Using Virtual and Augmented Reality to Create Realistic Training Events

Authors

  • Liz Bacon University of Greenwich, School of Computing & Mathematical Sciences
  • Lachlan MacKinnon University of Greenwich, School of Computing & Mathematical Sciences

DOI:

https://doi.org/10.21100/compass.v3i6.159

Abstract

The importance of realistic training cannot be overemphasised in certain areas of training, for example where quick decisions are required that may impact on life and death situations. Research shows that learning under stress, for example studying for exams or meeting deadlines for the submission of coursework, can help focus the mind and can result in faster processing, storage and recall of information. While there is often a debate about the retention of that information and the knowledge thereby gained, there can be no doubt that this model is frequently purposely self-imposed by students. Research also shows that the performance of individuals under stress can vary tremendously, with some performing worse and others performing better. It is therefore important to bear this in mind when developing training environments that are intended to be realistic and reflect the real-world situations that a crisis manager might encounter.

Author Biographies

Liz Bacon, University of Greenwich, School of Computing & Mathematical Sciences

Professor Liz Bacon PhD, CEng, CSci, FBCS, CITP, FHEA, is Dean of the School of Computing & Mathematical Sciences at the University of Greenwich, Chair of the BCS Academy of Computing and a BCS (Chartered Institute for IT) Vice President. She is Co-Director of the eCentre research group and is an experienced systems designer and developer.

Lachlan MacKinnon, University of Greenwich, School of Computing & Mathematical Sciences

Lachlan MacKinnon is professor of Computing Science (Strategic Development), Head of two Departments in the School of CMS, and co-Director of the eCentre, at the University of Greenwich, U.K. His research interests are in computing policy, information and knowledge engineering, smart systems, games and creative technologies, eHealth and e-Learning, and computer security.

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Published

12/01/2012