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What is Computer-Generated VR (CGVR)

Handbook of Research on Innovative Pedagogies and Best Practices in Teacher Education
A seamless VR experience is driven by frame rates; frame rates are driven by powerful processing. A powerful central processing unit (CPU) is a general processor that improves overall system-performance but a dedicated graphics processing (GPU) unit is the technology that has enabled VR to advance to its current state. NVidia and AMD have released GPUs with over 3000 Cuda Core processors that provide enough raw processing power to finally create VR content with the smoothness and granularity to all users to feel they are somewhere else when they turn on and use one of today’s modern systems.
Published in Chapter:
Reimagined Higher Ed Classrooms: Meaningful Learning Through Culturally Unbiased Virtual and Augmented Reality
Jennifer (Jenny) L. Penland (Shepherd University, USA) and Kennard Laviers (Sul Ross State University, USA)
DOI: 10.4018/978-1-5225-9232-7.ch006
Abstract
Institutions of higher learning are facing increasing demands for technology-based programs that would service the needs of the changing 21st century populations. In today's amalgam of differences, education that is independent of cultural biases is more than difficult to author. Virtual and augmented reality (VR) technologies offer a possible solution but come with a host of other challenges. Content made for VR can easily be tailored to demonstrate educational concepts to bring people into the same space, but despite being able to provide this, we are left with another issue: Where do we get this media? This chapter will explore ways for businesses and organizations to build pedagogical VR content to foster more immersive learning that is culturally unbiased. The authors also explore costs and potential revenue and develop a clear picture of what it would take to startup such an enterprise in today's US economy.
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