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Study Guide - Future Technology - Module 11: Virtual Reality (VR) & Augmented Reality (AR)

Yo, what it is! You know what it is, it’s your man Kingmusa— and welcome to The Study Guide! I'm here to break down today's class notes and help us learn together. Today we are going over Virtual Reality (VR) & Augmented Reality (AR) and we will be focusing on Module 11: Virtual Reality (VR) & Augmented Reality (AR)" Let's dive into our module on Virtual Reality (VR) & Augmented Reality (AR). We're exploring how reading performance differs in VR and AR compared to traditional displays.

Key Concept of the Day: 

Today, we're focusing on understanding how VR and AR affect reading speed and comprehension. This week’s module compares reading performance in virtual reality (VR) and augmented reality (AR) to traditional desktop displays. The study found that individuals spent an extra 10% of their time making choices in VR and AR, even when reading at the same pace. Teachers and designers should allocate an extra 10% of students’ time for tasks in VR and AR. The study involved 63 college students reading Chinese passages at normal or accelerated speeds and answering multiple-choice questions. They were provided with an extra 10% of time when using VR and AR apps with text. The study also explored how 3D text, real-world background textures in AR, and heightened motivation in VR and AR impact reading performance. It revealed that 3D text and AR background textures enhance comprehension, while VR and AR boost motivation. Reading is crucial in VR and AR for accessing information. Understanding reading performance is crucial for making these environments effective learning tools. The study also examined how VR and AR affect academic performance, finding improvements in science and math but adverse effects in English and history. Time pressure negatively affects reading comprehension in VR and AR, yet it enhances reading speed. 


Display devices influence reading speed and comprehension accuracy. This study explores the effectiveness of VR and AR as learning tools, highlighting their potential advantages and disadvantages when designing educational applications. Sixty-three college students (34 women, 29 men, aged 20-31) with normal or corrected vision were randomly divided into two groups: one reading at normal speed and the other at accelerated speed. They used VR and AR glasses with displays similar to monitors. A Raytine Blade 707 computer controlled devices, displaying reading comprehension items from the Chinese Proficiency Test (HSK) Level 5. Participants pressed keys while reading three smaller sections with five trials each. They chose the best statement from four options in a countdown above the text. The experiment compared LCD, VR, AR, and a control group, measuring response time, chosen option, and accuracy for each trial and group. The main e ect of devices on the RT was signi cant, F(2, 122) = 6.490, p = .002, ηpResponse Time Comparison is Reading on VR and AR took about 10% longer than on LCD.Statistical Significance is VR and AR had significantly longer response times than LCD, but VR and AR did not differ significantly from each other.Impact of Reading Speed is Reading speed did not significantly affect response time or accuracy.


Reading Speed Impact is Reading speed (normal or fast) didn’t significantly affect response time or accuracy across VR, AR, and LCD. Response Time Comparison is Reading and answering questions on VR and AR took about 10% longer than on LCD. Accuracy Across Devices is Question accuracy remained consistent regardless of display device (VR, AR, or LCD). VR/Students need about 10% more time to complete VR/AR exams than LCD exams. Reading speed didn’t significantly affect comprehension. Responding to multiple-choice questions on VR/AR took about 10% longer than on LCD. VR/AR tasks, especially text-processing, are more difficult than PC tasks. Teachers should give students 10% more time for VR/AR text-processing tasks. This study was funded by a National Key Research and Development Plan 2016YFB1001200-2. Augmented Reality in Education: Di Serio et al. (2013) investigated the impact of augmented reality on students’ motivation in a visual art course.


This concept is important because many VR and AR applications in education require reading, and it's crucial to understand how these technologies impact reading performance.


Here are the main points:

  1. Participants spent about 10% more time making choices in VR and AR settings than on desktop displays.
  2. This suggests that educators and designers should allow for additional time when using VR and AR for tasks involving text.
  3. The first data glove, a key device for interacting with VR, was developed in 1977.
  4. VR has evolved from early projects like the VIDEOPLACE system to immersive experiences like Disneyland's Star Tours.

Participants spent about 10% more time making choices in VR and AR settings than on desktop displays, regardless of reading speed. Scientists study how reading speed and line length affect screen reading. Virtual reality is used in science, math, and augmented reality. Modern math computer games affect students’ math performance and learning motivation. In 2016, Köpper, Mayr, and Buchner found computer screen reading easier than paper reading. In 2014, Lee and Wong found a desktop virtual reality system helped learners with poor spatial skills. In 2004, Leykin and Tuceryan studied how to automatically determine text readability on textured backgrounds for augmented reality. Reading affects comprehension. Virtual reality affects K-12 and higher education. For example, 3D virtual reality in chemistry education analyzes learners and their environments to change college chemistry teaching. It analyzes reading speed, comprehension, and eye movements while reading Japanese novels. VR in Education combines video-capture virtual reality technology with a physically interactive learning environment for English learning. Computer gaming and interactive simulations improve learning. Setting reading time limits enhances comprehension. 


Virtual worlds are for entertainment, inspiration, and socializing. Early virtual reality research focused on human interaction in virtual environments, especially Myron Krueger’s VIDEOPLACE system. This system processed computer-generated object interactions, giving more control and responsiveness than realistic representation. The Data Glove, developed from 1977 with the Sayre Glove, translated hand and finger movements into manipulating virtual objects, making virtual worlds more fun. Zimmerman’s Glove, the first optical glove in 1982, tracked hand and finger movements to control instruments. In 1983, VPL Research, founded by Zimmerman and Lanier, launched the first commercial product, the VPL DataGlove, based on Zimmerman’s patent. The Virtual Environment Workstation (VIEW) project used innovative tech like stereoscopic displays, head trackers, speech recognition, computer-generated imagery, data gloves, and 3D audio. VPL sold popular VR systems like the DataGlove, DataSuit, EyePhone, and RB2 VR system. 


In 1989, VPL and Autodesk made the first commercial VR systems, which gained popularity due to products like the PowerGlove, captivating movies like “The Lawnmower Man,” and immersive TV shows like “VR5.” Early VR companies in Silicon Valley focused on VR experiences with headsets, data gloves, and sensory inputs, leading to location-based entertainment systems. Disney’s Star Tours, a Star Wars-themed flight simulator ride, was the first to use VR technology. Walt Disney Imagineering made VR a part of Disney’s magic by creating interactive technology and immersive environments for rides. Virtual World Entertainment made VR popular with the opening of the first BattleTech store in 1990, where people could play multiplayer games in pods, creating a sense of community. The BattleTech franchise expanded beyond stores, including home electronic games, books, toys, and TV shows in the 1990s. Companies like Iwerks Entertainment, Gameworks, Sega Arcade, and Visions of Reality enhanced location-based VR entertainment.


VR and AR blend technology with 3D worlds for immersive experiences. VR uses headsets and gloves to transport users to virtual realms, while AR overlays digital info onto the real world. Both technologies face challenges like limited power on mobile devices and complex development. Despite these challenges, AR and VR transform our lives and workplaces. The processor creates augmented reality images in the real world using cameras and sensors to track movements. AR overlays digital info, allowing users to input data via touchscreens, voice recognition, or gestures. AR uses 3D rendering, content management systems, interfaces, and development toolkits to create and display virtual objects. AR is common on mobile devices. Early VR development began with Sega VR in 1993, while AR gained attention in 1998 with the introduction of the yellow first-down line in football broadcasts. As technology advances and costs decrease, AR and VR will become more common, offering new features. Beyond entertainment, they have real-world applications like virtual surgery, travel, and education, potentially replacing traditional teaching methods. AR also simplifies virtual shopping, making physical stores obsolete.


Apple Vision Pro, a spatial computing device, merges the digital and real worlds. Immerse yourself in stunning landscapes and control your presence with the Digital Crown. Explore national parks and even the moon! Over a million iOS and iPadOS apps are available for customization. Enjoy multitasking, support for the Magic Keyboard and Magic Trackpad, and Mac Virtual Display. Spatial photos, videos, life-size photos, videos, and immersive Panoramas are available. Spatial Audio and Persona enhance the experience with life-size participants. Apple’s expertise in high-performance products and advanced materials makes the Vision Pro compact, powerful, and wearable. The modular design allows personalization with interchangeable components. The display features a breakthrough ultra-high-resolution display system with micro-OLED technology, packing 23 million pixels into two postage stamp-sized displays. ZEISS Optical Inserts for vision correction are supported. 


The EyeSight feature keeps you in touch by showing your eyes and providing focus cues. Powered by Apple’s powerful Apple silicon in a dual-chip design, the M2 chip handles standalone performance, while the R1 chip processes input from cameras, sensors, and microphones. Optic ID authenticates you and tracks private information for privacy and security. Accessibility features like VoiceOver, Zoom, Switch Control, and Guided Access enable interaction with the device using eyes, hands, or voice. Apple prioritizes eco-friendliness, utilizing recycled materials like rare earth elements, titanium, and aluminum. They aim for carbon neutrality by 2030, reducing environmental impact across their supply chain and product lifespan. Apple also meets energy efficiency standards with materials like gold and aluminum. Their innovative products include the iPhone, iPad, Mac, Apple Watch, and Apple TV, along with software platforms like iOS, iPadOS, macOS, watchOS, and tvOS.


In a nutshell, this module examines the differences in reading performance between VR/AR and traditional displays, highlighting the need to consider these differences in educational and design contexts. It also touches on the history and applications of VR technology. Teachers and designers should allocate an additional 10% time for tasks in VR and AR environments to account for the increased time required for text processing without affecting comprehension accuracy. VR and AR have applications in various education fields, including mathematics, science, and foreign languages. Apple Vision Pro, a spatial computing device, allows users to interact with apps and the real world using their eyes and hands. It’s like a 3D stand-in for video calls, but the beta version has visual issues. Users can multitask with Vision Pro apps on their Mac and place apps in their surroundings for a workspace. It’s comfortable to wear with a dual loop band and an external battery pack that needs charging every two to three hours. The display is great but pixelated in low light and has some color inaccuracies. Some apps include Apple TV+, Disney+, and Paramount+, while Netflix and YouTube require a browser. Cinematic 3D virtual reality videos are immersive but can cause motion sickness. 


Vision Pro is great for recording and watching spatial videos, especially with hands-free recording. It’s not perfect due to its heaviness, limited apps, and occasional bugs. Overall, it’s an amazing experience for real-world work and play. VR creates fake environments, while AR adds digital elements to the real world. VR immerses users in virtual spaces, while AR integrates digital items into real spaces. VR is used in military training, sports, mental health, medical training, and education, while AR is used in retail, navigation, and healthcare. AR in healthcare, combined with AI, aids in diagnosis, surgeries, and vein finding. AR in customer support provides live, 3D instructions, eliminating guesswork. Mixed Reality (MR) blends the virtual and real worlds, offering immersive experiences in entertainment, education, and business. Virtual meeting rooms that resemble real offices simplify remote work. Combining VR and AR in surgeries provides real-time 3D visualizations and feedback, enhancing precision and safety. The MR market is projected to reach $3.9 trillion by 2026, indicating its rapid growth.


That wraps up today’s episode of The Study Guide. Remember, we teach to learn, and I hope this has helped you understand Module 11: Virtual Reality (VR) & Augmented Reality (AR) better. Keep studying, keep learning, and keep pushing toward your academic goals. Don’t forget to follow me on all platforms @Kingmusa428 and check out more episodes at kingmusa428.com. See y’all next time!

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