IJFANS International Journal of Food and Nutritional Sciences

ISSN PRINT 2319 1775 Online 2320-7876

AUGMENTED REALITY, VIRTUAL REALITY, MIXED REALITY: AN OVERVIEW

Main Article Content

G. Kokila Selva Kumari, S R. Sundaravalli

Abstract

Digital technology is already increasingly being used in educational settings. Higher education is currently being pushed into the experiential sphere by the influences of augmented reality (AR) and virtual reality (VR). Technology has been a huge help in transforming education away from the rote memorization and chalk-talk of the past. Teachers are increasingly acting as learning facilitators while students now have access to a great amount of data and learning materials. The demands of the pupils have informed how education has been tailored. Online lessons are being developed by teachers to fill in specific knowledge gaps and to improve comprehension of some subjects that require more intensive learning interventions. To top it off, simulation-based learning results are being optimized using augmented and virtual reality technology. The use of augmented reality (AR), virtual reality (VR), and mixed reality (MR) technology to redefine traditional workspaces and create hybrids of virtual and physical realities are having a growing impact on education and training. While VR technology transforms the reality experience into a virtual environment with the aid of a VR head-mounted display, AR technology allows the augmented components to be superimposed into the real world in order to improve user experience. Real-time interaction between physical and digital items is made possible by MR technology, which combines the real and virtual worlds to create new environments and visualizations. The use of AR, VR, and MR technologies enables users to fully immerse themselves in computer-generated environments while combining the benefits of the real and virtual worlds to create an artificial reality. Researchers are investigating the learning potential of VR, AR, and MR in their studies. The use of augmented reality, virtual reality, and mixed reality in education is discussed in this article.

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