Back to Course
Extended Reality Technologies for Education and Training
0% Complete
0/0 Steps
-
Section 1: The Metaverse and Spatial Computing4 Topics|1 Quiz
-
Section 2: The History and Future of AR, VR, MR, and XR3 Topics|1 Quiz
-
Section 3: Extended Reality1 Topic
-
Section 4: Virtual Reality8 Topics|1 Quiz
-
Module 4.1: What is Virtual Reality
-
Module 4.2: Most Popular VR Devices
-
Module 4.3: How to setup a VR device
-
Module 4.4: Controlling the Device
-
Module 4.5: Define Your Play Area (Guardian Setup)
-
Module 4.6: Start Exploring
-
Module 4.7: Casting
-
Quiz: Section 3 and 4 - Extended Reality & Virtual Reality
-
Module 4.1: What is Virtual Reality
-
Section 5: Augmented Reality4 Topics|1 Quiz
-
Section 6: Mixed Reality3 Topics|1 Quiz
-
Section 7: XR Holographic Display5 Topics|1 Quiz
-
Section 8: Benefits of learning and working in simulations6 Topics|1 Quiz
-
Section 9: Conclusion1 Topic
Lesson Progress
0% Complete
1. The First Experiments (1960s-1980s)
- Sensorama (1962): The first VR machine was created by Morton Heilig. It let you experience a virtual city ride with sounds, smells, and vibrations. It was more like an arcade machine than a headset.
- Sword of Damocles (1968): Ivan Sutherland built the first AR headset. It showed simple 3D graphics over the real world but was so heavy it had to be suspended from the ceiling.
2. Early Developments (1980s-1990s)
- Virtual Reality Becomes a Term (1987): Jaron Lanier coined the term “Virtual Reality” and created the first VR gloves and headsets through his company, VPL Research.
- AR Takes Shape: In 1990, Thomas Caudell used “Augmented Reality” to describe systems for overlaying digital data on real objects in industries like manufacturing.
3. The Evolved Era (1990s-2000s)
- VR Goes Commercial: The 1990s saw the first commercial VR headsets, like Sega VR and Nintendo Virtual Boy. However, the graphics were blocky, and most devices failed to capture public interest.
- AR for Industry and Education: By the late 1990s, AR was being used for military training, medical simulations, and interactive museum exhibits.
- Mixed Reality Concept Emerges: The blending of AR and VR into Mixed Reality (MR) began as researchers explored combining real and digital worlds interactively.
4. XR Goes Mainstream (2000s-2010s)
- 2007: Smartphones revolutionized AR with apps like Google Sky Map, allowing users to identify stars by pointing their phones at the sky.
- 2012: The Oculus Rift Kickstarter campaign blew up, proving that VR could be both affordable and immersive. This reignited public excitement for VR gaming and applications.
- 2015-2016: Devices like Microsoft HoloLens (for MR) and AR apps like Pokémon Go (2016) turned XR into a mainstream phenomenon. MR allowed users to interact with holograms, while Pokémon Go made AR fun and accessible for millions.
5. The Unified Era of XR (2020s)
- XR as the Umbrella Term: AR, VR, and MR merged under Extended Reality (XR), emphasizing the seamless integration of these technologies.
- The Metaverse Movement: XR became the foundation of the metaverse—a shared virtual space where people could socialize, work, and play. Companies like Meta (formerly Facebook) bet big on this vision.
- Advancements in Hardware: Devices became lighter, cheaper, and more comfortable, with standalone headsets like the Oculus Quest eliminating the need for bulky PCs.