Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
1 of 24

Prospects for educational purposes of VR and MR

1

Share

Download to read offline

Introduction to KERIS Issue Report about prospects for educational purposes of Virtual Reality and Mixed Reality pertaining to Augmented Reality. This material was used at the JTC1/SC24 WG9 Seoul meeting.

KERIS 이슈리포트: 가상현실 및 혼합현실 활용 가능성 및 전망을 소개하는 슬라이드입니다. JTC1/SC24 WG9 서울 회의에서 소개된 자료입니다.

Related Books

Free with a 30 day trial from Scribd

See all

Related Audiobooks

Free with a 30 day trial from Scribd

See all

Prospects for educational purposes of VR and MR

  1. 1. Prospects for educational purposes of VR and MR (expectations and concerns from educational perspectives) Research Fellow, KERIS Yong-Sang CHO, Ph.D zzosang@keris.or.kr FB: /zzosang Twitter: @zzosang JTC1/SC24 WG9 & Web 3D (January 17, 2017)
  2. 2. Resolution 38(Prague 2016): Establishment of AHG on environments and resources for Augmented Reality (AR) and Virtual Reality (VR) SC36 approves the establishment of an AHG on environments and resources for AR and VR with the following terms of reference: • To investigate AR and VR technology for LET perspective • To develop standardization topics collaborating with WGs The membership of the AHG is open and this AHG expects the following activities: • Collaboration with experts of NBLOs • Initiation of webinars using ISO WebEx SC 36 appoints Yong-Sang Cho*, Toshio Okamoto and Yuntao Yu co-convenors of this AHG. SC36 instructs its Secretariat to call for experts to participate in this AHG and to request lead convenor, Yong-Sang Cho to submit a Report at the next JTC 1/SC 36 Plenary. JTC1/SC36 established AHG on AR & VR
  3. 3. Hype Cycle for Emerging Technologies 2016 < http://www.gartner.com/newsroom/id/3412017 >
  4. 4. Case Study: VR & MR in Ed
  5. 5. “ History-themed classes are often boring and hard- working. Is there a way for students to learn history more vividly and vigorously during class? It would be nice if the students would go to the site and look around and see the teacher's explanation and answer the questions. But what if you want to visit historical sites on the other side of the globe? ”
  6. 6. Google Expeditions Program < https://vr.google.com/cardboard/ >
  7. 7. “ Have you ever dreamed of an astronaut or space scientist as a child? ”
  8. 8. Immersive VR Education, Apollo 11 < http://immersivevreducation.com >
  9. 9. “ Sometimes it is more attractive and efficient when the real world and the virtual world coexist than the full scale of virtual reality. ”
  10. 10. Microsoft Hololens < https://www.microsoft.com/microsoft-hololens/en-us >
  11. 11. Consideration for adoption of VR & MR
  12. 12. Category Content Curriculum Standards  VR and MR content catalog based on the curriculum content (subject) and achievement standards i.e. recommendation among VR and AR, reference links, etc. Content Ecosystem  Replace content providing system from public institution oriented development to private sector investment based on license purchase Role of School & Teacher  Prepare experience spaces and community  Participation as maker Connection to Learning Analytics  Standardization issues related to connection with learning analytics i.e. extension of learning activity data collection standards (interaction & behavior model, etc.) Human Factor Guideline  Health, safety, and social issues, etc. i.e. discomfort(motion sickness, dizziness), misuse, and dehumanization, etc.
  13. 13. Issues related to VR & MR
  14. 14. “ Some people may feel dizzy or embarrassed when they watch content that uses HMD. Why? ” – ‘VR sickness’, ‘simulator sickness’, ‘motion sickness’ “ If I use an HMD, is it OK to see the screen close to my eyes? ”
  15. 15. Health Issues • Dizziness, headache, nausea and even vomiting symptoms, • The HMD is a type that is closely attached to the user's eyes and transmits light through the eyes, • And Photosensitivity Syndrome (Pokemon or Nintendo Syndrome)
  16. 16. “ If you walk around with the HMD, you may hit the wall, or get caught in the line and fall. Be especially careful when using it while walking or driving. ” “ Is this real? Is it a virtual world? It can be confusing if you get too immersed. ”
  17. 17. Safety Issues • VR and MR technology reflects positional tracking that is not only head movement and direction but also position and posture in content experience, → Excessive movement can cause user to fall on the line or collide with nearby objects • Virtual world and real world confusion → Leaning on a desk that is not real, falling down or dropping a real vase, etc.
  18. 18. “ Does new technology be used only for its original purpose? Why this technology is used it in places you have not thought of? Can we deal with new technologies like curious kids who can get away anywhere? ”
  19. 19. Misuse Issues • Google Glass Issue : sensitive personal information leakage, privacy invasion, etc. • Pokemon Go : to collect Pokemon, infringement of private land or crime of attraction • Ethical Issue : Pokemon characters appear in an inappropriate place like Holocaust Memorial Museum, Auschwitz Jewish concentration camp in Poland, Arlington National Cemetery, etc • Reset syndrome, etc < Koffing in Holocaust Memorial Museum >
  20. 20. “ If someone enjoy content alone in a virtual environment, does it intensify the phenomenon of dehumanization caused by lack of human communication? ”
  21. 21. Dehumanization Issues • Possibility of mental and psychological pathologies such as withdrawal symptoms and escape of reality → When exposed to powerful stimuli, the real world becomes somewhat uncomfortable and frustrating, and falls into helplessness (similar to game and Internet addiction) The Other Issues • Hygiene problems that can occur when using common equipment • Accessibility issues (no way to provide alternative experiences)
  22. 22. Reasons and Measures of Human Factor
  23. 23. Category Content Health Issues <Hardware Issues>  (Reason) low level of video transmission per second (Measure) higher than 90Hz/fps processing  (Reason) display delay (Measure) faster than 20ms response speed  (Reason) Head tracking sensor response delay (Measure) Minimize response delay  (Reason) No motion and position sensors (Measure) Utilize HMD external sensors <Content Issues>  (Reason) Content design that causes cognitive dissonance (such as screen switching that is more severe than body movement)  (Measure) Develop content modeling and guideline Safety Issues  (Reason) See-Closed type device (Measure) Use See-Through type or hybrid type of See-Through and See-Closed  (Reason) Reality and virtual world chaos due to immaturity of cognitive structure (Measure) Observation and attention before / during / after each stage Misuse / Dehumanization  (Reason) User aspects such as excessive immersion and abuse, and content aspects such as violent and tempting scene (Measure) Ethics and Prevention Education Program Accessibility and others  (Reason) Unequal educational opportunities and lack of content budget (Measure) Develop inclusive design technology to provide alternative experience
  24. 24. Thanks You !!! Korea Education & Research Information Service Yong-Sang CHO, Ph.D zzosang@gmail.com FB: /zzosang Twitter: @zzosang

×