Interactive virtual reality (VR) techniques and tools
can be used to transfer knowledge and show concepts
to targeted audiences. The use of VR permits 3-D interactive
simulations to be used to effectively show concepts
and knowledge in a visual and very effective way. This
dramatically enhances the understanding of subjects
traditionally taught through conventional and more abstract
allows us to share, on a personal level, knowledge about
subjects and events normally experienced in the third-person.
Environments, situations, and scenarios can be visited
in a computerized virtual model, which time, distance,
scale or safety factors would not allow in real-life.
Learners (or Interested and Affected Parties) can see
graphically how things work, walk through simulated
environments, and importantly, interact with objects
within that environment.
VR used to be associated with expensive technologies,
interactive computer graphics have now moved squarely
to the PC platform. It is this new desktop power that
opens up many opportunities for its use in capacity
building, environmental, and developmental work. Democritus
is taking advantage of these new opportunities, which
provide such powerful visual training experiences. Whilst
a picture may paint a thousand words, an interactive
3-D model paints millions. We therefore use VR as part
of our capacity building work and in our Public Participation
Programmes. In the former it allows us to transfer skills
and concepts across cultures, whilst in the latter it
enables proposed changes to projects to be quickly assessed
by stakeholders and Interested and Affected Parties.