- What is Virtual Reality (VR) and how do I use it?
- I have no experience with Virtual Reality (VR) where do I start?
- What exactly are HMDs or VR headsets/goggles?
- What does AR stand for?
- What does MR stand for?
- What does XR stand for?
- How do AR and XR relate to VR?
- What is Metaverse?
- Do I need a VR headset to access VR?
- What is WebXR?
- What is Immersive Learning?
- What are key opportunities in XR Education?
Virtual Reality (VR) is a technology that uses a Head Mounted Display (HMD) to deliver visually immersive digital environments separate to the physical world. While wearing an HMD (also called VR Goggles), you may look in any directions to see a persistent digital environment, which give you the feeling of being there. Usually, you will also use haptic hand controllers to interact with virtual objects and move around. For example, VR allows students to join an expedition to the Solar System or safely perform lab experiments without leaving their room or classroom.
Many of our clients have no previous experience with VR. We are here to assist you in your journey of exploring VR possibilities. We offer free consultation with no commitments. Arranging a call with us to discuss your institution’s needs is a great way to start. If you would like to purchase your own VR headset, please visit our VEDX Global Store.
HMD stands for a head-mounted display, and it is also often called a VR headset or VR goggles. It is a headset used with virtual reality systems. An HMD can be a pair of VR goggles or a full helmet. Once you wear your VR googles, in front of each eye you will have a tiny monitor which projects a computer-generated graphics of a virtual world. Because there are two monitors, images appear as surrounding and three-dimensional. In addition, VR goggles include a head tracker so that the system can respond to head movements. For example, if you turn your head, the images will simultaneously rotate to make it seem as if you are looking at different angle, giving the virtual world a very realistic appearance.
AR stand for augmented reality. This technology adds digital elements and objects to the real world. It keeps the real world central but enhances it with digitally generated elements layering new strata of perception. You can use a smartphone, tablet, or computer desktop to engage with AR elements. For example, AR allows students and teachers to create and interact with virtual 3D models and objects or add dynamic visualizations to a written word.
MR stands for mixed reality. Mixed reality technology allows the merging of real and virtual worlds to produce new environments and visualizations. It can involve various forms of VR and AR elements, where physical and digital objects co-exist and interact in real time.
XR stands for extended reality, where ‘X’ represents a variable for any current or future spatial computing technologies. It is a term used to describe immersive technologies that combine all forms of virtual and physical worlds and environments, including augmented reality (AR), virtual reality (VR), mixed reality (MR) and the technologies yet to come.
While VR has a completely immersive digital environment, augmented reality (AR) is considered to have individual or multiple digital items placed in real/material reality through a camera. Unlike VR, AR may be used either through a smartphone app or an HMD. AR is also used effectively for education or gaming, but it does not offer the immersion of VR. Extended reality (XR) is an umbrella term that includes VR, AR, and everything in between. The term XR exists because VR and AR use related technologies such as HMDs although the use cases will not always be the same.
Metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the sum of all virtual worlds, augmented reality, and the Internet. The word “metaverse” is made up of the prefix “meta” (meaning beyond) and the stem “verse” (a backformation from “universe”); the term is typically used to describe the concept of a future iteration of the internet, made up of persistent, shared, 3D virtual spaces linked into a perceived virtual universe.
Yes, fully immersive VR experience is only accessed through HMDs. However, there are many apps, especially multiuser apps, which are cross-platform. Being cross-platform means that people use more than one type of hardware to access it, including: a VR HMD, PC, phone, or tablet. Generally, users of multiuser apps can interact regardless of their hardware. When learning about an app check if it is VR Only, which means you can only access it through an HMD, or VR Supported, which means it has some cross-platform functionality.
WebXR refers to VR or AR content available through a web browser. This content can also be viewed on a two-dimensional screen of your computer desktop or a tablet. Although webXR on those devices does not offer a fully immersive experience, it can be accessed without a VR headset. For example, in addition to VR/XR experiences, many of our partners’ content is also available through webXR.
Immersive Learning places individuals in an interactive learning environment, either physically or virtually, to replicate possible scenarios or to teach particular skills or techniques. Simulations, role play, and virtual learning environments can be considered immersive learning. Immersive learning has been proven to be one of the most effective ways of learning. VR-based learning is a great example of a virtual form of immersive learning and shows an impressive retention rate of 75%, beating out lectures (5%), reading (10%), and audio-visual learning (20%) (FrontCore, 2020).
A: Immersive Learning Research Network identified six key opportunity areas in learning that XR may help fulfill over the next 3 years. These are:
• Facilitating Authentic Learning Experiences
• Empowering Learners as Creative Designers and Makers
• Integrating Immersive Storytelling in Learning
• Integrating Immersive Learning in STEM
• Fostering Collaboration with Social VR and Other XR Technologies
• Cultivating Immersive and Blended-Reality Learning Spaces and Laboratories
• Developing the Capabilities of the Future Workforce.
- Where can I find any additional resources regarding the effectiveness and outcomes of XR-based immersive learning?
- How big is XR industry overall and how about XR in education specifically?
- What does VEDX stand for and how do I pronounce it?
- What does VEDX do?
- Does VEDX develop their own content?
- Does VEDX have any business accreditations?
- What does LMS stand for?
- Can VR/XR modules be integrated to the school’s LMS?
To learn more about the most recent research on immersive technologies visit our Research webpage and to stay updated on the industry insights follow us on LinkedIn.
Below are selected statistics and predictions regarding the XR and EdTech markets:
• By 2030 VR/AR will boost global GDP by $1.5T. (PwC, 2020)
• VR headsets market is expected to grow at a CAGR of 48% between 2020 – 2024. (IDC, 2020)
• XR market is expected to reach $30.7B in 2021. (Statista, 2021)
• Immersive technologies are expected to be as ubiquitous as mobile devices by 2025 (Statista, 2021).
• Online education market is expected to hit $350B by 2025, dominated by the US and China. (Research and Markets, 2019)
• EdTech spend will nearly double to reach $404B in the next 5 years. (HolonIQ, 2020)
XR in Education is expected to grow rapidly and below are just a few highlights that show the potential:
• Education vertical has a high urgency and need for VR solutions (AR Insider, 2020).
• Education is expected to be the 4th largest sector in VR investment: a $700M industry by 2025 (MarketLine, 2020).
• Global VR Education’s forecasted compound annual growth rate is 59% (Technavio, 2020).
VEDX stands for Virtual EDucation eXploration and you pronounce it as /vɛdx/.
VEDX is a global Education Technology (EdTech) firm, which consults, design and creates customized solution packages for educational institutions, governments, and enterprises interested in incorporating the newest immersive technologies into their teaching and training programs.
VEDX partners with top global software companies to develop highly engaging and interactive learning experiences.
Yes, VEDX has been accredited by the Better Business Bureau (BBB) since January 2021. Here you can find the company profile.
LMS stands for Learning Management System (aka e-Learning platform), and it is a software application that provides the framework for handling all aspects of learning process such as administration, documentation, tracking, reporting and delivery of education courses. Examples of LMS are Canvas LMS, and Spark LMS.
Yes, system integrations are part of the solution packages that VEDX offers.
VR Headset Related Questions
- What is the difference between a standalone and tethered VR HMD?
- Can more than one person use the same headset?
- What do 3DOF and 6DOF stand for?
- How do I get started with a VR headset?
- Where do I get content for VR?
- What types of VR apps are there?
- Are there any limits on who can use a VR headset?
- I feel tired/dizzy/motion sick while using a VR headset, what can I do to reduce the negative side effects?
- Can I wear my regular glasses when using a VR headset?
- How much space do I need when using a VR headset?
- What are the internet speed requirements?
A standalone all-in-one headset has a built-in screen processor and battery, so it does not need to be physically connected with any other device. While wearing a standalone headset you can move freely, without worrying about cables. A tethered headset also called a PC VR is connected to a PC through a cord. Although tethered headsets have great capabilities in terms of hardware, they must stay connected to PC throughout the time they are being used.
Generally, yes. There are options for multiple learners to use the same headset and access the content at various times with one license. This is often the most viable choice for schools that will store and use headset in their VR lab.
There are two main types of VR headsets: Three Degrees of Freedom (3DOF) and Six Degrees of Freedom (6DOF). DOF stands for degrees of freedom in a virtual world. 3DOF devices track your head movements only, while 6DOF ones, in addition to tracking your head movements, also track your position in space giving you freedom to move around. While 6DOF is a more advanced option and gives a learner more immersive experience, in certain situations 3DOF devices can work well too, for example in a school lab, where student stay seated at their desks and explore the virtual environment by rotating their heads.
Before using your headset, set up a required account and charge your battery fully. If you are using your headset for the first time, make sure to go through a user manual and beginner’s tutorial available in your headset menu. If you are working with VEDX, we will provide a full onboarding training on how to get started with your VR experience.
Your VR headset will usually come with a preloaded library of available free and paid apps. Depending on your VR headset, you can browse apps at different stores such as Oculus Store, Viveport, Pico, and others. If your HMD is tethered (connected to a computer), you may also use direct downloads. Some XR experiences are also browser-based, and they are called WebXR. They are XR experiences, but they do not require downloading an app. The browser may be on your standalone HMD, but it may be your computer browser for a tethered HMD.
There are two main types of VR apps: single-user and multi-user. Single-user VR has only one person in the experience, and it is commonly used for self-paced training, education programs, and gaming. Multi-user VR allows people to cohabitate in a VR environment, so they may interact and collaborate for social, educational, work-related, and recreational reasons.
VR headset are recommended for 13+ years old, mainly due to the fact that there has been no sufficient research done on children under this age. If you are new to the VR world, we also recommend starting from brief and frequent sessions so your body can adjust over time.
Make sure that your early sessions are brief, and you take frequent breaks when using a VR headset. You should also try to avid rapid movements and choose teleporting rather than “walking” by pressing your controllers’ buttons. A VR headset can produce heat, additionally it covers parts of your face, so make sure that you stay in a cool and well-ventilated place.
Yes, you can wear your prescription glasses under your VR headset. Some devices will have an additional insert for glass wearers’ extra comfort. Alternatively, you may also be able to purchase prescription lens inserts for your VR headset to see clearly without your prescription glasses.
While using a 3DOF headset or 6DOF headset in a stationary mode you do not need a lot of space and can remain seated in front of your desk, just make sure you have enough space to rotate and freely move your hands. If you use a 6DOF headset and plan to move around, you will need a clear and obstacle-free area. Your VR headset will ask you to preselect your safe play zone and for the best experience you should have around 6.5 x 6.5ft (2 x 2m).
Most of VR head-mounted displays will require at least 25Mbit/s for streaming. Higher quality live streaming operations will require greater levels of bandwidth. For example, resolutions comparable to HD TV require 80-100Mbit/s.