V
irtual reality, augmented reality, mixed reality, haptic feedback; the line between these and many other technological realities is becoming blurred and they are beginning to be grouped under one umbrella term: artificial reality. But what is artificial reality and how can it be used effectively in the classroom?
The Current technology landscape
With the launch of Google Cardboard Headset in 2014 at the Google I/O and the Oculus Rift taking Kickstarter by storm, the world suddenly started paying attention to this technology that had been around for decades yet had failed to be commercially viable.
As Google was breaking new ground and pioneering the Google Glass, an augmented reality solution, the Oculus Rift research and development team progressed to something quite special, releasing the Oculus Rift Headset. This was followed by the HTC Vive ,which uses the Steam platform, and by the Microsoft HoloLens. Who could forget the GearVR, Google Daydream headset and other cheaper headsets that allow you to use your mobile device to immerse yourself?!
In no time at all we have jumped from lots of failed pioneering attempts to penetrate the market, to a serious and arguably revolutionary step in technology provision that schools are now taking seriously as a classroom resource. Devices range from simple lumps of plastic with no electronics, to the more intricate and powerful home set-ups like PlayStation VR. You can even pick up a cheaper headset in supermarkets and mobile phone shops for around £70.