The Impact Analysis of Augmented Reality and Virtual Reality in Education
Tanvi Vijay1, Mohit Anand2, Divya Udayan J3, Anupama K Ingale4

1Tanvi Vijay, School of Information Technology and Engineering, Vellore Institute of Technology, Vellore (Tamil Nadu), India.
2Mohit Anand, School of Information Technology and Engineering, Vellore Institute of Technology, Vellore (Tamil Nadu), India.
3Divya Udayan J, School of Information Technology and Engineering, Vellore Institute of Technology, Vellore (Tamil Nadu), India.
4Anupama K Ingale, School of Information Technology and Engineering, Vellore Institute of Technology, Vellore (Tamil Nadu), India.
Manuscript received on 02 July 2019 | Revised Manuscript received on 12 August 2019 | Manuscript Published on 27 August 2019 | PP: 19-23 | Volume-8 Issue-2S4 July 2019 | Retrieval Number: B10040782S419/2019©BEIESP | DOI: 10.35940/ijrte.B1004.0782S419
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Currently, Augmented Reality (AR) and Virtual Reality (VR), are the most disruptive and popular technologies that predominates in every aspects of industry domain. These technologies provide users a visual treat that basic technologies like 2D and 3D have not been able to provide so far. They have extended their realm in all domains of life, from providing the opportunity to visit the Taj Mahal while you are sitting in your living room to finding the correct furniture for your office. The recent update is coming from the world of education, where AR/VR is being implemented to make learning a better experience for all. This technology is being used to make applications that make the process of understanding easier and more likeable for students. For increasing the student motivation, research on AR has showed its extreme usefulness in the process of learning. In this paper we have studied the impact of AR/VR applications on education and it’s benefit while comparing it to the traditional method of teaching using textbooks. We devised various types of evaluation techniques and distributed it to people of all age group and backgrounds. We evaluated the UX by providing the audience to first use a commercial AR/VR application and then record their experience. The results are analyzed in our work and suggestions given to further enhance our study to make the combination of technology and education a success.
Keywords: Augmented Reality, Education, Impact Analysis, User Experience (UX) , Virtual Reality.
Scope of the Article: Virtual Reality