Abstract

Virtual reality is defined as the person who using the VR feels the imaginary world created by computer technology as a real world. VR games mostly used all over the world. Augmented reality person sees the real world by adding some extra virtual graphics, sound, images that are created by computer technology, social media filters. The AR application development in educational setting in the past twenty-five year passed and the tool I three-dimensional anatomy. In the year (1995 – 2009) 80 AR studies in education published that are reported by web of science (WOS). Educational institutions trying to develop VR in few years, to teach with virtual environment by visualize in physical classroom. Virtual laboratories, medical scenarios holographic optical elements (HOEs) and lithography-enabled devices are introduced in AR and VR. And some basic structure of AR and VR headsets. In current years, several researchers have concerned with implementing AR and VR technologies in the(lit) plan management domain, where these technologies have displayed a major contribution to the development of the interpretation plan management aspects in countless areas. The use of immersive netnography is crucial for conducting thorough service experience studies regarding AR, VR and metaverse from a phenomenological perspective KEYWORDS Augmented reality, virtual reality, education, holographic optical element, lithography enabled devices, headsets, virtual environment, construction project management immersive netnography, covid-19 on virtual guitar

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