The results showed that AR-technology experience was beneficial especially for the pupils, who otherwise belong to the lowest achieving school success group. They were reaching up the gap with other students while learning science. On the other hand, the students with the high-performance school success gained more challenge and quality for the learning outcomes. Augmented Reality (AR) differs from Virtual reality (VR): VR is totally virtual and illusion, but AR creates mixed reality by adding visual elements into real, physical environment around us. This research group from the University of Helsinki has been doing research related to informal learning and Augmented Reality for more than a decade now. Now, only after the Pokémon phenomenon this AR-technolgoy has become known by wider audiences. However, many experts don’t consider the Pokémon technology as AR-solution, but as the recent Scientific American calls it as “location-based entertainment.”
Could the “Hawthorne Effect” been at work here? In other words, did the act of participating in the experiment influence the children? The press release does not say if this was considered in the experiment.
Parkinson’s disease patient showing a flexed walking posture pictured in 1892. Photo appeared in Nouvelle Iconographie de la Salpètrière, vol. 5. (Photo credit: Wikipedia)
Scientists are developing an early diagnosis system for neurodegenerative disorders. The system is intended to such diseases as multiple sclerosis, Parkinson’s disease and others. The diagnosis system is based on virtual reality (VR) – a person is immersed in a virtual environment to carry out some functional tests. Researchers vary the parameters of the virtual environment and record changes in the person’s movements.
A researcher compared the virtual reality experience with two different systems: the one with VR headsets versus one with an immersive projection system using a concave-spherical screen, developed by his research team and called Hybrid Virtual Environment 3D (Hyve-3D). He immersed 20 subjects whom preferred the virtual reality without headsets, because they could interact with other viewers and share their impressions in real time.
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