Mixed Realities: Human Interaction Technologies

Mixed Realities: Human Interaction Technologies

Daniel Rolf (University of Tasmania, Australia)
DOI: 10.4018/978-1-61350-074-3.ch018

Abstract

Teaching with technological support brings its own set of problems, some of them technical and others social in nature. Familiarity with specific technology can enhance the teacher’s, the practicing professional’s and the student’s experience, otherwise each will face a potentially steep learning curve before being able to achieve the best outcomes. We live in a time of rapid technical advancement bringing us new and ever more exciting opportunities at ever decreasing cost. In this chapter the authors will look at technologies which present opportunities in the virtuality continuum, from the ubiquitous mobile phone to more specialized augmented and mixed reality systems. They show examples from various fields of endeavor in an attempt to whet the appetite of those interested in new and innovative approaches to training and education.
Chapter Preview
Top

Virtual Reality

The personal computer has long been a tool for the computer gamer and to a large extent its evolution has been driven by the ever increasing demands of this community for more realistic graphics and faster performance. Typically a game will transport the player into an entirely virtual world, where the computer screen presents a 2-D display of the 3-D world, and the player interacts with it via the traditional technology of keyboard, mouse or gamepad. These environments offer great opportunity for education as games can be constructed to target specific educational outcomes. The current market place is full of such games which target the younger student, presenting them with the familiar computer interface and an attractive visual interface, and making the educational outcome, in some games, almost a side effect of the game play.

Complete Chapter List

Search this Book:
Reset