AR/MR/VR: You Could … But Should You?

There are several reasons why augmented reality, mixed reality, and virtual reality are not just passing fads, ranging from case studies to research. Equally important would be the need to determine if AR/MR/VR can enhance a specific learning program. Is there an obvious need for technology, or are we simply falling victim to the Shiny Object Syndrome? Are we choosing to employ these technologies to address a need that no other strategy can fill, or are we unintentionally making significant changes purely to make our learning approach appear more “cool”?

When contemplating adopting an AR/VR learning solution, it’s essential to evaluate the following: 

  • Are you employing the technology to address a gap in your learning solution?
  • When contemplating adopting an AR/VR learning solution, it’s essential to evaluate the following: 
  • Are you altering your educational strategy to make use of the technology? Why, if so?
  • Do the usage of technology and the related activities correspond to any particular learning objectives or goals?
  • Do the expenses, effort, and time justify the results?

After you have the answer to these questions, you can then proceed with taking the pros and cons of VR/MR/AR.

Positives and Negatives of AR/MR/VR:

A few years ago, there were many more drawbacks than advantages. You will now, however, notice more advantages than disadvantages.

1. Augmented Reality and Mixed Reality

 A. AR/MR advantages:

  • Geolocations: There is a lot of discussion about how technology and gadgets are keeping individuals from experiencing the outside world. AR and MR are based on GPS-based geolocations, which is a positive component of these technologies. Since geolocation is only possible outside and with a GPS device, this is an excellent tool for encouraging learners to move around, go out, and discover new things in their surroundings.
  • Support from authoring tools: Since Adobe Captivate and Articulate Storyline now support AR and MR, it is now simple and affordable to develop a variety of AR and MR styles and designs.

B. Negatives of AR and MR:

  • Not 100% distraction-free-

Even when we read a news story on our phones, we are readily distracted by a notification or a phone call.

  • Not 100% mobility safe-

There have been several instances of people stepping into traffic while engrossed in their mobile devices. It can’t be so captivating that individuals lose sight of their surroundings. When creating AR/MR courses on mobile devices, we must consider the safety aspect.

  • Shiny object syndrome-

These days, AR/MR learning is cutting-edge technology that allows learners to explore the material they are learning about and to participate in the learning process. However, if this method is used consistently, it will quickly become the norm and learners will begin to anticipate that they will always learn in this way.

2. Virtual Reality:

A. Advantages of VR:

  • Complete Immersion – Thanks to the quiet setting and 360-degree headset vision, learners will effortlessly become engaged.
  • The ability to interact with items in a virtual environment and experience a whole new universe in 360 degrees will undoubtedly delight everyone.
  • Distraction-free: The VR headset and headphones prevent you from being distracted while using it.

B. Disadvantages of VR:

Total immersion-

  • Total immersion- o Vision or Sound: The absence of noise and distractions can sometimes be a major drawback. There may be a fire hazard or any other emergency and the learner wouldn’t be aware of it if they couldn’t see or hear what was going on around them.
  • A learner might easily trip over cables, bump into nearby objects, and injure themselves. Because of this, it is strongly advised to utilize VR in an empty area.
  • Learners, especially novices, might experience vertigo, which can lead to falls. A strong headache is another side effect. Despite the myth that vertigo and headaches go away with time, for some people they persist.

Screen door effect:

You can see the screen’s pixels since it is closer to you, giving the impression that you are gazing through a screen door. Although this is disappearing due to modern technology.

Low processing power:

The headset’s processing capacity makes it unable to handle games with high processing demands or detailed graphics. They have processing power comparable to technologies introduced in 2003, therefore VR is still far from being flawless.

Additional things to think about:

Equipment depreciation: The AR and VR industries are expanding quickly, which causes equipment depreciation to happen quickly. Because of the new technology, the technology from last year is regarded as obsolete.

Business-Friendly Framework of considering AR/VR/MR:

Five considerations must be kept in mind when we develop an AR/VR/MR framework:

  1. Time
  2. Labour
  3. Cost
  4. Depreciation
  5. Variability

These five considerations must be kept in mind when we develop an AR/VR/MR framework:

While businesses incorporate VR into their training plans, there will be two key considerations. While it will be quite simple to persuade the organization to adopt AR and VR at the first meeting because it is a hot issue. In two to three years, there will be a second conversation about the results of the company’s time, labor, and financial investments in AR and VR. It’s also critical to consider what would happen if we only released a few AR and VR solutions before a competing technology emerged, rendering our present technology outdated.

Summary:

While AR and VR are revolutionizing the e-learning sector, they are also greatly advancing a wide range of other disciplines and undeniably increasing the appeal of learning. However, there is a proverb that states, “There is a good and bad side to everything.” This saying also applies to AR, VR, and MR, but it is undeniable that as technology advances quickly, negatives will start to vanish as well!

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