Augmented Reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory stimuli. It is a growing trend among companies involved in mobile computing and business applications such as E-Learning Industry. It is estimated that by 2023 there will be 2.4 billion AR mobile users worldwide. AR-enabled eLearning applications render the augmented object on the screen and play 3D examples of concepts that allow students to learn and engage. Computer graphics are being used extensively, enabling object to be captured in the augmented environment.
Virtual Reality is a computer-generated environment with scenes and objects that appear to be real, making the user feel immersed in their surroundings. This environment is perceived through a device known as a Virtual Reality headset. VR aims to create a sensory experience for the user, including sight, touch, hearing, smell, or even taste. VR industry is growing at a fast pace, with the global VR market size projected to increase to more than 12 billion U.S. dollars by 2024. VR can improve education by providing students with immersive real-like experience digitally. It can all take place within the classroom, accessible and easily monitored by teachers.
Augmented reality (AR), is able to enhance learning outcomes through increased online engagement and interactivity. Augmented Reality (AR) in education features aspects that amplified learning abilities in problem-solving, collaboration, and creation to better prepare students for the future. Similarly, to Virtual reality (VR), initially both are highly targeted to games, it can have a big space in education and training. VR allows participants to enter a 360º video shot or created 3D immersive environment.
For education, both realities have shown very useful to get learners connected or network to virtual environment mimicking the actual life environment for education training. It is practical based in internship, case study, coursework and industry awareness, without even having to physically exposed to the industry atmosphere. Some of the areas VR and AR is explored in the education system:
1. AR and VR: Enable immersive training
AR and VIR will not only help users train high-precision skills but will also boost learner engagement in virtual industry settings or virtual research process. AR instructions and VR simulation with 360-degree content, interactive 3D boards provide real-life industry scenarios and will help learners develop skills quicker and remember information easier with no risk involved. And tutors will get a great opportunity to monitor performance mentally, physically, and emotionally, beyond bare data analytics.
2. Online proctoring: Automate exam taking
Currently, the biggest problem concerning online exam is the authenticity of the answers since students are able to copy and paste the answers from other materials. The innovative I-LMS method allows accurately trailing learner exam activities through the webcam, and then the footage is examined by AI, in real time or in an offline mode, to detect suspicious activities. The system will alert the authorities of unauthorized persons or conducts in the room or detects items such as books, mobile phones and smartwatches that can be used for cheating.
4. Media asset management: Speed up content delivery