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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 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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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
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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’ ex
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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;
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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
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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 t
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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 V
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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 expl
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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 en
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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 n
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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, providin
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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 art
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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, cr
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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
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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
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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
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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
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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 fu
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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
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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 educationa
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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 applicat
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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 meticulou
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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 Ed
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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, an
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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, const
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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. Whil
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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; creati
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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
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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 th
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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
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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
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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
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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
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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 incorpor
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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,
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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: telev
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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 preoperat
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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, crea
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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 e
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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 t
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