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

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1

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 open new horizons for learning.
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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 surgical workflows. A conceptual framework was proposed which included safety, accuracy, regulation, education, and workflow integration. Future research must balance innovation with clinical prudence to realize the potential of AR/VR while managing risks. This review synthesizes insights that serve as a knowledge base for transforming surgical systems using immersive technologies.
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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 sickness) in VR and distorted data in AR. This can be eliminated by designing an API that analyzes the requirements and ensures smooth experience. Such API with 5G technology can achieve many use cases and can help AR and VR become more mainstream.</em>
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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 tourism providers in Türkiye and globally. Through a comprehensive literature review, the study elucidates key concepts. Two cases, Dedeman İstanbul Hotel and Marriott International Hotels, were examined using a qualitative research approach focusing on case study analysis. The effectiveness of AR and VR technologies in promoting travel has been evaluated. These selected case studies, analyzed through inductive reasoning, serve to illustrate the varied and impactful use of AR and VR technologies in tourism marketing.
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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 tourism are additionally reconsidered from the aspect of climate change. In conclusion, what is encouraged is the application of AR/VR in cultural tourism due to the benefits AR and VR bring in terms of (i) delivering quite substantial content to their visitors any time from any place, (ii) reducing the negative impact of tourism on cultural heritage and (iii) developing related strategies based on more sustainable principles and concepts.&#x0D; This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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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, using computers and sensory equipment such as headphones and gloves. The HTC Vive, Samsung Gear VR glasses, and Google cardboard are some of the most popular devices used in VR. Virtual reality applications are not limited to entertainment and games only, but are also used in the field of education and medicine, for example, surgeons plan and train their operations, and it has also been used in the military field to simulate some military exercises under harsh conditions.
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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 DGBLL, recent empirical studies are reviewed. Based on this analysis, a new model for integrating AR/VR in DGBLL is proposed. The paper ends with suggestions for how DGBLL with AR/VR technologies can be used in future educational endeavors.
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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 importance, AR shows significant potential in agriculture, an underexplored area. AR could revolutionize farm management through precise climate forecasting and real-time monitoring of underground infrastructure, optimizing operations similarly to other industries. Digital twins (DTs), utilizing AR/VR/MR, create real-time holographic representations of physical systems, enhancing remote collaboration. Integrating haptics, humanoid technology, and soft robotics expands their functionality in communication and physical tasks. AR and VR are significant in government, healthcare, education, and sustainability. These technologies address global challenges by improving task efficiency and fostering environmental awareness while redefining human-computer interaction and expanding sensory perception. Their continued development promises a profound societal impact across multiple domains.
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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 2018 is expected to be huge for VR technology. Findings Facebook is the largest investor in AR and VR, and because Facebook is also extremely popular, many are opportune to have a go at VR and AR through the use of the Facebook social media platform. Originality/value VR “involves using 3D graphics and advanced interactions to immerse a real-world user in a simulated environment”, by the description of the University of Indiana University, Bloomington’s Blogspot. AR stands for extended reality and actually, in technical terms, means a combination of virtual and real reality (UWS, 2018). Both VR and AR, 3D printing and other technologies have altered how people live and work.
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Gaikwad, Pooja, and Mrs Netraja Mulay. "Study of Augmented Reality & Virtual Reality Technology in Education System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 09 (2024): 1–6. http://dx.doi.org/10.55041/ijsrem37623.

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In recent times, there has been a growing inclination towards the implementation of Augmented Reality (AR) and Virtual Reality (VR) technologies in the education and training fields owing to their proven efficacy in enhancing the learning process. This study delves into the incorporation of AR and VR technologies within educational frameworks and explores their potential for transformation. It investigates how AR and VR can enhance learning by fostering interest and aiding in information retention. Despite the potential cost implications and the need for training, the utilization of AR and VR in educational institutions holds promise for improving learning outcomes for all students. By offering immersive experiences, these technologies contribute to heightened engagement and better retention of learning materials. Properly trained educators can leverage these tools to revolutionize the learning experience. Keywords: Augmented Reality (AR), Virtual Reality (VR), education, integration, transformative potential, immersive experiences, learning engagement, retention, training, schools, students, teachers, learning enhancement.
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Orozco, Luis E., and Regina J. Giraldo-García. "Virtual and augmented reality: Applications for adult learners." Advances in Online Education: A Peer-Reviewed Journal 3, no. 1 (2024): 30. http://dx.doi.org/10.69554/dmfl7408.

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The COVID-19 pandemic of 2020 forced educational institutions to rapidly adopt different technologies for learning purposes. Augmented reality (AR) and virtual reality (VR) are technologies that can be used to adapt educational practices to the adult learning field and create a more inclusive online environment. AR allows interaction with the surrounding environment by superimposing images into real scenarios. VR technologies allow users to fully immerse and interact with virtual environments. Both technologies can be an enabler element that opens opportunities for improving adult learners’ experience. This paper provides an overview of AR and VR technologies and their practical applications in the field of adult education.
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Lyu, Shijie. "The Application of Generative AI in Virtual Reality and Augmented Reality." Journal of Industrial Engineering and Applied Science 2, no. 6 (2024): 1–9. https://doi.org/10.70393/6a69656173.323339.

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This study explores the historical development of Virtual Reality (VR) and Augmented Reality (AR) technologies and their applications in various fields, such as education, tourism, and consumer experiences. Through a review of relevant literature, the paper analyzes how VR and AR enhance user engagement and satisfaction by providing immersive and interactive experiences. In education, VR and AR are used to create vivid learning environments, promoting students' understanding and interest; in the tourism industry, these technologies enhance visitors' exploration and experience of destinations; in business, AR applications improve consumer shopping experiences and brand loyalty. Despite the widespread application of these technologies facing challenges such as high costs and user adaptability issues, research shows their potential remains significant. Future research should focus on optimizing user experience, lowering technological barriers, and expanding application scenarios. In conclusion, the development of VR and AR technologies will drive innovation and transformation across industries, offering richer experiences in daily life.
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Adeoye Idowu Afolabi, Adebimpe Bolatito Ige, Afees Olanrewaju Akinade, and Peter Adeyemo Adepoju. "Virtual reality and augmented reality: A comprehensive review of transformative potential in various sectors." Magna Scientia Advanced Research and Reviews 7, no. 2 (2023): 107–22. https://doi.org/10.30574/msarr.2023.7.2.0039.

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Virtual Reality (VR) and Augmented Reality (AR) have emerged as groundbreaking technologies with transformative potential across diverse sectors. This comprehensive review explores the multifaceted applications of VR and AR, highlighting their impact on industries ranging from healthcare and education to manufacturing and entertainment. In healthcare, VR and AR technologies are revolutionizing medical training, treatment planning, and patient care. Surgeons use VR simulations for intricate procedures, enhancing their skills in a risk-free environment. AR aids in medical imaging, providing real-time overlays during surgeries, thus improving precision. These technologies are also utilized for therapeutic interventions, offering immersive experiences for patients dealing with pain management or mental health challenges. Education experiences a paradigm shift through VR and AR, offering immersive learning environments. Virtual field trips, simulated experiments, and interactive 3D models enhance students' understanding of complex subjects. AR applications overlay information in real-time, providing contextual insights during lectures or hands-on activities. These technologies democratize access to quality education, transcending geographical barriers. In manufacturing and engineering, VR and AR play pivotal roles in design, prototyping, and training. Engineers visualize complex structures in 3D, facilitating collaborative design processes. VR simulations emulate real-world scenarios, optimizing training for technicians and reducing errors in production. AR-enhanced maintenance procedures provide technicians with instant access to relevant information, improving efficiency. The entertainment industry undergoes a revolution with immersive experiences offered by VR. Gaming experiences reach new heights, blurring the lines between reality and virtual worlds. VR cinemas and interactive storytelling redefine narrative experiences. AR enhances live performances and sports events, adding layers of information for audiences. Retail experiences a transformation through AR applications, offering customers virtual try-ons and personalized shopping experiences. VR enables virtual showrooms and immersive product presentations. In real estate, VR facilitates virtual property tours, enhancing the decision-making process for buyers and investors. As these technologies continue to evolve, the review explores challenges, including ethical considerations, privacy concerns, and the need for standardized development practices. In conclusion, the transformative potential of VR and AR extends across sectors, reshaping industries, enhancing experiences, and pushing the boundaries of what is possible. The ongoing integration of these technologies holds the promise of a future where immersive, interactive, and intelligent experiences become integral to our daily lives.
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Ahmadova, A., and N. Rzayeva. "VIRTUAL REALITY AND AUGMENTED REALITY: THE ROLE OF INNOVATIVE TECHNOLOGIES IN EDUCATION." Sciences of Europe, no. 151 (October 27, 2024): 86–88. https://doi.org/10.5281/zenodo.13999028.

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Virtual Reality (VR) and Augmented Reality (AR) technologies bring revolutionary innovations in education. While VR offers students full interaction in a digital environment, AR deepens the learning experience by enriching the real world with digital content. These technologies provide students with more interactive and engaging learning experiences, helping them better understand educational materials and remember them for a long time [3]. Using VR, students can experience historical events as if they were alive in history classes, while they can explore detailed three-dimensional models of the human body in biology classes through AR. VR and AR can be used in various fields such as virtual classrooms and laboratories, language education and vocational training [6]. These technologies increase students' learning motivation, making the educational process more effective and contributing to equal opportunities in education. The effective use of VR and AR in education enables teachers to make course materials more innovative and interactive [5].
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Agastya, I. Gede Eka Agung Agastya. "PENGGUNAAN VIRTUAL REALITY DAN AUGMENTED REALITY DALAM PENDIDIKAN KEDOKTERAN." National Conference on Applied Business, Education, & Technology (NCABET) 3, no. 1 (2024): 806–15. http://dx.doi.org/10.46306/ncabet.v3i1.171.

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Virtual Reality (VR) and Augmented Reality (AR) are digital technologies that enable automation and can be used in fields where repetitive tasks need to be done and need to be perfected. One of the uses of VR and AR in the medical field is medical education. In Indonesia, medical education so far still uses conventional methods such as using cadavers to learn anatomy. Given the variety of skills that can be practiced with VR, coupled with the wide reach and convenience of digital education, this can be a very useful educational tool for medical students. This research will discuss the use of VR and AR in medical education using the systematic literature review (SLR) method where this research was carried out by systematically reviewing and identifying journals. The results of this research showed that there was use of VR and AR in teaching Anatomy and Physiology in basic medical sciences and there was also use of VR in clinical medicine, especially in surgery, cardiopulmonary resuscitation and endotracheal tube installation. The use of VR and AR can also increase training hours for medical students' clinical skills
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Akash, Babaji Ghadge. "AI in Gaming & Augmented Reality (AR) / Virtual Reality (VR)." International Journal of Advance and Applied Research S6, no. 23 (2025): 100–106. https://doi.org/10.5281/zenodo.15194843.

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<em>Artificial Intelligence (AI) has revolutionized gaming and immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR). AI enhances gaming experiences by enabling intelligent NPC behavior, real-time decision-making, procedural content generation, and adaptive environments. In AR/VR, AI facilitates object recognition, spatial awareness, and natural user interactions, making virtual worlds more immersive and interactive. However, AI-driven gaming faces challenges such as computational complexity, ethical considerations, and real-time processing constraints. This paper explores AI&rsquo;s impact on AR/VR gaming, discussing its benefits, challenges, and future trends in enhancing interactivity and realism.</em>
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Srinivas, Balasubramanian. "Trends in Augmented Reality (AR) and Virtual Reality (VR) in Sports ecosystem." International Journal of Leading Research Publication 5, no. 1 (2024): 1–5. https://doi.org/10.5281/zenodo.14880640.

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Augmented Reality (AR) and Virtual Reality (VR) are revolutionizing the sports ecosystem by redefining athlete training, fan engagement, and game analytics. This paper explores the latest trends and applications of AR and VR in sports, highlighting their role in coaching, rehabilitation, gamification, and accessibility. The integration of immersive technologies is enhancing player performance through virtual coaching, injury prevention, and real-time performance analysis. Additionally, AR and VR are transforming fan experiences by offering interactive viewing, virtual stadiums, and gamified engagement. As sports organizations increasingly adopt these technologies, AR and VR are shaping the future of digital transformation in the industry. The paper also discusses challenges such as cost, accessibility, and ethical considerations, while outlining potential future advancements that could further integrate AI-driven insights and real-time data processing into sports applications.
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Elmqaddem, Noureddine. "Augmented Reality and Virtual Reality in Education. Myth or Reality?" International Journal of Emerging Technologies in Learning (iJET) 14, no. 03 (2019): 234. http://dx.doi.org/10.3991/ijet.v14i03.9289.

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Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. &#x0D; This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.
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Filimonova, V. V. "Implementation of Augmented and Virtual Realities in Murmansk Architecture." Vestnik Tomskogo gosudarstvennogo arkhitekturno-stroitel'nogo universiteta. JOURNAL of Construction and Architecture 27, no. 2 (2025): 129–37. https://doi.org/10.31675/1607-1859-2025-27-2-129-137.

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The rapid progress in science, technology and neural network technologies determines the relevance of this research. The paper studies the AR (augmented reality) and VR (virtual reality) technology implementation in the architecture of Murmansk.Purpose: The purpose of the work is to identify the future implementation of augmented and reality virtual technologies in the urban environment of the city of Murmansk.Methodology: Several scientific approaches are used: a deductive method based on building conceptual connections, and the analysis of AR and VR technologies applied in Murmansk, providing the understanding of the issue.Research findings: It is shown how virtual and augmented reality technologies help to understand the architecture and culture of the past years, participate in the unique program at the current development stage. AR and VR are essential components that provide a revolutionary approach to the object design, helping engineers and architects to interact on a new level in their design activities. Virtual and augmented reality technologies allow immersing in a three-dimensional environment, simplifying the object visualization. Our research team works at design and implementation of AR and VR projects, expanding the boundaries of exclusive and innovative spaces.
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СИВАКС, А. Н., and Е. В. ФРОЛОВ. "IMMERSIVE TECHNOLOGIES: VR/AR IN INDUSTRIES AND LOGISTICS." Экономика и предпринимательство, no. 2(151) (May 31, 2023): 864–67. http://dx.doi.org/10.34925/eip.2023.151.2.169.

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В статье представлено такое понятие как иммерсивность. Описаны иммерсивные технологии, раскрыта сущность и содержание гибридной (смешанной) реальности. Отражена схема и представлены элементы смешанной реальности. Описан виртуальный континуум. Приведены примеры успешных и неудачных вариантов использования технологий дополненной и виртуальной реальности на предприятиях. Отражена важность, возможность и необходимость использования новых современных цифровых технологий. Представлены особенности и варианты использования технологий дополненной реальности и виртуальной реальности в логистике. The article presents such a concept as immersiveness. Immersive technologies are described, the essence and content of hybrid (mixed) reality are revealed. The scheme is reflected and elements of mixed reality are presented. A virtual continuum is described. Examples of successful and unsuccessful cases of using augmented and virtual reality technologies in enterprises are given. The importance, possibility and necessity of using new modern digital technologies are reflected. The features and options of using augmented reality and virtual reality technologies in logistics are presented.
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Jinyoung Hwang. "Impact of Augmented Reality (AR) and Virtual Reality (VR) on Retail." Magna Scientia Advanced Research and Reviews 12, no. 1 (2024): 295–307. https://doi.org/10.30574/msarr.2024.12.1.0165.

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This research explores the prospective change that Augmented Reality (AR) and Virtual Reality (VR) bring to the retail business, including sales interactions, individualization, sales results, and managerial analytics. AR augment physical space with digital content and VR involves the complete creation of a virtual world reminiscent of the physical shopping environment. These technologies mediate the gap between conventional physical store and e-store, providing distinctive solutions like augmented reality fitting and real-life assistant interfaces. As this study is based on a quantitative, cross-sectional survey research design, data is collected by means of self-administered online questionnaires in order to capture consumers’ attitude and behaviour concerning AR and VR. The result shows how these technologies enhance customer interactions, improved customer satisfaction, better sales as well as trying to minimize returns. Furthermore, the combination of AR and VR facilitate the creation of new competitive advantages for retailers such that unique shopping experiences can be provided. It also helps in practicing sustainable business by avoiding the compulsion for physical stock and lowering the logistic expenses. This research gives practical recommendations about applications and further perspective of AR and VR use in the retail business, which can contribute to its transformation based on these technologies. Ultimately, this research underscores the pivotal role of AR and VR in shaping the future of retail, driving innovation, and fostering stronger connections between brands and consumers. effectively utilize Artificial Intelligence while ensuring they remain competitive in the global marketing landscape.
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Dr., Neetu Rathore. "Augmented Reality (AR) and Virtual Reality (VR) in Marketing." Management Journal for Advanced Research 4, no. 5 (2024): 5–10. https://doi.org/10.5281/zenodo.13917691.

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Technology has brought up a revolution in the ways we think, act and perceive things. In our day to day lives, technology plays a very important role. All the traditional ways of working are taker over by modern ways due to new technological innovations every day. One such innovation is the use of Augmented reality, virtual reality and mixed reality in almost all fields of operation whether it is spots, entertainment, health, education or marketing. These technologies have given consumers the level of satisfaction that they never experienced before. They take the consumers in almost altogether a new realm of imagination. Shopping for the consumers becomes fun filled with emotions and personalisation. Whether it is marketing through AR, VR or MR companies are able to earn more profits as well as satisfy their customers. The evolutions of these technologies is not new but their usage in marketing field is somewhat in early stage, but it is growing each day with a mix of creativity in the way businesses interact and attract customers. There are few considerations while using these techniques in marketing to make the impact strong and long lasting in the minds of consumer, if followed, it may reap more profits for the companies. The future of these technologies contains many more surprises for consumers and seems very bright.
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Korniejenko, Kinga, and Bartosz Kontny. "The Usage of Virtual and Augmented Reality in Underwater Archeology." Applied Sciences 14, no. 18 (2024): 8188. http://dx.doi.org/10.3390/app14188188.

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Currently, virtual and augmented reality (VR and AR) technologies are becoming more and more widely used in various fields of human activity, including archeology. The aim of this article is to analyze the possibilities of using VR and AR technologies in broadly understood activities related to underwater archeology. This work is a review and presents current applications of VR and AR in underwater archeology based on case studies. This paper presents the development of VR and AR technologies, including in the field of underwater archaeology, and generally describes the process of creating VR and AR applications for underwater archeology purposes, with particular emphasis on data collection methods. Then, the areas of application of these technologies in underwater archeology and related areas were generally presented and the barriers to their use were discussed. The most important part of the work is a discussion of the use of VR and AR in underwater archeology based on the selected case studies. The article ends with a summary of the current state and a discussion of the possibilities of developing virtual technologies in the applications of underwater archeology.
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Veena Tewari, Mujibur Rahman, Amitabh Mishra, K. K. Bajaj, A. Udaya Shankar,. "Impact of Virtual Reality (Vr) and Augmented Reality (Ar) in Education." Tuijin Jishu/Journal of Propulsion Technology 44, no. 4 (2023): 1310–18. http://dx.doi.org/10.52783/tjjpt.v44.i4.1014.

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Virtual Reality (VR) and Augmented Reality (AR) technologies have emerged as powerful tools with the potential to revolutionize the field of education. This study provides an overview of the impact of VR and AR in education, drawing from existing research and analytical applications. The impact of VR in education is evident in its ability to create immersive and engaging learning experiences. Students can be transported to virtual environments that facilitate experiential learning, from exploring historical landmarks to simulating complex scientific experiments. The result is enhanced student engagement, improved retention of knowledge, and the development of practical skills. AR, on the other hand, overlays digital information onto the real world, enriching traditional educational materials. Interactive textbooks and guided field trips using AR provide students with dynamic and context-rich learning experiences. Language learners benefit from instant translations and pronunciation guides, while complex data becomes tangible through AR visualizations. Both VR and AR contribute to the promotion of collaborative learning, enabling students and educators to interact in virtual environments. These technologies offer new opportunities for special needs education, as they can be customized to cater to the unique requirements of individual learners. The adoption of VR and AR in education comes with challenges, including cost considerations, the need for suitable technical infrastructure, content development complexities, and the necessity to address safety concerns. Integrating VR and AR into the existing curriculum and ensuring alignment with educational objectives are also ongoing challenges. The study aim is to analyse the impact of VR and AR in education.
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C, Vinola, Deepu S, Kushal Reddy, and Ankith Gowda. "AR and VR on Real Estate Mapping." International Research Journal of Computer Science 10, no. 05 (2023): 244–49. http://dx.doi.org/10.26562/irjcs.2023.v1005.25.

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Augmented Reality (AR) and Virtual Reality (VR) technologies are currently prominent areas of research within the information technology field. These technologies have found extensive applications across various domains, including education, healthcare, construction, military operations, and entertainment. As research progresses on the technical aspects of AR and VR, it becomes crucial to simultaneously explore evaluation methods and optimization strategies based on user experience. The primary emphasis of this research centers on the domain of real estate exhibitions, serving as a foundation for conducting comparative experiments between augmented reality (AR) and virtual reality (VR) technologies in the context of real estate displays. The study meticulously selects suitable evaluation indices and employs quantitative methods to perform a comparative analysis of the evaluation results obtained from AR and VR experiments. The ultimate objective is to construct a user experience evaluation model specific to AR and VR technologies.
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Nayyar, Anand, Bandana Mahapatra, Dac Nhuong Le, and G. Suseendran. "Virtual Reality (VR) & Augmented Reality (AR) technologies for tourism and hospitality industry." International Journal of Engineering & Technology 7, no. 2.21 (2018): 156. http://dx.doi.org/10.14419/ijet.v7i2.21.11858.

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Virtual Reality and Augmented Reality, these days, is offering many useful applications that is attracting greater attention from tourism researchers and professionals. As, AR and VR technologies are evolving, the number of scientific applications is also at increase. VR and AR are proving their worth especially when planning, marketing, education, tourist sport preservation coming to light. The aim of this research paper is to highlight top technologies for Tourism and Hospitality with regard to AR and VR.
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T. Kumar, Senthil. "Study of Retail Applications with Virtual and Augmented Reality Technologies." Journal of Innovative Image Processing 3, no. 2 (2021): 144–56. http://dx.doi.org/10.36548/jiip.2021.2.006.

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The rapidly emerging virtual reality (VR) and augmented reality (AR) technologies have greatly improved the digital shopping experience and retail selling environment. In terms of practical applications and academic research, fragmentation in VR and AR contributes to the technology's multidisciplinary roots in terms of applications. In this paper, the retail applications and research works that make use of VR and AR technology are compared and analyzed. The implementation, consumer acceptance, applications, issues and other related terms are compared. This study establishes a foundation for future work in the retail applications field.
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Fetaji, Bekim, Majlinda Fetaji, Ozcan Asilkan, and Mirlinda Ebibi. "Examining the role of virtual reality and augmented reality technologies in education." New Trends and Issues Proceedings on Humanities and Social Sciences 7, no. 3 (2020): 160–68. http://dx.doi.org/10.18844/prosoc.v7i3.5247.

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In the last decade, applications of virtual reality (VR) and augmented reality (AR) technologies have rapidly increased. Although they are used especially in the game industry, their importance in education has also becoming more evident. As there are not enough academic researches on this field, we aimed to examine the role of VR and AR technologies in education. During the study, the implementation of VR and AR applications in education was analysed as well as impact factors, barriers and levels of knowledge transfer were investigated. We propose an approach to address the various identified issues. This study aims to contribute to the field with the comparison of the results, followed by analyses and recommendations for future work.&#x0D; &#x0D; Keywords: Virtual reality, augmented reality, education, learning models, assessment, flipped learning.
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Belyaev, V. V., T. N. Gran, A. A. Zorina, et al. "Nanotechnology and Augmented Reality as the Basis for Virtualization of Edu cational Material in Training." Digital Transformation 31, no. 2 (2025): 41–51. https://doi.org/10.35596/1729-7648-2025-31-2-41-51.

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The article considers theoretical and practical aspects of using virtual and augmented reality (VR/AR) technologies in the educational process. The potential of these technologies for improving education is analyzed, especially in the context of the need for distance learning. The key advantages of VR/AR technologies are highlighted: visualization of complex scientific concepts, access to virtual models of expensive equipment, safety when working with potentially dangerous objects, and increased student engagement. The practical experience of intro ducing VR/AR technologies into the educational process of the State University of Education and Moscow State University is considered using the example of several disciplines: development of an augmented reality mobile application for studying computer architecture as part of a computer science course; creation of virtual laboratory works on the discipline “Introduction to the Physics of Nanotechnology”; additional education program in virtual and augmented reality technologies; use of AR to demonstrate 3D models of molecules at the Chemistry Depart ment of Moscow State University. The integration of VR/AR technologies into the educational process contributes to the formation of modern competencies in students, expansion of the content of taught disciplines and improve ment of the effectiveness of learning in general.
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Adedoyin, Tolulope Oyewole, Bukola Adeoye Omotayo, Afua Addy Wilhelmina, Chinazo Okoye Chinwe, Chrisanctus Ofodile Onyeka, and Esther Ugochukwu Chinonye. "Augmented and virtual reality in financial services: A review of emerging applications." World Journal of Advanced Research and Reviews 21, no. 3 (2024): 551–67. https://doi.org/10.5281/zenodo.14059618.

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In the contemporary financial landscape, the advent of Augmented Reality (AR) and Virtual Reality (VR) technologies heralds a transformative era, redefining the paradigms of customer engagement, service delivery, and educational methodologies within the sector. This paper embarks on a scholarly expedition to dissect the integration of AR and VR technologies in financial services, elucidating their evolutionary trajectory, foundational concepts, and the burgeoning implications of their adoption across various facets of the industry. Anchored by a qualitative research design, the study meticulously navigates through the technological advancements, applications, theoretical frameworks, and the regulatory and security considerations that encapsulate the AR and VR domains within financial services. The investigation reveals a nascent yet rapidly evolving landscape, where AR and VR technologies emerge as potent catalysts for innovation, operational efficiency, and competitive differentiation. The findings underscore the strategic importance of AR and VR in enhancing customer experiences, democratizing financial education, and fostering a culture of continuous innovation and adaptation. Conclusively, the paper articulates pragmatic recommendations for overcoming the multifarious challenges associated with AR and VR integration, advocating for a strategic, informed, and ethical approach to harnessing their transformative potential. This scholarly endeavor not only achieves its aims and objectives with academic rigor but also contributes a seminal perspective to the discourse on digital transformation in financial services, urging stakeholders to transcend traditional paradigms and embrace the digital renaissance heralded by AR and VR technologies.
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Juhanita Jiman and Salamiah Muhd Kulal. "Augmented Reality (AR) And Virtual Reality (VR) Applications In Tourism: Embracing Emerging Technologies For Improved Tourist Experiences In Malaysian Tourism Industry." INTERNATIONAL CONFERENCE ON DIGITAL ADVANCE TOURISM, MANAGEMENT AND TECHNOLOGY 1, no. 2 (2023): 188–99. http://dx.doi.org/10.56910/ictmt.v1i2.34.

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This paper investigates the impact of Augmented Reality (AR) and Virtual Reality (VR) on the Malaysian tourism business. AR and VR have emerged as revolutionary forces, transforming a wide range of industries, with tourism at the forefront of this digital transition. Augmented Reality complements real-world experiences by superimposing digital information on top of the physical world, whereas Virtual Reality immerses users in simulated environment. AR and VR have completely transformed the tourist experience, including planning, booking, on-site exploration, and post-trip comments. AR applications enrich the tourist experience by providing interactive maps, historical insights, and real-time translations, whereas virtual reality (VR) technologies enable deep interaction in a variety of fascinating activities and provide a fascinating insight into the destination's attractions.
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Rudnik, Yuliia. "The Use of Augmented Reality and Virtual Reality Technologies in Teaching Foreign Languages." Educological discourse 43, no. 1 (2023): 165–83. http://dx.doi.org/10.28925/2312-5829.2023.110.

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The article is devoted to analyzing the educational potential of augmented reality (AR) and virtual reality (VR) technologies in teaching foreign languages, specifically in the professional training of future teachers. The possibility and benefits of introducing AR technologies in the system of teachers’ professional training are based on the experience of the discipline «Modern Technologies of Teaching a Foreign Language to Preschool Children», which is taught during the first (bachelor's) level of education to students of the 012 Preschool Education Specialty at the Faculty of Pedagogical Education in Borys Grinchenko Kyiv University. The literature analysis and the description of the empirical experience of the interaction and implementation of AR and VR technologies in the course content are the major research methods used in this article. The article performs an analysis of the advantages and disadvantages of AR and VR technologies in foreign language teaching. The didactic potential of both aforementioned technologies is identified, including the improved learning environment, increased motivation, interaction, and content retention, the richness of multimedia modes, better visualization, and suitability for special learning needs. The article emphasizes the influence on multiple language skills and vocabulary development (vocabulary acquisition, phonics, pronunciation, comprehension, writing, reading, speaking, improved communication, and general learning skills). The data received proves the suitability and benefits of implementing current AR technologies in the professional training of future teachers and language teaching in general, as opposed to VR technologies that are limited due to their drawbacks that outweigh their current advantages, but still allow them to be considered a very powerful tool in the near future. Still, their partial accessibility by learners gives them the right to be used in terms of the realization of individual approaches. As a result of this article, a list of AR and VR technologies that could be used in foreign language teaching is revealed. The perspective of future research could focus on the analysis of specific technologies from AR or VR groups
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Krainiuk, O., Yu Buts, V. Barbachyn, and O. Severinov. "USE OF VIRTUAL AND AUGMENTED REALITY TECHNOLOGIES TO ENSURE LABOR SAFETY." Municipal economy of cities 4, no. 171 (2022): 165–72. http://dx.doi.org/10.33042/2522-1809-2022-4-171-165-172.

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Recently, new learning technologies with elements of virtual and augmented reality have been created to eliminate the discrepancy between the necessary and existing competencies of employees. They can be used in the field of occupational safety or training young professionals in safe work practices. VR/AR technologies should be aimed at improving safety at work through the introduction of digital instructions and training in virtual reality, simulating both regular and extreme situations. VR/AR technologies help to reduce time costs and possible errors, increase productivity and efficiency, and also reduce the risk of industrial injuries. The importance and prospects of modern AR/VR technologies for ensuring labor safety are shown. The analysis of modern foreign and domestic research and development of the VR/AR interface in the field of building a labor protection management system has been carried out. Emphasis is placed on the formalization of the concept of using AR tools to ensure production safety. A SWOT analysis was carried out to assess the main problems and risks of introducing VR / AR technologies to ensure labor safety. During the analysis of technology application cases, data was obtained that allowed to identify the weak and strong sides of the technologies, the possibilities of their application and the threats faced by the companies. To systematize information from sources, a SWOT matrix was constructed. We will present a SWOT analysis of AR/VR technologies to ensure labor safety. One of the strengths can be considered "a variety of applications", which confirms the promise of using AR / VR tools. With proper use of the potential of technology, companies will be able to achieve the desired benefits by increasing employee productivity, improving work processes, effectively building a labor management system, deepening the professional competencies of their employees, and reducing the likelihood of accidents or accidents at the enterprise. Keywords: VR/AR technologies, industrial safety, labor protection.
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Ho, Thi Lan Huong, and Nguyen-Chi Thanh. "Virtual Reality and Augmented Reality Technology in Bridge Engineering: A Review." Engineering, Technology & Applied Science Research 15, no. 2 (2025): 20729–36. https://doi.org/10.48084/etasr.9763.

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Improving the quality of specialized disciplines within the construction sector is a necessary and inevitable trend. Each field has distinct characteristics, leading to differences in the adoption and application of technologies, which, in turn, drive tailored research approaches. Bridge construction, as a critical subdomain, frequently involves large-scale, complex projects that draw interdisciplinary attention from experts across various fields, extending beyond construction alone. This interdisciplinary nature underscores the importance of advanced technologies for management, design, construction, and communication, particularly in making specialized knowledge accessible and practical for diverse stakeholders. Virtual Reality (VR) and Augmented Reality (AR) have emerged as transformative tools to address these challenges. Despite extensive research on VR and AR in the broader construction industry, studies focused on their application in bridge construction remain limited. This paper consolidates existing research, examining VR and AR in the context of bridge construction. It provides a comprehensive overview of their benefits, challenges, equipment requirements, and emerging trends, providing insight to guide future research and support the practical implementation of VR and AR in this field.
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Sivakumar, R. D. Assistant Professor Department of Computer Science, and S. Former Assistant Professor of Business Administration Brindha. "AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) TOOLS FOR FLIPPED LEARNING." Indian Journal of Research and Development Systems in Technologization 1, no. 4 (2024): 29–35. https://doi.org/10.5281/zenodo.12697720.

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<em>Recently the concepts of augmented reality (AR) and virtual reality (VR) became very popular as innovative technologies in learning processes especially in the framework of flipped learning. This paper aims to review the use of AR and VR technologies in the implementation of the flipped learning model that involves taking class content outside the classroom and coming to class to work through examples. AR enables learners to place virtual content on objects in the real world which can be beneficial in the demonstration of certain concepts through the use of virtual reality and models. While CBT places its learners in controlled scenarios for learning based on computer programs, VR predominantly exposes the learners to computer-created settings with actual life experience simulations, which cannot be done in classrooms. Thus, AR and VR in flipped learning environments enable teachers to individualize the learning process and satisfy the needs of learners, increase and facilitate their engagement, as well as enhance knowledge retention among them. This abstract also provides an overview of different software and applications in AR and VR that can enhance flipped learning including science and virtual laboratories, social studies history reconstructed, and language learning environments. In addition, they have discussed about the advantages and disadvantages of implementing the AR and VR in educational field such as technological enhancement, cost aspect, and need for faculty development. The paper concludes by addressing the benefits that can be derived from AR and VR in transformation of education so as to offer students more engaging, unique, and individualized experiences designed to connect theories learnt in class with real-world practices hence improving student learning outcomes as well as preparing them for future changes portraying a technology-driven society today.</em>
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Zheleva, Petya. "APPLICATION OF TECHNOLOGIES FOR VIRTUAL AND AUGMENTED REALITY WITH ARTIFICIAL INTELLIGENCE IN THE PROJECT ACTIVITY AT SCHOOL." Education and Technologies Journal 15, no. 2 (2024): 389–95. http://dx.doi.org/10.26883/2010.242.6195.

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Virtual and augmented reality (VR and AR) technologies can be extremely useful in the school environment, especially when combined with artificial intelligence (AI). The implementation of educational projects, through the integration of AI/artificial intelligence/ with virtual and augmented reality /VR, AR/ helps to:increase students’ interest in the learning material; formation of new competencies; increasing students’ motivation for independent educational and cognitive activity; activation of educational activity; formation of positive motivation for personal and professional growth; creating conditions for the development of personal qualities (crea vity, teamwork, etc.). AR is a technology that makes it possible to generate virtual environments that overlap a real environment in a direct or indirect way, allowing the interaction of reality with the visualization of virtual graphics. While virtual reality offers a simulation of a completely computer-generated perception, augmented reality is the integration of digital information with the user’s environment. Unlike virtual reality, which creates a completely artificial environment, augmented reality uses the existing environment and overlays new information on it.
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Asst., Prof. Aarti Naik. "The Convergence of Realities: A Deep Dive into Augmented Reality and Virtual Reality." International Journal of Advance and Applied Research S6, no. 23 (2025): 140–43. https://doi.org/10.5281/zenodo.15194911.

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<em>Augmented Reality (AR) and Virtual Reality (VR) have emerged as transformative technologies, reshaping how we interact with information and experience the world. This paper delves into the fundamental principles, technological advancements, and diverse applications of AR and VR. It explores the distinctions between these technologies, examines the hardware and software ecosystems that drive their development, and analyzes their impact across various sectors, including gaming, education, healthcare, and industry. Furthermore, it addresses the challenges and ethical considerations associated with the widespread adoption of AR and VR, and speculates on their future trajectory.</em>
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Perkov, Alexander V. "VIRTUAL AND AUGMENTED REALITY IN MARKETING: NEXT-GENERATION TECHNOLOGIES IN THE PROMOTION OF COMPUTER GAMES." EKONOMIKA I UPRAVLENIE: PROBLEMY, RESHENIYA 2/1, no. 143 (2024): 110–14. http://dx.doi.org/10.36871/ek.up.p.r.2024.02.01.013.

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In the context of the active development of the computer games market through the introduction and large-scale use of virtual and augmented reality technologies, a pattern stands out, which is the use of AR and VR in different parts of integrated marketing communications. It has been determined that with the expansion of the boundaries of marketing and taking into account the high popularity of virtual and augmented reality, such economic categories as VR marketing and AR marketing arise. With the correct determination of the advantages of using virtual and augmented reality in marketing in the computer services market, the formation of a marketing development strategy will be effective and rational. The article provides recommendations for companies seeking to integrate VR and augmented reality into their digital marketing strategies in the computer games market. These recommendations include the importance of investing in specialized knowledge and tools, as well as keeping up with the latest trends and advancements in virtual and augmented reality technologies.
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Godzik, Jakub, S. Harrison Farber, Timur Urakov, et al. "“Disruptive Technology” in Spine Surgery and Education: Virtual and Augmented Reality." Operative Neurosurgery 21, Supplement_1 (2021): S85—S93. http://dx.doi.org/10.1093/ons/opab114.

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Abstract BACKGROUND Technological advancements are the drivers of modern-day spine care. With the growing pressure to deliver faster and better care, surgical-assist technology is needed to harness computing power and enable the surgeon to improve outcomes. Virtual reality (VR) and augmented reality (AR) represent the pinnacle of emerging technology, not only to deliver higher quality education through simulated care, but also to provide valuable intraoperative information to assist in more efficient and more precise surgeries. OBJECTIVE To describe how the disruptive technologies of VR and AR interface in spine surgery and education. METHODS We review the relevance of VR and AR technologies in spine care, and describe the feasibility and limitations of the technologies. RESULTS We discuss potential future applications, and provide a case study demonstrating the feasibility of a VR program for neurosurgical spine education. CONCLUSION Initial experiences with VR and AR technologies demonstrate their applicability and ease of implementation. However, further prospective studies through multi-institutional and industry-academic partnerships are necessary to solidify the future of VR and AR in spine surgery education and clinical practice.
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Khan Soomro, Raja Bahar, Abdul Basit Soomro, Syed Tassaduque Ali Shah, and Ihsanullah Memon. "Integration of Virtual Reality and Augmented Reality into STEAM Education: A Meta-Analysis." Journal of Advance Research in Social Science and Humanities (ISSN 2208-2387) 11, no. 1 (2025): 7–21. https://doi.org/10.61841/ameexk04.

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Integration of Virtual Reality (VR) and Augmented Reality (AR) into the teaching of science, technology, engineering, arts, and mathematics (STEAM) has become so popular because of the impact on teaching and learning process. This meta-analysis explores the effects of VR and AR technologies in STEAM education based on a chain of studies undertaken over five years. The study analyses the impact of immersive technologies on student engagement, concept mastery, and skill development in various fields of science and technology. Research findings from various studies indicate that VR and AR support experiential learning by providing an immersive and interactive environment, which enables complex problem solving, creativity, and participation. In other words, VR provides a totally immersive experience that increases spatial consciousness and procedural abilities, but AR improves interaction with the physical environment and the real world. However, VR and AR effectiveness depends upon the level of education and the subject area and method of implementation. It is indicated that the results of the application of VR and AR show significant differences, as in most cases, VR offers deep experiences, whereas AR offers much opportunity to learn about the situation. The special emphasis of research is placed on intentional use of technology and strategies for education. It has identified some key areas that require further study to enhance the application of VR and AR technology in education and to have a higher impact on learning outcomes.
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Elkoumitti, Hajar, My Driss Laanaoui, Mohammed Lachgar, and Sabah Selmaoui. "The influence of augmented reality and virtual reality on science education." SHS Web of Conferences 214 (2025): 01003. https://doi.org/10.1051/shsconf/202521401003.

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Education is increasingly embracing digital transformations, with augmented reality (AR) and virtual reality (VR) reshaping learning through immersive and interactive experiences. These technologies improve the visualization of complex concepts, placing students at the center of learning and fostering autonomy. AR overlays digital content onto the real world for deeper comprehension, while VR immerses students in realistic settings, allowing the practical application of theoretical knowledge. Research underscores both the potential and challenges of AR and VR in education, highlighting factors such as cognitive load and accessibility, as well as innovations such as foveated rendering for improved VR performance. Studies in fields such as anatomy and veterinary science show that these tools can significantly improve engagement and learning outcomes. As AR and VR continue to evolve, they are poised to transform education, equipping students with essential skills for the digital age and promoting a shift toward active, student-centered learning.
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Agape, Adriana-Georgiana, Daniel Stoenciu, and Cosmin-Constantin Chircu. "Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), A Necessity of The Modern Diving Technology." Land Forces Academy Review 29, no. 2 (2024): 179–84. http://dx.doi.org/10.2478/raft-2024-0019.

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Abstract The paper looks at three emerging technologies, namely virtual reality (VR), augmented reality (AR) and mixed media (MX), and explains how they are transforming the way we interact with the digital and real worlds. Each technology is defined and the main features are highlighted for comparison. VR gives us a complete and immersive experience in the virtual world, AR adds digital elements to the real world, and MX integrates both media to create an interactive experience where virtual and real elements interact and coexist. Within the work a number of equipment or applications incorporating these emerging technologies were reviewed to highlight how they could assist divers to train under controlled conditions and simulate real diving conditions in hazardous or complex environments. The implementation of technologies such as virtual reality (VR), augmented reality (AR) and mixed media (MX) within the Diving Center of the Romanian Naval Forces would bring many advantages and significant improvements in terms of the training capacity, operational efficiency and safety of military divers. These technologies would not only modernize training and operations, but also strengthen the ability to intervene and react in critical situations.
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Ivanova, A. V. "VR & AR TECHNOLOGIES: OPPORTUNITIES AND APPLICATION OBSTACLES." Strategic decisions and risk management, no. 3 (October 9, 2018): 88–107. http://dx.doi.org/10.17747/2078-8886-2018-3-88-107.

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The first attempts to create devices that allow interacting with the imitated reality, as well as augmenting reality with superimposed information, were made at the beginning of the 20th century, the very concept of mixed reality (the “reality-virtuality continuum”), which elements are virtual (VR) and augmented (AR) reality, is quite young (24 years), as well as the market of these technologies. The concept of virtual and augmented reality hasn’t changed radically in the past 30 years, but VR and AR devices and software, and content have gone through a significant evolutionary path, and have already experienced several growth spikes.VR and AR technologies can be applied not only in entertainment and games. Many experts believe that virtual and augmented reality, along with Big Data, cloud technologies, artificial intelligence and some others, will become the key technologies of the 4th industrial revolution. VR and AR also have the potential to become the next big computing platform. Today VR and AR technologies help not only to create conceptually new markets, but also to disrupt existing ones.This article discusses the evolution of the VR and AR concepts and technologies and current market trends. The results of the survey show the key obstacles for the mass distribution of AR and VR technologies: high implementation and operational costs of AR/VR solutions; lack of high-quality content and imperfect devices, implicit effectiveness of their use.Based on the empirical study, a rather extensive list of benefits from using virtual and augmented reality technologies has been drawn up: faster and cheaper learning, training and guiding processes, increase in their efficiency, the reduction of the costs of elements and supplies needed, training support personnel; reducing potential risks to life and health of employees and other people while special training (medical operations and invasive procedures, evacuation, security, rescue in various emergencies) and the related optimization of the compensations; reducing the number of errors and accelerating the processes of assembling, repairing and operating special equipment, searching for information, necessary details, product location in the warehouse; significant reduction of accidents rate, as well as the exploration costs, due to the early identification of malfunctions; accelerating the pace of the designing and prototyping objects, significantly reducing the cost and duration of physical modeling process; improving customer experience, product and trading platforms design, that leads to corresponding increase in volume of sales; improving (simplifying) of communication and increasing its effectiveness.
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Huang, Luyizhe. "Analysis of VR and AR Applications in Various Fields based on HCI Principles." Applied and Computational Engineering 106, no. 1 (2024): 105–10. http://dx.doi.org/10.54254/2755-2721/106/20241269.

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Due to the continuous development of hardware and software, Virtual Reality (VR) and Augmented Reality (AR) technologies are rapidly maturing and becoming popular in people's lives. However, people do not have much knowledge and understanding of them. In order to enable more people to understand Virtual Reality and Augmented Reality and distinguish between them, this article will provide some basic explanations of VR, AR, and HCI. Through specific cases, the application of VR and AR in urban cultural creative design, education field, business field, game field, tourism and cultural experience, and manufacturing industry will be presented and analyzed. In addition, how they are applied based on Human-Computer Interaction (HCI) principles will be discussed separately. Furthermore, the feasibility of this technology and its impact on the industry were discussed. Finally, the limitations of VR and AR technologies were discussed, and some solutions were proposed. The future development directions of VR and AR technologies were also discussed.
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Fomina, A. N. "Innovative Discourse of Television Industry Development: Virtual and Augmented Reality Technologies." Beneficium, no. 2 (2024): 88–97. http://dx.doi.org/10.34680/beneficium.2024.2(51).88-97.

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At the presentstage of digital transformation of society, more and more industries and enterprises are showing interest in virtual and augmented reality technologies (VR and AR), which, along with artificial intelligence, Big Data, and cloud technologies, are a promising direction for innovative development of all spheres of the economy. Virtual and augmented reality technologies are widely used in the creative industries. The purpose of the study is aimed at identifying and systematizing the functionality of VR and AR technologies for the digital television industry and its main actors: television companies, journalists and viewers. The article analyzes and summarizes the results of foreign and domestic research in the field of implementation and development of VR and AR technologies, characterizes the typological features of immersive technologies, examines the formats of immersive content, updates the requirements for the production of VR projects, identifies and summarizes the main problems and risks associated with the use of these technologies. Based on the research conducted, the author formulated recommendations for improving the practice of implementing and developing VR and AR technology in the digital television industry. The novelty of the research lies in the identification and systematization of the functionality of VR and AR tech-nologies for the creative sector of the economy - the television industry. The article concludes that the functionality of VR and AR technologies has a significant impact on the digital transformation of the television industry, enriches it with innovative technologies, opens up new prospects and opportunities for television and journalists, radically changes the future of television companies, making their future more interesting and accessible for viewers, meet their needs and modern in-novative trends of technological progress. The article may be useful to students, graduate students and doctoral students involved in the digital development of creative industries, as well as media researchers and media experts.
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Kim, Hee-Jin, Ye-Joon Jo, Jun-Seok Choi, et al. "Virtual Reality Simulation and Augmented Reality-Guided Surgery for Total Maxillectomy: A Case Report." Applied Sciences 10, no. 18 (2020): 6288. http://dx.doi.org/10.3390/app10186288.

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With the improvement in computer graphics and sensors, technologies like virtual reality (VR) and augmented reality (AR) have created new possibilities for developing diagnostic and surgical techniques in the field of surgery. VR and AR are the latest technological modalities that have been integrated into clinical practice and medical education, and are rapidly emerging as powerful tools in the field of maxillofacial surgery. In this report, we describe a case of total maxillectomy and orbital floor reconstruction in a patient with malignant fibrous histiocytoma of the maxilla, with preoperative planning via VR simulation and AR-guided surgery. Future developments in VR and AR technologies will increase their utility and effectiveness in the field of surgery.
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Chourasia, Harshwardhan. "Enhancing Cancer Care: Augmented and Virtual Reality Solutions." International Journal for Research in Applied Science and Engineering Technology 12, no. 4 (2024): 3227–34. http://dx.doi.org/10.22214/ijraset.2024.60345.

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Abstract: The present research delves into the various uses of augmented reality (AR) and virtual reality (VR) in cancer therapy, emphasizing their capacities as inventive, patient-focused interventions. It has been shown that AR and VR technology can improve surgical methods, improve medical education, lessen the psychological and physical effectsof cancer, enable precision medicine, and encourage patient participation throughout treatment. The paper describes a thorough methodology for creating an AR/VR system for cancer diagnosis, which includes incorporating it into medical curricula, creating personalized training regimens, reviewing relevant literature, and implementing it with great care.Through a multidisciplinary approach, this research seeks to develop an approachable framework by promoting collaboration among specialists in academia, technology, and medicine. The final objective is to generate a thorough study report that offers insightful information about utilizing AR and VR technologies to improve cancer detection and treatment in the medical domain.
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AlGerafi, Mohammed A. M., Yueliang Zhou, Mohamed Oubibi, and Tommy Tanu Wijaya. "Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education." Electronics 12, no. 18 (2023): 3953. http://dx.doi.org/10.3390/electronics12183953.

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Augmented Reality (AR) and Virtual Reality (VR) are poised to revolutionize education by offering immersive and interactive learning experiences. This research comprehensively evaluates the educational applications of AR and VR, specifically emphasizing their impact on student motivation, learning outcomes, engagement, and overall learning experiences. The analysis explores how AR and VR can improve student learning, knowledge retention, and skill acquisition by systematically reviewing existing the literature from diverse educational domains, including K-12 education, higher education, STEM education, professional training, and lifelong learning. Additionally, the research investigates the pivotal role of AR and VR in fostering immersive and interactive learning environments, unveiling how these technologies promote active learning, collaboration, and critical thinking through simulations and interactive experiences. The evaluation considers the potential of AR and VR beyond traditional classroom settings in distance education and assesses the feasibility of virtual classrooms, web-based learning environments, and Massive Open Online Courses (MOOCs). A significant aspect of the study involves understanding student attitudes toward AR and VR technologies and their influence on intrinsic motivation, interest, and enthusiasm for the learning material. Based on a thorough analysis of relevant literature, the research aims to provide practical recommendations for educators to effectively incorporate AR and VR into education practices. The recommendations prioritize a pedagogically sound design, educator training, and accessibility consideration to ensure equitable access for all learners. In summary, this extensive research reveals the significant impact of AR and VR on education by understanding the strengths, limitations, and challenges of making informed decisions on utilizing these technologies to create engaging, impactful learning experiences, fostering a generation of technologically proficient and knowledge-driven learners.
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Venkata, Soma. "Using AR (Augmented Reality) and VR (Virtual Reality) For Immersive Training Experiences and Fan Experiences." Journal of Scientific and Engineering Research 10, no. 4 (2023): 157–62. https://doi.org/10.5281/zenodo.13757415.

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The study investigates the effective potential of Augmented Reality (AR) and Virtual Reality (VR)in increasing fan engagement and immersive training experiences. Conventional training methods besides fan engagement strategies face different limitations such as lack of interactivity, limited accessibility and higher costs. Both VR and AR technologies mitigate these issues by providing a realistic, personalized and interactive experience. Their application would provide a significant benefit to sports entertainment, professional training and educational regions. Hence, the aim of this study is to assess the impacts of AR and VR on immersive training services and fan experiences.
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