The Impact of Virtual Reality, Augmented Reality, and Interactive Whiteboards on the Attention Management in Secondary School STEM Teaching

Author(s):  
Maria Erofeeva ◽  
Nils Oliver Klowait
2018 ◽  
pp. 1660-1678
Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1814
Author(s):  
Yuzhao Liu ◽  
Yuhan Liu ◽  
Shihui Xu ◽  
Kelvin Cheng ◽  
Soh Masuko ◽  
...  

Despite the convenience offered by e-commerce, online apparel shopping presents various product-related risks, as consumers can neither physically see nor try products on themselves. Augmented reality (AR) and virtual reality (VR) technologies have been used to improve the shopping online experience. Therefore, we propose an AR- and VR-based try-on system that provides users a novel shopping experience where they can view garments fitted onto their personalized virtual body. Recorded personalized motions are used to allow users to dynamically interact with their dressed virtual body in AR. We conducted two user studies to compare the different roles of VR- and AR-based try-ons and validate the impact of personalized motions on the virtual try-on experience. In the first user study, the mobile application with the AR- and VR-based try-on is compared to a traditional e-commerce interface. In the second user study, personalized avatars with pre-defined motion and personalized motion is compared to a personalized no-motion avatar with AR-based try-on. The result shows that AR- and VR-based try-ons can positively influence the shopping experience, compared with the traditional e-commerce interface. Overall, AR-based try-on provides a better and more realistic garment visualization than VR-based try-on. In addition, we found that personalized motions do not directly affect the user’s shopping experience.


Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


2021 ◽  
Vol 16 (4) ◽  
pp. 91
Author(s):  
Surendheran Kaliyaperumal ◽  
Mohd Helmy Abd Wahab ◽  
K. Martin Sagayam ◽  
Radzi Ambar ◽  
Hazwaj Mhd Poad

Due to the increased shifts in recent technologies, the education sector has also started to reshape itself to face the future. Augmented Reality (AR) and Virtual Reality (VR) are among the few recent trends that drive this shift forward. This study was set to study the impact of pairing a video lecture course with an AR presentation. A class of multimedia students (N=33) from Vellore Institute of Technology, Vellore, India; underwent an experiment of watching a video lecture module and attending a quiz. The same class again went through a similar test where they had to watch video lectures, get to experience what they learned in Augmented Reality for 10minutes, and then appeared for the quiz. The paired t-test conducted on the two sets of scores obtained by the class indicates a statistically significant increase in the average final scores when AR experience is paired with the video lectures. The feedback from the students was also positive on the AR experience.   Keywords: Augmented reality, Education, e-learning, Video lectures


Currently, Augmented Reality (AR) and Virtual Reality (VR), are the most disruptive and popular technologies that predominates in every aspects of industry domain. These technologies provide users a visual treat that basic technologies like 2D and 3D have not been able to provide so far. They have extended their realm in all domains of life, from providing the opportunity to visit the Taj Mahal while you are sitting in your living room to finding the correct furniture for your office. The recent update is coming from the world of education, where AR/VR is being implemented to make learning a better experience for all. This technology is being used to make applications that make the process of understanding easier and more likeable for students. For increasing the student motivation, research on AR has showed its extreme usefulness in the process of learning. In this paper we have studied the impact of AR/VR applications on education and it’s benefit while comparing it to the traditional method of teaching using textbooks. We devised various types of evaluation techniques and distributed it to people of all age group and backgrounds. We evaluated the UX by providing the audience to first use a commercial AR/VR application and then record their experience. The results are analyzed in our work and suggestions given to further enhance our study to make the combination of technology and education a success


2018 ◽  
Vol 10 (2) ◽  
pp. 17-25
Author(s):  
Anita Macauda

AbstractThis contribution presents the results of research on teaching practices supported by augmented reality conducted in school contexts in the three-year period 2015–2017. With reference to the objectives of the National Plan for Digital Education relating to the realisation of innovative learning pathways to promote critical thinking, reflection and creativity, attention is addressed here to the digital environments and in particular to the augmented reality environments for school education.Specifically, the article aims to reflect on the impact of augmented reality in learning for secondary school students, in relation to the co-constructive and participative approach of knowledge and to the expressive re-elaboration. For this purpose, the analysis of the data of a questionnaire is proposed, administered to secondary school teachers from various Italian regions, in regard to heritage education developed by means of augmented reality. Both the strengths, with particular reference to the elements of teaching innovation, and the critical aspects have been examined to identify the elements/processes capable of making innovative learning practices sustainable.


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