Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are generally referred to as Extended Reality or XR.
XR refers to all real and virtual environments generated by computer graphics and wearables. The 'X' in XR is a variable that can stand for any letter. XR is the umbrella category that covers all the various forms of computer-altered reality, including VR, AR, and MR.
VR immerses the user in a virtual world through a head-mounted display (HMD). Some example of VR headsets include Oculus Rift (Facebook’s VR headset), Vive (HTC’s product), PlayStation VR, and Daydream (Google’s VR headset). The video below provides a helpful breakdown of the best VR headsets for 2021. While this is a hardware-focused video, it gives a great impression of what VR actually is and what it looks like in practice.
AR overlays digital information onto the physical (real) world of the user through a mobile application or a social network app (currently, many filters AR are been used on Facebook, Instagram, and Snapchat). The video below discusses the fundamentals of AR as well as how to design custom AR apps and content.
MR is a hybrid reality which merges the real and virtual worlds. In this space, physical and digital objects co-exist and interact. MR requires a headset; some of examples of MR headsets include Microsoft HoloLens and Magic Leap (backed by Google). The video below outlines the basic defintion of MR and gives a bit of sneak preview into some of the applications that will be discussed later in this educational resource.
What form of immersive experience (VR, AR, or MR) do you think lends itself best to the classroom? Do you have a preference? If so, why?
If you want to get a better understanding of some of the more technical differences between VR, AR, and MR, check out the video below.
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The next page discusses the importance of experiential learning and begins to set the stage for XR in education. Click the button below to move foward.