2020 Seventh International Conference on Information Technology Trends (ITT) 2020
DOI: 10.1109/itt51279.2020.9320882
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Virtual and Augmented Reality: Enhancing the learning experience in higher education in the U.A.E. Current standing & research directions

Abstract: In addition to the established and widespread technological tools and trends of the past decades, such as the surge of mobile computing, high-speed networks and social media, new technologies utilizing the increased power and capabilities of modern computers is developing rapidly. Perhaps, no better example of this can be found than the rapid developments in Virtual and Augmented Reality (VR/AR), that have recently made the step from the laboratories and specialized, bespoke training applications of the past, … Show more

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Cited by 5 publications
(1 citation statement)
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“…VR involves creating a computer-generated virtual environment in which users can interact using devices such as VR goggles or headsets, while AR overlays digital information on top of the real world using devices such as smartphones or tablets [60]. These technologies have great potential for a wide variety of applications, including training and learning [61][62][63][64], entertainment [65,66], advertising [67] and marketing [68], simulation of dangerous situations [69], and aid in the treatment of diseases [70][71][72][73]. Currently, VR and AR are experiencing rapid growth and expansion [74], driven by the development of ever more advanced technologies and the popularity of video games [65,66] and mobile applications [75,76].…”
Section: Asymmetric Advances Of the Technological Frontier (Digital D...mentioning
confidence: 99%
“…VR involves creating a computer-generated virtual environment in which users can interact using devices such as VR goggles or headsets, while AR overlays digital information on top of the real world using devices such as smartphones or tablets [60]. These technologies have great potential for a wide variety of applications, including training and learning [61][62][63][64], entertainment [65,66], advertising [67] and marketing [68], simulation of dangerous situations [69], and aid in the treatment of diseases [70][71][72][73]. Currently, VR and AR are experiencing rapid growth and expansion [74], driven by the development of ever more advanced technologies and the popularity of video games [65,66] and mobile applications [75,76].…”
Section: Asymmetric Advances Of the Technological Frontier (Digital D...mentioning
confidence: 99%