AGOCG logo
Graphics Multimedia VR Visualisation Contents
Training Reports Workshops Briefings Index
This report is also available as an Acrobat file.
Back Next Contents
The Potential of VR for UK Higher Education

Group report: Education Issues

Introduction to the Group Work

Current developments in virtual environment technologies and broadband communications are likely to have a major influence on the direction and development of future educational activities. The exact role of these technologies and the degree to which they supplant or support current teaching practises is yet to be determined. As educationalists and developers, how do we manage the transition to employing these new mediums and integrate them into the educational process, how we organise training, package development, widespread access, funding and implementation present a plethora of new challenges.

The aim of the 'Changing Education' group is to identify the issues facing institutions in the best practise adoption of these emerging technologies and establishing guidelines on how to implement and fund the process of adoption. It is hoped that the short (1-3 years), medium(3-5 years) and long term ( 5-10 years) issues and implications can be identified, along with strategies for aiding the development of these technologies as effective educational mediums.

The group will seek to identify the changing relationship of the education delivery process and emerging broadband & virtual environment technologies. It will seek to identify the changes and trends these technologies offer and their role in the education process. Anticipated issues for the session include:

Phillip Trotter. National Centre for Virtual Environments, Salford , UK.

Group Discussions

Phillip Trotter reported back on the discussions of the group.

If VR is to be useful in UK HE, it needs to be possible (technological aspects), gainful (economics) and allowable (cultural). Currently it is possible.

what is possible, allowable and gainful

In the short term how do we develop and establish pathways towards the appropriate and effective use of VR?

To remove some of the barriers to use we need to have:


Following further discussion within the group, the following recommendations were made:
  1. A review of hardware and software in an educational context should be conducted with any resulting software agreements being linked with training materials
  2. A substantive review of the field should be carried out to include:
  3. The group supported the JTAP concept of a focused club and believe this can be utilised as a dissemination mechanism.
  4. There is a need to set up "proof of concept" demonstrators, so the H.E. community can learn from experience. Proof of concept should include

Discussion Points

The production of games is very labour intensive, so there may be few lessons to be learned there - much bigger market.

We need to look at Netskills as a possible method/model of educating the community as the need for skills training emerges.

VR is relevant to eLib and publishing.

Back Next Contents

Graphics     Multimedia      Virtual Environments      Visualisation      Contents