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At last, some VR hardware can’t be used by children under 16 years old, so they can’t be used in VET schools. According to the focus group participants, in fact, it is better to keep VR headsets
away from children / young students as up to now there are no specific studies on the effects these devices can have on both vision and neuron development. Indeed, the experts are
concerned about possible vision problems. The devices create the illusion of depth by making each eye see a slightly different image, and this leads to a motion sequence to focus that is
very different from normal, with possible consequences similar to those seen for 3D glasses. Many manufacturers also advise against their VR hardware for children under 13, for example,
or suggest taking 10-minute breaks from time to time.
VET experts didn’t express any specific kind of VR App / feature which would be more suitable for their daily work / life. All of them stated to have a good experience with VR and its use,
despite the difficulties encountered the first time they used it.
Italy2 (REATTIVA):
5 VET stakeholders and 3 VR experts from Molise region (regional public bodies, VET regulatory, chamber of commerce, federation of industries) took part to the Focus Group targeted to
VET stakeholders and experts. The majority of them have both theoretical and practical knowledge about VR and AR and all of them have previous experience in using a VR headset or glasses
as well as in using VR apps.
Three of them used VR headsets or glasses in the context of European projects for school education and VET; three others in the occasion of fairs and exhibitions; one during some demon-
strations in local schools as representative of the regional department of school education. In terms of headsets and glasses they have experience of the following hardware systems, of
which they also provided their opinions about feasibility and usability for educational or training purposes:
- Oculus Rift: it is an integrated viewer that requires an external PC connection and has no central control; being mainly a gaming device it has limited educational content;
- Oculus Quest: it is a headset that works on the Android platform; the headset and controllers do not need any cables to work; as well as Oculus Rift it is a gaming device with limited
educational content;
- Google Cardboard: it is a cardboard or plastic viewer to be built, inside which to put the smartphone and view VR through the downloaded app. It can be used for 360° photography, to
make videos and to use low-end apps, while with a high-end phone it is possible to use more advanced interactive apps. Through the Google Expeditions app, which provides panoramic
images, it is possible to support educational contents;
- HTC Vive: it is an integrated VR headset operated by a Windows or Mac PC. It is mainly aimed at the gaming market, but it provides also education contents with the PC VIVE Group
Edition package;
- Samsung Gear VR: it connects a Samsung mobile phone to a headset to deliver a high-quality RV experience. The possibility to access to Google Expeditions and some other educational
apps make it suitable for the classroom;
- AVANTIS ClassVR: it is the first VR & AR system completely dedicated to educational purposes; it includes a standalone viewer, a storage and charging unit, pre-installed 360° images and
videos, a classroom management and control portal and the capacity for users to upload their own content.
The following were some of the VR apps they tested by using the above-mentioned hardware systems:
- Hidden Temple VR Adventure and Richie's Plank Experience: they are game apps and can be considered of interest to students studying digital media, computer science or game design;
- Google Expeditions: it is the most popular app for virtual travel; built for the classroom and student groups, it is set up to allow teachers to guide learners through collections of 3D
images;
- Vimeo 360cinema: it allows virtual visits with moving images;
- Anatomyou: it is an experiential app in environments modelled inside the human body;
- Gaia World War 1 Trench: it is an interactive app with the possibility as such of interacting with objects or people.
All stakeholders and VR experts to Focus Group welcomed very positively the VETREALITY project and all showed a great interest to be ongoing informed about the progress of the project
and the achieved results. In summary, they expressed the following expectations into the project:
- create clear guidelines for the use of VR equipment and apps in the classroom with SEN students;
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