Academic literature on the topic 'Virtual and augmented reality (VR and AR) technologies'

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Journal articles on the topic "Virtual and augmented reality (VR and AR) technologies"

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Vladimirovna, Kodirova Yelena. "Training using virtual and augmented reality." International Journal of Pedagogics 5, no. 2 (2025): 161–63. https://doi.org/10.37547/ijp/volume05issue02-43.

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In the context of the rapid development of technologies and the digitalization of society, education faces new challenges. Traditional teaching methods often struggle to engage students and explain complex concepts. Virtual Reality (VR) and Augmented Reality (AR) represent innovative approaches that can significantly enhance the educational process. These technologies allow for the creation of interactive and engaging learning materials that promote a deeper understanding of the subject. In particular, in the field of informatics, where abstract concepts can be difficult to grasp, VR and AR op
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Ushaa, Eswaran, and Eswaran Vishal. "Augmented reality and virtual reality technologies in surgical operating systems." i-manager's Journal on Augmented & Virtual Reality 1, no. 1 (2023): 9. http://dx.doi.org/10.26634/javr.1.1.20052.

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Augmented Reality (AR) and Virtual Reality (VR) technologies have been used to transform surgical operating systems by enhancing visualization, preoperative planning, intraoperative navigation, and surgical training. AR and VR are simulated imaging tools used in surgery. Using 2D and 3D image rendering from VR/AR tools, surgeons can mimic real surgical procedures and anatomy, thereby boosting preparedness and efficiency in the operating room. However, validity, cost, training requirements, and ethical concerns remain. This study provided a comprehensive review of AR/VR applications across surg
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Sadanand, Gowda, Dey Tamal, and Ravindran Parthasarthi. "API for Augmented Reality and Virtual Reality." Recent Trends in Computer Graphics and Multimedia Technology 2, no. 2 (2020): 1–5. https://doi.org/10.5281/zenodo.4024216.

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<em>Augmented reality and Virtual reality are two of the most advanced technologies enhancing how humans consume digital media. AR and VR are being applied in various fields of technology related to Business, entertainment, scientific experiments, simulated training, medicine etc. Both technologies involve transfer of high-volume data consisting of visual and aural information and therefore require large bandwidth, very low latency, efficient encoding and optimal transmission to provide a seamless experience in real time. High latency during transmission can cause cybersickness (motion sicknes
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Ulusoy, S. "THE USE OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) IN TOURISM MARKETING." Bulletin of Dulaty University 14, no. 2 (2024): 212–25. http://dx.doi.org/10.55956/xrlv7458.

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Recent technological advancements have transformed the dynamics of interpersonal interaction and communication, creating novel avenues for engagement between companies and consumers. Virtual Reality (VR) and Augmented Reality (AR) have become pivotal innovations, offering individuals innovative tools to navigate this evolving landscape. The tourism and travel industry has notably embraced these immersive technologies. This study independently aims to explore the applications of AR and VR in tourism marketing, drawing insights from diverse sectors such as hotels, restaurants, applications, and
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Garbin Praničević, Daniela. "Augmented Reality and Virtual Reality-Based Technology in Cultural Tourism." ENTRENOVA - ENTerprise REsearch InNOVAtion 7, no. 1 (2021): 314–22. http://dx.doi.org/10.54820/mhny8236.

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The paper intends to scrutinize the effects of augmented (AR) reality and virtual reality (VR) technology implementation in cultural tourism. Therefore, the paper explored and presented the following: (i) AR, and VR (AR/VR) based technology concept in general, (ii) AR/VR technologies application in cultural tourism with an emphasis on their potential to protect cultural heritage; (iii) the overview of AR/VR presence in cultural tourism in the 27 European Union countries (EU-27). In the discussion part, besides empirical results based on the EU-27 desk research, AR/VR technologies in cultural t
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Renas, Rajab Asaad. "Virtual reality and augmented reality technologies: A closer look." International Research Journal of Science, Technology, Education, and Management 1, no. 2 (2021): 1–10. https://doi.org/10.5281/zenodo.5652297.

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Virtual Reality (VR) and Augmented Reality (AR) technologies are based on the creation of a completely new scene that cannot be touched by the bare hand but is sensually perceived through a combination of artificial visual and sound effects. Although the overall goal of these two technologies is similar, the artificial reality that can be created via VR or AR is not the same. VR is a computer-generated simulation of an alternate world or reality, primarily used in 3D movies and video games. Virtual reality creates a simulation that aims to close off the outside world or immerse the viewers, us
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Wu, Junjie Gavin, Danyang Zhang, Sangmin-Michelle Lee, and Junhua Xian. "Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 15, no. 1 (2025): 1–15. https://doi.org/10.4018/ijcallt.367601.

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Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to the emerging availability of these new technologies. This position paper begins with a short review of the educational benefits of DGBLL, followed by a discussion of the use of AR/VR in language learning. To illustrate the potential use of AR/VR in D
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Chikene, Harshitha, Vasanth Singisetti, and Samik Kumar Pradhan. "Revolutionising Agriculture with Augmented Reality (AR) and Virtual Reality (VR)." NG Agriculture Insights 1, no. 1 (2025): 44–46. https://doi.org/10.5281/zenodo.15570294.

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Augmented reality (AR) and virtual reality (VR) technologies offer transformative possibilities across industries. AR overlays virtual objects onto the real world, enabling workplace improvements like tailored task instructions, enhanced security, and stress visualization with 3D mesh models. VR focuses on immersive, multisensory experiences, allowing users to engage actively in realistic virtual environments. Though limited by current sensor technology, VR enables compelling interactions, such as grasping virtual objects with a sense of weight and hardness. Despite its global economic importa
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Zhou, Zili, Patrick Lynett, and Behzad Ebrahimi. "INTERACTIVE VISUALIZATION FOR COASTAL HAZARDS." Coastal Engineering Proceedings, no. 37 (September 1, 2023): 190. http://dx.doi.org/10.9753/icce.v37.management.190.

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Augmented reality (AR) is a technology that integrates 3D virtual objects into the physical world in real-time, while virtual reality (VR) is a technology that immerses users in an interactive 3D virtual environment. The fast development of augmented reality (AR) and virtual reality (VR) technologies has reshaped how people interact with the physical world. This presentation will outline the results from two unique AR and one Web-based VR coastal engineering projects, motivating the next stage in the development of the augmented reality package for coastal students, engineers, and planners.
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Oyelude, Adetoun A. "Virtual reality (VR) and augmented reality (AR) in libraries and museums." Library Hi Tech News 35, no. 5 (2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.

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Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly using AR/VR technologies in their service delivery because it is trending. The year 201
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Dissertations / Theses on the topic "Virtual and augmented reality (VR and AR) technologies"

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Tsakoumi, Aliki. "Extended Experiences : Film and Performance Practices in VR/AR." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-856.

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This is a fascinating time of digital media and new technologies. They offer immersion and interaction and they challenge us, as creators, to work in alternative ways, create more space for the audience and develop our ideas across media while staying true to our artistic principles. During my research, I developed a body of work that includes films, VR, AR, film and stand up comedy as a way to investigate cross-fertilisation in the creative field between different formats, practices and individuals.<br><p>This is the written part of the research and is supplementing the exposition in Research
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Singh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.

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This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State U
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Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

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Assembly is the process in which two or more objects are joined together through particular sequences and operations. Current practice utilises two-dimensional (2D) drawings as the main visualisation means to guide assembly. Other visualisation means such as three-dimensional (3D) manual and Virtual Reality (VR) technology have also been applied to assist in assembly. As an emerging technology, Augmented Reality (AR) integrates 3D images of virtual objects into a real-world workspace. The insertion of digitalised information into the real-world workspace using AR can provide workers with the m
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PUGGIONI, MARIAPAOLA. "AR e VR nella didattica. Quali vantaggi? Indagine all’interno di un’esperienza scolastica." Doctoral thesis, Università Politecnica delle Marche, 2021. http://hdl.handle.net/11566/287732.

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La tecnologia digitale sta invadendo sempre più il quotidiano, divenendo presenza indispensabile in molti settori. La scuola molto lentamente sta introducendo questa tipologia di supporto alla didattica, scoprendo ed implementando le diverse risorse presenti nel settore. Le esperienze condotte dai docenti nei diversi livelli di scuola si presentano interessanti e stimolanti, in primo luogo per gli allievi che ritrovano un ambito a loro familiare, conosciuto prevalentemente per il settore dei videogiochi. Molte le ricerche e i risultati pubblicati in letteratura, ma quello che non è stato an
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Joonatan, Mänttäri. "Evaluation of Intuitive VR-based HRI for Simulated Industrial Robots." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24880.

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While the accessibility and technology behind industrial robots is improving as well as becomingless expensive, the installation and conguration of industrial robot cells still proves tobe an expensive venture, especially for small and mid-sized companies. It is therefore of greatinterest to simulate robot cell installations, both for verication of system functionality as wellas for demonstration purposes for clients.However, the construction and conguration of a simulated robot cell is a time-consumingprocess and requires expertise that is often only found in engineers who are experienced wit
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Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer
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Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

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En vanlig metod inom arkitektonisk visualisering idag är produktion av stillbilder som skapas med 3D-modelleringsprogram. Med sådan avancerad teknik blir det enkelt och effektivt att styra och manipulera vad som visas på stillbilderna, vilket ökar säljbarheten av arkitektoniska projekt. Men vad händer om vi tar det ett steg längre, med hjälp av Alternative Reality-teknik? AR eller Augmented Reality kan vara en annan användbar visualiseringsmetod, men vilka konsekvenser kommer det med, speciellt för de icke-professionella användarna? Om vi inte tänker på vilka konsekvenser det kan ha, på samma
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Frick, Urszula. "An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106903.

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In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is b
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Reinemann, Jonas, Joshua Fahl, Tobias Hirschter, and Albert Albers. "Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36938.

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Globaler Wettbewerb und kürzer werdende Innovationszyklen erfordern eine immer schnellere und exaktere Reaktion auf sich ständig ändernde Kundenwünsche. Die direkte Integration von Kunden und Anwendern in den Entwicklungsprozess im Rahmen kontinuierlicher Validierungsaktivitäten gewinnt im Zuge dieser Entwicklung zunehmend an Bedeutung (Ponn & Lindemann, 2011). Die Erfassung zielgerichteten Kundenfeedbacks erfordert in der Regel die Konfrontation mit konkreten Repräsentationen des späteren Produkts. Zumal physische Prototypen hierfür in frühen Entwicklungsphasen oft nicht zur Verfügung stehen
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De, Silvio Andrea. "Realtà Virtuali: aspetti positivi e implicazioni negative. Una riflessione tassonomica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16752/.

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In questa relazione di tesi si andrà ad analizzare la tecnologia Virtual Reality che in questi ultimi anni è tornata prepotentemente sulla scena e che, in un futuro piuttosto breve, potrà avere ancora maggiore diffusione e utilizzo. Dopo un lungo periodo dove la tecnologia si è sviluppata liberamente, con alti e bassi, va via via definendosi un'opinione e un oggettivo giudizio sulla VR in tutti i suoi aspetti. Rispetto all'attuale situazione si è provato a strutturare una tassonomia degli aspetti più positivi e, anche, delle criticità emerse. La tassonomia sarà in particolar modo attenta ad
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Books on the topic "Virtual and augmented reality (VR and AR) technologies"

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Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2.

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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.

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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR / AR). Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.

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Germany) Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung (1st 2002 Paderborn. Augmented & virtual reality in der Produktentstehung: Grundlagen, Methoden und Werkzeuge ; virtual prototyping/digital mock up, digitale Fabrik ; Integration von AR/VR in industrielle Geschäftsprozesse. Heinz Nixdorf Institut, 2002.

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Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Pearson Education, Limited, 2016.

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Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Pearson Education, Limited, 2016.

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Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications and Human Factors for AR and VR. Addison Wesley, 2016.

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Valk, Alison, Ximin Mi, and Ashley L. Schick. Making Virtual Reality a Reality. Bloomsbury Publishing Inc, 2023. http://dx.doi.org/10.5040/9798216171966.

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Walks readers through the key components of developing library-led research and programming that leverages emerging technologies with the goal of engaging students and faculty. As educational curricula and research evolve to include advanced technologies, libraries must offer programming with these emerging technologies in mind, including the use of virtual reality (VR) and augmented reality (AR). In this timely guide, Valk, Mi, and Schick present readers with tools for assessing their level of organizational readiness to begin such programs and, more importantly, how to sustain them with limi
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Virtual und Augmented Reality (VR/AR). Springer Nature, 2019.

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Ramakrishnan, K. K. VR/AR Network '17: Workshop on Virtual Reality and Augmented Reality Network. Association for Computing Machinery, 2017.

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Book chapters on the topic "Virtual and augmented reality (VR and AR) technologies"

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Aurelia, Sagaya. "Exploring Augmented Reality (AR) and Virtual Reality (VR) Technologies." In Immersive Technologies. CRC Press, 2024. https://doi.org/10.1201/9781003473312-2.

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Gazi, Safae El, and Ahmed Ibrahimi. "Immersive Technologies: Augmented Reality (AR) And Virtual Reality (VR)." In Atlantis Highlights in Social Sciences, Education and Humanities. Atlantis Press SARL, 2025. https://doi.org/10.2991/978-2-38476-408-2_43.

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Yildiz, Abdurrahim. "Virtual Reality (VR) and Augmented Reality (AR) in Rehabilitation." In Complementary Medicine with New Approaches. Nobel Tip Kitabevleri, 2024. http://dx.doi.org/10.69860/nobel.9786053359418.11.

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Virtual Reality (VR) and Augmented Reality (AR) are revolutionizing rehabilitation by offering innovative solutions across various medical specialties, particularly in physiotherapy. This chapter delves into the principles and current applications of VR and AR in healthcare, highlighting their success in enhancing motor skills, cognitive therapy, pain management, and psychological rehabilitation. VR and AR have been instrumental in improving patient outcomes, such as accelerating motor skills recovery post-stroke by 30%, reducing pain perception by 35% in burn treatments, and improving memory
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Gerth, Sebastian, and Rolf Kruse. "VR/AR-Technologien im Schulungseinsatz für Industrieanwendungen." In Virtual Reality und Augmented Reality in der Digitalen Produktion. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29009-2_8.

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Rose, Taana. "A Comparison of the AR and VR Artemis Works." In Creating Opera Utilising Augmented Reality and Virtual Reality Technologies. Routledge, 2025. https://doi.org/10.4324/9781003642541-5.

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Sadik Tasrif Anubhove, Md, S. M. Masum Ahmed, Mohammad Zeyad, Md Abul Ala Walid, Nawreen Ashrafi, and Ahmed Mortuza Saleque. "Tomato’s Disease Identification Using Machine Learning Techniques with the Potential of AR and VR Technologies for Inclusiveness." In Advances in Augmented Reality and Virtual Reality. Springer Singapore, 2022. http://dx.doi.org/10.1007/978-981-16-7220-0_7.

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Faramarzi, Sajad, and Joseph D. Dayag. "Augmented Reality and Virtual Reality." In Perspectives on Enhancing Learning Experience Through Digital Strategy in Higher Education. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-8282-7.ch007.

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Recent technological advances have revolutionized the learning and teaching process. The integration of a particular technology will give limitless opportunities to obtain experiences that would not be otherwise available. Augmented reality (AR) and virtual reality (VR) are becoming more and more popular in education; therefore, educators and academics became interested in investigating their potential as learning environments for many disciplines including language learning. The purpose of this chapter is to discuss different applications of AR and VR in education and language learning. In or
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Selvan, C., K. Vidhya, R. Senthil Kumar, and K. Veningston. "Comparative Overview of Augmented Reality, Virtual Reality, and Mixed Reality." In Advances in Medical Technologies and Clinical Practice. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-1123-3.ch001.

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The virtual and augmented reality is a rapidly growing technology which focuses on visualization and recognition of 2D and 3D images using tools with bonded techniques (features). The virtual reality (VR) delivers only assumed digital world for viewers, but the expectations of viewers is real world with digital world. Thus, augmented reality (AR) has become popular to deliver enhanced view of VR. However, AR fulfilled the expectations of viewers but there is a gap between VR and AR. The intermediate gap is focused on enhanced visualization for controlling and manipulating VR and AR in parallel
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Yadav, Seema. "Empowering Educators With Augmented and Virtual Reality." In Reshaping Learning with Next Generation Educational Technologies. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-1310-7.ch005.

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AR and VR technologies redefine education, merging virtual and real worlds. AR amplifies real-world views, enabling intuitive interaction with virtual elements via physical interface metaphors. It fosters collaboration, enhancing group projects and remote interactions. The spectrum of XR tools, from customizable to user-friendly platforms, fuels immersive learning. Post-pandemic, integrating AR/VR promises growth, emphasizing user satisfaction and expert guidance. In math education, analyzing strengths and weaknesses unlocks pedagogical innovation. This outlines AR/VR's versatile applications,
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Aswini J., Malarvizhi N., Siva Subramanian, and Gayathri A. "Augmented Reality and Virtual Reality in E-Governance." In Advances in Electronic Government, Digital Divide, and Regional Development. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-7697-0.ch009.

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In recent years, augmented reality &amp; virtual reality (AR/VR) has been seen as a technology with huge potential to give companies an operational and competitive advantage. But despite the use of new technologies, companies still face challenges and cannot immediately achieve performance. In addition, companies must adopt attractive technologies and analyse the areas where these technologies can be adopted, which emphasizes the importance of establishing appropriate e-government practices. This study explores how AR/VR governance is applied to support the development of sustainable AR/VR app
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Conference papers on the topic "Virtual and augmented reality (VR and AR) technologies"

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Gaikwad, Aditya Rahul, Rohan Maruti Gaikwad, Dasharathraje Naganath Jodh, and Simran Khiani. "Augmented Reality (AR) and Virtual Reality (VR) for Personalized Learning." In 2025 3rd International Conference on Intelligent Data Communication Technologies and Internet of Things (IDCIoT). IEEE, 2025. https://doi.org/10.1109/idciot64235.2025.10914996.

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Kaščak, Jakub, Marek Kočiško, Martin Pollák, and Peter Gabštur. "Integrating VR and AR into Computer-Aided Manufacturing: A Framework for University-Level Engineering Education." In Materials and Technologies for Defense and Security. Trans Tech Publications Ltd, 2025. https://doi.org/10.4028/p-bg6rge.

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As the manufacturing industry rapidly evolves with the emergence of virtual and augmented reality technologies, engineering education must adapt to prepare students for these advancements. This paper proposes a comprehensive framework for integrating Virtual reality (VR and Augmented reality (AR) into computer-aided manufacturing curricula at the university level. The framework outlines strategies for incorporating immersive technologies into traditional CAD and CAM coursework, aiming to enhance student’s understanding of complex manufacturing processes and improve their practical skills. By l
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Martini, Tanja. "Evaluation of Virtual and Mixed Reality Technologies in Helicopter Simulation." In Vertical Flight Society 80th Annual Forum & Technology Display. The Vertical Flight Society, 2024. http://dx.doi.org/10.4050/f-0080-2024-1182.

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Helicopters, because of their vertical take-off and landing capability, are an important vehicle for demanding missions such as search and rescue operations and transportation into confined areas. Therefore, training is essential to minimize the risk of helicopter missions due to human error. To date, more and more simulation is used for helicopter training where typically certified full-flight simulators are utilized. The use of simulation has several advantages. Challenging and risky tasks can be practiced in a safe environment. At the same time, the operational costs of a helicopter can be
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Ferretti, Ivan, Simone Zanoni, and Michele Costigliola. "Building Information Modelling (BIM) and Virtual/Augmented Reality (VR/AR) for Advanced Training Tools: An Industry 5.0 Application - A Review." In 15th International Conference on Simulation and Modeling Methodologies, Technologies and Applications. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013564800003970.

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Blanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.

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The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper review
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Bosik, Galina, Anne Butova, Olesja Kisel, and Angelina Dubskikh. "VIRTUAL AND AUGMENTED REALITY TECHNOLOGIES IN TRAINING ESP FOR TECHNICAL STUDENTS." In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-106.

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: In modern conditions, when the whole world is faced with the coronavirus pandemic, digital educational technologies have become an effective way of organizing the learning process, which has forced all educational institutions to revise this process radically in many ways. Currently, there is an active process of informatization in the education field, aimed at the formation of an intellectually developed creative person, information-oriented, ready for self-development and application of these knowledge in future professional activities. Therefore, it is important for teachers to know what
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Girbacia, Florin, and Silviu Butnariu. "AN INNOVATIVE APPROACH TO TEACHING MECHANISM USING AUGMENTED REALITY TECHNOLOGIES." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-114.

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The classical method of teaching the Theory of Mechanisms and Machines course is a difficult task which requires the students’ imagination or the usage of expensive mechanical installations. The teaching methods must evolve according to the new technologies that can help the students in the learning process. Augmented Reality (AR) is a relative new research direction that allows creation of an interactive virtual space embedded into the physical word. Unlike Virtual Reality (VR) systems, in which users are completely immersed in the virtual environment, AR users see the virtual objects and the
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Isufi, Anisa, Nerajda Feruni, and Osman Köroğlu. "The Impact of Augmented Reality (AR), and Virtual Reality(VR) in Marketing Campaigns." In Ninth International Scientific-Business Conference LIMEN Leadership, Innovation, Management and Economics: Integrated Politics of Research. Association of Economists and Managers of the Balkans, Belgrade, Serbia, 2023. http://dx.doi.org/10.31410/limen.s.p.2023.101.

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Augmented Reality (AR) and Virtual Reality (VR) technologies have revolutionized marketing by seamlessly merging physical and digital experi­ences. However, the conceptual development of this field within academic lit­erature has been somewhat limited. To address this gap, our systematic liter­ature review, following the PRISMA methodology, thoroughly examines ex­isting research and industry insights while emphasizing the importance of a well-defined conceptual framework. By introducing the PRISMA technique, our study aims to investigate the current and anticipated technological advance­ments
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Dimitrov, Kaloyan. "Enhancing higher education with virtual and augmented reality unleashing the power of digital educational technology." In Industrial Growth Conference 2024. Az-buki National Publishing House, 2025. https://doi.org/10.53656/igc-2024.29.

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In recent years, the adoption of Virtual Reality (VR) and Augmented Reality (AR) has been an engaging development for the future of immersive education. There has been a growing interest in the potential of VR/AR technologies to revolutionize higher education institutions. The purpose of this study is to analyze the power of VR/AR technologies to enhance higher education. To examine the overall picture of the topic, we conduct a literature review to collect and summarize the published educational literature, followed by an interpretation of the challenges, barriers and recommendations. The fin
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Chong, Joshua, Xinyi Tu, and Matteo Zallio. "Ethical Implications of Virtual and Augmented Reality in Workspaces: Challenges and Opportunities to Promote Inclusion and Safety." In 2025 Intelligent Human Systems Integration. AHFE International, 2025. https://doi.org/10.54941/ahfe1005839.

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Contemporary workspaces are constantly evolving, and we have seen the emergence of remote and hybrid workspaces using virtual and augmented reality. With these advancements come many ethical considerations that need to be identified and addressed before these environments become more widespread. This includes issues concerning inclusion, access, and safety of Virtual Reality (VR) and Augmented Reality (AR) technologies in both virtual and in-person workplaces. Two research questions arise: (1) What are the ethical considerations and potential challenges associated with the use of VR and AR tec
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Reports on the topic "Virtual and augmented reality (VR and AR) technologies"

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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been ide
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Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), 2022. http://dx.doi.org/10.21079/11681/45502.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is
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Pasupuleti, Murali Krishna. Next-Generation Extended Reality (XR): A Unified Framework for Integrating AR, VR, and AI-driven Immersive Technologies. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv325.

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Abstract: Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is evolving into a transformative technology with applications in healthcare, education, industrial training, smart cities, and entertainment. This research presents a unified framework integrating AI-driven XR technologies with computer vision, deep learning, cloud computing, and 5G connectivity to enhance immersion, interactivity, and scalability. AI-powered neural rendering, real-time physics simulation, spatial computing, and gesture recognition enable more realistic and adap
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Lavrentieva, Olena O., Ihor O. Arkhypov, Olexander I. Kuchma, and Aleksandr D. Uchitel. Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3748.

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The article discusses the theory and methods of simulation training, its significance in the context of training specialists for areas where the lack of primary qualification is critical. The most widespread hardware and software solutions for the organization welders' simulation training that use VR- and AR- technologies have been analyzed. A review of the technological infrastructure and software tools for the virtual teaching-and-production laboratory of electric welding has been made on the example of the achievements of Fronius, MIMBUS, Seabery. The features of creating a virtual simulati
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Popov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4631.

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Training and professional development of nuclear power plant personnel are essential components of the atomic energy industry’s successful performance. The rapid growth of virtual reality (VR) and augmented reality (AR) technologies allowed to expand their scope and caused the need for various studies and experiments in terms of their application and effectiveness. Therefore, this publication studies the peculiarities of the application of VR and AR technologies for the training and professional development of personnel of nuclear power plants. The research and experiments on various aspects o
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Tummalapudi, Manideep, and Prem Timilsena. Inspection Technologies for Construction and Maintenance of Highway Infrastructure – Review and Analysis. Mineta Transportation Institute, 2025. https://doi.org/10.31979/mti.2024.2357.

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The Federal Highway Administration (FHWA) and state Departments of Transportation (DOTs) seek to provide high quality infrastructure that meets or exceeds the desired quality standards crucial for ensuring safety and efficiency in our nation's transportation systems. Efficient inspection practices—which enable conformance with plans, specifications, and quality standards—are an essential part of this effort. In this digital age, state DOTs are relying on emerging technologies to improve inspection practices. However, there is limited knowledge available regarding various emerging technologies
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development
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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combi
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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling
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Palamar, Svitlana P., Ganna V. Bielienka, Tatyana O. Ponomarenko, Liudmyla V. Kozak, Liudmyla L. Nezhyva, and Andrei V. Voznyak. Formation of readiness of future teachers to use augmented reality in the educational process of preschool and primary education. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4636.

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The article substantiates the importance of training future teachers to use AR technologies in the educational process of preschool and primary education. Scientific sources on the problem of AR application in education are analyzed. Possibilities of using AR in work with preschoolers and junior schoolchildren are considered. Aspects of research of the problem of introduction of AR in education carried out by modern foreign and domestic scientists are defined, namely: use of AR-applications in education; introduction of 3D technologies, virtual and augmented reality in the educational process
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