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3.4. Education 35
example, Micr osoft alone expected to spend $3.8 billion on research and de-
velopment in 2001, compared to the US Army’s total science and technology
budget of $1.4 billion [5]. Indeed, the computer-game industry has con-
siderable expertise in games with military content (for example, war games,
simulations and shooter games) [5] and is in fact driving the next level of
war-game simulations. Macedonia highlights the development of these simu-
lations [5]. He discusses the US Army ’s training needs and goals, and how the
Army came to realize the best way to achieve these goals was to work hand-
in-hand with academia and Hollywood. The use of VR for military purposes
is self-explanatory. It allows soldiers to experience battlefields without endan-
gering their own lives. Obviously, mistakes made in a virtual battlefield are
less permanent and costly than they would be in reality.
And of course, let’s not forget about the use of VR in medical training.
We gave an overview of the use of VR for medical visualization. This overlaps
somewhat with training applications, for example, keyhole surgery etc. The
benefits of VR training here again are self-evident.
And we could go on and on. Essentially, anything that people require
training for can be implemented in a virtual environment. It is only the
imagination which limits the applications in the area of training.
3.4 Education
Before we begin to describe the latest developments of VR for education, it
would perhaps be beneficial to review the differences between education and
training. Education and training might be considered to be quite similar,
yet there is a subtle difference. The objectiv e of education is usually to gain
knowledge about facts, concepts, principles, rules etc. This knowledge can
then be used to solve problems. Training, on the other hand, usually involves
gaining a particular skill to enable you to carry out a specific task. O f course,
training and education are sometimes intrinsically linked. F or example, you
may be trained on how to operate a VR system, but then you may go on,
in time, to learn other functions of the VR system you were not specifically
trained in. The hypothesis is that VR can successfully be used to support com-
plex understanding by stimulating and exploring all human senses, whereas
traditional notions of learning tend to focus on purely intellectual skills [4].
So how can VR be used to aid the learning process? The most obvious
is within the long distance learning arena. Obviously the Internet and video-
conferencing technology have been used for many years to assist in distance
learning. Whilst this has been helpful to those, for example, taking part-time