In this short video, I explore the use of browser-based VR for elearning. I use the "Anatomy Explorer" VR environment, found at http://ishantalksvr.com/anatomyexplorer/, created using A-Frame to demonstrate the simplicity of integrating browser-based virtual reality in elearning environments.
VR is a hot topic in the education circles these days, and for good reason. With access increasing and cost decreasing, technology has finally enabled us to use VR in an effective manner to deliver teaching and learning in immersive environments. Some of you might remember my tweets on strapping a 360-degree camera to my head during my first immersive video shoot in Banff, Canada. Following up, I thought I’d tell you how it went.
When it comes to learning material, many of us still think of two-dimensional content consisting of text, images, video and multimedia viewed on a screen or printed on paper. Among the many, there are a growing few who have started to see teaching and learning in 3D where materials are either made virtual or augmented to create far richer and immersive learning experiences. Increasingly, many governments and institutions around the world are making major investments in virtual reality (VR) and augmented reality (AR) technologies for education under the broader umbrella of artificial intelligence (AI). However, many of these investments remain isolated pilot projects which tease at what education could look like in the near future but likely won’t due to scalability.