The introduction of 360-degree interactive ultra-high-definition (UHD) video has advanced the state of virtual reality (VR) technology in exciting new ways. Now, virtual reality video can be captured by new 4K VR video cameras for use in training, games, education, and various interactive applications. Head-mounted displays (HMDs, a.k.a., virtual reality headsets) such as the Oculus Rift or the PS4 VR headset, can generate exceptionally realistic 3D virtual reality experiences previously unachievable through the use UHD 360-degree interactive video.
Virtual reality eLearning applications for use in education and training can benefit through the incorporation of augmented virtual reality, which adds additional visual and textual information over the main visual environment for a richer presentation. The experience of the 4K 36--degree video on which the virtual reality applications are based can thus be enhanced, as the audmented reality features can inspire users to direct their own reception of information, or the application itself can guide the user experience for a more controlled learning environment.
3D virtual reality eLearning applications have enormous potential to increase the success of educational and training programs. The need for more interactivity in instruction is obvious: the University of Illinois foundthat while only 10% of students learn best to spoken classroom instruction, a full 80% of teaching is delivered by this method. New learning experiences are made possible through the use of 360-degree virtual reality video production, particularly when combined with augmented reality, that target all major learning styles, including visual and kinesthetic as well as auditory. Offering immersive, interactive virtual reality experiences in education and training will more effectively target the majority of learners who do best with visual and kinesthetic instructional styles, thus leading to powerful and long-lasting results.
The value of virtual reality technology in education and training can also be seen clearly through the Kolb learning model. Based on the intersection of preferences for active versus passive learning and conrete versus abstract learning, the model is centered upon four distinct learning styles: converging, diverging, accommodating, and assimilating. Convergence learning is marked by abstract thinking tested by experience. Diverging learning lies at the intersection of intuition and passive observation. Accommodation occurs when intuition is tested by direct experience. Assimilation learning occurs when abstract thinking and passive observation are combined. As can be seen, traditional classroom instruction, with its tendency to rely upon passive and abstract learning, mainly targets the assimilating learning style; those that prefer to learn in other ways will miss out on either the participatory or intuitive aspects of education. Those with learning styles that rely upon those aspects of instruction will especially benefit from the deployment of virtual reality technology in educatiokn and training, while still allowing for opportunities to offer more traditional forms of instruction for those that prefer assimilating learning. In this way, virtual reality in education and training offers the ptoential for improved information retention for those of all learning styles.
With the combination of advanced VR headsets, numerous controller options, and 4K UHD 360-degree interactive video, virtual reality technology has never been positioned more strongly to generate effective training and education to increasingly larger audiences. Unlock the potential of virtual reality eLearning platforms and apps. Make sure that the multimedia developer you choose can make maximum impact with the capabilities and 3K UHD 360-degree VR cameras necessary to create truly enveloping experiences.
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