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Why VR is a superior learning
environment?
Osku Torro
Tampere University
NOVI Research Center
“If I had an hour to solve a problem, I'd spend 55 minutes
thinking about the problem and 5 minutes thinking about
solutions” – Albert Einstein
• Conventional remote work tools cannot sustain task-
related focus, creativity, innovation, and social relations
• All of which are critical to effective distance learning!
Torro, O., Jalo, H., & Pirkkalainen, H. (2021). Six reasons why virtual
reality is a game-changing computing and communication platform
for organizations. Communications of the ACM, 64(10), 48-55.
The solution
VR provides unique affordances for…
a. Shared sense-making
b. Shared focus
c. Sociability and playfulness
Torro, O., Holopainen, J., Jalo, H., Pirkkalainen, H., & Lähtevänoja, A. (forthcoming, 2022). How to Get Things Done in Social
Virtual Reality – A Study of Team Cohesion in Social Virtual Reality-Enabled Virtual Teams. In Proceedings of the 55th Hawaii
International Conference on Systems Sciences. 2022.
What next?
• Increasing avatar realism
(e.g., face tracking, eye
tracking, body tracking…)
• More effective workflows
(see-through keyboard, IS
integrations)
• Integrating other emerging
technologies into VR (e.g., AI
agents)
• Real-time volumetric content
(global teleportation,
hologram avatars)
Photo by Varjo

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Why VR is a superior learning environment?

  • 1. Why VR is a superior learning environment? Osku Torro Tampere University NOVI Research Center
  • 2. “If I had an hour to solve a problem, I'd spend 55 minutes thinking about the problem and 5 minutes thinking about solutions” – Albert Einstein • Conventional remote work tools cannot sustain task- related focus, creativity, innovation, and social relations • All of which are critical to effective distance learning! Torro, O., Jalo, H., & Pirkkalainen, H. (2021). Six reasons why virtual reality is a game-changing computing and communication platform for organizations. Communications of the ACM, 64(10), 48-55.
  • 3. The solution VR provides unique affordances for… a. Shared sense-making b. Shared focus c. Sociability and playfulness Torro, O., Holopainen, J., Jalo, H., Pirkkalainen, H., & Lähtevänoja, A. (forthcoming, 2022). How to Get Things Done in Social Virtual Reality – A Study of Team Cohesion in Social Virtual Reality-Enabled Virtual Teams. In Proceedings of the 55th Hawaii International Conference on Systems Sciences. 2022.
  • 4. What next? • Increasing avatar realism (e.g., face tracking, eye tracking, body tracking…) • More effective workflows (see-through keyboard, IS integrations) • Integrating other emerging technologies into VR (e.g., AI agents) • Real-time volumetric content (global teleportation, hologram avatars) Photo by Varjo