2021 the Year of Immersive Learning (VR/AR)?
i analyzed and compiled the current blog articles on the topic of learning / HR / R&D with regard to statements on the topic of VR / AR-Learning. Will 2021 be the year of Immersive Learning? Apparently it is at least increasingly one of the trend topics in the field of Learning and HR/R&D. Many articles have included the topic in their TOP topics for 2021. It remains to be seen how companies and educational institutions handle it. It is definitely a good development that the topic is now an issue and can be highlighted and gained in perception.
4. AR, VR, And MR
In the coming era, students can expect a better learning experience through the introduction of AR, VR, and MR. A large portion of learners prefers to have information displayed as opposed to reading. For these students, Augmented Reality, Virtual Reality, and Mixed Reality will serve as an effective method of helping them achieve their full potential.
4. Virtual Reality
Virtual Reality has been a popular mode of implementing a variety of training. Whether it is assessing an insurance claim or working in a hazardous environment or learning a high-risk or high-cost skill such as flying an aircraft, Virtual Reality is the training mode to lean on.
Instead of conducting drills, companies can help employees gain exposure to concepts such as emergency response in a hazardous situation, like a fire or flood or a tornado alarm, through a VR based module. Virtual Reality need not be implemented using 3D only. It can be implemented and still be effective with 360-degree photographs or videos. Using an appropriate mix of photographs and/or videos and overlaying them with interactions, VR can be a fun, useful learning experience.
With highly sophisticated tools, the development of VR material is easier and cheaper. Today you can experience VR across platforms. Based on the increased adoption and good business cases, the use of VR will continue to grow in 2021, and it will grow stronger in the coming years.
The Future of Augmented Reality in Education
Back in the old days when we were in school, we had a lot of textbooks, looseleaf papers, posters, and many other physical print materials. Thanks to AR, all educational materials will be interactive, digital, and available at any time. This will give a lot more people access to education and offers a higher level of student interaction since lessons can be conducted in a game format.
Also, you can say goodbye to field trips to the museum or art gallery because thanks to AR, the museum and art gallery will come to you and it will be available any time. These are just some of the future uses of augmented reality in education and it is sure to revolutionize the educational process.
AR in Education in 2020–21
Since we have seen a spike in new cases recently, a lot of state officials have decided to close down schools. This is something we see in places like New York City, Detroit, Baltimore, and many others as well. AR can help parents and teachers make learning fun and interesting by allowing the materials in the textbooks to come to life. For example, if a student is reading about Abraham Lincoln or any event in American history, they could point their smartphone camera at the textbook and see a lifelike representation of Abraham Lincoln on that particular event.
This type of technology can also be useful for college students who are also studying remotely, often thousands of miles away from the campus. If they are studying a subject that is difficult to learn on their own, AR can come to the rescue as well. For example, let’s say a medical student is studying a certain aspect of the human heart. Print and video material will not be as helpful because they don’t offer the same level of immersion and interactiveness that they could get with AR. They could use AR to get a lifelike depiction of whatever they are studying which something no textbook can offer.
10. VR in education is predicted to be a $700 million industry by 2025.
(Source: VRARA, Abi, ET & S, BJET)
VR is one of the most promising trends in educational technology. Because VR provides a personal perspective and enables a sense of immersion while learning, it’s also called immersive virtual reality (IVR).
Virtual reality in education has been the subject of much recent research into emerging technology trends in education. Recent estimates reveal total revenues from VR Head Mounted Displays (HMDs) are expected to grow beyond $640 million by 2023. VR is predicted to be a massive $700 million industry by 2025.
One study that examined technological trends in education utilised VR to evaluate student learning gains. It also looked at the learners’ sense of personal development, their relationships with their teammates, and how the classroom was orchestrated in general.
Besides VR, the study also included other technologies, such as robots and web-based digital tools, but we will get into that later.
The use of technologies provided an engaging learning experience.
11. 97% of students would like to take a VR course.
(Source: VRARA, ET & S)
A recent report on VR and AR in the educational sector shows that virtually all students would like to take a VR course. In general, studies of this trend in educational technology showed that such immersive and interactive technologies may provide experiential learning, conceptual and procedural understanding, and psychomotor skill development.
It gets better:
An examined learning outcome with the use of HMD showed learning efficiency, skill acquisition, and conceptual understanding.
Last but certainly not least, equipping the learning experience with HMD environments may also have positive effects on simulated problem-solving tasks and in transferring the competence to real-world tasks.
12. Seven out of ten teachers want to use VR to simulate experiences that are relevant to the material covered in class.
In recent years, immersive technologies have advanced and become more readily available. This gives more students the opportunity to engage in various educational subjects in alternative ways. No wonder more than two-thirds of teachers want to use VR to simulate experiences relevant to the material covered in class.
However, more empirical research into the technology impacts on education, most specifically Immersive Virtual Reality (IVR), is necessary to discover whether it will consistently facilitate higher academic achievement and engagement scores (cognitive, behavioral, emotional, and social).
13. The total value of AR in education will be approximately $5.3 billion by 2023.
(Source: Abi, ET & S)
When we speak of the future trends in educational technology, incorporating several technologies into the learning design is probably one of the main trends. AR is one such digital technology that’s being increasingly integrated as it becomes more affordable.
This is important:
The adoption of AR and VR showcases learning information in dynamic and interactive formats. Research has revealed they’re helpful in explaining and presenting abstract and scientific phenomena. So, they can be incorporated as instructional means to support teachers in providing a more engaging learning environment.
One study used both quantitative and qualitative data to determine if an AR-enhanced learning experience with ebooks has a positive effect on learners’ thinking ability and creativity.
The key takeaway was:
Integrating AR and ebooks supports and encourages active thinking and enables fostering independent learners.
Virtual Reality Learning
Virtual reality is one of the most amazing and engaging trends in education 2021. It produces either an unreal or real world through the virtual tool on the eyes of the learner.
The learner can see the world, move here and there in it, and intermingle with things. There are many benefits of virtual reality learning in the coming years, like:
⦁ The students can visualize places and things they cannot get access to in the conventional study environment
⦁ It is so much interesting that everybody wants to wear the virtual learning tool at least once in a life
⦁ It lets the learners enjoy learning for hours
⦁ VR has removed the concept of language as a learning obstacle
⦁ The education field has come up with quality content in different subjects.
Augmented Reality Learning
AR is an immersive technology that superimposes digital components—such as video, images, text, animations, and 3D models—into real-world elements. In other words, AR augments real-world images with computer-generated perceptual details.
What sets AR apart from other immersive technologies is that it exhibits the highest degree of merging real and virtual worlds. Because of this capability, AR has found increased use in many areas and is slowly becoming a ubiquitous part of our daily lives just like electricity (Peddie, 2017).
In the education sector, the concept is in the cusps of disrupting the nature of learning—from surgical techniques to art restoration—in colleges and universities. Already, AR is substituting for physical reality, eliminating much of the need for physical campus classrooms and labs (Kim, & Maloney, 2020). Leading institutions have found a tactile and hands-on method to train the next generation of medics, without the need to ever leave their homes. That said, it comes as no surprise that many C-level executives believe that education is one of the sectors that will invest the most in AR and similar immersive technologies (Karl et al., 2019).
For example, Case Western Reserve University (CWRU) has created the innovative MR App, HoloAnatomy. The app allows access to a comprehensive 3D suite of all organs, systems, and vessels that comprise human anatomy. Using Microsoft’s Hololens and HoloAnatomy, CWRU medical students can learn the minutest detail of human anatomy in 3D from their homes.
In addition to improving student engagement, HoloAnatomy has eliminated overreliance on 2D medical textbook illustrations. Plus, medical training is no longer limited by the availability of cadavers for dissection.
Virtual Reality Learning
Virtual reality is another interactive learning trend that’s finding increased use in the education sector. The technology has massive potential for transforming the way content is delivered. VR in education is projected to hit $200 million in valuation by 2020 and $700 million by 2025 (Appsolutions, n.d.).
Primarily, VR works on the premise of creating an immersive virtual world—imagined or real—thus allowing learners not only to see content but also to interact with it first hand. In doing so, it reduces the cognitive load required by learners to process educational information. Better, immersing learners in what they are learning motivates them to fully understand concepts.
Currently, Osso VR, a revolutionary surgical training platform, is partnering with top US learning institutions, such as Harvard Medical Schools, Columbia University, and Vanderbilt University to deliver hands-on training opportunities for surgeons using VR (Fink, 2018). Instead of remodeling the entire surgical education system, Osso VR seeks to augment the apprenticeship training method that has been in use for over a century now.
VR has been utilized in healthcare training settings for several years now (Okojie et al., 2020). But educators have only recently begun to explore its use in other education settings (Okojie et al., 2020).
For example, NASA has created an expansive VR lab to train future astronauts in the aspect of spacewalking. The innovative VR Lab offers an enthralling virtual reality experience using a conventional, graphical 3D world of the International Space Station (ISS). Learners use a combination of motion trackers, haptic feedback gloves, and a headset, to explore life outside the ISS without ever leaving the planet earth. (Unimersiv, 2016).
Additionally, ClassVR is another example of firms that have dipped their toes into the arena, seeking to bring the power of VR to classrooms. The versatile platform helps learners at all levels—from pre-school to institutions of higher learning—experience learning in new ways.
Rise of technologies for eLearning Trends (AR, VR, MR)
The learning experience will be getting finer in the coming future with the help of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR).
Augmented Reality helps to display the information intriguingly with the help of images and graphics that is favored over reading. Although other technologies like Virtual Reality and Mixed Reality are in an early stage, Augmented Reality seems to have already had an impact.
AR aims to deliver information in a manner that engages the learners while having a meaningful impact. Virtual Reality provides a 360-degree view of graphical representation and visual information that leads to optimal learning. The use of VR in areas like the military and medicine has shown its effectiveness.
The ability to have an immersive experience with the support of distance learning increases its appeal even further. Combining their features will help in providing optimal learning by creating a balance between theory and real-world application.
Here are some are of the ways in which learning and education can evolve through hybrid learning in the future.
5. Experiential Learning: Simulations, live tutorials, real-time learning experiences through AR/VR can lead to quality learning which can be impactful. Experiential learning in an online setting can help solve the current gaps in the online world. Experiential modules can enable the superior application of knowledge through skills attained.
Immersive technologies such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) all have the potential to boost the eLearning capabilities. AR creates an interactive learning experience by cleverly incorporating computer-generated graphics with the real world.
Augmented Reality is an emerging technology in education that combines modern tech with real-world settings to provide an immersive eLearning experience. In contrast, Virtual Reality (VR) creates a new digital world, while AR brings the real world and the digital world together.
From human anatomy and interior design to architecture, AR can be used to improve learning in a variety of industries. For example, health and safety training can utilize AR to show health hazards and highlight dangers in certain workplace scenarios.
4. Augmented, Virtual und Mixed Reality
Nicht nur die Lernverwaltung könnte sich langfristig ändern. Auch die eigentliche Lernerfahrung könnte durch AR, VR oder MR verbessert werden. Die Lerner sind aktiver beteiligt und erleben die Lerninhalte direkt in der Situation.
When it comes to student immersion, virtual reality (VR) has every other technology beat. VR headsets are built with a unique power delivery system design that allows for billions of transistors on a single IC, enabling them to play games for hours. Plus, since most of the components are welded into a single chip, it’s very lightweight, so students can comfortably wear one until they’re ready to put it down. VR has plenty of uses. For example, it allows students to go on field trips without venturing out. There are also VR games like Anatomyou and InMind that can help teach your lesson for the day.
VR in education and training
VR is already making great inroads into education, with a large number of startups and established companies offering packaged experiences and services aimed at schools. Engage’s platform is used by the likes of Facebook, HTC, and the European Commission to enable remote learning. And one study published in 2019 found that medical students trained using VR were able to carry out certain procedures quicker and more accurately than peers trained using traditional methods.
These new methods of teaching and learning will become increasingly effective as new technologies emerge. One that is likely to make waves is the Teslasuit, which uses a full-body suit to offer haptic feedback, enhancing the immersion through the sense of touch. It also offers an array of biometric sensors enabling the user’s heartbeat, perspiration, and other stress indicators to be measured. The suit is already used in NASA astronaut training, but its potential uses are unlimited.
For training, it could be used to safely simulate any number of hazardous or stressful conditions and monitor the way we respond to them. For example, Walmart has used it to train retail staff to work in Black Friday situations, instructing them on how to best to operate in busy shop environments with long queues of customers.
As well as training us for dangerous situations, it will also drastically reduce the financial risks involved with letting students and inexperienced recruits loose with expensive tools and machinery in any industry.
Impact On Training & Teaching
Both of the technologies have apparent benefits for teaching and training, with this being seen across schools and professional development courses. For example, people studying construction or any hazardous or complex areas can train without any of the risks that are typically involved with them.
By using VR, budding professionals in these industries will be able to train in a simulated environment that provides a significant degree of accuracy while avoiding the risks associated with making a mistake.
AR can also be a benefit, as employees will be able to practice objectives and tasks in real-time, which could improve their skills and overall productivity. These are areas that look to benefit further from the technologies in the future.
Augmented Reality and Virtual Reality
Augmented reality (AR) and virtual reality (VR) are two technological innovations often associated with games and entertainment. Collectively referred to as extended reality (XR), these two find applications in the enterprise as well, particularly in training.
Global spending on XR is expected to go up by as much as 78.5% in 2020 (IDC, 2019), as industrial use cases of AR and VR rise. This is not surprising, as XR can boost productivity as well as safety. Companies can employ VR to train employees for working in high-risk situations or with sensitive and expensive tools first before they do the actual task. Meanwhile, organizations can utilize AR to transmit critical data to users regarding the situations they would have at hand (Marr, 2020).
One example of the application of XR in training is in the aviation industry. Airplane companies use both AR and VR for in-flight simulations of pilots. In particular, new and veteran pilots are required to undergo training in a flight simulator regularly. This is also critical when they are flying a new type of aircraft (Velichko, 2019).
The ground crew has rigorous and regular training as well (Mileva, 2018). For example, a VR app called aViatoR helps train the cabin crew to tackle issues pertaining to cabin components like doors. It can also prepare them for situations where passengers are under stress (Velichko, 2019).
The attributes and current advancements of AR and VR technologies offer a novel pedagogical approach that better addresses the specific requirements of today’s learner, who wants interactivity, entertainment, object manipulation, and participation (Elmqaddem, 2019).
Despite the optimistic predictions, though, there are still many barriers to the adoption of AR and VR in video training. In particular, the cost of the equipment as well as the production of videos can be prohibitive. Nevertheless, organizations worldwide are already taking steps to incorporate it into their coaching programs.
7. Using AR as a Learning Tool
AR isn’t just reserved for entertainment, cars, and healthcare. It’s also making its way into the education system. Augmented reality trends in education affect the way students learn. In fact, at the rate it’s evolving, the educational technology industry is set to reach $252 billion by 2020, at a 17% annual growth rate.
With AR, teachers can keep students interested. It makes learning more fun and motivates students to come to school and learn every day. Teaching complex subjects with AR makes it easier for students. After all, with 73% of teenagers owning a smartphone, teaching with AR is more accessible and ready for use in the classroom.
For example, when teaching chemistry, educators can use paper cubes and student smartphones. Scanning the cubes will pull out information about the chemical it represents. Putting together two or more cubes will tell students what kind of reaction to expect from it.
What’s more, AR can assist students with learning disabilities. There are about 5.7 million children diagnosed with ADHD and ADD in the US. Teachers working with kids that have ADD and ADHD can use AR and VR to make lessons more interactive and lets the students focus on their lessons by blocking out distractions.
- Due to the increase in AR tech on the market, it is becoming more affordable and accessible. That said, investing in this, instead of physical materials may be more cost-effective for schools in the future.
- AR makes it easy for differently-abled learners to grasp lessons. Thus, it is more effective at yielding results in terms of educational progress.
- AR for learning relies heavily on visual aids, making lessons more engaging.
Collaboration of AI with AR and VR
AI, AR, and VR have already proved their potential in the enterprise enviornment. Now researchers and builders are on the lookout for methods to reap advantages by collaborating them. Combining these applied sciences will pave ways in which have been not possible again then. Some advantages embody real-time face-swapping through cellphone or creating an impact related to the Individuals Blocker from Black Mirror. This could additional lead to the evolution of extremely interactive workspaces and improved image recognition services.
Top-Technologietrend 1: Extended Reality (XR)
Extended Reality (XR) verbindet Virtual and Augmented Reality (VR/AR). Laut Future Candy wird es eine deutliche Zunahme von XR-Nutzung in öffentlichen Bereichen geben. Besonders in der Medizin und Bildung wird diese Technik stärker eingesetzt werden, um potentielle Risiken durch Ansteckung zu reduzieren. Auch im Home Office ermöglicht diese Technologie eine neue, interaktive Meetingkultur. Unterstützung gibt es dabei auch durch eine neue Hardware: 2021 werden sich AR-Brillen in eine neue Designrichtung bewegen. Das Smartphone wird das zentrale Gerät zur Nutzung von AR und XR. Diese Entwicklung bringt eine starke Kostenreduzierung mit sich und rückt das Smartphone weiter in den Fokus. Hardwareanbieter und Netzbetreiber werden in grossem Umfang in den AR-Brillenmarkt einsteigen. Die neue 5G-Netzwerkumgebung wird unter anderem die Abstimmung von 5G-Smartphones und AR-Brillen ermöglichen und letztere in die Lage versetzen, AR-Anwendungen umso einfacher auszuführen.
5. Extended Reality (XR) – Virtual and Augmented Reality (VR/MR).
These terms cover technology that uses glasses or headsets to project computer-generated imagery directly into the user’s field of vision. When it is superimposed over what the user is viewing in the real world, it is AR. And when it is used to place the user into an entirely computer-generated environment, it is VR.
During next year we can again expect to see these, in conjunction with the other trends discussed here, assisting in tackling challenges posed by the current world situation. Largely this will involve allowing us to avoid potentially dangerous situations where there could be a risk of viral transmission. For example, medical examinations and diagnosis can increasingly be carried out remotely. A solution available to opticians allows eye tests to be carried out entirely in VR, as high-definition cameras give a clear image of the patient’s eye. An AR tool then allows the customer to browse the range of glasses on offer and see what they look like on their own face without having to leave their home.
We will also see an increase in the use of VR and AR tools within education. This will reduce the need for us to work in crowded classroom conditions – if not totally, then at least in areas and during times when it is known that transmission rates are high.
And as more data on the conditions and manner in which viral transmission takes place becomes available, AR tools will be used to give out real-time warnings when we move through areas where the infection is known to have spread. Even simple steps like reminding us to wash our hands when we touch a door handle in a public space or issuing an alert when a device senses that we have touched our face without washing our hands, could help to save lives and stop us spreading illness around the real-word environments we inhabit and move through.
The industry for augmented reality (AR) and virtual reality (VR), colloquially known as XR, is looking forward to a bright 2021, according to Virtual Reality News. Citing a report by Strategy Analytics, the key takeaways for XR in 2021 and beyond are:
- XR hardware revenues will reach $28 billion annually in 2025
- Total XR shipments—combined VR and dedicated AR headsets—will increase sixfold through 2025
- 2021 and 2022 will see a „slight comeback“ for smartphone-tethered VR headsets due to the rise of 5G networks
4. Virtual and Augmented Reality
Virtual reality and augmented reality, both likely to be trending technologies in 2021, use digital imagery to transform a user’s environment.
Augmented reality (AR) adds virtual elements to a live view. The technology typically accomplishes this with a smartphone or tablet camera, but more advanced applications may use a specially designed headset. In some cases, this may be digital imagery. Construction workers, for example, are beginning to use AR in the field to see how a finished building will look. They may also use the tech to know exactly where to put a vent or pipe in a given room.
In other cases, a business may use AR to create a heads-up display that offers some additional information about their environment.
A combination of consumer and business devices that use AR will likely be available next year. For instance, Apple could be aiming for a 2021 release of the company’s new smart glasses, dubbed Apple Glass. According to a Bloomberg report, these glasses will have AR functionality that will beam information from a smartphone directly into a heads-up display.
Mercedes-Benz also plans to use AR in the company’s new 2021 S-Class Sedan. A digital display on the windshield will offer drivers information like time, speed and distance between them and the car ahead.
Virtual reality (VR) takes the ideas behind AR further. Unlike AR, VR uses a headset to shut out reality entirely and immerse the user in a fully digital environment. With handheld controllers and motion-tracking devices, the user can move through and interact with objects within the virtual reality.
So far, the entertainment industry has been one of the most enthusiastic adopters of VR. Multiple major tech companies — Facebook, Sony, HTC and game developer Valve — have released proprietary headsets and peripherals designed for video games, digital chatrooms and other VR entertainment software.
While its most remarkable successes have been in the consumer market, VR is also likely to be one of the defining technology trends of 2021 for businesses. Tech like BadVR, for example, allows business analysts to step inside a virtual visualization of their data.
1. Rise of AR Avatars:
Rapid technological improvements like the evolution of a new suite of AI tools, next-generation game engines, and augmented ones are sure to bring a new and drastic change in the era of artificially intelligent AR avatars. An avatar typically refers to any personified AR agent. In Japan, there are already over 4000 AR avatars used for entertainment on YouTube which are generally called virtual YouTubers or VTubers and they look like anime characters.
2. AR Indoor Navigation:
Indoor navigation is much complex to use in comparison with outdoor navigation. Taking outdoor navigation into consideration, people don’t find it much difficult to use because nowadays, smartwatches and smartphones have built-in GPS and maps. Whereas, the indoor navigation system comprises 3 modules namely positioning, mapping, and rendering. Mapping is the only module that is straightforward as it has co-ordinates and maps. This module is easy to upgrade and customize based on the requirements. The next module is the rendering which is managing the AR design directly. It depends on the precision of positioning. It is easy to draw a route in 3D but to match the virtual objects is a real task. With the evolution of ARKit, growth, and precision also increase. As it comes to Positioning, it becomes a little intimidating. This happens because there is no accurate way of determining the exact precise location of indoor users, including the exact floor. The determination of accurate locations is also a challenge.
3. Remote Assistance:
It is a Windows feature that allows the supports team to provide help to the remote user (host). With the help of the remote assistor, the helper can view the Windows session of the host on his computer screen. This means that the user can send an invite via mail or Windows Messenger or as a file for assistance. The assistant receives a message with the file as an attachment. Executing the attachment opens the application for Remote Assistance which later sends a request to the user for permission to connect. After the user grants permission, the user can be assisted.
4. Increased Use of Mobile AR:
Mobile Augmented Reality is associated with the AR in your smartphones that can go wherever you go. AR technology which is also called spatial computing has been around for some decades lately. The most relatable example of this is the ‘Pokémon Go’ game. The augmented filters available on Snapchat and Instagram are also an example of AR on mobile phones. Other than this, several retail companies like IKEA have started using these in order to help their customers visualize their furniture according to their homes before buying it. Google and Apple have launched various other AR tools for android and iOS users.
5. A collaboration of AI with AR and VR:
AR, AI, and VR have already proved their worth and potential in the business areas. Now researchers are trying to collaborate with them for the innovation of a new form of technology. One of the benefits is real-time face-swapping via mobile phones. This can further lead to the better usage of face recognition facilities and the further evolution of the highly interactive workspaces.
6. Gearing up vehicles with the power of AR:
The automobile manufacturers are planning to introduce the augmented reality into the cars. As autonomous vehicles are being more and more popular in the world, people are being more excited and enthusiastic in order to drive these self-driven cars. It has come to the knowledge that these automotive industry leaders are collaborating with these technologies to create voice-assistants, in-car AR, and more to redefine the way people drive and travel.
7. 5G will Expedite AR and VR Evolution:
The widespread deployment of 5G networks has assured to increase the adoption of augmented reality and virtual reality. As 5G will be offering a super-fast data network, it will enhance the virtual experience of the users by increasing the pace of the data transfer to the cloud; it’s processing and the formation of a virtual image. By incorporating 5G technology, the users tend to get better VR with a minimum end-to-end latency time of fewer than 20 milliseconds.
8. Virtual Sports Events:
The way VR and AR are emerging, it is going to change the way we perceive sports and it will help to create more immersing sports events. Since the sports authorities have postponed their events because of COVID-19; the use of these technologies is entering the mainstream as broadcasters, owners, sponsors, etc. Because of this, the teams look for new ways to reach out to their fans and to generate new ways of collecting revenue. For example, as the NBA 2020 game was canceled because of the pandemic, the VR league pass offers the fans a chance to dive into the archives and re-live the previous matches in VR.
9. AR and VR in the education domain:
As artificial and virtual reality have made their way into various fields like gaming, shopping, and entertainment, the main area that experienced recognizable growth is the education sector. The immersive ways of VR technology will help the teachers to engage the students with learning material in new and more elaborative ways. This will benefit the students who are distant learners and they will not miss out on their lectures. Also, augmented reality will help students in polishing their skills and work on their job simultaneously.
10. Use of XR in healthcare as a medical device:
The AR, VR, and XR are enhancing the medical field too by fulfilling various purposes independently. But, this year onwards, it is known that these three sectors will combine to give more efficient results and opportunities. From now onwards, the medical professionals will have higher proficiency and productivity. However, to achieve all this, they will have to establish XR platforms as a medical device. But, there will be a lot more obstacles for them to overcome to achieve this.
Thus, AR and VR can be used in various fields and sectors and are expected to gain a boost in the near future as people will start exploring and utilizing them to a greater extent.
more… next time
Torsten Fell, Institute for Immersive Learning