VR - Emerging Applications and Future Direction
VR - Emerging Applications and Future Direction
Abstract
Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educa-
tional simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently
being used by special educators for personnel preparation in colleges and universities and for service delivery to children and adults with disabilities
in K-12 schools and community services, and discusses possible future directions in virtual reality applications and their implications for rural special
education.
If you are enjoying reading this article, please consider subscribing to RSEQ or joining ACRES at http://acres-sped.org.
Many people think of virtual reality (VR) as a futuristic tual reality applications for training, and these applications
technology associated with science fiction movies, television have transformed how learning occurs in professional prep-
series, and novels, but, in fact, most people already have expe- aration programs. VR tools have been used to prepare mili-
rienced today’s virtual reality applications, perhaps by playing tary personnel for combat, to teach medical personnel how
a computer video game, engaging in a simulated experience at to perform procedures, and to facilitate engineers’ use of the
a museum, viewing an artificial three-dimensional (3D) action product design and development cycle (Kapp & O-Driscoll,
movie at a local theatre, or using an augmented reality travel 2010). The most widely reported use of virtual reality in
app on a smartphone to navigate a new city. Most educators, education has been at the postsecondary level, where it has
however, have not yet thought about the implications of these been used for simulated learning experiences in conjunc-
developments for teaching and learning. But VR applications tion with either campus or online courses (Wang & Burton,
already have begun to impact the way that special education 2011). VR applications have been used to assist college stu-
personnel are prepared in campus and online teacher educa- dents to learn academic subjects (Dickey, 2005), to acquire
tion programs and how programs and services are delivered and practice skills (Steinkuehler, 2008), and to engage in
to children and adults with disabilities. role-playing exercises (Franklin & Arnetta, 2011). VR has
In virtual reality, technologies are used to create a been used to a lesser extent in K-12 education to teach core
3D environment which users experience through sensory academic concepts (Chang, Morreale, & Medicherla, 2010).
perception, physical movement, and text or speech com- The following sections describe VR applications that have
munication (Burdea & Coffit, 2003). These applications been used in special education for personnel preparation
can be classified along a continuum (Milgram, Takemura, and professional development and for delivering programs
Utsumi, & Kishino, 1994): (a) true virtual reality, (b) mixed and services in K-12 schools and community services.
reality, and (c) augmented reality. A true virtual reality
tool offers a wholly artificial world to create an immersive Virtual Reality Applications
experience for the user; a mixed reality tool integrates the for Personnel Preparation
artificial world with the real one (such as a physical space) to Colleges and universities have begun to make use of
enhance an experience for the user; and an augmented real- virtual reality for individual and group learning activities in
ity tool incorporates some elements of an artificial world campus and online courses. These uses include designing
into the real world to add information. They also differ on simulation activities for acquiring and practicing skills in
several dimensions: (a) desktop access by an individual view- instruction, providing a context to serve as preparation for
ing software installed on a computer or online access by one or as a substitute for field experiences, creating a setting for
or more individuals using a client viewer to access software group interactions to develop skills for collaboration, engage
hosted on a remote server; (b) simulated presentation of the in problem-based learning, and deliver live interactive class
real world or portrayal of a fantasy world; and (c) participa- sessions in courses in distance education programs. Here
tion by a single-user or multiple users. are some VR applications that have been used in personnel
Some disciplines already have made extensive use of vir- preparation for special education.
Author Note:
Please address all correspondence to Barbara L. Ludlow ([email protected]).
Rural Special Education Quarterly Volume 34, No. 3—pages 3-10 © 2015 American Council on Rural Special Education
Reprints and Permission: Copyright Clearance Center at 978-750-8400 or www.copyright.com