There is a wind of renewal blowing through the virtual reality industry: we see the number of headsets multiplying and technology giants trying to conquer the general public. But where is the VR in terms of comfort? We hear a lot about the "cyber-discomfort," including nausea, which this technology causes in some people...
As elearning becomes more popular, it is opening up to an increasing number and diversity of cohorts of learners. To maximize everyone's chances of success and reduce inequalities along their learning journey, instructional designers should always take advantage of the principles of Universal Design for Learning (UDL).
We met Olivier Palmieri, Director of XR Workshop & Game Director at Ubisoft Montreal, to discuss Virtual Reality (VR) and Augmented Reality (AR), including their latest developments and their current and future applications as learning tools. Here is the first interview of the series.
Given its particular context, online training may seem more vulnerable to cheating than face-to-face training. In recent years, however, it can resort to "anti-cheat" technologies with increased success.
Virtual Reality (VR) is the technology that allows you to immerse yourself in an environment of synthetic 3D images. Cut from reality, this virtual world is a universe in itself with which the user can interact.
Learning, as a process, comes with many emotions. It is partly up to the learners to manage their own, using resources, if necessary, that can help them achieve their learning goals
Condorcet advocated in the eighteenth century already, "the art of building oneself." Within the modern pedagogy, it was in the 1970s that self-training came into being, through psychology and sociology. Several theorists, mainly in France, the United States and Canada have contributed to the evolution of this concept, which we defined in this previous article.
Ergonomics refers both to the field of study and its application whose purpose is to make our life easier. To be more precise, this discipline tries to understand and optimize, in human-system interrelations, the well-being and efficiency of humans as well as the performance of systems.
Where are Quebecers in their use of digital devices? This is the question that CEFRIO tries to answer each year with its famous NETrend survey.
If usually technological innovations, inseparable from this mode of education, are the ones we often expect with enthusiasm, this time they are not the only ones who advance online learning.