User:Fahim Fz/sandbox

Virtual reality within education - A
Virtual reality is on the horizon, aiding in different areas of education as well as entertainment. Virtual reality is growing at an exponential rate, the Global Virtual Reality In Education Sector Market is expected to grow from GBP 1,085.86 Million in 2020 to GBP 3,585.59 Million by the end of 2025 .The emerging educational tool has the ability to assist students in their learning journey by providing realistic, immersive, and creative experiences. Virtual reality can be used to enhance student learning and engagement. VR education can operate on the principle of building a virtual reality — actual or imaginary — and allowing users to not only see but also communicate with it. Immersion of what a student is studying encourages them to thoroughly comprehend it. The information seen or taught can be processed with less cognitive load. Immersion of what a student is studying encourages them to thoroughly comprehend it. The use of computers as instructional aids has a long history going back to the early 1950s. Serious studies began in the early 1960s Students are able to see and experience extraordinary locations within the classroom that is completely unique to VR, inspiring students to deepen their understanding of the subject or topic .VR can also improve the results of just listening or watching as it is based on first-hand teaching through direct experiences. Alternatives to field trips have been introduced by VR. Field trips are able to enhance learning, yet few schools include field trips as part of their curriculum, due to numerous logistical problems. Virtual field trips have become one of the most popular applications of VR technology for learning. A variety of schools have begun using applications such as Google Expeditions to transport students to distant and inaccessible parts of the world. Students can do this by downloading the Google Expedition app. It is free to download on IOS and Android and teachers can invest in the low-cost cardboard headsets that can be attached to any smartphone. Students can actively explore anything from Stonehenge to outer space or the deep sea.

Virtual reality is a relatively new technology in language learning. One of the best ways to learn a new language is to immerse yourself within its country of origin. Since most cannot go to foreign countries with the sole intention of learning a language, immersion through virtual reality is the next best thing. VR language learning drastically expanded in 2003 due to the launch of Second Life. The online virtual world allows for learners to interact with a different environments and are able to roam freely. However, Second Life only provides a form of traditional teaching in a virtual classroom. In order for it to be an immersive experience, the settings of the environment need to be authentic for better engagement and learning. Applications such as ImmerseMe are focused on delivering learning scenarios that a learner may pick, they currently offer 9 different language in their language package .After selecting a language, the user is presented with a set of learning scenarios for that specific foreign language. Each scenario is a 360-degree scene transferred to the user's phone. There are several scenes like this. For example, the user can decide to purchase an item from a store, order drinks from a pub, or simply interact with a bot.

Interactivity to User experience through design - B
Every action has an equal and opposite reaction. This opposite reaction is called interaction. An early definition regarded interactivity as the extent to which media would let the user make use of an influence on the content. Interactivity is the cornerstone of every strategy aimed at attracting, keeping and motivating users to act. Due to a number of factors and increasing web technologies, there are rising important reasons to examine the role of interactivity on the web today. Good interactivity can engage the user and make your interface memorable. A good interactive user experience makes it easier for users to focus on the current environment they are interacting with. Interaction within the user interface design can boost target audiences average time spent on different forms of applications, as if someone expends their energy into something, they are more likely to complete the task. Many times target audiences are not only looking for information, they are looking for ways that they are able to interact with the content.

Gould and Lewis state the key principles for user-centered design include the following:


 * 1) Early focus on users and tasks
 * 2) Prototyping and user-testing
 * 3) Iterative design

Similarly to User experience (UX) design, interaction design needs to take into account the usability of the interfaces to make the underlying system to comprehend and use. Interaction Design (IxD) is the design of interactive digital products, systems, services and environments. In this case, a designers focus is aimed at the way users will interact with the design, allowing designers to create custom outputs to particular demands. The key differentiation between UX and IXD is Interaction designers are fixated on the moment when a user interacts with a product and their goal is to improve the interactive experience. For UX designers, the moment of interactivity is simply a part of the journey that a user goes through when they interact with a product. User experience design accounts for all user-facing aspects of a product or system. John Kalko states "Interaction Design is the creation of a dialogue between a person and a product, system, or service. This dialogue is both physical and emotional in nature and is manifested in the interplay between form, function, and technology as experienced over time". IxD retains a high level of position in order to achieve interactivity between the product and its audience.

Gillian Crampton Smith stated in her book Designing interactions, that there are four dimensions of language within interaction design :


 * 1) Words or text, like button labels, to provide users with the appropriate amount of information without overwhelming them Words are effective because we are capable of interpreting them rapidly and indirectly, and they have a deep impact on us. A single word can convey a lot of information, and words are subject to interpretation. As a result, the language we use must be common to our target audiences, correctly reflect the behaviour they denote, expressed in an apt tone for the context, and used regularly in the product.
 * 2) Visual representations or graphical elements that enable users to communicate with the interface physically Photos, typography, and on-screen symbols are among them. 2D graphic representations are still ubiquitous in user interfaces, and we have already stored thousands of these components in long-term memory, allowing us to view displays directly to the advantage of user experience when the concept allows.
 * 3) Physical objects/space (3D) through which users interact with the product or service— For example, a laptop with a mouse or a cell phone via fingers. These experiences can define the user's interactions, supplying them with the resources and perceptible guidance they need to direct their decisions and achieve their goals.
 * 4) Time relates to changes with time lapses across media. This suggests the media evolves as a result of the user's interaction with it. Animations, images, and sounds are some examples. 4D Time also includes music, video, and animation, each of which represents a new way of conveying knowledge and improving the user experience.

There has been a 5th dimension added by Kevin Silver which is behaviour; This dimension includes action, or operation, and presentation, or reaction.

Peers Response - Contribution A - Aqil Loothfaully
Virtual reality can fundamentally alter the educational experience in at least two ways. Learning by written symbols in textbooks can give way to simulations. Second, instructional resources will move away from being mostly text-based and into imagery and symbols. For instance, rather than reading about a historical incident, students may take part in it and engage with virtual historical figures. The creation of these experiential virtual reality curricula can elicit profound responses from all directions – which will lay the groundwork for various futures. The human brain processes symbols even more rapidly than it process columns of numbers or lines of text

A virtual universe is a critical component of VR; it is an artificial space or imagined environment. Illustrating a series of objects in a world that satisfies the creator's intuition is an illusion. Along with the virtual universe, there is VR absorption, the sensation of living in another world, whether it is an imagined world or another perspective on our own. At this stage, any student equipped with a smartphone and a VR HMD can enjoy the immersive experience of VR apps, as well as share their ideas and creativity using a completely new platform. By simulating the experience, they are prompted to exercise their skills in a secure environment

Virtual reality has a broad range of uses in a wide variety of fields, and the enabling technology has matured to the point that it can be applied seriously to schooling, training, and study in higher education. However, until quite recently, virtual reality devices lacked the performance necessary to be considered for something other than testing purposes. Additionally, the prices of a VR scheme have become prohibitively expensive for educational institutions

Peers Response - Contribution B- Aqil Loothfaully
While most UX research has concentrated on summative evaluation, designers must understand how user interface features can affect UX. Experimental UX manipulations have sought to emphasise usability or aesthetics through the use of colour, typography, and style. Thus, only a portion of the design space denoted by defined concepts of good design has been explored. The influence of interactive design elements, in particular, remains unknown. In a study of UX experiments and scientific studies, it is noted that although aesthetics is always the overriding factor in pre-interaction evaluations, usability is more critical in post-interaction evaluations, while aesthetics still plays a role

At the moment, three distinct approaches to implementing and understanding user interface in architecture are available. There are the quantitative, empathic, and pragmatist approaches. Emotional interactions play a significant role in all three, though their treatment of feelings varies due to their origins in distinct fields.

The method of measuring is mostly used in growth and research. It is predicated on the premise that interactions can be quantified by emotional reactions. Thus, the methodology is restricted—the term encompasses just those facets of user interface that can be quantified and, by quantification, comprehended and enhanced

Additionally, the empathic perspective asserts that while perception is emotional in nature, the types of experiences elicited by goods can be related to the wishes, desires, and motives of individuals

The pragmatist approach draws heavily on pragmatist theory. Paradigm is purely theoretical in nature and demonstrates that memories are momentary constructions that emerge from people's interactions with their surroundings