Can a VR simulation ever truly replace the tactile, sensory learning of a physical science lab or woodshop?

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Study the gaps in this question based on several sources

Last updated 10:22 PM on 4/28/26
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1
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Question: What is the cost range for high-fidelity haptic gloves?

   Answer: Between 1,500and1,500 and5,000 per unit.

2
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Question: Why is financial cost considered a major barrier to the adoption of VR and haptic technologies in education?

   Answer: The high cost limits their use primarily to corporate training, leaving schools without access to such technologies.

3
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Question: What is the acceptable latency for a simulation to feel realistic?   

 Answer: Feedback latency should be under 20 milliseconds; anything above 50 milliseconds is perceived as fake by the brain.

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Question: What is a significant workspace limitation of many haptic devices?   

 Answer: Many devices have a limited workspace, making it challenging to simulate large-scale physical tasks.

5
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Question: What are the two types of cues provided by haptic interfaces, and which is often lacking?

   Answer: Cutaneous cues (stretching or indenting skin) are common, while kinesthetic cues (acting on muscles and joints) are often lacking.

6
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Question: How do current virtual reality laboratories (VRLs) struggle regarding collaboration?

   Answer: VRLs often fail to replicate the social interaction and collaborative aspects of physical laboratories.

7
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Question: What is a major gap in the development of haptic VR applications?

   Answer: There is a lack of established learning theories to guide their development.

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Question: How are many training managers currently approaching VR instructional design?

   Answer: They often convert traditional materials like PowerPoints into VR without understanding the need for effective haptic training design.

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Question: What limitation do current augmented reality (AR) applications face regarding sensory engagement?

   Answer: AR applications largely stimulate sight while leaving other senses, like touch, unexplored, which limits haptic

10
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Question: What is the primary purpose of VR and haptic technology in education?

Answer: To supplement, not replace, the tactile, sensory learning of physical labs or woodshops.