Kaley Grace's Work

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DEMOCRATIC REPUBLIC OF

CONGO

CONGO PEACE NETWORK


“CPN”

ENGLISH TRANING

15th Promotion

IMPACT OF VIRTUAL REALITY


ON THE REAL WORLD

BY: Kaley Grace

Diricted by: Josephe KATUSELE

Phone number: + 243 974 561 660

FIRST LEVEL

DECEMBER 2022
“Science is what the father teaches his son. Technology is what the son teaches his father”.
Michel Serres
Dedication
To all the people who do not know the limits.
ACKNOWLEDGEMENT
I would never have imagined that learning to write would be so difficult and fun at the same time, I
realized then during my writing all the sacrifices that the people around me have made.
I would like to thank the Lord God Almighty for all the wonders he has created for us, I thank all the
executives of the CPN organization for the sacrifice and the courage to share knowledge with us and in
particular my supervisor Josephe KATUSELE for his effort and for having accepted to accompany me to
finish this present work and I also thank my biological family for the love they have given me.
Finaly, i thank all of you who are part of my life I want to thank you sincerely for what I have become
since I met you.
Kaley Grace
INTRODUCTION

Technology is going more and more in evolution to believe that aliens are not only a concept of fiction.
Humanity is now able to interact with holograms, teleport to another universe or bring the universe to
itself while remaining in its living room, office or classroom; no matter the location, all in order to
surpass its experience, redefine learning or forbid itself the limit of reflection the question to ask is: have
we become alien? Or is it just that we don't have limits as long as we can.
As man decides to break the limits he discovers other possibilities to do things and for a few years a part
is focused on a new kind of technology, the technology of virtual reality that comes to revolutionize as
well as the invention of the internet in the years 2000 our way of life developing solutions in almost all
the field of life as in the army, the medicine, the education, the communication, the agri-food, the
automobile, the real estate; ...
The technology of virtual reality is more complex and varied depending on the use, the whole of this
technology is called extended reality which includes :
Augmented reality: designed to add digital elements to real-world views with limited interaction.
Virtual reality: immersive experiences that help isolate users from the real world, usually via a headset
and earphones designed for such activities.
Mixed reality (MR): combining elements of augmented reality and virtual reality so that digital objects
can interact with the real world, allowing companies to design elements that are anchored in a real
environment.
Origin of the expression
In 1938, in his collection of essays entitled Le Théâtre et son double (The Theatre and its double),
Antonin Artaud used the expression "virtual reality" to describe the illusory nature of characters and
objects in the theater4. It is in this work by the French theorist and playwright that the term "virtual
reality" is first listed in a publication.
The term "artificial reality", coined by Myron Krueger, came into common use in the 1970s. The term
"virtual reality" was used in The Judas Mandala [archive], a 1982 science fiction novel by Damien
Broderick. The Oxford English Dictionary cites a 1987 article entitled "Virtual Reality, " but the article
does not address VR technology. The term "virtual reality" in its contemporary usage was actually
popularized by Jaron Lanier through his company VPL Research. VPL Research, which holds many of
the VR patents filed in the mid-1980s, developed, among other things, the first virtual reality headset: the
EyePhone and the DataGlove7 haptic input.
The concept of virtual reality was then popularized in the media by films such as Brainstorm and The
Lawnmower Man. The intensification of research in the 1990s resulted in part from the publication of the
book Virtual Reality (1991) by Howard Rheingold8 . The book indeed demystified the subject, making it
more accessible to researchers and enthusiastic amateurs (early-adopters).
Virtual reality seems to be a much earlier technology Sidea; however, the first references to the idea of
virtual reality as we understand it today come mostly from science fiction. In 1935, Stanley G. Weinbaum
published a short story entitled Pygmalion's Spectacles (1935)9 , in which he essentially describes glasses
that allow the wearer to access a virtual universe in which he or she can interact, touch and feel.
In 2007, Google launched Google Street View, a technology available in Google Maps and Google Earth,
allowing the virtual journey of roads in the world, photographed beforehand. Several companies have
embarked on the conquest of VR headset manufacturing, some of them in the conquette of the oasis,
which is in itself a metavers mentioned in the book Ready Player One and the future of social networks
CHAPTER 1. VIRTUAL REALITY AND EDUCATION

In the training sphere, the virtual reality market growth rate would reach 200% between 2019 and 2023,
according to consulting firm IDC. The reason? VR would stimulate more memory and user engagement,
compared to other learning modalities.
If the learning devices integrating VR are mainly aimed at private companies and training organizations,
they also target education with its system called immersive learning we will be able to immerse ourselves
in the material and the similarity in real time of the challenges. In the case of a road training where the
student faces the real danger and allows him to make choices instantly as in real life, the situation of VR
designs virtual scenarios to initiate the students to practical situations without living the real danger.
We know that students are more and more attracted by educational experiences that are the antithesis of
lectures and therefore require a strong commitment on their part. VR is not a better learning method than
any other. But, since it allows the development of skills through immersive practice, it is an engaging tool
that can find its place in educational technologies that focus on pedagogical diversity. If it is not yet
possible to take a step back on this particular modality
Today, the marriage between virtual reality (VR) and pedagogy is increasingly seen, particularly in higher
education.
For example, medical and nursing programs are increasingly inclined to incorporate virtual reality
activities into coursework. Because immersive technology solutions reproduce the actions they will
perform as well as add "actors" such as patients, their families, other staff members, etc., it is possible to
depict a patient's condition in a virtual environment. This makes it possible to depict real-life dangerous
situations they might encounter... without dramatic repercussions if they make a mistake. Teachers and
other peers can record what happened and offer feedback.
In the field of education, the most used and most important form of extended reality is augmented reality

Learning in augmented reality: the best use cases

Education is in full revival. Today, traditional methods are gradually being abandoned to make way for a
less monolithic vision of learning. But beyond the theoretical concepts, it is also (and above all) the
educational tools that are adapting to new technologies...
The EdTech sector (for Educational Technologies) should be worth more than 680 billion by 2027. That
is, an annual growth rate of nearly 18%. And among these new educational technologies, we find
augmented reality.
Learning in augmented reality (AR) is already a reality in many institutions, in all sectors and at all ages.
It represents a great opportunity for teachers, students, but also EdTech actors to make learning more
immersive. Here are a few use cases to better understand the dynamics and the impact.
What are the advantages of learning in augmented reality?
Learning in augmented reality (i.e. in an environment where a digital representation updated in real time
is superimposed on reality) has many advantages.
The most important of these are increased student engagement, retention, and understanding of new
information. According to a University of Cape Town study, even the most basic augmented reality
applications increase student motivation, confidence and satisfaction levels (by 31, 11 and 13 percent
respectively).
This is because augmented reality significantly reduces the cognitive resources needed to grasp abstract
concepts. It thus helps students focus more on real learning. Logically, this more hands-on approach to
teaching allows for better knowledge retention and deepens students' understanding of a specific topic.
AR also allows students to safely conduct dangerous experiments and visualize complex concepts. Unlike
virtual reality (VR), it is more financially accessible, as it does not require any specific equipment (other
than a smartphone or tablet device).
Learning in augmented reality also facilitates distance education, by making educational material more
accessible. It also boosts the opportunities and capabilities for collaboration between students and faculty.
The challenges of augmented reality in education
Despite the obvious benefits of this technology, learning in augmented reality also presents some
challenges (at least at this stage). One consideration is the low adoption of AR in educational settings,
especially institutional ones. The lack of teacher training can also complicate the use of augmented reality
by students.
Another challenge that must be overcome for AR learning to take hold in the future is the technological
cost. Although it is more accessible than virtual reality, augmented reality still requires dedicated
hardware. The software developed to enable student immersion is also relatively expensive.
Learning in augmented reality at all ages
Despite all this, augmented reality has the potential to profoundly disrupt the educational system.
And this, in particular, because it is applicable in almost all contexts and at all ages.
In primary and secondary education. AR applications can be used in the classroom to enhance
understanding of the subjects being studied. They can be used to explore more complex subjects (such as
math, physics, etc.) in an interactive and engaging way. It is also a good way to stimulate creativity in
younger students;
In higher education. Augmented reality solutions are becoming increasingly popular in universities. For
example, they are used in the humanities and technical sciences to boost student engagement and make
the learning process more efficient. In medicine, for example, AR facilitates the learning of anatomy;
For distance learning. Since the pandemic, education has become largely digitalized. Augmented reality
applications can serve as a convenient platform for sharing educational material. But also to encourage
real-time collaboration. In some cases, they can replace the teacher by giving a complete and practical
representation of a complex subject;
In professional training. Thanks to AR learning, it is easier for junior profiles or people in retraining to
acquire new skills. Learning in augmented reality will allow them, for example, to handle new equipment
in complete safety. But also to apprehend in practice their work environment. Research has shown that
AR-assisted training has improved employee productivity at General Electric (GE) by 34%. That increase
is 46% for GE Healthcare.
Two use cases for augmented reality training
In addition to being applicable to all stages of education, AR is also finding concrete use cases in many
fields. From astronomy to history, learning in augmented reality opens up new perspectives for teachers
and students. Here are two examples of fields that benefit from it!
Anatomy
Augmented reality dramatically improves the way medical students learn about anatomy. This makes AR
particularly well-suited for understanding complex anatomical systems. It allows students to study
different body parts and organs separately, while appreciating how they work together.
The Apple Design Award-winning Complete Anatomy application is a perfect example of a 3D anatomy
platform. With more than 20,000 body structures, the app allows users to visualize body parts in isolation,
follow arterial pathways or explore neurovascular structures and muscle movements, and more. Students
can also place a 3D anatomical model of a human body on any surface.
Similar applications can be used to boost the mastery of technical skills (hard skills). This is especially
true in complex or potentially dangerous industrial contexts.
History
For many students, history courses are often monotonous and boring. That's why researchers at the FEU
Institute of Technology in the Philippines decided to turn to augmented reality to create more interactive
curricula.
They designed HARA (Historic Augmented Reality Application) to allow students to learn more about
the American colonization period through immersive storytelling. Students simply point their smartphone
camera at a specific map to see a vivid representation of historical events displayed.
It's easy to see how AR can be applied to soft skills in the workplace. In particular, they can be used to
immerse future managers in conflict situations in order to train them to resolve them.
Preparing students and teachers to learn in augmented reality
The impact of augmented reality on student engagement, performance and confidence is unmatched by
any other educational technology available today. The only notable exception is virtual reality, which is
still far more expensive and complex to implement.

However, the adoption of AR in classrooms (or distance learning platforms) requires some preparation.
First, teachers need to be prepared. They must take ownership of the technology and its applications and
develop their teaching methods around them. Secondly, students must be given the time to discover and
test the many possibilities offered by augmented reality.
CHAPTER 2. VIRTUAL REALITY AND HEALTH

Just like other fields, virtual reality is nowadays investing more and more in the health and medicine
sector.
So, in order to assist therapeutic treatments, to train practitioners, or even to relieve pain, discover how
virtual reality is used in medicine.
Virtual reality to accompany rehabilitation treatments
Virtual reality can accompany the rehabilitation of a patient's impaired cognitive functions. If the patient
has suffered a head injury and the doctor wishes to observe his or her evolution and progress, he or she
can use virtual reality to immerse the individual in an everyday situation.
The doctor will then observe the individual perform everyday actions, such as dressing or cooking, in
order to identify the difficulties encountered and propose areas for improvement that are truly adapted. In
order to work progressively and effectively on the patient's autonomy, virtual reality is a key tool used by
more and more rehabilitation doctors.

Virtual reality for advanced surgery


Virtual reality training allows surgeons to train in advance, in order to perform advanced and delicate
operations. The operation is then performed by a robot, which is controlled by a surgeon.
Thanks to virtual reality, it is possible to adjust the pressure to be used according to the operation to be
performed, but also according to the patient. This process makes it possible to carry out delicate
interventions, while limiting the risks for the patient.
Fighting against pain
The so-called "therapeutic" virtual reality appears to be an effective and non-medicinal tool for the
treatment of pain. It can be used to relieve patients with chronic pain such as cancer, post-operative
patients, burn victims or even to relieve the pain of childbirth without the need for an epidural.
A study was conducted by Cedars-Sinai Medical Center in Los Angeles and published on the PLOS
ONET website. Researchers studied 120 patients between 2016 and 2017, differentiating between a group
using virtual reality in the care pathway and a control group that had access to relaxation sessions on
television.
The results of this research indicate that therapeutic virtual reality can safely and effectively reduce severe
pain in hospitalized patients, while decreasing the use of pharmaceuticals that sometimes carry addiction
risks.
The most likely theory, according to the researchers, is that virtual reality successfully diverts the brain's
attention from pain stimuli sent by the body and focuses the patient's attention on immersive virtual
reality experiences.
Other companies, such as CAYCEO in France, have developed a turnkey solution of "medical hypnosis"
in virtual reality dedicated to the treatment of pain or anxiety in the care of patients. Their solution,
IPNEO, is currently used at the Montpellier University Hospital and is being studied in other French
centers.
Fighting against Alzheimer's disease
Today in France, according to the France Alzheimer's website, 1.2 million people are ill, 1 new case is
diagnosed every 3 minutes, which makes it the 4th leading cause of death in the country. Virtual reality
has certainly been used to raise awareness of those around them (caregivers, family members, etc.) of
what patients go through via applications such as "A Walk Through Dementia", developed in 2016, but a
discovery made by John O'Keefe, May-Britt Moser and Edvard I. Moser would come along and open up
the field of possibilities and win them the Nobel Prize in Medicine in 2014.
The laureates were rewarded for their discovery of "grid cells" which constitute a geo-positioning system
of the brain, a kind of "internal GPS" which allows to navigate in space.
Knowing that one of the first capacities to be altered by Alzheimer's disease is the mechanism of spatial
orientation, several teams of researchers have been looking into the possibility of using virtual reality to
detect people potentially affected by Alzheimer's disease.
We can cite, for example, the experiment conducted by neuroscientists from the Center for
Neurodegenerative Diseases in Bonn, Germany, who published their research results back in 2015 in the
journal Science. They created a test based on navigating a virtual maze that would identify, as early as
age 30, those most at risk for brain degeneration. The experiment involved two groups of adults with no
symptoms but one of whom carried a variant of a gene called APOE, known to be a marker for
Alzheimer's disease.
By monitoring brain activity via functional MRI, the researchers noticed that the high-risk group
navigated the maze differently and that the functioning of certain "grid cells" was reduced, resulting in
impaired navigation behavior in the virtual arena.
A similar study was conducted using virtual reality more recently by a team of scientists from the
University of Cambridge's Department of Clinical Neuroscience. The results, published in May 2019,
corroborate those of the University of Bonn.
The goal of these studies is to establish, through virtual reality, a medical protocol that can detect the
disease several years before it occurs in the patient. The earlier the disease is detected, the earlier the
patient is treated and the more the development of the disease is delayed.
CONCLUSION

Some people may think that virtual reality is only present in specific and known areas, but it is, in fact,
more present in our daily life than we can imagine and we use it routinely.
If there is a field that social networks have appropriated, it is the augmented reality. Without knowing it,
this technology has become commonplace on several platforms such as Instagram, Snapchat or Facebook.
Who has never taken a selfie with a filter on his face? These animated filters are displayed thanks to
augmented reality. The social network Snapchat was the first to introduce them in 2015, followed by
others, sniffing the potential of this technology.
Since 2015, filters have evolved well. First, in just two years, they've grown from 100,000 to a million.
Second, they've become customizable: today, anyone can create a filter on Snapchat or Instagram. They
have become a resource for content creators but also for brands. Many of the latter use them in their
advertising campaign and marketing strategies.
Filters are also sometimes a way to promote their products. In 2019, the fashion house Dior created filters
on Instagram during Fashion Week. The brand's customers could then try on glasses and headbands from
the new collection. Since then, other brands have used augmented reality for promotional purposes.
Beyond filtering, augmented reality is also in geolocation with Google maps. Unveiled last year, Live
View is a pedestrian navigation system that allows the user to display his route in augmented reality.
Thanks to Google Street View images, machine learning and the smartphone's sensors, Live View is able
to show the user the right direction in augmented reality.
Still in the testing phase, this function uses the smartphone's camera to display the street on the screen,
and show the direction to follow in superimposition. In the coming months, Google should further
improve its functionality by allowing to quickly see the direction and distance to the place you are
looking for.
Another use case that will also be more practical is in the markets, the user has the opportunity to see
details such as the name of the product, the price, the composition or even the date of manufacture of the
product.
Understand that we live with technology without knowing it and now what do we do in all this?
Are we going to become simple consumers, or are we going to work so that we can be among the people
who bring virtual reality solutions in this world, unlike the years 2000 where we were obliged to
consume, this time we have the possibility to create also at the same time as the rest of the world.
Virtual reality is the future of so many things in society just like the web3 and the Blockchain

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