That single question separates augmented, virtual and mixed reality, and it is what a distinguish question is really testing.
AR, MR and VR placed by how much of the real world each one leaves in place.
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| Form | Strong at | Concern |
|---|---|---|
| Augmented reality | Information exactly where you need it — a repair guide on the machine | Attention split between the layer and the world |
| Virtual reality | Training that would be dangerous or impossible in reality | Isolation, disorientation, and cost of the headset |
| Mixed reality | Virtual objects that respect real ones | Hardest to build, and easiest to mistake for reality |
Where it is genuinely useful: Surgical rehearsal, aircraft maintenance, and empathy exercises that put a person into a situation they could not otherwise reach. These are not toys, and an answer that treats immersive media as entertainment misses most of the marks.
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Beyond motion sickness
- Physical safety — a person in a headset cannot see the room they are standing in.
- Psychological effect — an experience that feels real can leave a real memory, which is the point of the training and the risk of the content.
- Data — a headset measures where you look and how you move, which is more intimate than a click.
- Access — the hardware costs money, so the benefits land unevenly.
Real-world examples you can name
The da Vinci surgical robot — US approval 2000
A surgeon operates instruments through a console rather than directly; the system filters hand tremor and scales movement. It is teleoperated, not autonomous — the classic example of a robot that augments rather than replaces.
Who it affected: Patients receiving less invasive surgery, and surgeons retraining for it.
School closures and remote learning — 2020–2022
At the peak, UNESCO counted over 1.5 billion learners out of school. Where teaching moved online it kept going for households with a device and a connection and stopped for those without, turning the digital divide into a measurable gap in learning.
Who it affected: School-age children, most sharply those in low-income and rural households.
How this is tested — you have to tell the three apart, then judge a use of one of them. It comes up two ways:
Paper 1 — structured question
- Part a: distinguish augmented from virtual reality
- Part c: evaluate immersive media in training or education
Paper 2 — source-based question
- Q2: explain what a source claims for an immersive system
- Q4: synthesise sources on its costs and benefits
The trap: treating it as entertainment: The strongest uses are professional: surgery, maintenance, emergency training. An answer built only on games undersells the topic and caps low.
Distinguish between augmented reality and virtual reality.
Model answer plan
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Evaluate the use of virtual reality to train medical staff.
Model answer plan
See the mark-by-mark plan — for / against / judgement, with marking guidance — in study mode.