Abstract

Manifold technical developments have allowed immersive technologies - virtual (VR) and augmented (AR) realities and their fusion to mixed or extended reality (MR/XR) - to find their way into many areas of life and work. Given their almost infinite creative possibilities, they are also of great interest for pedagogy. But what are the possibilities and where are the limits, and where does Europe stand in this respect at all? To find answers, we have evaluated 25 EU projects dealing with VR/AR/XR-based learning.

Highlights

  • In recent years, technologies that enhance or recreate real world environments are increasingly influencing our lives

  • What are the possibilities and where are the limits, and where does Europe stand in this respect at all? To find answers, we have evaluated 25 EU projects dealing with Virtual Reality (VR)/Augmented Reality (AR)/XR-based learning

  • Starting in the games industry, more and more VR/AR/XR apps have since been produced for learning in all of its forms with enormous potential: they allow us to travel through the human body, visit the Anne Frank House in Amsterdam, fight the fear of speaking in front of 1,000 virtual listeners, conduct experiments in laboratories, undergo safety training in various professions or teach ourselves to cook -- all without even needing to leave your own living room

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Summary

Introduction

Technologies that enhance or recreate real world environments are increasingly influencing our lives. N°13: University Business Cooperation for Promoting Virtual, Augmented and Mixed Reality Applications within Small and Medium-sized Manufacturing Companies (VAM Realities) Country: Germany Funding programme: ERASMUS+ Duration: 01/01/2020-31/12/2022 In a nutshell: The project aims to support European SMEs to become familiar with immersive technology and to assist with the integration of this technology into business operations through cooperation between SMEs, HEIs and technology providers.

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