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During the last recent years, some Universities and Schools around the world,have opened a first-of-its-kind virtual reality learning center that’s been designed to allow students from every program to learn through “New Technologies AR&VR”. All of these activities are engaging the students in consuming their attention, allowing them to interact and taking the responsibility for their own education. This project was implemented in a first phase in 6 Learning Resource Centers in Emirates Schools. AR&VR Smart Education Labs currently houses several different AR&VR technologies: Samsung VR by Oculus, the Rift pc´s, and Cardboard; for Laptops, Smart Phones and Tablets
2020
Education system is constantly developing and now people can use new AR and VR technologies to improve their learning process. Augmented reality, abbreviated AR, is a combination of the real world and additional data "entered" in the area that the user sees. VR is generally defined as an interactive computer simulation.They have many advantages and can be used both for training in simulators through special VR devices and for designing something new. There are many platforms for developing augmented reality: 8th Wall, ARToolKit X, VUFORIA, ARCore, Unreal Engine. The list of all possible platforms is still incomplete, because the list is growing every year. T-FLEX is a Russian computer-aided design system. It includes CAD/CAM/CAE/CAPP/PDM /CRM/PM/MDM systems. T-FLEX CAD has all the necessary modules that are not available in other systems. For example, the T-FLEX VR module can contribute to product development at all stages of creation. This technology allows studenys to take a different look at the details and entire design process.
2019
Virtual reality depends on two human perceptions, sight and sound. VR has been applied in various sectors such as education, medicine, aviation, tourism, and video games. Leisure and entertainment have shown the highest buzzing interest. Since VR introduction it has had several challenges such as expensive hardware, poor ergonomics, and difficulty in creating contents irrespective of the sector. Rapid adoption of mobile devices among other trending technological innovations adopted by the society has greatly improved access to VR. Investment increment by several companies such as Facebook, Apple, Samsung, HTC, Magic leap among others will bolster improved VR accessibility in coming years. A notable project by Google is the Google expedition that has interacted with Educational institutions yielding better accessibility to virtual technologies and rapidly change formal education. Changing the dynamics of formal education will be possible with improved accessibility to virtual technol...
The exploration of virtual reality as a potential alternative space for human activity presents great challenges for contemporary thinking. This paper attempts to report a recent scholarly discussion about virtual reality and its implications for future K-12 education. This study did not aim to predict the future of VR in education. It aimed to evaluate the preferred mission of VR before the technology is widely used in schools. This study, in a sense, is taking a proactive approach in evaluating the needs and the appropriate educational theories to guide the development of VR before its widespread utilization. Other studies have aimed at observing evidence that show trends. However, this study with 50 worldwide VR experts assisted in drafting a preferred VR future pedagogic mission.
Augmented and Virtual Reality in Libraries (LITA Guides) , 1918
Social Sciences & Humanities Open, 2023
Augmented Reality (AR) and Virtual Reality (VR) technologies have revolutionized learning approaches through immersive digital experience, interactive environment, simulation and engagement. Yet, these technologies are in developing stage and require massive investment and mass customization to meet the high demand in education. This comprehensive review aims to frame AR and VR development in education during the last twelve years. By adopting text mining and topic analysis approaches, a total of 1536 articles were selected for further analysis. These articles were selected from Scopus database based on specific criteria where titles, keywords and abstracts were extracted for analysis by WordStat. Hypotheses were formulated based on the prior works of AR and VR in education and being processed and evaluated to unvield state of art of AR and VR literature development, applications, advantages and future directions. Results reveal that adoption of AR and VR in education have exponential growth during recent years where wearable device have gain the large portion of this development. Based on secondary data, results also reveal the gap in implementing and customizing these technologies quickly in educational institutions. As AR and VR technologies rapidly develop and become mature, more educational applications emerge in learning process. Researchers are recommended to keep in pace to discover gaps of AR and VR transition to education and create effective adaptability approaches to gain more benefits of these technologies development.
2023
Since quite some time ago, research has been conducted on the potential benefits of employing virtual reality (VR) in educational settings. In the published research, there are descriptions of a great number of VR applications; nevertheless, there is no necessity for a comprehensive analysis of these goods. The usage of virtual reality (VR) in educational settings is becoming increasingly common. It is necessary for students to have experience in a virtual business environment in order to adequately prepare them for the obstacles that they will face in the real business world. Because students frequently grow fatigued when learning new information, we need to use virtual reality to assist students in becoming experts. The utilisation of virtual environments as a teaching tool in the fields of computer science, physical science, and biological science is becoming increasingly important. Numerous studies have been conducted to investigate the usefulness of virtual reality (VR) in the field of science education, with a special emphasis on how students' learning, motivation, and attitude change as a result of utilising VR. Although there is not a significant difference in learning results when comparing virtual reality (VR) to other active learning experiences, there have been favourable effects reported in some studies that compare VR to more conventional learning environments. [Citation needed] Studies on the application of virtual reality (VR) in the classroom have shown positive effects on students' academic performance as well as their levels of interest and their overall learning experiences. One example of a scientific talent that has been found to improve with the introduction of virtual reality is the user's capacity to conceptualise abstract ideas (VR). Virtual reality (VR) is becoming an increasingly popular topic of discussion among teachers of foreign languages. As a result of the rapid pace at which both the functionality of this technology and the potential advantages it could bring to educational settings are undergoing development, it can be challenging for educators to acquire a comprehensive understanding of both aspects. When it was brought up in the commercial sector vs when it was debated in academic settings during the 1990s, the phrase "virtual reality" appeared to have different implications in each context. Consumer literature from the same era, on the other hand, almost invariably refers to it as a headmounted display or headset that enables interaction via head and/or body rotation and/or motion. Under the general heading of "virtual reality," there are three distinct categories of interactive experiences that are based on these aspects(VR).
Virtual Reality, 2018
The purpose of this review article is to present state-of-the-art approaches and examples of virtual reality/augmented reality (VR/AR) systems, applications and experiences which improve student learning and the generalization of skills to the real world. Thus, we provide a brief, representative and non-exhaustive review of the current research studies, in order to examine the effects, as well as the impact of VR/AR technologies on K-12, higher and tertiary education students' twenty-first century skills and their overall learning. According to the literature, there are promising results indicating that VR/AR environments improve learning outcomes and present numerous advantages of investing time and financial resources in K-12, higher and tertiary educational settings. Technological tools such as VR/AR improve digital-age literacy, creative thinking, communication, collaboration and problem solving ability, which constitute the so-called twenty-first century skills, necessary to transform information rather than just receive it. VR/AR enhances traditional curricula in order to enable diverse learning needs of students. Research and development relative to VR/AR technology is focused on a whole ecosystem around smart phones, including applications and educational content, games and social networks, creating immersive three-dimensional spatial experiences addressing new ways of human-computer interaction. Raising the level of engagement, promoting selflearning, enabling multi-sensory learning, enhancing spatial ability, confidence and enjoyment, promoting student-centered technology, combination of virtual and real objects in a real setting and decreasing cognitive load are some of the pedagogical advantages discussed. Additionally, implications of a growing VR/AR industry investment in educational sector are provided. It can be concluded that despite the fact that there are various barriers and challenges in front of the adoption of virtual reality on educational practices, VR/AR applications provide an effective tool to enhance learning and memory, as they provide immersed multimodal environments enriched by multiple sensory features.
WSCG 2018 - Short papers proceedings, 2018
Virtual reality (VR) technology offers numerous benefits in different application areas, especially in education. VR brings new approaches to learning that can make the education process more attractive, while at the same time learners can develop creativity and innovativeness. Despite the possible benefits that VR can offer, the use of VR is still not widespread for educational purposes. Furthermore, the potential of VR for assistive technologies in the Augmentative and Alternative Communication (AAC) domain is recognized but has not been fully exploited. In this paper, development of an elementary mathematical virtual classroom prototype based on Oculus Rift and Leap Motion devices is described. The learning concept used in the prototype was taken from the state-of-the-art AAC application for mobile devices that introduces children with the concept of quantity which is one of the preconditions for adopting the concept of number. To analyze user's satisfaction with the application and acceptance of a new technology in general, user evaluation of the developed prototype was conducted. In general, a positive feedback from users without disabilities suggests that it makes sense to combine VR elements with education as well as AAC technologies. Contributing factors, such as the level of immersion in VR environments, unnatural behavior of virtual hands, and the level of familiarity with the VR technology, are identified as some of the most important aspects that need to be considered in the follow-up studies concerning users with disabilities (i.e. children with complex communication needs).
New Trends and Issues Proceedings on Humanities and Social Sciences
In the last decade, applications of virtual reality (VR) and augmented reality (AR) technologies have rapidly increased. Although they are used especially in the game industry, their importance in education has also becoming more evident. As there are not enough academic researches on this field, we aimed to examine the role of VR and AR technologies in education. During the study, the implementation of VR and AR applications in education was analysed as well as impact factors, barriers and levels of knowledge transfer were investigated. We propose an approach to address the various identified issues. This study aims to contribute to the field with the comparison of the results, followed by analyses and recommendations for future work.
Informatics
During the last few years, learning techniques have changed, both in basic education and in higher education. This change has been accompanied by new technologies such as Augmented Reality (AR) and Virtual Reality (AR). The combination of these technologies in education has allowed a greater immersion, positively affecting the learning and teaching processes. In addition, since the COVID-19 pandemic, this trend has been growing due to the diversity of the different fields of application of these technologies, such as heterogeneity in their combination and their different experiences. It is necessary to review the state of the art to determine the effectiveness of the application of these technologies in the field of university higher education. In the present paper, this aim is achieved by performing a systematic literature review from 2012 to 2022. A total of 129 papers were analyzed. Studies in our review concluded that the application of AR/VR improves learning immersion, especia...
Science Research, 2019
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