Virtual Reality (VR) is a fascinating technology that allows the user to be transported into a synthetic world they perceive as real and in which they can move and interact. The impressive potential of VR goes far beyond entertainment. As it evolves rapidly and becomes more accessible, it will stand out as a highly prized technology of the future in many fields, including medicine. It has its place as a simulation training tool and as a safe and effective therapeutic device to treat or complement the treatment of various types of health problems, including pain management. Here is where we stand in terms of applications and what we know about the effectiveness of VR for acute and chronic pain and pain anxiety.
The brain never ceases to amaze us, this organ that allows us to be aware of ourselves and of others, to speak, to think, to juggle with symbols, to create, to learn. It is our central computer that gives us our human character, this powerful machine that no artificial intelligence can yet surpass. Here are a few figures that will help you understand this.
In the immersive experience that virtual reality (VR) allows, "presence" can be defined as the authentic feeling of being in a world other than the one in which one is physically located. Even if some researchers propose nuanced versions of the notions of immersion and presence in VR, many tend to describe the first as the objective dimension of the experience, the one induced by the technological tools, and the second as its subjective dimension, the one constructed by the user.
Do you know how common academic cheating is? What makes a human being susceptible to cheating? Are the reasons for cheating the same from elementary school to university? What do you think are the main factors that encourage students to cheat? Finally, what are some effective ways to counteract this problem in our educational institutions? Test your knowledge by answering the following five questions.
In these times of over-solicitation, attention is a crucial factor in our cognitive efficiency, whether we are learning new things or simply doing many of our daily tasks. To preserve and cultivate it, the first step is to know its unique mechanisms in order to identify the factors we can influence and those to ignore. Let's decipher it in 15 points!
We all use it daily, more or less consciously, and developing it is one of the best ways to improve the quality of our learning. It is called "metacognition," a notion that the American psychologist John H. Flavell was the first to name in his work in the 1970s and to set out the theoretical foundations still considered today.
As an important method to develop active learning, gamification is increasingly used in education. It makes learning more fun and, therefore, less dry, and at the same time, it makes use of the benefits of games for learning.
The applications of Virtual Reality (VR) in education can create active experiences in increasingly immersive worlds and provide a safe environment for learners to test and practice situations otherwise stressful or, in some instances, dangerous. In this context and working closely with a team from Concordia's Teaching English as a Second Language (TESL) unit from the Department of Education, we created a VR experience where students can prepare, in a safe and customized virtual environment, for their assessment interview with their mentor (either classroom teacher or university supervisor).
Virtual reality (VR) is a fascinating technology that allows users to immerse themselves in a dynamic and adaptive 3D world of 360 degrees. In this digital universe, they can move and interact with tactile and sensory feedback by simply wearing a visor and, if necessary, haptic gloves. Primarily associated with the world of video games, VR is increasingly becoming a training tool.
Initially associated with the world of video games, virtual reality (VR) is becoming an essential training tool in specific fields, including medicine and paramedicine. Its advantages are enhanced by the fact that it has evolved rapidly in recent years in terms of performance and ergonomics while becoming more accessible.