2 AR/VR IN EDUCATION
Lately, VR technology has been widely used due to
its interesting and captivating experience that it
offers to users. It lets them experience an enhanced
3D space that improves their perspective in
interacting with virtual objects. It also gives them
the feeling of existence in a real-like environment
that might not be available in real life. These
qualities motivate users to get more engaged in the
3D experience. VR has many tools and wearable
head gears that give users more depth to the detected
objects.
Nowadays, mobile phones are becoming more
affordable to purchase and their penetration rate is
remarkable. Therefore, reaching the needed
information is getting effortless and easier to
approach. Furthermore, the use of AR and VR with
mobile phones to interact with virtual objects in real
life is becoming more appealing to everyday users.
Such technologies grant people the opportunity to be
involved in a whole new experience that combines
virtual objects with real ones. The use of AR and VR
technologies nowadays will increase the user’s
interest whether it was a game or any other
applications because of its exceptional experience
that has to offer to the users. AR and VR are
employed in many fields and used in various
applications to serve humans and enhance their
interaction with objects around them. Both AR and
VR have been used in education systems. Since the
curriculum has a great importance in forming a well-
educated generation, it has to stay updated with the
latest inventions and technologies.
One of the most entertaining system applications
for AR is incorporating the technology in interactive
books and games. In (Tomi, and Rambli, 2013),
despite not using the head-worn displays, a study
targeted the book reading enhancement process
using mobile phones to make story time more
attractive for kids. This is done by displaying 3D
rendered virtual models, sound effects, and animated
characters. Consequently, this helps boosting their
imaginative fantasy world. Additionally, it might
give the opportunity for children to gain some useful
life values or morals in the learning process.
Furthermore, it engages kids more in reading and
writing that will result into developing well educated
generations. Nowadays, children are more interested
in using technology than the traditional means of
education that the older generations grew up on.
Thus getting such generation more involved in
reading books and receiving education using the
regular ways might seem confusing and
uninteresting to them. Blending any task they need
to accomplish with technology will motivate them to
perform anything in a better way. The study in
(Tomi, and Rambli, 2013) also reported that some of
the previously developed story books that use AR
technology consist of only unappealing markers that
are inserted in the physical book without taking into
consideration their visual examination of the
inserted pictures. That might be diminishing for the
interactive process between the child and the visual
demonstrations and animations. They applied the
same concept of AR technology but with more
appealing images in the book to look at before the
process of placing the virtual objects on the mobile
display. Their process does not vary from the regular
reading of a book, where it includes the storylines
and pictures demonstrating the going events that will
capture the child’s attention before using any
technology. However, the main addition is the use of
the AR technology to enhance the book even further.
They designed the markers in a way that is not
visible for the user. That will illuminate any
distractions from the main story or taking away the
appeal of the pictures themselves. Using mobile
phones with their developed application presented a
blended animated virtual characters and objects with
the real physical book. Moreover, children have the
chance to interact with those demonstrated visuals
with their hands to give them an enhanced reading
experience. The narration audio adds more to the
interaction process. Their evaluation reported
positive reactions from children who used this
application. The children were interested in reading
and completing the story book.
In (Islam, Ahmed, Islam, and Shamsuddin, 2014)
authors reported about blended learning and its
importance nowadays in the learning experience for
students. In their research study they developed an
application that displays an animated 3D solar
system that shows the order of the planets
consequently. It comes with an audio that describes
and explains the contents and all the information
about the solar system, which is represented by 3D
objects rendered in real time. They tested their
application on school children. The first group in
their test they only used the traditional ways of
teaching without any virtual demonstrations, or any
technological methods. The teacher depended only
on the book that is taught in all Dhaka schools. The
second group used VR technology to achieve
Blended learning. They did not replace the
traditional teaching ways but they adopted VR to
enhance it even further. For their research purposes,
projectors were employed in order to demonstrate
3D virtual objects for students to enjoy and learn at
the same time. The third group used only VR
technology without relying on the traditional means
of teaching. Each group had different number of
students. After concluding the three experiments,