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Optica Publishing Group
  • Seventeenth Conference on Education and Training in Optics and Photonics: ETOP 2023
  • Technical Digest Series (Optica Publishing Group, 2023),
  • paper 1272313
  • https://doi.org/10.1117/12.2670563

The usage of immersive technologies in learning environments

Open Access Open Access

Abstract

Currently, immersive technologies are enjoying great popularity. This trend is reflected in technological advances and the emergence of new products for the mass market, such as augmented reality glasses. The range of applications for immersive technologies is growing with more efficient and affordable technologies and student adoption. Especially in education, the use will improve existing learning methods.

Immersive application use visual, audio and haptic sensors to fully engage the user in a virtual environment. This impression is reinforced with the help of realistic visualizations and the opportunity for interaction. In particular, Augmented reality is characterized by a high degree of integration between reality and the inserted virtual objects. An augmented interactive simulation for the determination of the specific charge of an electron will be used as an example to demonstrate how such immersion can be created for users. A virtual Helmholtz coil is used to measure and calculate the e/m constant. The voltage at the cathode for generating the electron beam, but also the voltage of the homogeneous magnetic field for deflecting the electron beam, can be variably controlled by haptic user input. Based on these voltages, an immersive virtual electron beam is calculated and visualized.

In this paper, the authors present the conceptual steps of this immersive application and address the challenges associated with designing and developing an augmented and interactive simulation.

© 2023 SPIE

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