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Transforming Education with Virtual Reality

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"The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD)."

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,Table of Contents
1. Cover
2. Table of Contents
3. Series Page
4. Title Page
5. Copyright Page
6. Preface
7. Part 1: MODERN TECHNOLOGY IN EDUCATION: OPPORTUNITIES,
APPLICATION AND CHALLENGES
1. 1 A Novel Adaptive Framework for Immersive Learning Using VR in Education
1. 1.1 Introduction
2. 1.2 The Two Perceptive Elements
3. 1.3 Immersive Tools and Technologies
4. 1.4 The Methodology
5. 1.5 Interaction Through Voice Assistant
6. 1.6 Improved Distraction Tracking
7. 1.7 Discussions
8. 1.8 Market Analysis
9. 1.9 Result
10. 1.10 Conclusion
11. References
2. 2 When Technology Meets Tradition: Rediscovering Tribes Through Virtual
Reality
1. 2.1 Introduction
2. 2.2 Concept of Communication and Virtual Reality as a Tool of
Communication
3. 2.3 The Tribes and the Concept of ‘Modern’ Society
4. 2.4 Status of Women in Tribal Societies
5. 2.5 Socio-Political Systems of Tribal Societies
6. 2.6 Conditions of Education, Health and Hygiene
7. 2.7 Application of Virtual Reality as a Learning Pedagogy to Understand
Tribal Aspects
8. 2.8 Problems in the Implementation of VR Among the Tribes
9. 2.9 Utilization of Virtual Reality to Connect Tribes with the Mainstream
10. 2.10 Epilogue
11. References
3. 3 Post-Pandemic Approaches Through Various Advanced Toolkits for Online
Teaching and Learning Confidence
1. 3.1 Introduction
2. 3.2 The Impact of Technology on Learning
3. 3.3 MAXHUB UC BM35 Bluetooth Teleconference Speakerphone
4. 3.4 4K Ultra HD
5. 3.5 BenQ EdTech
6. 3.6 Conclusion

, 7. References
4. 4 Expanding Teaching Possibilities: Applications of Technological Products in
Education
1. 4.1 Introduction
2. 4.2 Benefits of Technology in the Education Sector
3. 4.3 Applications of Technological Products in Education
4. 4.4 PESTLE Analysis of Technological Products in the Education Sector
5. 4.5 Successive Growth of Technological Products in India
6. 4.6 Conclusion
7. References
5. 5 Evolutionary Advantages of Virtual Reality in Education
1. 5.1 Introduction
2. 5.2 Differences Between Real and Virtual Space
3. 5.3 Use of Virtual Reality: A Matter of Concern
4. 5.4 Conclusion
5. References
6. 6 Exploring Possibilities and Apprehensions About Application of Artificial
Intelligence in Higher Education
1. 6.1 Introduction
2. 6.2 The Current State of AI in Higher Education
3. 6.3 Advantages of AI in Higher Education
4. 6.4 Potential Risks of AI in Higher Education
5. 6.5 Ethical Considerations in AI in Higher Education
6. 6.6 Future of AI in Higher Education
7. 6.7 Case Studies
8. 6.8 Best Practices
9. 6.9 Conclusion
10. References
7. 7 Impact of Virtual Reality on Immersive Education
1. 7.1 Introduction
2. 7.2 Techniques Used in Immersive Learning
3. 7.3 Advantages of Immersive Learning
4. 7.4 Disadvantages of Immersive Learning
5. 7.5 Virtual Reality
6. 7.6 Processing of VR
7. 7.7 Types of Virtual Reality
8. 7.8 Developing Content for VR
9. 7.9 Creating a Virtual Reality Environment
10. 7.10 VR in Education
11. 7.11 E-Learning and VR
12. 7.12 The Usefulness of VR Technology in the Field of Education
13. 7.13 VR in Teacher Training and Pedagogy
14. 7.14 Creating an Immersive VR Environment with MaxWhere
15. 7.15 Applications or Software for Using VR Technology in the Field of
Education
16. 7.16 Growth of VR Technology in Education

, 17. 7.17 Obstacles in Using VR Technology
18. 7.18 Interpretation of Results
19. References
8. Part 2: REIMAGING EDUCATION WITH METAVERSE
1. 8 The Metaverse in Education: An Upcoming Future Trend
1. 8.1 Introduction
2. 8.2 XR in Metaverse
3. 8.3 Categories of Extended Reality (XR)
4. 8.4 XR and Learning
5. 8.5 Approaches of Learning in Metaverse
6. 8.6 Comparison of Classes in Person, Virtual Classes, and in the Metaverse
7. 8.7 Challenges of Metaverse in Education
8. 8.8 Trends Supporting Metaverse in Education
9. 8.9 Conclusion
10. References
2. 9 Role of Virtual Reality in Education: Its Scope, Reach and Effect on Student
Behavior
1. 9.1 Introduction
2. 9.2 Types of Virtual Reality
3. 9.3 Various Types of Augmented Reality
4. 9.4 Virtual and Augmented Reality
5. 9.5 Application of Virtual Reality
6. 9.6 Implementation of VR in Education Sector
7. 9.7 Effects of Virtual Reality on Student Behavior
8. 9.8 Positive Effect of Virtual Reality on Students
9. 9.9 Negative Effect of Virtual Reality on Students
10. 9.10 Challenges Faced when Implementing VR in Education Sector
11. 9.11 Conclusion
12. 9.12 Forming New Perspectives
13. References
3. 10 Virtual Reality in Education: Benefits, Applications and Challenges
1. 10.1 Introduction
2. 10.2 Industry Key Players in VR in Education
3. 10.3 VR Market Segmentation in the Education Sector
4. 10.4 Application of VR in Education
5. 10.5 Distance Learning
6. 10.6 Advantages of VR in the Classroom
7. 10.7 Disadvantages of VR in the Classroom
8. 10.8 How VR Will Improve Education
9. 10.9 Challenges of Implementing VR in Education
10. 10.10 How to Maximize the Benefits of VR in Education
11. References
4. 11 Exploring the Landscape of Virtual Reality in Education: A Bibliometric and
Thematic Analysis
1. 11.1 Introduction
2. 11.2 Literature Review

Información del documento

Subido en
7 de agosto de 2024
Número de páginas
258
Escrito en
2020/2021
Tipo
Presentación
Personaje
Desconocido
$5.49

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