syntonic learning.For learning to be syntonic, it must satisfy three criteria: (1) continuity -"mathematics, for example, must be continuous with well-established personalknowledge from which it can inherit a sense of warmth and values as well ascognitive competence"; (2) power - "it must empower the learner to performpersonally meaningful tasks which could not be done without it"; and (3) culturalresonance - "the topic must make sense in terms of a larger social context"(Papert, p. 54)In light of these assertions about learning styles in general and the proper use of computers, in particular, VR fares quite well. VRoffers everything that good computer programs do, plus more. Well-made VR worlds engage more of the student’s senses and inherently appeal to different learning styles. Control of one’s environment and interactivity are corner stones in VR. Currently, the graphics in VR are not as vivid as is possible on a computer screen, but are still quite engaging. If the method of having students create their own world is used, the gains that Lee and Papert refer to can be achieved. In light of these claims that VR would be useful in education, twopilot studies were conducted by the Human Interface Technology Laboratory (HITLab) at the University of Washington in collaboration with the Pacific Science Center to explore VR as a learning tool for young people. The purpose of the first study was to ascertainwhether any student in the age range of 10 to 15 could creativelywork with the technology of VR and whether they would enjoy it. Inthe summer of 1991, a summer camp was run where the studentscreated virtual worlds on the computer and then went into them (see Bricken and Byrne, 1991). This camp was very popular with the participants and the students created interesting, intricate virtual worlds.The second study was in the summer of 1992, when the HITLab andthe Pacific Science Center, under the auspices of the Creative Technology Camp, collaborated for the second summer in a row. Thepurpose of this study was to extend our knowledge about childrenand Virtual Reality. We decided on two directions of exploration. The first was an attempt to mimic the use of VR in a curriculum.The second was to diversify our student population in order to generalize more about learning styles and VR.The structure of the study was seven sessions of a week long day camp, held from July through August, where children ages 10 to 16 learned about science through "hands on" experience. Not only didthe students explore VR, but they were also exposed to robotics, computer animation, laser discs, and electronic music.The preliminary involvement with VR for the students consisted of everyone in the camp watching videos and listening to members ofthe HITLab. The students would then practice creating 3-D graphical objects on a Macintosh with the software package, Swivel 3D“Professional for 50 minutes on Monday and Tuesday. On Wednesday, about 10 students out of the 25 or so in the camp (due to resource constraints), could choose Virtual Reality as their focus. Their participation entailed brainstorming as a group in deciding whatworld they wanted to create. After that process was complete, they would work in teams of 2 or 3 and create objects in Swivel 3D“ thatfit the theme of their world. By Thursday afternoon, the group would be done with their world and members of the HITLab would exportthe world into VR. On Friday morning, the world builders would visit the HITLab and enter their world in VR.The issue of trying to explore VR in a curriculum relates to ourvision of the use of VR in education and the literature on learning styles. While we see that the creative process involved in world building in VR is a learning experience in itself and lots of fun, boundless formation of worlds is not the only use for VR in the learning process. Theoretically, VR can be used in conjunction with many class subjects and appeal to different learning styles.Subjects that rely on visualization, such as science and social studies, could benefit from the use of VR. The traditional method of text based instruction could be augmented by the experientialmethod of VR. Furthermore, the way VR could be used in classrooms could be varied. On one end of a continuum is the learning that occurs from building a world. For the student/creator, it is a synthesis of knowledge about the subject and allows the creator and others to reflect on that information when they explore the world in VR, while being an empowering creative process. On the other end of the continuum, the students enter a pre-fabricated world (themobile home end of the continuum) where they learn from theexploration and not the creation of the world. Of course, any compromise between these two extremes is possible. Maybe astudent would build part of a world or add on to an existing world in order to facilitate learning. The point is that we feel strongly that VR can be used as an effective tool within a classroom setting.We faced the issue of tying VR to a particular subject within the structure of a short summer camp. We discussed teaching a history lesson, ecology lesson or biology lesson, among many other ideas,but realized that the tyranny of time made teaching any particular subject impractical. We decided to mimic the constraints thatwould be placed on world building in a classroom by placingconstraints that did not need to be taught. Instead of teaching rules of an ecological system or the ways that Mayans actually builtpyramids and asking students to build their worlds within these realities, we asked the students to build their worlds with an emotional theme. We concluded that while this was not the same as following a lesson plan, some of the elements remained. Thestudents were being asked to build a world with externalconstraints. We were asking them to take an abstract concept and incorporate it in VR. The abstract concept had some semblance of a shared cultural meaning but allowed for differing views to emerge. Unfortunately, the emotional theme constraint was not verysuccessful in the way we intended. The students did choose an emotional theme each week in addition to a more tangible conceptfor their world, but spent very little energy in incorporating the emotional theme in their world. Instead, they focused on thetangible part. For example, "Peaceful Rain Forest" world has many trees and nothing overtly violent, but "peaceful" is not an obvious trait of the world. They focused on the rain forest. In hindsight, we concluded that designing a world with emotional content is tooabstract of a concept, at least at this age level. The surprising aspect of this exercise was the emotions that were collectivelyagreed upon. Before the camp started, some staff members were apprehensive about the range of emotional themes that would bedesired by the students. It was thought that this age level would overwhelmingly be drawn to violent, competitive themes. Instead,we consistently heard peaceful, funny, happy themes suggested. We have nothing to officially conclude about that, other than it was alot of fun to watch the group dynamics.The other new direction for the 1992 summer camp was to pursuediversity of the student population. The first summer campconsisted of a population reflective of a college of engineering, only younger. White males were highly represented. We did not do aformal survey of background during the first summer camp, butpersonal observation and the cost of the camp (around $400 for aweek long technology summer camp) lead us to believe that we were interacting with a largely computer literate population. These were kids who for whatever reasons were attending a computer campinstead of a horse or soccer camp. Given that computers aretypically taught and geared for a traditional style of learners, we concluded that we were dealing with a narrow range of learningstyles. While there is nothing wrong with this population learning about VR, it did pose two problems for us as researchers. First of all, our data was not very generalizable. We were not working withan average population of children. We learned that highly motivated kids who loved computers also loved VR. This was necessary toknow as a first step, but we needed to move beyond that. Secondly,we have theorized that VR not only would be accessible to studentswho did not typically like computers i.e., students with different learning styles, but that VR would be a motivating factor for them. Eventually, we hope to prove that VR helps the non-traditionalcomputer user even more than the traditional one.To continue our studies for this second study, we needed to workwith a more diverse population. We were very successful in this regard. US West donated $10,000 for scholarships for 20 studentswho would not be able to attend the camp otherwise with the goal of improving the racial and gender balance. The total number ofchildren who attended the camp, including scholarship students was69 (see appendix A for breakdown of the population by race, gender, age, and scholarship).Our research objective was to see, through surveys and personal observation, if there were noticeable differences in the waychildren liked or interacted with VR that followed gender or race or scholarship categories. We used these categories because theliterature suggests that learning style differences might followrace or gender lines."It is well documented that American public schools value the analytical learningstyles, which emphasize spoken and written language as used by the middleclass and emphasize content reflective of the lifestyles of white Protestants.Black children, on the other hand, usually are proficient in the relational learningstyles, which emphasize visual and audio simuli. Webb points out that relationallearners fail in school far more often than analytical learners do. Our schools arefocused away from large segments of students; this omission is unrecognized forits relationship to school failure and, thus, not addressed in plans for schoolimprovement or increase in achievement." (Lee, p.81)Overall, while we found that there were some discernibledifferences in the students’ self reported feelings about their experience with VR at the HITLab that could be attributed to raceand scholarship groupings, most everyone had a highly enjoyabletime in VR. From personal observation, we noticed distinctdifferences in the way groups of students interacted with thecomputer while building the world. Both of these conclusions arequite encouraging. From the literature we would expect a differencein computer usage for groups of students with different learning styles, so our observations verified for us that we were indeeddealing with different populations who have distinct relationshipswith computers. Furthermore, while we cannot expect absolutely everyone to like VR, most differences did not appear in VR, which points to the idea that performance differences, or at least changesin enjoyment levels, among groups of people are lessened in VR. To elaborate, first I will focus on the boundaries that VR can break through and then I will concentrate on the differences in selfreported feelings about VR and the camp.A couple of anecdotal examples can illustrate the power of VR more clearly. The first example is from the first week of the summer camp. For that week, I provided transportation for the scholarship students since otherwise they would not have been able to attend.On the first day, I arrived at the home of one of the students with the idea of driving 4 students to the camp. Instead, there were 5 people (3 girls and 2 boys) waiting to attend. Since I could only bring 4 kids, the one girl who did not have her forms filled out was chosen as the one who was not able to go. By the end of the day,which consisted of rotating through the different technologies, the 4 students who had been able to attend were probably envious of thegirl who had been excluded. They all seemed to have a miserabletime. During much of the day, they looked bored and uninterested in the technical topics. One of the boys slept with his head on the desk for a large portion of the day.We had various theories as to why they behaved this way. It could have been that they are simply unmotivated, poor students.However, a more likely reason is that they were suffering fromculture shock. Without really knowing what they were getting into,we thrust them into a very unfamiliar setting. They had very little background with computers. They were not sure when to "click" or "double click" the mouse, while many non-scholarship kids werebypassing the mouse completely and using the option keys. The styleof learning required of them was primarily sitting still and listening to lectures, which may have not been their main mode of learning. Additionally, the scholarship students were all African-Americanwhile of the other 20 some campers, only one was African-American. None of the 10 or so instructors were African-American. Overall, there were many reasons why the scholarship students thatweek might have felt uncomfortable in the situation and reacted by withdrawing.We survived the first day, but when I went to pick up the students on Tuesday morning, the two boys were missing and the two girls werenot ready to go. However, the one girl who had been left behind the day before was there, lunch and forms in hand. I waited for theother two girls and then we all attended the camp. This day was no better. The new girl had her head on the desk most of the day andthe other girls looked very bored. I felt that if we did not intervene somehow, there would be nobody to pick up the following day. So, instead of struggling through the rest of the day, I left early withthe girls and brought them to the HITLab. I put them into everyvirtual world we had and let them explore all they wanted. Their reaction was strongly positive. I realized that they had notunderstood how the work on the computer back at the camp relatedto Virtual Reality. With an overview of the technology andexperiential use of it, they were much more motivated to continuewith the camp.The next day, all of the girls and one of the boys were ready and waiting when I arrived to pick them up. They all created somethingon the computer which was subsequently placed in VR. Their objects were not necessarily as elaborate as those of the students who hadmore experience with computers, but the objects were definitely asource of pride. Actually, differences in object complexity amongthe students throughout the course of the camp were dampened bychoosing more intricate dynamics for the simpler object within VR(e.g., color change or movement). This had a practical side to it, since it is easier to give dynamics to less complicatedconfigurations.The most exciting part of the process that week for us asresearchers was to see all of the students experiencing VR. The scholarship students reported more difficulty in moving around the world, but everyone said that they wanted to come back and try VR again. They all talked about how much fun it was. Clearly, VR was a motivating force for all the kids. We had expected to see that students who loved computers would also love the next step incomputer technology, but we had not been sure of what to expectfrom students who had expressed little interest in technology. We have a few theories as to why the kids enjoyed VR. The mostobvious reasons are that VR is new and different and it enablespeople to do things that they cannot do in the physical world, such as fly and go to places that do not exist. Furthermore, for people who get to build their own world, the creation process is a big draw. These reasons were substantiated by the students’ answers when we asked them what they liked best about VR ("I liked being in controlof my actions and experiencing the result of our designing for the world" "flying" "It was cool to be able to make a world and actually go in it.").A deeper, more transparent reason may exist as to why the kids, including those not typically engaged by computers, enjoyed VR. We theorize that due to the less symbolic requirement of VR, thefrustration level with using this technology is reduced, thereby allowing the fun of the program through. Since symbols are highly related to the culture in which they are derived, people outside of that culture are at a disadvantage. In the VR world that the kids created, there were no esoteric metaphors to get in the way, and no highly coded commands to know. If people wanted to look behindthem in VR, they merely turned around in the same way as theywould in the physical world. Everyone has experience in the physical world and they can build on that knowledge in the VR world. Thehurdle of "feeling stupid" is reduced.Another anecdote concerns cultural differences as they relate to computers, VR and gender. First of all, the girls in the camp tended to make different types of objects than the boys. The girls seemedto enjoy more abstract shapes with lots of colors while the boysoften concentrated on robots. Actually, the boys made more thanjust robots, but they did seem to like more concrete, complicated objects. Age also seemed to be a factor in the types of objects thatwere made, with older kids choosing more realistic representationsof physical objects.A more interesting observation was made in one of the later weeksof the camp. For that particular week, out of the ten VR students,we had 2 girls on scholarship and the rest were non-scholarshipboys. We realized that as instructors, we had judgments as to what was "correct" computer behavior. Of course, we had basic rulesabout no eating and drinking around the computer and no hitting each other at any time. But furthermore, we had expectations of students sitting at the computers quietly and being "on task." Part of this is a practical matter, since we had several people in one room workingon lots of different projects and we needed to insure that the distractions were kept to a bare minimum. However, in the case of computers, I think that some of our expectations are merelyreflections of the common usage of the technology by the dominant computer culture which is reflective of a certain style of learning. The example from this week is that the boys stayed on task andquietly worked on the computer. The girls also engaged with the computer, but it took a different form. Instead of sitting quietly, they chose to make up songs and dances while working on thecomputer. They would get up and spin around in between creating objects, giggling all the while. Granted, in a classroom setting, the boys’ behavior is easier to manage, but the point is that neither way of dealing with the computer is "the correct" way of doing so. If females were involved with computers to the same degree thatmales are, we might have a different code to follow.The wonderful thing about VR is that there is no set tradition on the proper way to behave in VR due merely to the newness of thetechnology. Moreover, from numerous observations of people in VR, when a code of behavior does start to form, it will probablyencourage more movement, rather than remaining still. When people watch other people in VR, they are constantly extolling them to look and move around more. Of course, if individuals do choose to remain stationary, no one will berate them harshly. The point of thisexample is that while computers have a narrow range of properbehavior that may hinder certain groups of people or individuals, VR does not currently inhibit anyone’s mode of interacting and probably will not in the future.Overall, while we do feel that VR breaks thorough boundaries of race and gender we did find significant differences by race, gender, andscholarship for some of the questions we asked in our survey (see Appendix B for full list of questions with significant t-tests to an alpha of .05). Gender was significant in only the question that asked whether the student was aware of the physical surroundings whilein the virtual world. We have no conclusion to draw at this time regarding that subject. Actually, for this question to be the only one that is significant for gender is amazing. We asked questions about their enjoyment in building worlds and in going in VR, which werenot significant by gender.Race and scholarship categories were correlated at a .65 level,which was not surprising since the scholarships were aimed at underrepresented racial groups. The averages of the surveyquestions by race and by scholarship were very similar due to the correlation, so I will refer to them as a group. We found significant differences between race/scholarship for the questions which asked:how much did you enjoy designing and building a virtual world?; how much would you like to build another world?; and how much wouldyou like to be in VR again? These questions are the major indicatorsof the students’ enjoyment of VR, particularly since we also askedabout the camp as a whole and found no significant difference byrace/scholarship. This could be worrisome and possibly suggestthat VR is not as positive for non-traditional computer studentssince their mean was lower than the non-scholarship, whitestudents. However, the lowest mean for the scholarship students of color on any of those questions was 8.28 out of a possible 10. This indicates that although the scholarship students did not rank theirVR experience as highly as the non-scholarship students, they still ranked it very high. We must also remember that the non-scholarship students were a group of people who actively wanted togo to a summer camp on technology. So, while there was astatistical significance to the difference in the means, the rawmeans of the various groups show an overall vote of approval for VR. Now, before I convince everyone that VR is the answer to all of our educational problems, the downside of VR needs to be discussed. ForVR in general, there are many ethical considerations that have been voiced, such as the issue of addiction to VR. While I think those issues are important to discuss, for the purpose of this paper I will narrow the focus to the topics of: appropriate use of VR; andindividual feelings about VR.。