Frequently Asked Questions
A VR device consists of a headset and controllers. The headset consists of the display unit and is worn over the head, completely covering the eyes for an immersive experience. The controllers are held in both hands, one in each, and these help handle virtual objects. The controllers also help navigate within the app and programs being accessed.
Training with VR simulations in a VR environment is beneficial to both learners and trainers.
For learners, VR offers an immersive, engaging, and experiential learning opportunity. Learners get to practice in realistic, no-risk, and stress-free environments. Time and place are not a limitation. Teams can join in a common session from across multiple locations at a said time, interact using voice chat in real-time, and learn and perform as a team.
From the trainers’ perspective, providing experiential learning grounds helps explain concepts and demonstrate skills to enhance learning outcomes. Simulations once created can be used multiple times with no ‘set-up’ time required between sessions. It’s a one-time expenditure for multiple uses.
Multi-player, as the name suggests, involves multiple players. In a multi-player VR simulation, various ‘players’ can come together for a single session at a single point of time from multiple locations across the globe. They can share experiences, interact, communicate with each other, and perform tasks as a team.
VR simulation training is an immersive experience in which the learner is detached from the real-world. This means having a learning space that is away from the stairs, people, windows, furniture or any other object the learner might bump into or knock down.
Depending upon the learning module and movement required within a session, create a designated open learning space for each learner, maintaining an ideal movement space between learners.
This varies from person to person. Some users may experience headache, nausea, and dizziness. Beginning with short sessions and gradually extending usage timing can be helpful in alleviating these side-effects. Extended usage of VR simulation training can result in eye strain, but that can be controlled by limiting session timings.
Motion sickness in VR is due to the illusion a VR experience creates for the human mind. MedVR Ed apps offer teleportation feature and an option to control joystick speed to help reduce motion sickness in VR. These two features are very effective in countering this issue. For a detailed explanation and solution, the following article would be helpful:
https://medvr.education/control-motion-sickness-in-vr/
This can vary from person to person. VR headsets are a little bulky and users may feel the weight and extra pressure on the face. Some adjustments using the head straps need to be made for every user to check that the headset is sitting comfortably on the face.
Prolonged usage can cause eye strain and disorientation. Controlling usage timings can help solve this issue.
Absolutely! Users with eyeglasses face no issues with VR headset usage. A few extra setting-up steps may be required but apart from that, users with eyeglasses can experience VR as seamlessly as those without them.
– Adjust the headset straps to a comfortable position
– Make sure the eye glass is clean
– Use the spacer provided with the headset for increased depth
– Adjust the eye glass lens to align with the headset lens till a clear vision is achieved
– Position the eye glass to touch the headset lens
You are then good to go.
No. MR and AR are not the same though they do appear to be similar in many ways and hence confusing to a layman.
In AR, the physical environment is overlaid with digital content. This digital content can be viewed and heard via a smartphone or a tablet. The screen of the phone or tablet can be used to interact with this digital content through simple taps.
MR content is accessible through especially designed MR goggles. When the user dons the goggles or headset, digital content is visible augmented on the physical world. Now the user can use the device controllers to interact with the digital content. A range of actions can be performed with this digital content, as one would do in the real world.
In AR the digital content and its environment is visible on the screen while in MR the user becomes a part of the environment hosting the digital content.
Haptic technology stimulates the senses of touch and motion to replicate sensations similar to that one would feel when handling objects in the real-world. In a VR environment, haptic technology provides stimulated physical feedback of virtual objects with the user receiving tactile information like force feedback and shape of objects. In simple terms, haptics allows users to touch and feel in the virtual environment.
Follow the link to know more about haptics and its benefits in VR training:
https://elearningdesigncenter.com/benefits-of-haptic-feedback-in-the-virtual-world/