Guidelines for Using Game Technology as Educational Tools

Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from industrial training systems and examined in an educational context [1-3]. This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.


INTRODUCTION
Inevitably the future will be digital. The continuing digital revolution has had an enormous impact on the way learning is undertaken and information is disseminated. A wide range of online digital media will end up being used, to varying degrees in multifaceted educational applications around the world. However, in many places around the globe acceptance of technology can be slow; this is often due to financial and budgetary constraints. In general, utilistion of digital learning media in many educational institutions can lag behind the technological development [4][5][6].
Advanced three-dimensional computer graphics and virtual environment technology, similar to that used by the film and computer games industry, has been used to generate interactive learning envi-ronments WKDW ZLOO DOORZ OHDUQHUV WR XQGHUWDNH D UDQJH RI VLPXODWHG H[SHULHQFHV 2WKHU µYLUWXDO ¶ WHDFKLQJ DQG WUDLQLQJ applications from a range of industries (flight, surgery, and driving simulators to name a few) have demonstrated the value of this technology, however these three-dimensional virtual environments are FXUUHQWO\ QRW ZLGHO\ XWLOLVHG LQ WKH HGXFDWLRQ VHFWRU (DUO\ DWWHPSWV DW µYLUWXDO ¶ HGXFDWLRQ VLPXODWRUV particularly those that tried to apply three-dimensional computer graphics based technology, were often constrained by a lack of realistic detail in their graphical interfaces and a crude level of simulation [7][8][9]. However, it has been also noted that even given these limitations, these virtual environments had the potential to allow users to experience situations which would not readily exist within the real world, e.g. to VHH µLQWR ¶ D FKHPLFDO UHDFWLRQ RU WR FDXVH D PDMRU FDWDVWURSKH WKURXJK WKHLU DFWLRQV [8], [10], [11]. There are many examples of VR based learning environments in the field of engineering education including online science education laboratories [12] and virtual engineering laboratories [13]. There are also specific examples in the fields of mining engineering [14], construction engineering [15] and manufacturing [16][17]. commercial quality VR based training simulators to a professional standard. To a generation weaned on animated movies and computer games, the level of expectation of the student cohort is usually high. Previous VR based learning environments developed have provided experience of the quality of the software required to gain a level of acceptance among the learners [8], [10], [11], [31]. In the ViRILE system, large amounts of process plant simulation data was generated using steady state chemical flowsheet simulation software (HYSIS © AspenTech, 2011). A complex real time, mathematical model was programmed (using C++) to reference the data generated. The final learning environment contains over a billion discrete configurable states, allowing the students unlimited scope for experimentation and configuration. This allows the educator to set individual tasks within the learning environment for particular students. A full economics and costing model has also been integrated into the ViRILE chemical plant simulation, giving learners insight into the constraints facing engineers in the real world.
A full economics and costing model has also been integrated into the ViRILE chemical plant simulation, giving learners an insight into the constraints facing engineers in the real world. A full economics and costing model has also been integrated into the ViRILE chemical plant simulation, giving learners an insight into the constraints facing engineers in the real world. Figure 2 shows a student calculating the rates of propane production and associated costs of this process [30][31]. It should be noted that even though this VR based system represents a processing plant, the learning framework embedded within the system is primarily based on the retention and application of declarative rather than procedural knowledge.
VR worlds (such as the ViRILE system) can provide a giant laboratory for educators to experiment and play and explore new possibilities and alternative configurations. There are some instructional designers who can extrapolate from their experiences with other technologies and immediately seize on using virtual worlds for what they are best at (co-presence, simulation, collaboration, prototyping) and leave the quizzes and notes and document repositories on their course management system, which delivers those types of content better than virtual worlds currently can. However, it is unrealistic to expect that all academics will have the technical skill to develop professional, photorealistic virtual environments. However there are a number of compromises that can be made, and the use of different levels of reality in these environments is discussed later in this paper. It is imperative that academics and developers continue to push the boundaries and not get locked into habits or practices in the virtual world that mirror those of the real world, but to instantly dismiss every replica of a traditional learning space in a virtual world without understanding the context in which it was created, the purpose and intent with which it was to be used, is not only unproductive, it may even be harmful [32].
The ViRILE system allows a student to easily understand complex material and interact with a detailed processing simulation. The pedagogical benefits of this interactive environment when it is used as an online educational tool have been well researched and investigated [28], [33][34][35]. Students build their own solutions to problems that are individually assigned, and hence gain a deeper understanding of the complex chemical processes involved. However, there are a number of issues and questions that appear when such a simulation model is examined in further detail [11], [31].

CRITICAL ISSUES ARISING FROM THE USE OF VR
Analyses of VR based learning environments show that they can be advantageous in many situations, providing they are used appropriately [3], [8], [21], [25], [28], [31]. However, potential difficulties can occur from the application of this technology; when these learning environments are examined in further detail, a number of issues and questions can arise. The consequences of these problems cannot be underestimated [1], [36].

Viewpoint
2QH LVVXH LV KRZ WR FRUUHODWH WKH YLHZSRLQW RI D XVHU LQ D µYLUWXDO ¶ HQYLURQPHQW ZLWK WKH YLHZ IURP WKHLU SK\VLFDO SRVLWLRQ LQ WKH µUHDO ZRUOG ¶ HQYLURQPHQW &RQVLGHU IRU H[DPSOH GULYing in a computer game, VXFK DV *UDQ 7XULVPR ‹ 6RQ\ &RPSXWHU (QWHUWDLQPHQW ZKHUH WKH XVHU ¶V UHDO ZRUOG YLHZ LV represented by a camera view in the virtual world. When driving in the real world the user will move their head around within the car to improve their vision and ability to better see the surrounding environment. This movement is often not replicated within the virtual environment [37]. &RPSDUH  [38][39][40]. However, there are also a number of benefits to the use of virtual camera viewpoints in these virtual worlds. Unlike the real world, in the ViRILE simulator (as in many other virtual worlds) it is possible to rapidly switch between views of the world from multiple angles. For example, it is possible to examine and inspect different items of chemical plant within the ViRILE system rapidly and efficiently [31].
Popular computer game titles provide good examples of distinct viewing configurations through their playing styles. Referring to the computer games previously mentioned in this paper, the Halo series belongs to a genre known as the First Person Shooter (FPS), distinguished by a first person perspective (egocentric) that renders the game world from the visual perspective of the player character. The Grand Theft Auto series is a Third Person Shooter (TPS); this is a genre of video game in which an avatar of the player character is seen at a distance from a number of different possible perspective angles (exocentric).
Driving provides an interesting example of comparing FPS and TPS viewpoints; in the real world humans drive using a first person perspective, whereas in many computer games vehicles are easier to control using a third person perspective [37], [40]. In an extreme example of this from the pilot episode of a new web VHULHV WLWOHG µ,PPHUVLRQ ¶ D WHDP DWWHPSWHG WR GULYH D µUHDO ¶ FDU IURP D WKLUG-person perspective; the participants found this very difficult (http://roosterteeth.com/archive/episode.php?id=1199).
Most collaborative online virtual environments (such as Second Life) and MMOGs (such as World of Warcraft) tend to rely on third person perspectives. The ViRILE online virtual learning environ-ment used a first person perspective; the aim was to allow the learner to feel immersed and engaged within the environment as if they were controlling the process equipment, rather than performing the actions vicariously through an avatar [2], [30].
Camera angles and viewpoints are used in film to position the viewer so that they can understand the relationships between the characters. These are very important for shaping meaning in film as well as in other visual media [41]. In any three-dimensional virtual learning environment (as in any computer game), the choice of the viewing perspective may have a significant effect on the way an image is interpreted by the YLHZHU &KDQJLQJ WKH YLHZLQJ SHUVSHFWLYH FDQ SRWHQWLDOO\ DOWHU ZKLFK µFKDUDFWHU ¶ LQ D OHDUQLQJ VFHQDULR WKDW D viewer identifies with, or aligns themselves with [42][43].

Spatial Location
There is also an issue regarding the correlation of the locations of learners when they are positioned in a VR based environment, such as ViRILE, in comparison to actual positions in the real world. It is a reasonable assumption to make that most people would be better able to correlate their actual spatial location from a three-GLPHQVLRQDO µYLUWXDO ¶ VLPXODWLRQ WKDQ WKH\ PLJKW EH DEOH WR RQ D WZR-dimensional plan or map. It is interesting to note that research has indeed shown that a significant proportion of the general public has problems relating and correlating two-dimensional (e.g., maps and plans) and three-dimensional (e.g., real and virtual) spatial information [44]. In practice, this means that some learners may find it easier to specify their physLFDO SRVLWLRQ E\ UHIHUULQJ WR D YLUWXDO HQYLURQPHQW UHODWLQJ µSK\VLFDO ¶ WKUHH-dimensional space to µYLUWXDO ¶ WKUHH-dimensional space) rather than to a two-dimensional plan or map of the scene.
One of the main pedagogical advantages of the use of an online VR based simulation, such as ViRILE, for learning over a passive computer-generated animation is the ability to dynamically control the virtual camera movement within the environment [43], [45] 7KLV SHUPLWV WKH OHDUQHU WR µLQWHUDFWLYHO\ ¶ DGMXVW the view of any selected digital object. For example, a user could move a camera around the chemical plant to allow them to examine individual items of process equipment. It should be noted that how humans position 228 themselves and correlate spatial information between three-dimensional views of virtual worlds and the physical world are not fully understood [46][47]. However, consistent with dual-coding theory, spatial ability allows high-spatial learners to devote more cognitive resources to building referential connections to the presented material, whereas low-spatial ability learners must devote more cognitive resources to building representation connections between visually presented material and its visual representation [48][49].
Items relating to specific learning objectives are usually the most important objects built and represented within the virtual world. However, additional environment features surrounding the primary interactive elements may be included within the online VR based learning simulation to provide context. For example, the ViRILE learning simulation not only shows the location of the main items of chemical plant, but also the position of nearby buildings and other peripheral chemical plant features. Any of these items may be placed and animated within a chronology of events or react to user interaction. As this technology develops (driven by the computer games industry), the realism of virtual environments continues to improve. As computer-processing power increases and software tools develop, it is natural to assume that it will be possible to achieve computer game style levels of photorealism within the computer-generated environments used in online learning environments. Two recent, popular films demonstrate two distinct animation and representation styles. The first, Shrek, relies on a cartoon-like, abstract approach to present its narrative. The second, Beowulf, relies on a more realistic representational form. A number of researchers have noted an interesting observable fact relating to the realism in such DQLPDWHG LPDJHU\ DV VKRZQ LQ )LJXUH ZKHUH PDQ\ YLHZHUV EHFRPH µXQQHUYHG ¶ E\ LPDJHV RI KXPDQV which are close to, but not quite real. This phenomenon (experienced by a number of viewers of the Beowulf PRYLH KDV EHFRPH NQRZQ DV WKH µXQFDQQ\ YDOOH\ ¶ EHFDXVH RI WKH VKDUS GLS VHHQ LQ D JUDSK RI IDPLOLDULW\ against the perception of reality [50].
Objects in a VR based learning environment can be modeled with varying degrees of accuracy to explain and visualise the certainty, believability, and veracity of the information related to that object. For example, in the ViRILE system, the colour of particular items of the plant varied based on the temperatures and pressures of liquids flowing through the equipment at any particular moment during the life of the simulation. However, this mixing of visual metaphors and modes may be potentially disorientating to some viewers [11], [51].
In a virtual learning context, many online systems currently in use rely on fairly abstract representations [11], [39]. However, as technology progresses, the development of increasingly photorealistic VR based learning environments becomes ever more likely. Combining abstract data representations in photorealistic environments and expecting a viewer to draw additional information from a number of abstract representations in the virtual environment may overload the viewer, create an unnatural experience, and potentially add to their confusion rather than increasing their comprehension of the information that is presented [51].
Also the mixing of levels of detail and different modes of abstraction may be potentially disorientating to some viewers [21], [24]. A number of researchers have reported on the way learners can be misled by the use of confusing visual metaphors and abstract representations in learning environments [52][53].

Media Mode
It is rare that one form of media will be sufficient to fully explain every facet of a complex process or complicated learning objective to a viewer. A number of educators in the past have seen three-dimensional JUDSKLFV WHFKQRORJ\ DV D XQLYHUVDO VROXWLRQ DQG LW FDQ EH µRYHU-DSSOLHG ¶ RU µPLVDSSOLHG ¶ LQ PDQ\ OHDUQLQJ applications. It is important to choose an appropriate representation mode (photographs, text, video, graphics, etc.) for the material that needs to be presented [19], [22]. Additional data may be included and displayed within any virtual environment. For example, within the ViRILE system, location based statistical or analytical data relating to the chemical process can be displayed through interaction with objects in the VR based learning environment. Experimental results are displayed and calculations are presented in a visual format, all linked to from three-dimensional virtual chemical plant objects [31].
The linking of learning material (often using relevant internet hyperlinks) to spatially contextualised hotspots in a virtual environment has the potential to provide an effective mechanism to help the learner to better understand spatial relationships between individual elements of the material being studied. Consider, for example, learning anatomy using an online VR based model, such as the one developed by Google Labs (http://www.zygotebody.com). For many learners the most crucial thing to be gained from this online HGXFDWLRQDO WRRO LV WR YLVXDOO\ XQGHUVWDQG WKH VSDWLDO ORFDWLRQ DQG LQWHJUDWLRQ RI WKH ERG\ ¶V FRPSOH[ RUJDQV and systems; the ability to link to further information on each body organ or system using context sensitive hotspots is an invaluable addition to the learning experience. Such a multi-modal approach can be very effective, and different media may also be used as a device to help to retain the attention of the learner and thereby increase engagement and hence, understanding [54][55]. The success of this approach correlates well with work that has been done modeling cognitive differences in individual students and their relationships and learning capacity related to different forms of media [56][57].

Audio
The integration of physical-world audio within learning environments has been successfully implemented in many educational software packages. Spatialised audio rendering systems capable of rendering a number of dynamically moving sound sources in multi-speaker, immersive, VR based environments have been available in computer games for many years. This technology can be integrated into online VR based learning environments very easily using off-the-shelf audio hardware and software. Based on simplified physics-based models, developers can achieve a good trade-off between audio quality, spatial precision, and performance in any virtual environment [58][59].
The ViRILE system extensively used audio cues for the learners in a variety of different contexts: from audible sounds whenever process selections were made to spatially contextualised audio allowing the learner to hear when equipment was operating. Feedback from use of the ViRILE system suggested that the audio was a significant contributing factor to the level of engagement with the online simulation [4]. Other research has reported that adding audio to a computer-generated visual can have a significant effect on the level of engagement of the learner, and, hence, may potentially affect their understanding and interpretation of the material being viewed [60,61]. This effect on the level of engagement by the addition of audio can be explained using a dual-processing model of working memory, which has implications for the design of VR based learning systems [62][63].

Resolution
One difficulty is to correlate the resolution of a virtual scene with that subjectively perceived by the viewer in the physical world. In this instance, resolution not only refers to screen image dimensions (specifically, the pixel count), but also to the field of view and the device on which the simulation is viewed [64]. A user interacting with an online VR based learning environment on a mobile device such as a mobile telephone or an iPod has a very different experience to one who watches it on a computer monitor. In addition, a viewer interacting with a VR simulation on a two-dimensional computer monitor or screen may not have the same experience (depth of field, motion parallax, peripheral vision, etc.) as a viewer watching a real event. The introduction of three-dimensional screen technology may go some way to minimising these differences, but there is very little research on this in the context of learning simulations [65][66][67].
The ViRILE system was primarily designed to be used on a computer monitor, although tests were also undertaken using projected images on large scale screens (Figure 4). The way the technology is to be used (in what educational context), and for what purpose as well as the medium and technology through which it will be displayed and operated needs to be considered at the design stage of any project [3], [23], [68].

Accuracy
The creation of any VR environment begins with data collection; accuracy is crucial, because this data serves as the foundation for the visual forms and behaviours of the objects to be created. The technology used for collecting data and measurements varies depending on the type of environment to be created. The 9L5,/( V\VWHP ZDV EDVHG RQ ERWK PDQXIDFWXUHU ¶V HTXLSPHQW VSHFLILFDWLRQV DQG PHDVXUHPHQWV DQG photographs taken on site at real chemical plants. This data provided a reliable numerical data set for the creation of the geometry that is the foundation of any credible computer model or reconstruction of a scene.
If a VR environment is created to a sufficient level of accuracy, then it may potentially be used to test hypotheses. For example, in the ViRILE system the simulation data was accurate enough to allow the learner to verify the orientation or placement of specific equipment within the plant and determine operating tolerances for that specific item of equipment [30].

Simulation
,W VKRXOG QHYHU EH IRUJRWWHQ WKDW D 95 VLPXODWLRQ LV E\ LWV YHU\ GHILQLWLRQ D µVLPXODWLRQ ¶ RI UHDOLW\ ,Q the context of an online VR based learning environment, it is necessary to understand the nature of the simulation and the veracity of the representation, i.e., how close is it to the original data from which it was derived? [39].
The behavior of the chemical plant within the ViRILE online learning simulation was based on the same equations that would be used by a chemical engineer calculating or predicting how the plant would behave under any particular set of conditions. However, questions that arise include whether the simulation applies the equations and formulae in the same way, whether the simulation works to the same level of accuracy, whether the simulation make the same assumptions as the chemical engineer, and whether the visual representation of the chemical plant in the virtual environment provides a realistic and relevant portrayal of the simulation data [4].

Narrative
The narrative structure of story is the way in which the story is told. Traditional books, plays, and movies have a linear narrative structure. Although the contents of the story may be nonlinear (flashbacks, foreshadowing, etc.), the telling of the story is usually linear, from page to page or frame to frame in a fixed order. Similarly, most traditional educational experiences follow a linear path. An online VR based learning simulation, in contrast, can have a nonlinear narrative structure: there are multiple potential paths that the educational experience can take, depending on the actions of the learner [69].
Nonlinear narratives extend the benefits of linear narratives. The learner is given options as to what he or she chooses to do. Historically, these options were presented as predetermined choices, such as choosing open one door or another. Yet, nonlinear narrative is much more than merely offering choices. It also includes online simulations of physical reality, such as ViRILE, that dynamically generate learning objectives and alter potential process outcomes based on the actions of the learner [30], [70].
However, giving the learner the ability to move through time and along a chronology of events in the virtual environment may be potentially disorientating too many viewers. Most members of the general public are used to linear narratives and may struggle to follow multiple narrative threads when faced with such a non-linear approach [65].

Lighting
Consideration needs to be given as to how it is possible to correlate the lighting in the VR world with that available in the real environment. It has to be determined whether an approximation is ac-ceptable in the simulation. Arguably, this might not be crucial in some online VR based learning environments, so long as all objects are sufficiently illuminated so as to be clearly visible [71].

RECOMMENDATIONS
By their very nature, any recommendations and guidelines formulated are likely to be broadly defined and generic. Many of the recommendations offered below are little more than general suggestions that users of the technology be aware of these issues when involved in developing the types of online VR based learning systems described in this paper.

Field of View
It is recommended that designers of VR based learning environments ought to study film-making techniques for two reasons. a. The first is to aim to achieve the same effects as a film-maker, perhaps getting the viewer to emotively identify with a particular character in a learning environment to enhance the power of the message. b. Alternatively, an animator or modeller may wish to eliminate these effects and to remove the emotive content to provide an objective, understandable view of a data set, with no distracting emotive attachment. An awareness of the ways the emotions and engagement of the viewer can be manipulated (for example through the use of egocentric and exocentric viewpoints) is essential.

Device Resolution
Careful thought needs to be given to the enabling technology; it is necessary to know the device to be used and how the user will interact with, and connect to, any VR based simulation created. For example, the best mechanism to teach a specific learning objective could be to deliver a spatially contextualised data YLVXDOLVDWLRQ WR D XVHU ¶V 3HUVRQDO 'LJLWDO $VVLVWDQW 3'$ RU PRELOH WHOHSKRQH VFUHHQ DV WKH\ WUDYHUVH D UHDO environment (such as a chemical plant). Alternatively, a complex data set may be best viewed as a shared, multi-user, collaborative e[SHULHQFH RQ WKH OHDUQHU ¶V RZQ UHPRWH FRPSXWHU VFUHHQ

Mode of Representation
Developers need to be aware that VR based virtual systems are not a panacea solution for all learning requirements. They are not ideal for representing every learning objective. Any learning simulation developer should adopt a holistic, multi-modal visualisation approach using appropriate technology, delivering relevant media as and when required. This may involve linking to, and integrating with, pertinent text, diagrams, photography, video, computer graphics, etc., whatever is deemed the most suitable for the particular type of material and learning content.

Effect of the Media
Most online VR based learning environments have the capacity to allow the user to interact with a range of digital media (often using spatially, context sensitive hotspots-which usually consist of clickable hyperlinks connecting objects in the virtual world to other web based media such as text, diagrams, photographs, and video). It is necessary to be not only aware of the effect of the particular form of media used, but also to have an appreciation of the context in which it will be experienced by the user. The pedagogical effect of transitions between the forms of media should be considered. For example, switching between a virtual, rendered image of a chemical plant and a real chemical plant photograph may cause confusion in the learner as they attempt to correlate information between the different media forms and levels of detail.

Audio
The integration of sound into a VR system is often overlooked or added as an afterthought. Very few virtual developers are also qualified as, or competent as, sound engineers. However, effective audio soundtracks can add new dimensions to the learnHU ¶V PHGLD H[SHULHQFH

Abstraction
Careful use of visual metaphors is essential. Thought needs to be given to each abstract data representation in the virtual learning environment and how that will be perceived by the potential audience. Experience and literature from disciplines such as psychology, cultural and critical theory, visual media, art history, and education can inform how abstract (and realist) representations are interpreted by the viewer. These representations in turn influence the information the viewer remembers and understands from the visual simulation that has been presented to them [72].

Navigation and Interface
Many VR based systems have complicated interaction and navigation systems (often based on computer game style controls) which may add an extra layer of complexity to the data the user is trying to comprehend, rather than augmenting their understanding. Careful thought should be given to the options available to the user. If control is to be passed to the learners, then it may be better to restrict their movement and control in the online virtual environment (for example between set points) rather than allow them to SRWHQWLDOO\ EHFRPH µORVW ¶ LQ WKH GDWD RU HQYLURQPHQW 7KH DELOLW\ WR SURIHVVLRQDOO\ PDQLSXODWH RSHUDWH and utilise the technology needed to navigate through complex three-dimensional data sets is a skill that many of the general population do not possess.

Behaviour
It is important that the developers of any VR based system have an understanding of the processes and events being simulated (whether this is a chemical plant, vehicle movement, or human anatomy). The developers must be aware of the veracity and realism of the simulation, i.e., the accuracy of the model. Also, it is important that if decisions are to be made based on the simulation, it is necessary that information is made available that explains how the simulation works (at a range of levels) to the learner.

Narrative
In an online VR based system, the users may be given the ability to take control of the narrative, altering the chronological presentation of information, and choosing which information they see at which time. This can easily become confusing to the learner, particularly to those used to linear narratives in other media (for example, novels and films). Developers should provide a guide to the interactions within their online learning environments and be aware of how the users are able to interact with the chronology of the data and any possible interpretations that may result.

Lighting
It is very rare that light meters would be installed in a real world location, measuring the intensity of the illumination at a particular moment, thus allowing the designer of a virtual world to replicate exactly the luminosity in the virtual environment. In many cases, it is possible to argue that this is not an issue, because the lighting may not be crucial to the viewing of the information. However, considering the amount of money and time spent in a major motion picture on lighting and the emotional effect this can have on the viewer, one can see how the effect of the VR system lighting might be significant, and perhaps more consideration should be given to this aspect of development.

Testing
It is axiomatic that an online VR system should be tested before it is released ( Figure 4). However, it is common knowledge that a number of broadly distributed learning environments have received limited user testing before their release [1], [21, [23]. The use of this type of technology requires perceptive construction, because a number of issues only come to light when the technology makes contact with the users. For H[DPSOH WKH EULJKWQHVV PD\ EH WRR ORZ RU WKH FRORUV RI WKH LPDJH RQ WKH XVHU ¶V SHUVRQDO GHYLFH PD\ EH different to how they appeared on a large, high resolution monitor used by the developer, or the resolution of the display may make some objects difficult to see. As with any technology, it is important to be aware that it has the potential to fail and only field testing will identify most of these potential failure mechanisms.

Recommendation Summary
While each of the individual issues discussed in this section of this paper are important, it is through DQ DSSUHFLDWLRQ RI WKH KROLVWLF QDWXUH RI WKH XVHU ¶V Oearning experience where real pedagogical benefits can be gained. Each of the individual, technological aspects may help the user to understand or comprehend a particular learning outcome. However, as with any other online learning experience, each component in a virtual reality experience must be carefully designed, developed and assessed to ensure it contributes to a better learning experience for the user.  6. CONCLUSIONS VR technology advances rapidly and the public, who regularly see photo-realistic computer graphics on television, expect to see their TV experience duplicated in the workplace and specifically in the modern day online training and educational tools they use. Society now functions using a variety of online mechanisms. Our culture is dominated with images whose value may be simultaneously over-determined and indeterminate, whose layers of significance can only be teased apart with difficulty. Different academic disciplines (including critical theory, psychology, education, media studies, art history, and semiotics) help explain how audiences interpret visual imagery. Learners expect professional visual representations illustrating complex information, polished digital media displays demonstrating the location of spatially distributed data and dynamic animated graphics showing event chronologies. However, the analysis of educational imagery and its interpretation by learners is often overlooked [72].
$URXQG WKH ZRUOG D QXPEHU RI HGXFDWLRQDO RUJDQLVDWLRQV DUH DOUHDG\ EHJLQQLQJ WR XWLOLVH µVOLFN ¶ computer-generated visuals to replace oral/text based learning materials and depend on their audience adapting a visual learning style. Whether one likes it or not, in the future three-dimensional, interactive, multi-user, collaborative virtual environments (based on computer games technology) are going to be increasingly used to generate online educational experiences around the world. It is imperative that researchers and practitioners start to examine the implications of this technology, evaluate its potential advantages and disadvantages, and assess its impact on the learners. However, it should be noted that there is potentially significant development costs in the use of this technology, which may involve the assistance of additional staff or technology vendors and consultants. This paper has, hopefully, been fairly positive about the future and the benefits that can arise through the introduction of this technology into the education sector. However, there are a number of issues and concerns that arise through the use of online VR based learning environments. These are not reasons in themselves for abandoning the use of this technology, but rather aspects that need to be investigated further and safeguards and guidelines put in place to avoid any possible misuse of this technology.