It’s been a little while since the new school year started. New subjects, new challenges and new classmates. Among them, one name is becoming increasingly heard: Edge Computing.
Thanks to its ability to bring processing power as close as possible to the source of data generation, this technology is enabling new educational methodologies to become effective. A huge advantage for students who can enjoy learning experiences that would have been unthinkable in a classroom 20 years ago. But this technology has not arrived in the classroom on its own. Virtual Reality (VR) has joined this new educational adventure.
Who would have thought that studying Gothic architecture in class from inside a convent would be possible? Now it is a reality thanks to Edge Computing, 5G and VR. How? We tell you how.
IE University Case Study
They say a picture is worth a thousand words, and when it comes to learning it seems true. Our ability to take in knowledge and pay attention in class is more agile and motivating if we do it through images, photos and videos, so if we fully immerse ourselves through a VR experience, who knows how many 10’s on average there would be in the classroom?
We can’t talk much about grades yet, we are not psychics, but we can talk about virtual reality through the IE University success story. This educational centre has developed, thanks to the application of Edge Computing and 5G, in collaboration with Telefónica and Nokia, an immersive learning experience in its Segovia Campus.
It is an online architecture seminar where students learn within the same scenario they are studying, streaming it from their own devices, as if they were physically there. They do this with the help of 3 key deployed components:
- 5G: provides low latency to generate an easier and more comfortable immersive experience, a very important point in the VR environment so that some people don’t get dizzy.
- Edge Computing: deployed near the IE University campus, it offers minimal latency, generating closer content and faster processing of information, allowing the processing that would be done in a VR headset to be transferred to the Edge.
- VR: feedback from the Edge and 5G makes it possible to develop specific video technology to generate 3D video streams, allowing the processing that would be done in VR glasses to be transferred to the Edge, and improving the experience perceived by users.
What Edge Computing and VR bring to the classroom
Undoubtedly, the combination of these technologies will represent a breakthrough for the development of new educational methodologies, opening up more immersive and dynamic spaces for better academic performance.
This is a step towards learning environments where personalisation has more weight, focusing on the interests and abilities of each student. A competitive advantage for the future, where both the Edge and VR will become the best classmates.