Augmented and Virtual Reality (AR/VR) in Education, Entertainment, and Engineering PDF

Summary

This document is a case study on the application of augmented reality (AR) and virtual reality (VR) in education, entertainment, and engineering. It discusses the potential benefits and challenges of using AR and VR in these fields, highlighting the difficulties of adoption in underfunded educational settings.

Full Transcript

**\"Augmented and Virtual Reality (AR/VR) in Education, Entertainment, and Engineering\"** In Partial Fulfillment of the Requirements on the subject **SOC SCI 100** by: **Saupan, Matt Andrei S.** **Sevilleja, Cyril Joshua R.** **Sonido, Marc Chris S.** **Tamayo, Maraiah Kricon V.** **BSSE - 1...

**\"Augmented and Virtual Reality (AR/VR) in Education, Entertainment, and Engineering\"** In Partial Fulfillment of the Requirements on the subject **SOC SCI 100** by: **Saupan, Matt Andrei S.** **Sevilleja, Cyril Joshua R.** **Sonido, Marc Chris S.** **Tamayo, Maraiah Kricon V.** **BSSE - 1B** **Introduction** Virtual reality and augmented reality are advance and innovative technologies that create lines between real and virtual worlds. Virtual Reality completely transports users into the computer-generated world, Argmented reality infuses the real world with digital information present in a user\'s surroundings. The applications cut across industries, healthcare, education, and entertainment. This case study talks about AR and VR as they are used in education and entertainment, the difficulties it faces, the importance of it, and analysis-based suggestions. These are creating novel learning environments in education where the students can practice real skills in the light of real scenarios, experience historical events, and investigate scientific phenomena by trial and error in a safe, risk-free, digital environment. For example, history students can see historical civilizations with virtual site visits and the medical students can perform virtual surgery. Because entirely realistic worlds in which the users may have experiences like real ones have been invented, AR and VR have profoundly transformed the game business in the entertainment sector. Consider such applications as Minecraft or augmented reality smartphone apps or even more the kind of interactivity one finds with VR gaming platforms-new to all this-a level that heretofore science fiction was alone in portraying. In sanitary engineering, AR and VR allows to design and visualized water and wastewater system. Also, in the field of waste management and fire protection. It can be a big help in the field of sanitary engineering as which it is also known as public health engineering, where they protect not only the health of everyone but also its environment. Despite all promises AR and VR technologies bear, adoption is laden with a lot of issues, such as very high prices, technological barriers, health problems, and limitation of access to such gear, particularly within resource-poor educational environments. This case study will review the actual use of these high technologies in entertainment and education industries, point out major obstacles, and make proposals on how to eliminate them. This 5th generation invention changes the world of advancement in an extraordinary manner. It played a vital role in bringing up the advanced world and applying it today thus molding it for future generations. **Overview of the Case:** The application of AR and VR in educational and entertainment contexts is the main topic of this case. Educational use Of AR and VR Technologies create an immersive interactive learning environment application to engineering how it may affect project and the world. AR and VR have transformed all genres of gaming in the entertainment industry because of their fantastically realistic environments that are very enticing to feel and counter the traditional forms of media. The two most common examples of these include VR gaming equipment and software that rely on AR-based technologies like that of minecraft. For instance, Because AR and VR technologies allow engineers to develop, model, and examine complex systems in highly interactive and immersive settings, they are totally transforming the ways of engineering. These technologies would streamline the design and development processes because they enable the engineers to see items, machinery, and buildings in ways that were otherwise impractical. AR and VR would provide for more precise prototyping, improved teamwork, and real-time problem-solving by superimposing digital models on real-world situations or engrossing engineers in virtual realms. **Problem** AR/VR has a lot of potential, but there are a lot of obstacles to its adoption, including expensive prices, technical difficulties, and restricted access to the required technology and software, particularly in underfunded educational institutions. For example, engineers. Adoption is challenging because of the high cost of development, software, and hardware, especially for smaller businesses. Technical limitations involve the need for powerful computation and difficulties integrating with current systems, hence demanding more effort to use them. In addition, the learning curve on engineers is steep, and most engineers have abilities that do not apply to these technologies. There are lot of humanity that are in lack of computer knowledge , therefore it might be hard for them to figure out how this Augmented Reality and Virtual Reality invention. Thus, it will reflect on their figure as an engineer and will be therefore effect their living. Long-term VR use is also restricted by health issues including eye strain and motion sickness. There may be differences between virtual designs and real-world results due to the difficulty of precisely mimicking real-world situations in virtual settings. AR is less useful when it has limited interaction features, such as a small field of vision. Risks to data security, particularly with cloud-based systems, and reluctance to adapt inside conventional engineering organizations are also major concerns. To maximize AR/VR\'s potential in engineering and promote its wider use, these issues must be resolved. It is indeed a good invention, yet it is in humanity that abuses it where several problem arise. **Purpose and Significance of the Study** It is going to research how AR and VR can be implemented better in the entertainment sector and educational activities with the identification of a set of barriers in adoption and potential long-term benefits. With regard to importance, AR/VR technologies take more essential roles, and knowing their benefits and drawbacks may assist in guiding potential future development, mainly in applications such as cost management, user experience, and curriculum design. The findings of the research will better the understanding of policymakers, developers, and instructors on how to use AR and VR in order to get better results in entertainment and learning. That is to say, in engineering, it goes further to analyze how the factors affect project design efficiency, safety, and innovation, and it enables engineers to know how effective they are in responding to obstacles in productivity and quality improvement. Technological breakthroughs, concerns with sustainability, and shifting the international workforce dramatically change the engineering profession, making this research significant. The findings may be used to create new knowledge that can give insights into the changes brought about by using AR/VR in improving engineering project design, prototyping, and teaming. Business and education institutions may use this information to decide what technologies should be introduced into practice for future engineers to have what is available as skill and resources. **Analysis** Research shows that AR and VR will optimize learning results because students will be submerged in experiential experiences, and also the retention of the memory will be increased; innovative ways of reaching the solutions will be included. For instance, the students may virtually go deep into the ocean or into space; the system offers an experience that would otherwise be impossible in a classroom. However, these technologies are still too expensive and involve an advanced technological setting. Sometimes, existing curricula may not be compatible with the technology to be used, and most of the teachers do not get the necessary training in utilizing these tools properly. Overreliance on AR and VR sometimes takes away most of the direct teaching practices. The game industry can now offer extremely immersive experiences with the remarkable developments in AR and VR. People now interact directly with the game and not just with the screen. This intense involvement leads to users who are of higher degrees of satisfaction and loyalty. Examples of applications that provide creative entertainment are given below: Live-action role-playing games Interactive museum tours. High production costs and technical constraints like VR headsets and high AR/VR device cost limit access to this material. Other things that need to be solved in order to increase its attractiveness include user health issues, among which are eye strain, motion sickness, and psychological discomfort. Some users, after long time using VR, say they cannot find themselves or even become detached. The application of AR and VR technologies to engineering changes transforms design visualization, prototyping, and teamwork. Their high costs, technical complexity, and requirement of expertise are the issues that have really prevented them from being totally accepted. Though they provide much creativity in complex project management and sustainability, in addition to offering significant benefits in many other ways, many engineering organizations resist its changes and shun its implementations. Sustainability is slowly going mainstream, and the engineer is supposed to balance cost-effectiveness and environmental responsibility. Problems included the extremely high cost of materials and legal issues that impede development. While there are still technical boundaries, AR/VR contributes much to solving ever-growing complexity in managing the project through virtual communication. **Conclusion and Recommendation** Despite promising huge use in entertainment as well as education, cost, technological issues, and health issues prevent AR/VR technologies from being widely used. The government and educational institutes have to spend a big amount of money on affordable AR/VR systems and also train the teachers for the successful incorporation of these technologies into curricula effectively.The policymakers should promote integration of educational institutes with technology service providers to make their adoption cost effective. Entertainment sector firms should make the user experience healthier, decrease health issues, and develop content that makes most of the immersive possibilities of AR and VR. Further research into device cost reductions and software optimization will be required to make AR/VR accessible to users. Technological breakthroughs combined with virtual reality and augmented reality are reshaping the business in engineering. This is mainly because of the new technologies changing the engineering field today, especially in augmented reality and virtual reality. The latter fields are about to introduce huge benefits concerning design, collaboration, and efficiency; however, their applications present problems concerning high costs, technical limitations, shortages of adequate skills, and insecurity about data security. While these technologies offer much in terms of efficiency, design, and cooperation, some of the hindrances to their more extensive application are expensive prices, technological constraints, lack of enough skillful laborers, as well as concerns towards data security. In the end, AR/VR has the potential to completely transform both entertainment and education, including the engineering field by producing more immersive, captivating, and interactive experiences overall with careful application and ongoing innovation.

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