Metaverse or Virtual Reality? What is the Difference?

By:  Carley Jans, Ph.D Candidate, Cherie Lucas, Ph.D., BPharm, Grad Cert Edu Stud (Higher Educ), MPS, and Tracy Levett-Jones, Ph.D.

The use of virtual platforms in healthcare education has evolved over the past several decades and included such terms as augmented reality, virtual reality, mixed reality, and, more recently, Metaverse. A recent Pulses post has indicated the confusion surrounding these platforms, what they involve, and how they are implemented. Despite the increasing popularity, definitive classifications of these terms remain elusive, and too often, are used interchangeably. Understanding the differences can assist educators in developing curricula aligned with the available resources, space requirements, and learning context (see Table 1).

Definitions:

Augmented reality (AR) involves superimposing computer-generated virtual images on the real world allowing learners to view and interact with the virtual content in real-time.  Virtual information is mapped onto the physical environment,1 allowing the virtual object to co-exist in the same space as the real world. In other words, “AR supplements reality rather than replacing it.”

Virtual reality (VR) uses three dimensional (3D) digital representation of objects or the environment.  There are two main categories: desktop VR (D-VR) and immersive VR (I-VR). 3  In D-VR, the user controls and manipulates the virtual environment through a computer whilst I-VR provides is immersive with 360o visuals using a head-mounted display (HMD), auditory stimulation using headphones or built-in speaker enabling the proprioception of limbs through hand controllers and tracking. Essentially, all input besides the virtual space is isolated, transporting the user to a different time and place.2,3

Mixed reality (MR) is a blend of technologies used to influence a user’s perception of an experience.3 MR systems unite the real world with computer-generated objects allowing the user to interact in real-time. This approach combines both AR and VR technologies.4

Extended Reality(XR) encompasses AR, VR, and MR, within interactive virtual environments. 5 XR, therefore, connects computer technology to the physical environment to extend the user’s experiences beyond the real world.  

More recently, the term Metaverse has grown in popularity since CEO Mark Zuckerberg changed Facebook to Meta and pledged 150 million dollars for research into this space.  Metaverse is the virtual space in which AR, VR, MR, and XR occur.  It is also referred to as a virtual environment or virtual world. Metaverse can be considered an immersive digital space connecting all virtual technologies and users, represented by avatars. This platform can securely allow the learner to engage in social and economic activities that exceed the limits of the real world. Unlike other virtual technologies, Metaverse places the user continually within the internet rather than just accessing it, creating a sense of presence.

Table 1: Virtual Technology Platform: Pros and Cons

Pros
ARVRMRXRMetaverse
Enhanced user experience/interaction
Immersive and Engaging Experience
Increased Collaboration and Communication 
Social interaction
Used in training and simulation
Enhanced Connectivity
Creative Expression
Cons
CybersicknessARVRMRXRMetaverse
Ethical and Social Implications
Technical Challenges
Cost and Accessibility
Privacy and Security Concerns
Environmental Impact

How does understanding the differences between AR, VR, MR, XR, and the Metaverse help the teaching and learning environment?

Today’s learners mostly consist of the digital native generation; a generation that has grown up surrounded by technology. Utilizing various technological approaches prepares future graduates with the requisite skills required to perform in a digitally enhanced workforce. Understanding the difference between these elements of virtuality assists educators in effectively planning learning experiences that best suit students’ needs.  A sound understanding of the differences between these modalities gives educators greater scope to implement and engage learning opportunities within education. Furthermore, all modes of virtuality improve critical thinking and problem-solving at some level, and understanding the capability of each virtual modality affords an opportunity for educators and content creators to scaffold learning to improve these cognitive skills over time.

Table 2: Applications of Virtual Technology in Pharmacy Education

ARVRMRXRMetaverse
Virtual Laboratories
3D Anatomy and Physiology Visualization
Drug Information and Interaction Visualizations
Medication Administration Training
Pharmacy Workflow and Practice Simulations
Disease Simulation
Medication Labeling and Packaging
Accessibility and Inclusivity
Simulation of Pharmaceutical Processes
Medication Dispensing and Compounding Practice
Clinical Decision-Making Scenarios
Virtual Patient Consultations
Remote Learning and Telepharmacy
Interdisciplinary Training
Immersive Learning Environments
Virtual Conferences and Workshops
Research and Drug Development

What are you implementing in your curricula to assist students in developing their AR, VR, MR, XR, and Metaverse skills or to create unique virtual learning opportunities?

References

  1. Ley D, Parkes D, Walton G. 6-emerging technologies for learning. Web 20 and Libraries. Chandos Publishing; 2010:123-168.
  2. Hamilton D, McKechnie J, Edgerton E, Wilson C. Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education. 2021;8(1):1-32.
  3. Ziker C, Truman B, Dodds H. Cross reality (XR): Challenges and opportunities across the spectrum. Innovative learning environments in STEM higher education: Opportunities, challenges, and looking forward. 2021:55-77.
  4. Onime C, Uhomoibhi J, Wang H, Santachiara M. A reclassification of markers for mixed reality environments. Campus-wide information systems. 2021;38(1):161-173. doi:10.1108/IJILT-06-2020-0108
  5. Reiners D, Davahli MR, Karwowski W, Cruz-Neira C. The combination of Artificial Intelligence and Extended Reality: A Systematic Review. Frontiers in Virtual Reality. 2021;2:721933.

Author Bio(s):

Carley Jans is a Lecturer in the Faculty of Science, Medicine, and Health at the University of Wollongong and is currently the Deputy Director of Clinical Simulation – Operational Support.  Her educational research interests are in simulation, virtual reality education, and Metaverse and how these modalities impact student learning. She is currently a Ph.D. candidate at the University of Technology.

Dr. Cherie Lucas, Ph.D., BPharm, Grad Cert Edu Stud (Higher Educ), MPS, is a Senior Lecturer at the University of Technology Sydney (UTS), a licensed pharmacist for over 33 years, and currently resides on the Pharmacy Council of NSW, Australia. Her educational research interests include curriculum design and instruction, developing practice tools and assessment strategies to enhance student engagement, experience, and learning. She has led teams in interprofessional education and reflective practice.

Tracy Levett-Jones is a Distinguished Professor at the University of Technology Sydney. She is recognized as a world-leading healthcare researcher, and her research program includes patient safety, empathy, clinical reasoning, and climate change education. Tracy leads the Empathy Initiative and the ‘Research Inspired Pedagogy, Practice, and Educational Development’ (RIPPED) research groups. She has written ten books and over 200 journal publications.


Pulses is a scholarly blog supported by Currents in Pharmacy Teaching and Learning

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