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The IEEE held workshops on "K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)" in 2016 and 2017. [29] [30] Despite the interest in virtual reality for K-12 education within business and academia, skepticism of its usefulness for K-12 learners has also been expressed.
zSpace, Inc. is an American technology firm based in San Jose, California that combines elements of virtual and augmented reality in a computer. zSpace mostly provides AR/VR technology to the education market. [1] It allows teachers and learners to interact with simulated objects in virtual environments. [2] [3] [4]
Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book.
Hannes Kauffman, Associate Professor for virtual reality at TU Vienna, says: "In collaborative augmented reality multiple users may access a shared space populated by virtual objects, while remaining grounded in the real world. This technique is particularly powerful for educational purposes when users are collocated and can use natural means ...
Extended reality (XR) is an umbrella term to refer to augmented reality (AR), mixed reality (MR), and virtual reality (VR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it, [1] [2] giving users an immersive experience by being in a virtual or augmented environment.
Augmented reality SDK for mobile platforms originated from the works on the Wikitude World Browser app by Wikitude GmbH. [11] Zappar End-to-end Web AR solutions zSpace for Education: Education interaction with 3D objects in lesson plans that align with Common Core [12] ARmony [13] Software package to help people to learn an instrument AR Mixer [14]
Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way.
Pokémon GO, the 2016 hit mobile game, actively pushed their augmented reality features. This was the first example of widespread use of augmented reality that opened over 750 million people to the idea of the virtual world interacting with our own.