LO1 Understand Virtual and Augmented Reality and How They May Be Used
LO1 Understand Virtual and Augmented Reality and How They May Be Used
LO1 Understand Virtual and Augmented Reality and How They May Be Used
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P1: Describe the uses of virtual and augmented reality by organisations
Describe Give an account, including all the relevant characteristics, qualities, or events
Learners are required to describe the use of virtual and augmented reality by organisations.
Learners should discuss at a wide range of uses and include examples of where and how they
are used. The learner must ensure that they clearly identify whether they are describing
virtual or augmented reality applications and their uses.
https://www.youtube.com/watch?v=Eh24LpidJug
For each of the pioneers below, describe when, how and why they have had a significant
impact in VR and AR.
Douglas Engelbart
Ivan Sutherland
Tom Caudell
David Mizell
Below are some examples of how VR and AR are used in organizations. Choose 3 from the
examples and investigate 2 of your own and describe how and why organizations use VR and
AR.
Pilot training
https://www.vrs.org.uk/virtual-reality-military/air-force-training.html
Chameleon
http://www.chameleon-vr.com/
M1: Explain the impact that an identified virtual reality resource has had on society
Learners are required to select one example of a virtual reality resource and explain the
impact that the use of the identified technology has had on society. The evidence could be in
the form of a presentation (either videoed or with detailed speaker notes), report, or
information sheet.
https://www.quora.com/What-will-be-the-social-impacts-of-Virtual-Reality
• architecture
• business (marketing, service and planned maintenance)
• education (e.g. textbooks, skills development, remote collaboration)
• entertainment, leisure and the media (tourism, games, museums)
• health care and surgery (training, simulations)
• military (training, simulations)
• sport (live streaming of scores and other statistics, sponsorship images)
Possible impacts
Visualisation of designs
Simulations
Training
Demonstrations of concepts
Virtual tours
D1: Assess the impact that an identified augmented reality resource has had on society
Learners are required to select one example of an augmented reality resource and assess the
impact that the use of the identified technology has had on society. The evidence could be in
the form of a presentation (either videoed or with detailed speaker notes), report or
information sheet.
Areas of use:
• architecture
• business (marketing, service and planned maintenance)
• education (e.g. textbooks, skills development, remote collaboration)
• entertainment, leisure and the media (tourism, games, museums)
• health care and surgery (training, simulations)
• military (training, simulations)
• sport (live streaming of scores and other statistics, sponsorship images)
Using your suggested area of society, tailor your answers to the headings below.
http://www.augmented-reality-games.com/imact.php
Possible impacts:
Visualisation of designs
Simulations
Training
Demonstrations of concepts
Virtual tours