Abstract

Currently, Augmented Reality (AR) and Virtual Reality (VR), are the most disruptive and popular technologies that predominates in every aspects of industry domain. These technologies provide users a visual treat that basic technologies like 2D and 3D have not been able to provide so far. They have extended their realm in all domains of life, from providing the opportunity to visit the Taj Mahal while you are sitting in your living room to finding the correct furniture for your office. The recent update is coming from the world of education, where AR/VR is being implemented to make learning a better experience for all. This technology is being used to make applications that make the process of understanding easier and more likeable for students. For increasing the student motivation, research on AR has showed its extreme usefulness in the process of learning. In this paper we have studied the impact of AR/VR applications on education and it’s benefit while comparing it to the traditional method of teaching using textbooks. We devised various types of evaluation techniques and distributed it to people of all age group and backgrounds. We evaluated the UX by providing the audience to first use a commercial AR/VR application and then record their experience. The results are analyzed in our work and suggestions given to further enhance our study to make the combination of technology and education a success

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