Posted On : 17th April, 2019 by Pranjal Kaushiley
Both virtual and augmented reality (VR and AR) have made significant strides toward becoming popular consumer technologies over the last few years. So much so, that they have become household terms. As the technology for and around virtual and augmented reality development continues to become more prominent and more accessible, we are beginning to see more ways that VR and AR can have an impact on different industries.
According to a report by Business Wire, Augmented Reality is expected to be worth $60 billion by 2023, growing at a CAGR of 40.29%. They also report that Virtual Reality is expected to be worth 34 billion by 2023 growing at a CAGR of 33.95%. Statista.com, on the other, hand predicts that the AR/VR industry will be valued at $209 billion by 2022.
The most prominent use so far for AR and VR applications has been in the entertainment industry, there is, however, a great potential for both within the educations field and e-learning industry. Recognizing this, in more recent times, AR & VR have been getting integrated into education slowly and steadily. Virtual and augmented learning are becoming commonplace at schools and education institutions.
AR & VR are part of a very wide array of immersive technologies. Immersive technologies as the name defines is an integration of virtual content with the physical environment in a way that allows the user to engage naturally with the blended reality. Immersive technology comprises of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Holography, Telepresence and a few others. Immersive technology further involves supporting technologies for immersive experiences which include AR, MR and VR headsets, 3D displays, 3D audio, gesture recognition, spatial sensing, speech recognition, haptics, drones, cameras and a variety of sensors.
There can be no better way to impart knowledge than with the use of immersive technologies like AR & VR. After all, impressionable young minds that happen to be the most curious will always prefer an immersive experience to understand concepts rather read about them and AR and VR learning is a phenomenon that brings reality into learning. In a nutshell, AR & VR learning helps students easily acquire, process, and remember information. Additionally, it makes learning itself more engaging and fun.
The possibilities are endless. Immersive education through AR & VR technologies can be a great aid in teaching – and reaching – those with learning disabilities or conditions like autism or learning disabilities.
Augmented & Virtual Reality learning is not limited to just schools. It can also provide more accessible and affordable opportunities for higher education – as well as a more “hands-on” learning experience. VR is already being used to teach teachers – enabling them to gain experience interacting with virtual students – and to train other professionals, such as immersive VR programs for doctors and nurses.
The technological development within Augmented Reality and Virtual Reality is growing at the speed of light. There are developments being made in AR and VR app development dedicated specifically to shaping students. Institutions are slowly and steadily incorporating virtual and augmented e-learning into their curriculum. This practice is only going to grow and expand.
ViitorCloud has been working on many various types of projects involving AR and VR. From video games to gamification of teaching modules we approach and apply this technology for what it is a path breaker in varied domains like education and a multitude of other industries.
Augmented and virtual reality technologies can certainly add a dimension beyond video and turn a passive learning experience into an active one. These technologies will play a major role in e-learning, and there is no doubt that developers have made considerable progress in updating these materials to drive engagement, but AR & VR has furthermore potential and capability to transform how learning is delivered in not just schools but any and all fields.