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Introduction: Virtual, Augmented, and Mixed Realities in Education

Chapter
Part of the Smart Computing and Intelligence book series (SMCOMINT)

Abstract

This introductory chapter provides an overview of the major media used for immersive learning: virtual reality, augmented reality, and mixed reality. The origin of this book is described, and a brief history of immersive media in education is presented. A detailed conceptual framework articulates the ways in which immersive media are powerful for learning. The chapter concludes with a description of each subsequent chapter in the volume.

Keywords

Virtual reality Augmented reality Mixed reality Augmented virtuality Virtual environment VR AR MR VE Cyberspace Immersion Presence Haptics Constructivism Situated learning Active learning Constructionism Education Schools Museums Informal education Conceptual change Adaptive response Metaverse 360 video HMD CAVE Dome Cybersickness Sensory conflict Interactive Interactivity Multiuser virtual environment MUVE Massively multiple online roleplaying game MMORPG MMO Avatar Panoramic Oculus rift HTC vive Google cardboard GearVR 3D 

Notes

Acknowledgements

The editors, authors, and workshop participants are grateful for the financial support provided by NetDragon Websoft.

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Copyright information

© Springer Nature Singapore Pte Ltd. 2017

Authors and Affiliations

  1. 1.Harvard Graduate School of EducationCambridgeUSA
  2. 2.CEO, EnterpriseVRJamaica PlainUSA
  3. 3.Harvard University Graduate School of EducationCambridgeUSA
  4. 4.Consulting Services for Education, Inc.NewtonUSA

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