scholarly journals Augmented Reality and Virtual Reality in Education. Myth or Reality?

Author(s):  
Noureddine Elmqaddem

Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.


2020 ◽  
Vol 5 (3) ◽  
pp. 32-38
Author(s):  
Fakhriddin Nuraliev ◽  
◽  
Ulugbek Giyosov

Since the last few decades, virtual reality (VR) and augmented reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both. Conservative techniques of content presentation (fixed video, audio, scripts) lack personalization and interaction.



The present work presents a research carried out with 6th and 7th grade students of Elementary School II at Escola Municipal Mon. Walfredo Gurgel Alto do Rodrigues/RN, aiming to encourage the use of materials such as Ruler and Square in Mathematics classes and to know your opinion about the use of Augmented Reality and Virtual Reality glasses. This aimed at a reflective analysis of how the inclusion of technologies in education can enhance learning when the use of multimedia resources that help in understanding mathematical concepts or that enable a dynamic visualization of the object of study are encouraged. She seeks to know what the contribution of this device to the teaching and learning process of Mathematics. Methodologically, the work is characterized as an exploratory research of qualitative and quantitative nature, with a bias towards a case study, with data collected through a semi-structured questionnaire with 102 students. We can count on an interdisciplinary planning to present the programmed contents with more meaning. The results were analyzed based on the research instruments and the testimonies of the students, in addition to a brief study on information and communication technologies applied to learning. Thus, the data are organized in graphs where the research findings are expressed.



Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.



Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.



Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.



Author(s):  
Cristina Portalés ◽  
Sergio Casas ◽  
Lucía Vera ◽  
Javier Sevilla

Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the authors focus their attention in the technologies of virtual reality (VR), augmented reality (AR), and serious games (SGs). They aim to explore these technologies in order to show their benefits in the dissemination and understanding of CH. Though the work involving them is not trivial, and usually a multidisciplinary team is required, the benefits for CH make them worth it.



2020 ◽  
Vol 10 (1) ◽  
pp. 322 ◽  
Author(s):  
Luis Muñoz-Saavedra ◽  
Lourdes Miró-Amarante ◽  
Manuel Domínguez-Morales

Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.



Author(s):  
Antonios Kargas ◽  
Nikoletta Karitsioti ◽  
Georgios Loumos

The forthcoming Industry 4.0 is expected to change not only manufacturing and industrial services, but will rearrange how services are offered in a variety of sectors, including museum's services. Museums will inevitably be led to more digital (VR & AR) and promoting (Social Media) paths. A forthcoming “digital convergence” between VR & AR technologies and social media's promoting logic could enlarge museums' potentialities in attracting more visitors, younger visitors, while new patterns for connecting learning effects and amusement should be established. This chapter contributes to the following: • Presenting existing theoretical and empirical research on Virtual Reality and Augmented Reality technological implementation in Museums. • Presenting current tensions on social media's usage from cultural organizations. • Exploring how VR & AR applications can incorporate various elements coming from social media operational logic.



2019 ◽  
Vol 8 (10) ◽  
pp. 1618 ◽  
Author(s):  
Ferro ◽  
Nicholson ◽  
Koka

Background: The field of implant dentistry education is rapidly evolving as new technologies permit innovative methods to teach the fundamentals of implant dentistry. Methods: Literature from the fields of active learning, blended learning, augmented reality, artificial intelligence, haptics, and mixed reality were reviewed and combined with the experience and opinions of expert authors. Both positive and negative aspects of the learning methods are presented. Results and Conclusion: The fundamental objectives of teaching and learning remain unchanged, yet the opportunities to reach larger audiences and integrate their learning into active experiences are evolving due to the introduction of new teaching and learning methodologies. The ability to reach a global audience has never been more apparent. Nevertheless, as much as new technology can be alluring, each new method comes with unique limitations.



2020 ◽  
Vol 13(62) (2) ◽  
pp. 55-64
Author(s):  
Gheorghe Epuran ◽  
Alina Simona Tecău ◽  
Cristinel Petrișor Constantin ◽  
Bianca Tescașiu ◽  
Ioana Bianca Chițu

"This paper has the goal of aims at identifying the main barriers that people with disabilities face when they travel, especially for tourism purposes, in order to find solutions to facilitate their access to services in tourism. In this respect, a qualitative research has been conducted, in which the opportunity of using Virtual Reality (VR) for obtaining information about the destination in advance has been tested. The results stress the need of the people with disabilities for better information before the visit, new technologies like Virtual Reality (VR) or Augmented Reality (AR) being considered a very good tool for exploring the accessibility of a potential tourist destination. These technologies can offer actual insights to destinations from the people’s home with minimum effort."



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