Hello!
If you are interested in Virtual Reality (VR) and it’s application as a learning tool, here is a timeline of the history

A MALAT Student Blog
Hello!
If you are interested in Virtual Reality (VR) and it’s application as a learning tool, here is a timeline of the history
Hi Michael, Thank you for such an interesting post. I admittedly do not know a lot about Virtual Reality, and found your timeline to be very informative. The use of VR with paraplegic patients really caught my attention. What an amazing use and outcome of this technology. The number of applications I can see for this technology are endless. I was wondering if you came across any real disadvantages to this technology in your research? After completing a quick search I came across concerns about functionality, cost and addiction. I think that functionality and cost will continue to improve as the technology improves, and that addiction is not limited to VR. I was curious if you came across anything else?
Hi Tanya,
I am happy to hear that this timeline helped provide information about a growing field. I think that it is wonderful that it sparked enough interest for you to dig deeper.
Cost can be a concern for some on an individual basis, but I have a unit at home that was less than 2k. For larger institutions, it can be more cost-effective than their current costs. For example, doing medical training with cadavers requires housing the bodies. In comparison, VR is cheaper to house and uses less real estate.
I think functionality is improving at a rapid pace. Like other educational technology that we have read in our papers, some aspects are slower to gain traction than other aspects. I think augemented reality will be pushed quickly ahead.
I agree about addiction. Moderation is the key, even moderation. There is a unique quality about VR experience in that it often can create time distortions. Being immersed for a few hours can feel like it has only been 30 minutes. This could be considered an issue.
The greatest concern with VR is seizures. For some individuals, epileptics for example, they can be triggered quite easily.
Secondary concerns are:
-Motion sickness
-Hurting oneself from the true environment as they move about. They are blind to their actual environment in VR. In augmented reality, this is not a concern
-A possible increase in myopia
Tertiary concerns are:
-Exposure to topics that are above their rating with children (this also applies to video games, movies, TV, and books)
-The role of advertising at a subliminal level with peripheral information
For most people, these concerns are minimal but they are stated as a precaution. There are some people with epilepsy that are not affected at all.
I hope this helps. Please let me know if you have any further queries. Thank you for your response.
Cheers,
Michael