Since the beginning of time, people are seeking more information and knowledge to make their lives easier and better. From that point the educational institutions have been set up to simplify the process of learning. Reality simulation technology especially in education field have been developed to facilitate the process of learning and teaching as well. This technical document offers the impact of reality simulation on the education field. Firstly, a brief overview of reality simulation and its applications: virtual reality (VR), augmented reality (AR) and mixed reality (MR). Secondly, pointing out a few examples of fields that involve AR in their activities and how successful experience it was. In addition, addresses more choices such as VR, AR and MR to enable the decision makers to choose the right technology for their departments. This approach also provides advantages and disadvantages that will face when applying technology to simulate reality in education. Finally, improving the educational system through using reality simulation.
3D User interaction, Augmented Reality, Head-Mounted Display, Headset, Immersive Room, Interactive Education, Mixed Reality, Simulation Applications, Simulation Reality, Virtual Reality.
We would like to thank our instructor Ms. Rabab Al-Khalifa the supervisor of technical reports course for being such a patient and inspiring person in the both aspects personally and academically. And we also want to thank our families for being supportive of us conducting this report. In addition, we owe great gratitude for our cooperative team for our efforts.
1. INTRODUCTION 1
2. REALITY SIMULATION 1
2.1 Vertual Reality 1
2.2 Augumented Reality 3
2.3 Mixed Reality 4
3. APPLICATION OF SIMULATION TECHNOLOGIES IN EDUCATION 5
3.1 Reality Simulation Applications In Schools 5
3.2 Reality Simulation Applications In University And Training 6
4. ADVANTAGES AND DISADVANTAGES OF USING REALITY SIMULATION IN EDUCATION FIELD 7
4.1 Advantages Of Using Reality Simulation In Education Field 7
4.2 Disadvatages Of Using Reality Simulation In Education Field 8
5. DISCUSSION 10
5.1 Students Attitude Towards A New Education System 10
5.2 How Reality Simulation Could Be Utilized In The Future To Improve Education 11
6. CONCLUSION 12
7. RECOMMENDATION 12
8. REFERENCES 13
9. BIBLIOGRAPHY 14
10. GLOSSARY 14
11. APPENDIX 15
12. INDEX…… 16
LIST OF FIGURES
1. Inside View of Head-Mounted Display 2
2. Immersive Room of a Cave 2
3. Glove Component of Virtual Reality Technology 3
4. Wands Component of Virtual Reality Technology 3
5. Feedback Loop of Usage of Augmented Reality Technology 4
6. Example of Mixed Reality Technology 4
7. MEL Chemistry VR – Teachers View 5
8. Students Learning About Space Science 5
9. UCSF Anatomy Lab 6
10. US Army Training Using Reality Simulation 5
11. Advantages and Disadvantages of Using Reality Simulation in Education Field 9
12. Students’ Thoughts About The Impact Of Reality Simulation On Education 10
13. The Precentage of Students Who Have and Haven’t Used Reality Simulation 10
14. Highest to Lowest Effective Advantages 11
15. The First Section Of A Survey Questions 15
16. The Second Section Of A Survey Questions 15
17. The Third Section Of A Survey Questions 16
With the growth of science, technology has become an essential part of our lives, and an important element in most fields such as education and health sectors, due to its capabilities to facilitate many complex tasks. With the evolution of technology, an intelligent technique was invented called simulation. Simulation has been defined as “The technique of imitating the behavior of some situation or process by means of a suitably analogous situation or apparatus, especially for the purpose of study or personnel training.”1. Simulation of reality has been developed to create a virtual environment enabling people to perform or experiment impossible or impractical tasks, and that is what makes it recently widespread in most fields of human endeavor with its many manifestations. Simulation applications are many, however, there are three important applications which are: Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). All simulation applications have a significant positive impact in medical fields, aviation, engineering, military, education and a lot of fields. This report will inform the influence of VR, MR and AR in education area specifically, what are these technologies, their equipment’s and pros and cons of applying them in the educational field. Also, we aim to inform how it will improve and facilitate the process of teaching and learning to persuade the ministry of education to implement an interactive education system using simulation applications.
2. REALITY SIMULATION
Humans are unable to experience all the details of the universe. Our brains and senses can only process a fraction of the world, so we must use tools and concepts to learn more about reality. A simulation is an immersive environment, it’s the process of imitating real tools or systems. Simulations provide an interactive environment that help humans absorb information. Some reality simulation applications are useful for upgrading the education system. For instance, VR, AR, and MR.
2.1 Virtual Reality
virtual reality (VR) or (computer-simulated reality) is a simulation of real or graphics environment using hardware and software to reach the total immersion which allows the human senses (vision, hearing, and touch) to participate in this environment as they participate in real life 2. Moreover, virtual reality has three categories based on the levels of immersion: non-immersive (window on world system) the simplest type of virtual reality where user can enter this environment by utilizing conventional monitors (desktop) with high resolution powered by processing power to display the image of the environment, there is no other sensory output supported. semi immersive (Fish tank VR) is the updated version of (window on world) where the users slightly immersed in the environment these system support head tracking and use special monitors for stereoscopic viewing similar to flight simulation technologies, but still don’t support sensory output. full immersive is the system that promotes highly immersive performance to whole user’s senses by using hardware such as a head-mounted display (HMD) and motion detecting devices 3. Virtual reality requires a set of specialized equipment to convince the user’s subconsciousness of how realistic this world is; therefore, VR uses four main equipment to reach its goal Head-mounted displays (HMDs), Immersive rooms, Data gloves, Wands.
• Head-mounted display (HMD)
The basic device of VR which is a head-mounted display (HMDs) is worn on the head and it has a small screen for each human eye (see figure.1). The job of these two screens is to create the clear 3D view of required VR view. In addition, HMDs include a tight cover to prevent outside light, because any external light will negatively affect the VR view. The device is usually equipped with a headphone. HMDs also have sensors, so they can discover exactly how your body and head are moving 4.
• Immersive rooms
Second, Immersive rooms (field of vision) are rooms that offer full 360° field of view to give the users the whole picture of the landscape, cities, other sites to improve the feel of reality. For example, CAVE (see figure.2) is able to change images using Rear projection, Video, Down projection floor, and Tracking sensors in the walls 3.
• Data gloves
Also, data gloves are an interactive 3d input device that can be defined as an advance glove that have various sensors to detect the movements of a user’s hand (see figure.3). Data gloves often contain a motion tracking sensor such as magnetic tracking device that pictures the position of the gloves then send data to a special software that converts the picture to useful information such as sign language. Data suit is an extension of data gloves. Data suit is covered the whole user’s body to picture his/her movement which can help on real-time animation 3.
Finally, Wands are a controller sticks used to interact with VR (drop, drag, point, and touch). Wands consist of: sensors to detect it position as well as data gloves, so users can movies their position by only using a wand without moving their body, in addition to a navigator to explore the environment, and buttons to interact (see figure.4). these are the most used equipment for output and input in VR that make it work like a reality 5.
2.2 Augmented Reality
augmented reality (AR) is the concept of taking out physical reality and laying a useful or creative information, so we can interact better. Information may be destructive (masking the real environment) or constructive (adding to the real environment). Argument reality is used in many fields, for instance, entertainment and educating 67.
Its equipment is user input devices, sensors/tracking, display/output devices, the processor (CPU). user input devices which may be touch screen or microphone. Different technologies are used in augmented reality displaying like screens, optical projection systems, and display system that human can wear. In addition, devices can have output in many forms such as audible and visual. AR uses a feedback loop between human user and computer system (see figure.5). The user observes the AR display and controls the viewpoint. The system tracks the user’s viewpoint, registers the pose in the real world with the virtual content, and presents situated visualizations.
2.3 Mixed Reality
Mixed reality (hybrid reality) Is used to create a new reality by integrating a real environment with a virtual environment that allows real objects to be mixed with electronic productive objects (see figure.6), allowing the user to deal with all objects. it is a mixture of actual and virtual environment and it combines the concepts and elements of virtual reality and augmented reality. So, from all what we discuss we notice that AR adds things to our existing world and VR changes our surrounding. AR requires devices that are already owned by billions of consumers. On the other hand, VR requires specific hardware equipment which makes less spread among people 68.